Help::Auto-Download
What's this slidery thing next to the download link?Mod
Parts
Action Groups
Your craft has downloaded
Not sure how to install a craft file?
Here's howPut the craft file you've downloaded into the VAB sub folder in the Ships folder in your save;
<ksp_dir>/saves/<your-save>/Ships/VAB
Put the craft file you've downloaded into the VAB sub folder inside Ships in the root of KSP;
<ksp_dir>/Ships/VAB
Paste a url where
this mod
can be downloaded


Details
- Type: VAB
- Class: ship
- Part Count: 327
- Pure Stock

Description
An Eve expedition ship, with lifter, transfer stage, and Eve plane that can shed its wings and boost a return capsule back to Kerbin
Built in the VAB in KSP version 1.7.3.
Eve Anywhere is the mother of AHTech Industries’ flying Eve
series of craft, the predecessor of Eve Hawk and Eve Transportation System. While not the first craft designed to fly on Eve, it was the first to go into regular production for selected customers. Its finicky handling characteristics and problems with the recent universe upgrade to 1.8(*) have delayed its marketing to the general public, but recent requests for such a craft have convinced management to allow general sales.
(*) Note: The plane files much better in 1.7.3 than in 1.8(.1). In particular landing without crashing one of the propeller blades became much harder. In addition it suffers from bug #23924 , which is nearly guaranteed to kill the terrier engine during aerobraking on Eve. (I use the cheat menu to get around that bug.)
Full marketing spiel TBW.
User Manual / Mission Description:
This manual describes the particularities of a typical mission to Eve of this craft. Standard maneuvers like the ascent to Kerbin orbit or the interplanetary transfers are not covered. It is recommended to do simulator training before risking the lives of Kerbals on this mission.
AHTech Industries is not liable for death, dismemberment, or permanent loss of snacks if any precaution has not been followed.

Once in orbit, the nuclear transfer stage has more than 3000 m/s dV available.

It is suggested to capture into a wide elliptic orbit around Eve, to save dV.

Perform the suborbital -> sepertation -> re-boost to orbit maneuver at AP. Keep in mind that the blast from the engines during re-boost can alter the orbit of the Eve landing section.

The Eve landing section during aerobraking.
In universe version 1.8(.1) this causes excessive heating of the terrier engine.

Once the parachutes are partially deployed, start pumping the fuel out of the large S3 tank into the airplane. This reduces the aerodynamic stability and may cause the craft to spin, but at this stage this is not a problem anymore.

Once the parachutes are fully deployed it is time to unfold the wings. Don’t forget to re-lock the hinges when they are in the deployed position.

Dropping the heat-shields has the risk of catastrophic collisions. Dropping the lower heat shield first, then cutting the parachutes (AG2), and then decoupling the upper heat shield seems to work best.

To transition to flight start the electric engines and reduce the propeller blade pitch to ca. 15 degrees. Once in stable flight adjust engine power and propeller pitch as in any AHTech Industries electric plane.

To return to orbit first ascend on electrical power. The first part of the ascent can be done quickly, above 10km altitude more and more fine tuning is required to keep a positive rate of climb. 30 degree propeller blade deflection seems to be a good choice for the final part.

Before starting the rockets it is recommended to open a display for the fuel status of the different stages and to disable the crossfeed on the decoupler below the terrier engine. Then, once the plane reached 14 km altitude, the rocket powered part can begin.

Set SAS to go straight up, start the rocket engines, and throttle up. During the first part the propellers can support the rocket engines. Increase the blade pitch as the speed increases to keep positive thrust on the propellers. Once the speed is too high, increase blade pitch to maximum (to feather the propellers) and stop the rotors (apply the brakes).

The further ascend to orbit is a fairly standard gravity turn. Pitch over aggressive enough at about 20 km altitude and raise your AP enough to give the terrier engine of the final stage enough time for circularization.

You may need to pitch up (point radial out) during circularization to avoid dropping pack into the atmosphere. If everything works O.K. you can reach orbit with a few hundred m/s dV left. The nuclear transfer stage should have plenty of dV so use this for the bulk of the maneuvering for rendezvous.

Rendezvous with the nuclear transfer stage. This one has an extra tank of Lf/Ox to refuel the orbiter module. The nuclear transfer stage should have enough dV to get you back to Kerbin, maybe even with an extra stop at Gilly.

The Kerbin reentry capsule is not designed for reentry at full interplanetary speeds. But between the nuclear transfer stage and the refueled orbiter module there should be enough dV to reduce speed before entering Kerbin’s atmosphere.

Our brave heroes have return from yet another exiting mission.

