Underped Up Goers
- An underped system is a component. It also counts as a derp having starting stats. It weighs 1 and must be invented and researched as normal.
- A reliability check is required to power up the underped after liftoff.
- It may not be trained in Piloting or Engineering. However, it may be programmed, giving it 1 Stamina per resource spent. Unlike training, programming can be done at the last minute.
- It must sit in a capsule, but does not need rations to work. However, it needs to burn a point of Stamina for ANY action, including burns.
- Anything that would kill a spacederp OR destroy a payload will destroy the underped system and strand the Up Goer.
- Anything that would injure a spacederp OR cause a payload malfunction will force the underped system to power down and temporarily strand the Up Goer.
- The underped system can intentionally power down to become stranded. In a stable orbit, this lets the underped Up Goer skip reliability checks for duration steps.
- In order to power back up, the underped system must have at least 1 stamina left. A reliability check and spending 1 stamina is required.
- Losing an underped Up Goer carries no penalty, but achieving firsts and milestones with it reduces the bonus by half (round up).
- When the underped Up Goer is out of stamina, it can either self destruct, or count as stranded. It can be rebooted and reprogrammed by a spacederp essentially trading Stamina with it.
- Underped capsules use payloads normally if it makes sense for them to do so, spending a point of stamina per use (Whether an underped system can be used for mapping or driving a cart depends on the fluff)
- OPTIONAL: The underped capsule operates like clockwork. A sequence of actions for it to perform are written down Robo Rally style at launch or at recharge, and must be followed. The only IF/THEN allowed is if a burn fails, either abort or try again.
- A generator is a payload component that works like a hab for underped capsules. Maybe it's a solar powered Stirling engine; maybe it's a large fishbowl used as a flywheel and wiggled around by sea monkeys; who knows. It weighs 1.
- A reliability roll allows a generator to give back 1 stamina to an underped capsule it is attached to; OK returns a point of stamina, fail does nothing, boom destroys the generator.
- A generator can be used only once per turn.
Scratchpad for extra things.
Minimal Unimproved Direct Ascent Mission Rocket
(assumes all goes well)
1 derp
1 EVA suit
2 capsule
8 rations
Payload weight: 12
Burns needed: 10
* Orbit
* Injection burn
* Injection burn
* Capture
* Deorbit
* Ascent
* Circularize
* Escape
* Escape
* Deorbit
Boosters needed: 5
Booster weights:
12 +
24 +
48 +
96 +
192
First stage weight: 384
... well shit
Minimal Maximally Improved Direct Ascent Mission Rocket
(assumes all goes well)
1 derp
1 EVA suit
1 capsule
1*8 rations
Payload weight: 4
Burns needed: 10
* Orbit
* Injection burn
* Injection burn
* Capture
* Deorbit
* Ascent
* Circularize
* Escape
* Escape
* Deorbit
Boosters needed: 5
Booster weights:
4/2 = 2 +
6/2 = 3 +
9/2 = 5 +
14/2 = 7 +
21/2 = 11
First stage weight: 32/2 = 16
... Conclusion: Reducing weight is very important!
http://en.wikipedia.org/wiki/Payload_fraction In fairness, real life agrees with the first calculation. What can we do?