Project Mars Design Reference Mission 1

I'm curious as to how much the lander weighs? If 30 ton (or less) I've got something that will lift it to LEO.
http://orbiter-forum.com/showthread.php?t=22760

The 'core' is 7.7 meters, so the fairing is a bit smaller (6.5 I think, it's been done a while and I can't remember exactly).

Energia_nighttime_at_Baikonur.jpg
 
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Jupiter launchers are something I investigated but it's not possible to load UCGO cargo while on the launchpad.

Thanks PhantomCruiser I'd like to launch on a Energia rocket but the landers have a mass of 90 tons at launch! Also they are 10 metres in diameter.

One possible scenario is to launch of the landers on the side of a Energia heavy launcher but I have a feeling, if my memory serves correctly, that is not possible either. Not sure if I investigated this fully though.

I think a launcher that uses attachments to mount the payload (Falcon XX looks promising) may be the key. That then allows all the functionality of the landers (including UCGO) to be available for use.
 
Jupiter launchers are something I investigated but it's not possible to load UCGO cargo while on the launchpad.

Thanks PhantomCruiser I'd like to launch on a Energia rocket but the landers have a mass of 90 tons at launch! Also they are 10 metres in diameter.

One possible scenario is to launch of the landers on the side of a Energia heavy launcher but I have a feeling, if my memory serves correctly, that is not possible either. Not sure if I investigated this fully though.

I think a launcher that uses attachments to mount the payload (Falcon XX looks promising) may be the key. That then allows all the functionality of the landers (including UCGO) to be available for use.

I tried the Falcon XX but you don't have enough propellant for the TME burn

Code:
BEGIN_DESC
Falcon XX launch. Max payload mass 140000 kg.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51984.6673790928
  Help Default\Checklists\Checklist1,Checklist1
END_ENVIRONMENT

BEGIN_FOCUS
  Ship FXX
END_FOCUS

BEGIN_CAMERA
  TARGET FXX
  MODE Extern
  POS 4.95 1.12 -113.88
  TRACKMODE TargetRelative
  FOV 50.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE Surface
  SPDMODE 1
END_MFD

BEGIN_MFD Right
  TYPE Map
  REF Earth
  BTARGET Habana
END_MFD

BEGIN_SHIPS
LPad:SpaceX/LPad
  STATUS Landed Earth
  POS -80.6039990 28.6083190
  HEADING 270.00
  AFCMODE 7
  PRPLEVEL 0:1.000000
  THLEVEL 0:1.000000
  NAVFREQ 0 0
  TYPE 5
  SUBTYPE 0
  ANIM0 0 0.0000
  ANIM1 0 0.0000
  STIME 20.000000
END
cargolander:DRM1_cargo
  STATUS Orbiting Mars
  RPOS -1592806.78 -1460241.18 -2851999.28
  RVEL 1862.791 2038.768 -2083.788
  AROT 135.85 -32.46 -122.00
  PRPLEVEL 0:0.765645
  CONFIG 1 1 1 1
  UCGO @@0,1,1,9000,CargoFissionReactorAuto,@@1,1,1,100,CargoSolarBalloonAuto,@@2,1,1,100,CargoWeatherBalloonAuto,
  UCGO @@3,1,1,3217,CargoBaseControl,@@4,1,1,567,CargoBaseConnect,@@5,1,1,2874,CargoBaseModule,  
  UCGO @@6,1,1,2874,CargoBaseModule,@@7,1,1,2874,CargoBaseModule,
END
FXX:SpaceX/FXX
  STATUS Landed Earth
  POS -80.6039990 28.6083190
  HEADING 90.00
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
  CONFIG 0 0 1 1
  LPAD LPad
  FMULT 1.0000
  PAYLOAD cargolander
  POFS 49.450000
END
END_SHIPS
(the date isn't correct in this scenario, you should launch slightly earlier..)
 
Have applied the winds to the sounding rocket launched from the telerover. Seems to have an effect.

rocket1.jpg

rocket2.jpg

Also here is a zip file with an update for v1.3 (or an early version of v1.4 ...). Includes the new entry autopilots, telerover and sounding rocket, updated balloons and new UCGO boxes. Not sure why but deploying the rover using UCGO seems to cause a CTD. Also have found problems when using Scenario Editor.

The update requires that v1.3 is already installed. Then just unzip over the top of that. Autopilots not fully tested yet but work with the DRM1 landing site and the MFL landing site.

View attachment DRM_v1.3_update_311011.zip
 
Hey MarkP,there are two versions of DRM1v1.3 one has 050911 in the zip file name,and the other is 010911?Thanks
 
There's a link to the latest one in the previous post (311011).
 
Hi Interceptor, it should be ok to overwrite everything even if you have updated with 010911 and 050911. The files in the latest update replace and update any previous versions of the files.
 
Hi mark I am getting a CTD on when using the aproaching MFL base scenario
Code:
 Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4e-008 sec
Found 0 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (NVIDIA GeForce 7150M / nForce 630M)
==> Direct3D T&L HAL (NVIDIA GeForce 7150M / nForce 630M)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module Framerate.dll ......... [Build 100830, API 100830]
Module FlightData.dll ........ [Build 100830, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]
Module ScriptMFD.dll ......... [Build 100830, API 100830]
Module LuaConsole.dll ........ [Build 100830, API 100830]
Module VistaBoost.dll ........ [Build ******, API 060425]
VistaBoost 1.0: Font smoothing disabled to improve framerate; smoothing will be re-enabled when Orbiter shuts down.
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module OrbiterSound.dll ...... [Build ******, API 060425]
Module NoseWheelTurn.dll ..... [Build ******, API 060425]
Module InterMFD55.dll ........ [Build 100826, API 100704]
Error loading module Modules\Plugin\AutopilotMFD.dll (code 126)
Module transx.dll ............ [Build 100824, API 100823]
Module CustomMFD.dll ......... [Build 100830, API 100830]
Module LuaMFD.dll ............ [Build 100830, API 100830]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1440 x 900 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
BaseObject: Parse error
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
BaseObject: Parse error
**** WARNING: Mesh not found: .\Meshes\NanediVallis.msh
BaseObject: Parse error 1
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module DRM1_hab.dll .......... [Build 111026, API 100830]
Module multistage2.dll ....... [Build ******, API 050206]
Module Spacecraft3.dll ....... [Build ******, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: MFL/screen.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Scenario parse error for vessel mfl_mtsvedl: base 'MandyaArti_Late' not found on body 'Mars'.
>>> [Vessel::ParseScenarioLine2 | .\Vesselstatus.cpp | 174]
---------------------------------------------------------------
>>> TERMINATING <<<
VistaBoost 1.0: font smoothing re-enabled.
 
Greenhouse is nearly finished. It's based on some artist impressions, mostly from the Case for Mars II Mission scenario. Textures are from photos I've taken from the nature over here in Finland. Just have to fill in some more of the boxes with something and write a dll for it perhaps. I'm thinking of adding some lights. Not sure yet.

greenhouse2.jpg
 
Managed to finish the mesh and textures for the greenhouse for now. Here's some pictures

outside_greenhouse.jpg

inside_greenhouse.jpg

Been doing a bit of reading up on Mars greenhouses and biospheres. It seems most ideas for Mars greenhouse use Mars native atmosphere but at a higher pressure maybe 10 times higher but not as high as on Earth as then a heavier stronger structure would be required. I guess a drill would be used to collect subsurface water ice and transfer it to the greenhouse.

I've also been reading up on biosphere experiments in the US and Russia for human habitation. One idea that interested me was the idea of using algae to generate oxygen. I'm wondering if that might be a back up if there is a problem with the oxygen in the habitats. Also I think a greenhouse on Mars would be an experiment in itself to see whether a biosphere can be maintained on another world for permanent human habitation in the future.
 
Also I think a greenhouse on Mars would be an experiment in itself to see whether a biosphere can be maintained on another world for permanent human habitation in the future.
Indeed, the ability to sustain a controlled biosphere for long duration habitation on another world is a major unknown for Mars planners. In theory, it ought to work just fine, but the application of the theory remains to be tested.

One clear issue is population size. (I'm talking greenhouse vegetal population size/diversity in particular, but the same observation could be made for human explorers as well.) The success of any ecosystem relies in part in numbers; the greater a species' numbers, the less susceptible it is as a whole to some tragedy or disaster. In a small greenhouse on Mars, where many of the variables affecting the sustainability of life remain unknown to some degree or other, it may well prove to be a fine balancing act by human explorers which determines the greenhouse's success or failure: a little too much nitrogen or not quite enough radiation protection and you doom your crops to decimation or extinction, for example. A little error in such a small controlled biosphere can have devastatingly huge consequences.

Only one way to find out however: Experimentation! We won't know until we try. Hope we get there in some fashion in my lifetime. (Other than only in Orbiter, of course!)

Loving the landers, btw! Nice job! I especially like the redesigned orientation with Z+ facing the horizon rather than straight up as in the earlier release.
 
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Thanks, cymrych. That's interesting about the vegetation population size/diversity. I had been kind of pondering over that issue.
 
Have been modifying the aeroshells slightly and adding the RCS visuals. Also added parachute canisters into the nose. During entry the nose will be covered but then the cover will be jettisoned, just before the parachutes are released, to reveal the parachute storage canisters.








Also simple greenhouse dll has been generated.
 
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I'm really looking forward to this. I've been planning on doing a "realistic" Mars expedition for a while -- should be fun to fly this project when it is finalized.

:cheers:
 
Hey markP,I have a suggestion.Check out this link, the addon shown here has green house's that actualy starts gradualy growing plants,after their activated. I think it would be really cool if you could some how implement that feature into your green house's for mars.
http://www.orbiterfrancophone.com/index.php?disp=addons&id=18
:thumbup:
 
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Hi Mandella, that's great, hopefully the addon will give a good idea of what a real human Mars mission may be like. Although I expect it will be a bit different when it actually happens.

Interceptor, thanks, yes I was thinking of having growing vegetables (say a spherical mesh covered in a cabbage of lettuce texture that is animated to grow slowly) but I will leave that now and try to assemble a version 1.4 to put on OHM
 
I kind of thought the greenhouse would be important for the crew's health and well being so I made some special effort with that. Also I like growing vegetables myself. Those vegetable textures are actually radishes I grew in our allotment (they grow really fast) and the water texture is from a nearby lake.
 
Will the UMMU's be able to breathe inside the greenhouse, without their spacesuits? I took one ummu's suit off inside your old one without even thinking about this, with unfortunate results.:facepalm:
 
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