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  1. Valentina's mission to rescue Jeb from orbit. My first shot at retouching a KSP screenshot, since my computer is a potato and scatterer kills my fps. Please go easy on me Image contains the following mods: ReStock ReStock+ Universal Storage II Near Future Electrical USI Life Support Surface Mounted Lights Environment Visual Enhancement (EVE) Craft file: https://steamcommunity.com/sharedfiles/filedetails/?id=2086376915 Background: I started playing KSP since the pre-release days. I didn't know what kept me lurking all those years, but here's my first contribution to the community. However I'm still ashamed now that KSP 2 is announced, I still haven't gone any further than the Mun, Minmus and Duna. During that time I've developed quite an "expertise" in designing Apollo-style spacecrafts. This is my latest iteration, creatively named the "Mk1-3" (Believe me I went through every name possible ). As a way to encourage myself to fly further than my previous destinations, I've decided to dedicate some my free time to take and enhance screenshots of my future missions with my Mk1-3 and its derivatives. My goal is to do a grand tour and visit every celestial bodies in the Kerbol system before KSP 2 releases. My current rules: Sandbox mode with USI Life Support Keep cost down to a minimum Feedback from everyone is greatly appreciated. Let me know what I should do next! Thank you! - Your fellow Kerbal
  2. Was curious how fast others can complete the docking tutorial. I found it a great practice for when I ever get anything large into orbit lol. Currently takes me 27 minutes. I made some mistakes today though so I have to try some more. Streamed the entire tutorial if interested. Here is the hightlight of my final approach. Check out this video "Highlight: Kerbal Docking Tutorial Speedrun" http://www.twitch.tv/kinslayer125/v/575860847?sr=a&t=1s
  3. Kerbals always want to go to space. But some Kerbalnoughts come from the Kerbal military. Now the Kerbal military needs new vehicles, and they called you! Build a contraption for the Kerbal Navy, Air Force or Army! Requirements: Navy: Must float in water, must have a defense or offense system ( doesn’t have to work, but is encouraged to work), and must carry a crew of 8+ kerbals. Air Force: Plane must carry at least 1 pilot, needs a offense system( doesn’t have to work, but is encouraged to work), must have range of 500+ km. Army: Must carry 1+ Kerbals, must have defense or offense system( doesn’t have to work, but is encouraged to work), must work on land only. Sharing: Share your machine below. Your description must include a name for the vehicle, as well as a description of it’s defense/offense system. ( you can also pitch the idea in description of you like.)
  4. First I have to give credit to Nexter's Lab. I got the idea for this challenge while watching one of his videos. This is a challenge to make a paper airplane and see how far you can glide. Post your attempts here or on my Facebook page: https://www.facebook.com/JollyRogerAe... Distance will be measured from the Launch clamps. No Mods. Planes must be stock. Parts allowed for the plane: flat wing sections, Elevons/control surfaces(no winglets or shuttle parts), cubic struts or I-beams, struts(spacetape), 1- RTG or 2- small solar panels, 1- small battery(100 electric), 1- small SAS unit, 2- radial decouplers, up to 16 seperatrons(no other boosters or engines), minimum 1 command seat. Rules: 1- No more than 70 parts for the plane itself. 2- Seperatrons can only be attached to the 2 decouplers. 3- I'm looking at the distance from the launch clamps. 4- No infin-glide(if still possible) 5- Launch from runway using launch clamps. 6- Land in the water intact. 7- F3 to show craft status and have the launch clamp marker visible. 8- Must have at least 1 Kerbal on board. 9- Thrust on the seperatrons must be above 75%. You may use anything you need to get the Kerbal onto the plane but no capsules or cockpits on the plane itself. Current Leader Board: Foamyesque - 46.1 Km Honorable mention: Herbal Space Program 44.5 Km(Thrust below 75%) Moarmau5 - 38.2 Km sebi9960 - 38.2 Km The Optimist - 38.2 Km Xenro66 - 24.6 KmJolly Roger Aerospace - 20.8 KmBilly Winn - 12.9 Km Category Entertainment
  5. KK-Prize signature badge here The KK-Prize challenge takes upon inspiration from the K-Prize challenge, and takes it up a notch. Your job is to make a spaceplane that can get to orbit, land, then achieve orbit again, and then land again. Basically, the K-Prize times 2. Please provide some kind of proof, preferably images or a video. All who succeed will be listed below, and extra kudos if you manage to complete one of the extra awards. Rules 1. No stages can be lost or detached, all parts must remain intact from the launch to the second landing. 2. All parts must be stock. This helps keep it simple. 3. May only use the fuel aboard the craft at launch, ie, no refueling via docking or ISRU. 4. Craft must come to a complete wheel stop before attempting second orbit. Extra Awards 1. Land on KSC grounds (picture required). Rangefinder Award 2. Land on the KSC runway (picture required). Sniper Award 3. Fastest time (before time and landed time required, MET). Speedster Award 4. Lightest craft (weight info required, weight must be craft fully loaded with fuel). Feather Award 5. Heaviest craft (weight info required, weight must be craft fully loaded with fuel). Brick Award 6. Half tanks (fuel capacity info required). Half Award 7. Cheapest craft (cost fully loaded with fuel). Cheapskate Award 8. Doesn't use NERVAs or RAPIERs (picture required). Purist Award 9. Exits Kerbin SOI at least once (picture required). Stargazer Award 10. Completes at least 7 other extra awards in one entry. Perfectionist Award Honor Roll @sevenperforce - first entry, kudos! Feather Award, Brick Award @ralanboyle - Feather Award, Sniper Award, Rangefinder Award @Pro100kerbonaut - Feather Award, Sniper Award, Rangefinder Award, Cheapskate Award Rangefinder Award @ralanboyle @Pro100kerbonaut Sniper Award @ralanboyle @Pro100kerbonaut Speedster Award @Pro100kerbonaut 1:18:01 @ralanboyle 1:18:47 Feather Award @Pro100kerbonaut 11.869 tonnes @ralanboyle 27.2 tonnes @sevenperforce 68.78 tonnes Brick Award @sevenperforce 68.78 tonnes Half Award Nobody yet Cheapskate Award @Pro100kerbonaut 17,970 funds @ralanboyle 46,290 funds Purist Award Nobody yet Stargazer Award Nobody yet Perfectionist Award Nobody yet Gatecrashers Dodged the Bouncers @Dman Revolution didn't read the title correctly.
  6. Original challenge by @keptin First thread of this challenge by @Mjp1050 Kerbal Express Airlines is in need of updating its aging fleet of regional jets and turboprops. It's a big client, operating at hundreds of airports around Kerbin, and that means big fleet sales. Does your aircraft company offer the right kind of aircraft for the job? Kerbal Express wants profitable aircraft. They're looking for aircraft that meet or exceed their requirements for fuel efficiency, speed, range, passenger load, ease of training, and cost of maintenance, for the right price that gives them the best return on investment. They also want a design that's flexible, offering variations of the same design for a variety of different routes. The Rules: KSP version 1.3/1.4 compatible Stock parts + Airplane Plus + Kerbal Aircraft Expansion (optional - and no, we can't include some other mod you suggest, sorry. If we did that it would be hideously complicated) Making History Expansion is NOT allowed, due to it not being freely available to everyone. TweakScale is allowed, just please don't ruin the spirit of the challenge with it. The Mk1 and Mk2 Crew Cabins count as 8 Passengers Mk3 Passenger Module and Size 2 Crew Cabin count as 24 Passengers Small aircraft must have at least 1 pilot in a cockpit, and medium-large at least 2 pilots. Command seats can be used, but you must build a cabin around them. No rocket engines. Aircraft engines only. You don't have to use propeller engines in the Turboprop category, nor do you have to use jets for the Jet categories. Electric propellers are allowed providing the power comes from fuel cells. Minor clipping is allowed, within reason. A rolling runway takeoff is required. Takeoff & Landing speed of no more than 80 m/s on land , or 120 m/s on water. Your aircraft must stay intact. [No drop tanks, etc.] Model variants may only have minor differences between them to be considered. 15,000m altitude limit, unless in the Supersonic category Aircraft must stay in the atmosphere Mach 1 speed limit (343 m/s), unless in the Supersonic or Jumbo Jet category What is a variant? To improve your design's competitiveness, your company can submit a variant of the same design (See Wants section below). A variant is built on the same model platform with minor changes in design to give it, say, extra range, or extra passenger room. This is most commonly achieved by adding fuel tanks or lengthening the cabin, sometimes with minor changes to wing and emmpanage design. To qualify as a variant, it must generally have the same structural layout, meaning engines, gear, and lift surfaces must be in roughly the same location & design. Basically, if you make it too different, it will be considered a separate model/submission. What Kerbal Express Air Wants, By Category: For all categories, Range will be calculated by fuel capacity / burn rate * speed / 1000m at the recommended cruising speed & altitude. Seaplane Must be able to land on and take off from water and land Range of at least 600km Cruising Speed of at least 110 m/s 16+ Passengers Turboprop Range of at least 800km Cruising Speed of at least 130 m/s 24+ Passengers Small Regional Jet Range of at least 1000km Cruising Speed of at least 220 m/s 40+ Passengers Small Hopper Range of at least 400km Cruising Speed of at least 180 m/s 56+ Passengers See 'Hopper Information' below. Medium Regional Jet Range of at least 1500km Cruising Speed of at least 240 m/s 72+ Passengers Supersonic Jet Range of at least 1500km Cruising Speed of at least 330 m/s 40+ Passengers Hopper Range of at least 400km Cruising Speed of at least 210 m/s 104+ Passengers Jumbo Jet Range of at least 4000km 152+ Passengers Takeoff speed can be higher that 80 m/s Super Jumbo Range of at least 4000km 800+ Passengers Takeoff speed can be higher that 80 m/s Hopper information: Hoppers are a class added more recently than other classes, a hopper is judged very differently. A hopper is an aircraft designed to be very compact to save space in big inner cities, where land can be absurdly expensive, while ferrying passengers out of the city. (hence a short range is okay, range above 400km is largely unnecessary for hoppers.) Climb rate should also be maximized, to clear skyscrapers. Judging Criteria: Every submission that meets the requirements will be ranked with feedback from Kerbal Express Jet test pilots, but how well it ranks depends on: (Note, this is elaborated on later) How well it meets or exceeds the category requirements Cost of Aircraft Fuel Efficiency at recommended cruising speed & altitude Ease of maintenance; fewer parts and fewer engines are preferred Passenger comfort How to Submit. Your post must include the following: The name of your aircraft company and model names for the designs you're submitting. Please clarify what category you're entering the plane in. At least one screenshot or very large bold text or something in your submissions. This is so we can more easily see it is a submission, we don't want to accidentally skip yours. A link to your craft files in your submission post. No PMing me. The price of your aircraft times 1,000. (If $23,555 in-game, submit as $23,555,000. This is just for fun to make prices more realistic.) The recommended cruising speed and altitude for your aircraft. This is the speed and altitude you've fine-tuned your designs for, ensuring the best balance of speed, range, and fuel efficiency. It's also what the test pilots will be testing your aircraft at for judging. (Optional, but will help in review) Pitch your aircraft to the Kerbal Express Airlines executives, selling them on why it should be purchased for their fleet. Include any notable features (even if fictional). ========================================================================== The Judges: @panzerknoef @neistridlar @CrazyJebGuy @NightshineRecorralis @no_intelligence (Judge of last thread) @1Revenger1 (Judge of last thread) @Mjp1050 (OP of last thread) Challenge Submissions Seaplane @ImmaStegosaurus!'s Ka-24 - A very high performing, albeit pricey, seaplane. @Samwise Potato's SF-A232 "Lupin" - Deceptively powerful and high-performing, and can take off and land from just about anywhere. The Lupin has all the qualities we're looking for in a seaplane. NEW THREAD ADDITIONS TO LEADER BOARD: @Wanderfound's Kerbski - It's a fast, and fairly good flying boat, but it costs a fair bit. @TaRebelSheep's Kessna T-170 - It's very small, but safe and very easy to fly, and it's cheap. The cockpit seats two, so it's an ideal training aircraft. @CrazyJebGuy's GAI K-38\52 - A safe, fast float-plane that flies well, is comfortable and cheap, and it has a very long range. @CrazyJebGuy's K-61\a - A cheaper version of the K-38\52, carries more passengers, but the new passengers have an unpleasant ride. @Haruspex's K57D Tern - The seaplane variant of the successful land Tern, but it's a bit of a let down, being much more expensive, slower and now with a short range. It sacrificed all the things we liked about previous Tern planes, so that it could take off and land on water. @Andetch's ADX Type G - It needs a huge runway to take off, and on landing it can easily kill half the passengers, so it's limited to sea only, where it is average, which is not good enough to justify only being able to land on water. @NightshineRecorralis's Sea Dragon Series - Very large seaplanes, the small ones fly fairly well but when they expanded it they didn't add engines, so the larger ones perform badly. It's a prime example of expanding a plane done wrong. @NightshineRecorralis's Sea Newt Series - It's high maintenance and uncomfortable, ruling it out for economy and luxury routes, and the pontoons fall off, but once they do it makes a great land plane, and so we bought some of the cargo variant. @hoioh's Skikull - It looks very old, and it's very slow.But it is very comfortable, and it makes a good short range island hopper. @Blasty McBlastblast's BS-16 Splashy - It's really pretty average, excepting the range and price. It's quite cheap, but the range does not meet the 600km requirement. @Samwise Potato's SF-A116 Tulip - It's tiny and very cute, it looks almost silly, but trust us - it is not a silly choice for a seaplane to buy. @no_intelligence's Kerijew K-100 - Looks 80 years old. None the less, lives up to our standards well, except it costs a small fortune. @CrazyJebGuy's Skots Long - It's just a Skots Medium but we told you it can land on water. That's the only difference. Turboprop @Eidahlil's Dusty Turboprop - A dirt cheap but surprisingly fast design, and it gets the job done. @ImmaStegosaurus!'s Ka-12 series - Inefficient and insanely unreliable. Not recommended unless the engines are replaced. @no_intelligence's Kombarder 300 series - Very hardy, and can take off and land on just about any surface. @GDJ's AVRO Prop-Star - Very solidly built, comfortable, with a surprisingly long range. @AeroGav's "Fulmar" Turboprop - An aircraft with some puzzling design choices, but ultimately a wonderful turboprop with a long range and easy takeoffs and landings. @CrazyJebGuy's GAI Turbo-XL Classic - Offers good performance and a very appealing exterior. This plane is also quite large for a turboprop. @panzerknoef's Bx-1/2 "Shoebox" series - Very inexpensive and they do get the job done, but you'd better be a good pilot because the Shoebox lacks functional windows in the cockpit. NEW THREAD ADDITIONS TO LEADER BOARD: @Blasty McBlastblast's BS-32 (and 24) Regional - Well rounded aircraft, in almost every way. @panzerknoef's CL-2-RRE - A fairly standard turboprop. Slow, but climbs and accelerated very fast. Perfect for short haul smaller routes. @CrazyJebGuy's PAT Postman and Stubs - Very cheap, very fast, and uncomfortable. @TheFlyingKerman's Kerbus K-220 - A dirt cheap but very capable turboprop, can even take off from water. It would make a solid fleet workhorse. Improved off of K-210. @Spudmeist3r's SSRJ-1001 - Engineer one: "Hey, you know how they buy good planes?" Engineer 2: "Yeah?" Engineer 1: "What if we made it not like that?" @Joseph Kerman's WCT IH-1 - A tiny plane, performs like heaven, climbs and flies and turns like a dream. Unfortunately has an abominable range of just 250km! @JosephKerman's WCT BJ-1 - Very small, very fast and with a very, very long range. A bit uncomfortable though. @CrazyJebGuy's GAI TurboXL Classic C - A cheaper Turbo-XL Classic, a bit slower but it has fixed a few issues and has a range of just 760km. @HamnavoePer's CNRE-458 - The drop-tanks are a novel idea, but it doesn't seem like the tech is quite there yet, and it's too slow. @TheFlyingKerman's Kerbus K-210 - At only $10 mill it is very cheap, it is very versatile and can act as a flying boat, while cruising at 300m/s. Unfortunately it has very poor cockpit visibilty. @HamnavoePer's Isometric I (+ Bush) - It's meant to operate off of bad airfields and rural areas in the wilderness, and would be really good for this, if it didn't tail strike so often. @NightshineRecorralis's Canberra P - A cheap, speedy plane. Unfortunately it is a bit tough to fly, and it has a short range. @Andetch's Chalduro - It's got an insanely long range, but it is very difficult to fly. Would recommend if your pilots are very skilled. @TaRebelSheep's AEG-5s Asymmetrical Flyer - Utterly bizarre, and has odd handling, but it's actually a decent turboprop. @TheEpicSquared's ISRJ-32b - A really good plane, fast maneuverable comfortable with no faults we could see! Even a bit cheap. @MiffedStarfish's F-Tech CAL- 4 - It's really not very good.... Except for comfort, which will provide good advertising material. @HamnavoePer's Keinheim Passenger Transport - Mediocre turboprop, but it can do stunts! Small Regional Jet @AeroGav's Screechcraft Starcraft - A very fast plane with exceptional range, but features sub-par maneuverability. Also pulls double duty as a supersonic jet. @tsgaerospace's SP-32-1 "Arrow" - An absolute delight to fly, and quite reasonably priced. The Arrow has all the qualities we're looking for in a small regional jet. @dundun92's URJ-101 - A well-priced, 4-dimensional aircraft that defies all known laws of physics. @TheEpicSquared's ISRJ-32 - Offers wonderful performance, but at the expense of Kerbal comfort. @aerodis's AerLeeker 3.6 - Offers a comfortable and smooth ride, but is quite expensive. @Cabbink's Alice - We're not entirely sure what this is supposed to be, but it does make for a very versatile, if expensive small regional jet. @AeroGav's Screechcraft Starcraft NEO - Unique in looks and above average in all other categories. The Starcraft NEO has all the qualities we're looking for in a small regional jet. @no_intelligence's Kombarder 400 series - Offers a neo-futuristic aesthetic and wonderful performance all around. Except on landings: it bounces. NEW THREAD ADDITIONS TO LEADER BOARD: @Thor Wotansen's Nomad - This aircraft is a decent regional jet, but it can also land and take off near enough anywhere, even the sea. @kerbinorbiter's Kerbair K-32-200 - It is uncomfortable and expensive, but it has a range that would put most Jumbo jets to shame! @valens's EK-4e Teal - A fairly long ranged, inexpensive machine, it's a solid choice for a small regional jet. @HolidayTheLeek's AC-H1 Island Hopper - Very very expensive, very slow, and it is powered with a nuclear reactor. But it has a practically unlimited range. @Haruspex's K57A Tern - " A fast, fuel efficient, and reasonably priced design. What's not to like? The comfort, a bit." @TaRebelSheep's B3 Lance - High capacity, long range, very comfortable aircraft for an average price. It's a strong contender certainly. @CrazyJebGuy's Skots Small - Jack of all trades, master of none, and it's expensive. Also looks like it was built 80 years ago. @NightshineRecorralis's Dash Series - They maneuver very nicely and are comfortable, just really good planes; unfortunately they are a bit pricey. @kerbinorbiter's Kerbair K-32 - Really good range and comfort, bit above average price, but let down by poor handling. @sdj64's Bluejay 32 - A pretty typical, but very practical design, for a fair price. Would recommend. @1Revenger1's SPP-1a/b Phoenix - A really odd plane. Two cockpits, both mounted on top in a weird way, and wings that are normal until they extend all the way back. Very poor maneuverability, but it has a crazy long range. @alric8's Cathiogac 2.- A classy, yet ordinary and cheap aircraft. Bit slow. @CrazyJebGuy's GAI Kalcing - Capable of going up to 322m/s with a great range saves this from being just another mediocre SRJ. @Steel Starling's SI-R-1 Puddlejumper - Outdated, but there is one model which can produce it's own fuel. @shdwlrd's Monarc P4 - Expensive but classy with a very long range. Medium Regional Jet @SuicidalInsanity's IA-720 - Offers an innovative design at a reasonable price. The IA-720 has all the qualities that we're looking for in a medium regional jet. @logman's Kerman Dove - Unreliable and very unsafe: it's not uncommon for the rear cabins to be destroyed on landing. Avoid this plane. @logman's Kerman Stingray - Very solidly built, reliable, and handles wonderfully. Hampered only by its large price tag. @ImmaStegosaurus!'s Ka-62 - Sturdy and reliable, but suffers from a large price tag and low fuel efficiency. Its exterior is reminiscent of designs from 50 years ago, too. @Bombstar10's Universal Transport Mark One Civilian (UT-1B) - AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA NEW THREAD ADDITIONS TO LEADER BOARD: @Blasty McBlastblast's BS-72 Medium - A bit expensive, but powerful fast and comfortable. @Gaarst's Kerbalespace C-1K - An expensive, but reliable and luxurious passenger liner. @kerbinorbiter's Kerbair K-20 - It's comfortable, but it's slow, and it's quite cheap. Would recommend. @CrazyJebGuy's Skots Medium - Uncomfortable, but turns well and has a long range. Expensive though. @FleshJeb's Klonkorde - It's a pretty good plane, very long and sleek, but it's not extremely cheap. It is though, very pleasant to fly in. @panzerknoef's Lassen - A pretty standard medium regional, it can take off from small runways and flies pretty well. @NightshineRecorralis's Olympus 100 Series - Nice looking, well built aircraft, but it comes at a steep price. @sdj64's Goosewing 80 - A modern looking design, a dream to fly, but it's not so good at passenger comfort. @no_intelligence's Kombardier 200 - Cheap to maintain, long range and good fuel economy are nice, but don't outweigh the fact flying it is a suicide mission. Supersonic Jet @AeroGav's Screechcraft Starcraft - A fast plane with exceptional range, but features sub-par maneuverability. Also pulls double duty as a small regional jet. @Bob_Saget54's SAI Concorde Mark II - Very fast with a long range, but suffers from an inferior airframe and high maintenance costs. @TheEpicSquared's ISSJ-40 - Blindingly fast, inexpensive, and high-performing, but sacrifices some Kerbal comfort. @shdwlrd's Hope series - Very fun to fly, and is just plain cool to look at, but suffers from a high fuel consumption. @reachmac's Karvo 370 - Handles well, but requires a larger runway than most airports currently have. Not recommended unless the buyer is absolutely sure the airports can support it. @Laie's Sonic - This thing can basically fly itself, it's that stable in the air. Maintenance costs are high, though. @sevenperforce's Transcendent Spirit - Insanely difficult to control, and the landing gear is insufficient for such a large aircraft. Not recommended. @Eidahlil's Potato - Understandably difficult to fly, but offers good Kerbal comfort at a low price and enough range to circumnavigate the planet. NEW THREAD ADDITIONS TO LEADER BOARD: @HamnavoePer's Zoomer - It deserves the name. A compact, fast and reliable jet, done on the cheap. And it can circumnavigate Kerbin twice on one tank of fuel. @panzerknoef's Dotsero - A very cheap Supersonic, it's competent, and very cheap. Many seaplanes cost over double the price of a Dotsero. @MostExcellent's 2707 - A well rounded versatile supersonic jet, we like this. You couldn't go far wrong with these. @CrazyJebGuy's Skots Speedmaster - A fast, long ranged, but very uncomfortable, expensive, over-engineered, and very inefficient design. @HamnavoePer's Delta II - It's a great plane, but it's absurdly expensive, and not the best at passenger comfort. @SpacePigeon's Rapid 1-100 and 1-200 - Flies very low, by supersonic standards, even floatplane standards! Would not recommend for flying over populated areas. @NightshineRecorralis's Pegasus - A decent supersonic, but it climbs very slowly. Although when up there, it's a long ranged luxurious liner. @panzerknoef's Lassen B - It was a decent medium regional jet, but then they made it into a high capacity, long range fuel efficient SST and we like it! @53miner53's 18537 Tech SupersonicJet1 - BOOM, WHIZZZ, AAAAAAAAAAAHHHHHHHHHH! THUNK! @Jimbimbibble's Daxworks Lightning Cruiser - A well made plane, exactly what a luxury supersonic jet should be. Fast, and reasonably comfortable. @Im The One's TOHC SST-1 - A flying pancake, it's very uncomfortable but it's a nice airshow plane. @TheFlyingKerman's Kerbus K-350 - A very cheap, very fast and comfortable plane, it's a solid workhorse. We would absolutely recommend it. @Samwise Potato's SF-S240 Marigold - It's got a crazy long range, and is pretty well rounded. Would recommend. Good workhorse. @notsodeadjeb's PBY Katalina - It's a supersonic, INCREDIBLY long ranged float plane. Unfortunately costs a few pretty pennies. @qzgy's Kramer - SSTP-34 Benirshke - Long ranged, really good plane, sadly very expensive. Also they somehow managed to create a randomly powerful pitch control. @AtomicSnails's FF-Shockcone - A decent SST, it's very versatile and can fill a fair few different roles. @Samwise Potato's SF-J240 - A supersonic powered by wheeslies? What magic is this? Good magic, that's what. @panzerknoef's Arenal - A practical well balanced aircraft. But what does it look like? The only picture has it covered in sight obscuring flames. @no_intelligence's Kupolev KU-100 - Decent plane, comfortable but a bit slower than most of its supersonic competition. @Magzimum's MAD TF-3a Swift - It's cheap, has spectacular range and great mileage. @TaRebelSheep's Trifekta Aeronautics F45T-W4 - Expensive to buy and operate, but comfy safe and fast. Only worth considering for 1st class flights. Jumbo Jet @Andetch's Day Fury - It's very fast an maneuverable, but with a range that is easily exceeded by seaplanes, and it takes off at very high speed. @NightshineRecorralis's Challenger Seaplane - A bit lacking at everything except being a HUGE FLYING BOAT. @CrazyJebGuy's GAI Skots Mouse - Somebody added wings and a few jet engines to a ship, and it's cheap. @NildimensionalString's Winter Tech Humpback Superheavy Passenger Airliner - It's expensive, slow, short ranged, will probably explode and it's obvious why the original company who designed it went bankrupt. @sh1pman's Keladi Corporation Albatross II - It has very long range, and is generally pretty good, but it comes with a steep price tag. @Cols's A797 - It's slow, handles poorly, it climbs slowly and has a very short range, but it's dirt cheap, so we bought 3. @AeroGav's Screehcraft Grande Dumbo - A wonderful plane, it's luxurious, flies like a dream, but it's expensive. @CrazyJebGuy's GAI GP-1a - This jumbo carries cargo too - apart from that it just looks odd and is otherwise fairly normal. @Andetch's X Series Night Fury - It's a really big fighter jet with passenger cabins, and a short range by Jumbo standards. @no_intelligence's Koeing 747-100 Super - Hard to fly, very short range and expensive, but with comfort and luxury straight out of the golden age of air travel. @Not sure's B-1337 Swift Moon - A very unpleasant, loud airplane. It costs a lot of money. @NightshineRecorralis's Olympus 250 - A fat version of the 100, carries more passengers but with a shorter range and it can tail-strike if you aren't careful. @macktruck6666's L-1011 Jumbo Jet - It's very expensive and doesn't perform well, but it does have luxury seating! @Kneves's WH-04 - A short ranged, very hard to fly thing, it needs a tremendously big runway too and we will not buy any. @Bombstar10's Grizzly ST - 3 Civilian - It costs an arm, leg 4 fingers and a left toe, for a plane that is guaranteed to explode, it is slow and uncomfortable and is absolutely, undoubtedly the worst plane we have tested. So far. Yours could beat it and be King Krap. @TaRebelSheep's Trifecta Aeronautics C5 "RePurpose" - Only 140 seats, but there's a lot of space in the cargo bay to pull a Skots Economy, so it's a jumbo anyway. @CrazyJebGuy's Skots Ratt - It's slow, but fairly good at all the other stuff, except price. Super Jumbo @NightshineRecorralis's Colossus - It's flipping massive, 1152 passengers, gets off the runway like a turbo-prop, flies like a cruise ship. @CrazyJebGuy's Sky Titanic - A wonderful idea on paper, but in turns the wings fall off and everybody dies. Other @CrazyJebGuy's GAI Cool Corporate Jet - Not sure to have a meeting or an air show? Now you can have both at once! Wunderwaffe* @qzgy's Kramer Starmachine - No windows, supersonic jumbo and passenger cabins are upside down. Please someone review that plane I made by super-gluing one of Niestridlar's jets to one of my own. It's the very epitome of this section. @Steel Starling's SI-R-1 Puddlejumper Scout - It can produce it's own fuel. Isn't that nifty? *Not really but this is for special planes that remind me of some of the mad German stuff; this section is for weird and wonderful things that may or may not work. How your Plane will be judged This information is only accurate for my reviews, it is however pretty close likely to other reviewers. We will not modify your plane in any way, except action groups sometimes and in flight controls. (Such as changing the braking slider on a landing gear) To get a good review from me, your plane should have most of these qualities: -Be cheap, at least per passenger -Fly well -Be reasonably fast -Have a long range -Be a comfortable plane to fly in (I explain this in detail later) -Be reasonably fuel efficient -Not hit the tail on the ground during takeoff/landing -Be safe (important), doesn't need to be overly good at it, just needs to not spin itself out of the sky or have the wings fall off or something With comfort, three things are taken into account, noise, vibrations and views. Noise is essentially how close an engine is to the cabins. Vibrations is affected by structure a bit more, but distance is important too. An engine mounted directly to the back of a cabin is very bad for vibrations, or if it is mounted on side. If there is a lot of parts in between them, vibrations are probably not an issue. Views are less important, we don't deduct marks for them, but if it's good it will help a craft's review. This thread was started because OP of previous thread went away, and we needed to update this. Any and all suggestions to improve this challenge are welcome.
  7. This is an Idea i have had pretty good luck with in the past so.... why not make a game out of it? Rules: 1- All Propulsion must be provided in space of Runway 2- Only Stock, no mods (other than aesthetic) or DLC 3- Glider must have no propulsion past the Runway 4- Glider must survive the Landing 5- Glider must be manned. If you want to mosey on in post in this format: *Picture* Glider Name Time in air Form of propulsion And that's it, have fun, any questions about rules just comment.
  8. The Ultimate Skylon Challenge I was browsing the forums, and I thought, is there a skylon challenge? So I looked around, and yes, there is, but I decided that I wanted to make an improved version, and I wanted to make a challenge anyway, so here we go: Rules: Basic rule of thumb: it has to resemble a skylon. If you're really not sure, check the picture above, or do a search. It must be able to carry some sort of payload into orbit. It must have SSTO capabilities. No parts mods, autopilot mods, or cheat mods allowed. Graphic mods are okay. No cheats, reverts are okay. The Challenge(s): This is basically a bunch of challenges clumped together, for the skylon. Basic Skylon: Must get into Kerbin orbit and follow all the rules listed above. (+50 pts) Extra points for: Docking 2 skylons together (+20 pts) Can carry a Rockomax X200-32 Fuel Tank as a payload without using any of the fuel in the tank (+20 pts) Can carry a Rockomax Jumbo-64 Fuel Tank as a payload without using any of the fuel in the tank (+30 pts) Landing at the KSC or Desert Airfield (+50 pts) Mun Skylon: Must get into Munar orbit and follow all the rules listed above. (+50 pts) Prerequisite: Basic Skylon Extra points for: Landing on the Mun (+50 pts) Docking 2 Skylons together in Munar orbit (+50 pts) Not using an ISRU (+50 pts) Can carry a Rockomax X200-32 Fuel Tank as a payload without using any of the fuel in the tank (+30 pts) Can carry a Rockomax Jumbo-64 Fuel Tank as a payload without using any of the fuel in the tank (+40 pts) Landing at the KSC or Desert Airfield (+50 pts) Minmus Skylon: Must get into Minmus orbit and follow all the rules listed above. (+50 pts) Prerequisite: Basic Skylon Extra points for: Landing on Minmus (+50 pts) Docking 2 Skylons together in Minmus orbit (+50 pts) Not using an ISRU (+50 pts) Can carry a Rockomax X200-32 Fuel Tank as a payload without using any of the fuel in the tank (+30 pts) Can carry a Rockomax Jumbo-64 Fuel Tank as a payload without using any of the fuel in the tank (+40 pts) Landing at the KSC or Desert Airfield (+50 pts) Interplanetary Skylon: Must orbit least 3 celestial bodies (other than the Mun, Minmus, or Kerbin), and follow all the rules listed above. (+50 pts) Prerequisites: Basic Skylon, Mun or Minmus Skylon Extra Points for: Orbiting a celestial body other than the Mun, Minmus, or Kerbin (+50 pts each) Landing on a celestial body other than the Mun, Minmus, Kerbin, Jool or Kerbol (+100 pts each) Not using an ISRU ((Excluding Jool or Kerbol) +50 pts for each planet landed on)) "Land" on Jool ((Enter the atmosphere) + 100 pts) "Land" on Kerbol ((Same with Jool, but I don't really know if this is possible, congratulations if you do it) +200 pts) How to enter: Have a picture of your Skylon on the runway, so most parts are visible. Have a picture of your Skylon completing each objective you decide to try, so extra points can be properly awarded. Calculate your point totals. Submit your entry (Post) before June 31, 2020 (The deadline). Notes: If you have any suggestions, or questions, feel free to ask or give them. Leaderboard: Basic Skylon: 1.ralanboyle, 120 pts. 2. vyznev, 50 pts. 3. _ 4. _ Mun Skylon: 1. _ 2. _ 3. _ 4. _ Minmus Skylon: 1. _ 2. _ 3. _ 4. _ Interplanetary Skylon: 1. _ 2. _ 3. _ 4. _
  9. NASA recently landed its InSight probe on Mars to study its interior. Tagging along behind are two CubeSats intended to record InSight during its landing sequence, and to act as a relay while the already-in-place Mars Reconnaissance Orbiter is out of position. So, onto the challenge! This is my first time running one, so please let me know if anything seems unclear or whatever. Leaderboard Stock Parts Rank 1 @Xurkitree 57 points bonuses: +20 for lowest mass (2345 kg), +20 for lowest cost (24,775), +7 for science @Johnster_Space_Program 40 points bonus: +20 for lowest dV usage (3425 m/s) @PrvDancer85 10 points (console) @Mopoii 10 points @Kerbolitto 50 points (gatecrasher!) 10 points for Rank 1 0 points for not meeting Rank 2 or 3 requirements 40 points for a single launch manned base Rank 2 @RogerC 111 points bonuses: +40 for lowest mass (108 t) +40 for lowest cost (82,534) +1 for Ike flyby @Ultimate Steve 30 points Rank 3 @Will-ferret 106 points (console) bonuses: +1 for Ike flyby, +45 for full mission recovery @Death Engineering 89 points bonuses: +29 for flybys of Ike, Dres, Jool, and Tylo @The Aziz 60 points @Space Nerd 61 points bonuses: +1 for Ike flyby Rank 4 Modded Rank 1 Rank 2 @sturmhauke 30 points @Willer Kerman 30 points Rank 3 @Kerbiter 61 points bonuses: +1 for Ike flyby Rank 4 @dire 528.4 points, qualified by concurrent DOMA mission bonuses: +80 for lowest mass (678 t) +80 for lowest cost (685 k) +268.4 for science Allowed Mods And Other Rules Your submission should include screenshots or video demonstrating each important phase (launch, transfers, landing, science transmission, flybys, etc.). For Rank 2 and up, you must use CommNet at the default settings. Part of the challenge at higher ranks is to demonstrate the ability to build a network. Note that at Rank 1, you still need an antenna capable of transmitting science data back to Kerbin, even if CommNet is disabled. To earn a rank badge, you must meet the requirements of that rank and all the ranks below it (except where noted). So if you want that Rank 4 badge, you also have to fulfill Ranks 1, 2, and 3. Please note whether your entry uses stock or modded parts. No FTL or other super advanced or exploit-based propulsion (kraken drives etc.). No HyperEdit or other cheats for anything related to scoring (ok for testing or additional infrastructure unrelated to mission objectives). Autopilot and other flight assistant mods (MechJeb, Throttle Controlled Avionics, etc.) are ok, but it must be possible to fly all craft manually. The intentionally terrible VTOL craft in the TCA intro video would not be allowed, for instance. Planet packs should not alter the stock planets' parameters, for scoring purposes. If you are really enthusiastic about GPP or whatever, maybe we can work something out, but I'm not really familiar with those. Other mods allowed, as long as it's not too outlandish. No refueling. ISRU is allowed if you are attempting some sort of Jeb madness (see below). If you are playing for bonus science points, you may not use labs, contracts, difficulty settings, or other means to multiply the science gathered. Only default points from experiment + body + situation count. Primary Objective (Rank 1) Build an unmanned lander capable of reaching Duna's surface. The lander must include a thermometer, seismic accelerometer, and negative gravioli detector. It must also include sufficient solar panels and antennas to transmit its data back to Kerbin. The lander must be launched into LKO with a rocket, and then use a transfer stage to get to Duna. Secondary Objective (Rank 2) Meet Rank 1, plus the following changes: The lander only needs enough antenna power to reach Duna orbit. Build two identical mini-satellites, with sufficient relay antennas and solar power to extend the comm network to the landing site. These mini-sats must be launched together with the lander, as a single payload. Once reaching LKO, the lander and mini-sats must all travel independently to Duna. The mini-sats' trajectories should be arranged such that they perform a flyby of Duna at the correct time and place for the lander to transmit its initial data to one or both satellites. Bonus Objectives (Rank 3) Meet Ranks 1 and 2, plus the following changes: Duna Reconnaissance Orbiter: Before the main mission, launch a Duna Reconnaissance Orbiter satellite. This represents an earlier mission that InSight is taking advantage of. The DRO must be launched on a separate rocket and reach Duna orbit ahead of the lander, and have sufficient solar power and relay antennas to extend the comm network to the landing site. It must also carry one or more experiments suitable for unmanned orbital science (your choice). Mini-sat Extension: Extend the mission of the two mini-sats. Put experiments on them and collect more science, and/or flyby additional bodies. Jeb's Objectives (Rank 4) Meet Ranks 1, 2, and 3 (at least the DRO option), plus the following changes: Do something insane. Build a Duna colony, send 100 kerbals, use an SSTA, I dunno. Impress me. But whatever you do, you may not use any additional launches; you have to piggyback on the main mission launch or the DRO launch. Additional Objectives (Unranked) Retrieve the lander and/or mini-sats at the end of the mission. They can return under their own power, or you can launch a recovery mission, at your discretion. Compete on science, mass, cost, and dV usage. See the scoring list for details. Scoring Most scores are based solely on the entry's individual performance. Some are competitive scores, and can only be earned by one entry per category. These will be marked. +10 points for Primary Objective +20 points for Secondary Objective +30 points for DRO objective +40 points for each feat of awesome insanity successfully completed (involvement of Jeb optional but recommended) +10 points for tiebreakers in case of similar feats from separate entries (competitive, granted up to one entry per similar feat) For additional flybys of mini-sats (must still reach Duna in time for Secondary Objective) scores loosely based on flyby dV as calculated by Alex Moon's Launch Window Planner +1 point for Ike +7 points for Mun or Minmus (+8 for both) +9 points for Dres +11 points for Eve +1 point for Gilly +14 points for Jool +5 points per each Joolian moon +15 points for Eeloo +20 points for Moho Additional Bonus Scoring +15 points for safe retrieval of lander on Kerbin +15 points for safe retrieval of mini-sat on Kerbin (+30 for both) +(total science gathered / 20) points (please include a screenshot of starting and ending science points) +(20 * highest rank attained) points for lowest total launch mass (competitive, granted to one entry per category) +(20 * highest rank attained) points for lowest total mission cost (competitive, granted to one entry per category) +(20 * highest rank attained) points for lowest total mission dV used (please include screenshots of KER, MechJeb, or similar to demonstrate dV used) (competitive, granted to one entry per category) Badges full size:
  10. Kerbin is dying. After many failed launches and some silly scientist leaving their nuclear spacecraft on all year to see if it ever gets off the ground, the amount of toxic chemicals that have been put into the atmosphere has started killing all life. The Kerbals, finding out about this, have made a plan to move to another planet - or should I say moon? You have been trusted to act out this plan. Main mission: Make a base on Laythe and bring 10 Kerbals there. Bonus 1: Collect surface samples from Tylo before landing on Laythe. Bonus 2: Collect surface samples of all of Jool's moons (excluding Laythe) before landing on Laythe. Bonus 3: Bring 20 Kerbals to Laythe and setup two bases.
  11. This is a challenge where you build a plane with lots of wings, the more wings the better. What's a wing? a set is 2 wings usually parallel to each other.I count the number of wings as a whole, for example, my plane has 12 sets of wings, NOT 800. 1: It has to be able to be stable in flight. 2: The kraken can't attack the final version (other than crashes and such). 3: NO cheats 4: good luck how the winner is decided: You make rule abiding plane. You post a video of it or a couple pictures, it's name and number of wings. Voting is just *liking* the post you want to vote for (please don't vote more than once). Vote for the one that you *like* the best. For whatever reason that may be. Winner is the one with the most likes. Mine doesn't count:
  12. I’ve realized many people on this forum have space races, but they all seem to require mods. Now I have a computer that can’t really take on more than BD armory. So I decided to set up a full blown stock space race for people like me who can’t or don’t want to install mods for ksp. Up to 7 competitors will be allowed. Each one will take on an organization for the current space race of Mars, but in this case Duna! The competition will begin on November 9 (Saturday) All competitors will use the science mode gameplay. First one to set up 3 five module settlements will win. Competitors: KASA: (kspnerd122) (FINISHED)The United States of Kermerica’s national space program, they are widely known for landing Neil Kerman and Buzz Kerman on the Mun in 1969. SpaceK: (baybrawler) Run by economist and billionaire Elon Kerman, SpaceK is known for being regarded as the most successful privately owned space program. Green Origen: (Robonoise) Another privately owned space program, Green Origen focuses on space tourism, and is run by billionaire Jeff Kerman. Duna One: (raptus)(FINISHED) Duna One is an operation based in Kolland that wants to kolonize Duna. KESA: (Jeb head mug Kerman) The KESA is a space program run by the continent Kerope, and helped boost the progress of the Kerbin Space Station. Roskosmos/Kussian Space agency: (Fraus) The Kussian Space Agency, popularly called Roskosmos is known for their Stayputnik, the first artificial Kerbin satellite. Khisese National Space Administration: (fuzzyhead) The Kainese National Space Administration is known for their invention of fireworks, which later became rockets, and are now planning on making a space station in orbit of Kerbin. Kindian Space Research Organization:(splatn’t) The KSRO is known for being among the best space programs on Kerbin. They have in the past run several Khandrain missions and have several Duna Orbiters. Edit: Just wanted to add that all companies that were listed above are based off of real life space programs. NASA, SpaceX, Blue Origen, Mars 1, eESA, Roscosmos, Indian Space Research Organization and Chinese National Space Administration. Rules: •All competitors must use science mode.(default settings) •No mods are allowed with the exception of ONLY visual mods (no expansions either). •No cheat menu •You can use replicas of actual ships, but try to get creative. •Be ready to submit pictures •Good luck Leaderboard: 1. Kspnerd122 (year 1, day 200) 2. Raptus (year 2, day 9)
  13. KSP Christmas Tree Challenge Goal Land a Christmas tree on any of the KSP bodies (Kerbin, Jool and the Sun not included). It's that simple. Rules 1: No hyperedit, cheat menu, warp mods, vesselmover, or any cheaty mods. 2: You can use parts mods, but don't use anything too OP (like some endgame Interstellar Extended engines). 3: Please have something on your tree like lights or ornaments to make it look better. 4: Your tree can be fold-up, multi-launch, modular, or any other method of making it easier to launch, but please, please don't just send up a ton of modular tree pieces and stack it until the physics limit won't let you anymore. 5: If you're gonna hit it out of the ballpark, don't do it via exploitations of scoring equations. 6: Only one tree per entry. If you want to make more, sure, go ahead, but they will be individually scored and ranked. 7: Because I posted this a little bit later than I thought, I'm going to ignore the rule I originally was going to add that stated "Enter by Christmas". Instead, enter whenever you like. 8: Image or video proof recommended, but not strictly required. Scoring Because a lot of people are going to win this, I'm making a score system for it. Below is the score system: ((Tree Height)+(Tree Width))x(Planet Multiplier) If you land near an anomaly, you can multiply your score by 2. Below, in the spoiler, is a list of planet multipliers: So, you add your tree width and tree height in meters together, and then multiply it by whatever body's planet multiplier you landed on. That easy. Leaderboards There will be the top 5 scorers below: 1: 2: 3: 4: 5: And the rest in this spoiler:
  14. The mun or kerbin wham challenge! today i was playing around with using infinite fuel to smash myself hard into kerbin, but found tha the atmosphere slowed me down way too much, i still blew to bits though. So then I moved on to the mun, no atmosphere, now slowdown! but my orbit was too low so I crashed too early. so now i challenge the community to do the same, but harder! i might also try the harder version later. on sandbox, btw. rules: 1. no cheats, but autostrut is ok. 2, can use making history or breaking ground parts, 3. try to get the highest crash speed, like maybe 10000 mps. 4, you have to use kerbals in your ship, lander cans or command pods. 5. no using kraken to your advantage. i look forward to seeing your crshes on the mun or kerbin. oh whoops wrong section, how do i change it to challenge or mission ideas?
  15. So Basically You Go To Both Monoliths Simple. Already Did It Myself:https://www.reddit.com/r/KerbalSpaceProgram/comments/e4pwzd/my_greatest_achievement/ Rules: 1.No Glitchs Or Exploits 2.Must Be Apollo Style 3.Mods Are Aloud But You Must Specify Your Mod List
  16. Hi everybody! A newbie here! just got the game today and been a big fan since it got out an now i am anxious to start this adventure! I am a very methodical player and love space things and i was thrilled to start a gameplay for myself but i wanted a challenge, so i thought of something that i could try in sandbox and then try in career mode but i need a mod for this. i'll leave here my idea of challenge if any of you like to try it and share with me their experience! so my challenge is called "Project HOPE" where, unfortunatly, my dear kerbins are at risk, resources in Kerbin are ending and they need to find a new planet to call home... so they decide to explore their solar system in search of this planet, once they reach it they need to explore it and make it "habitable" (ex. create a full functional and self-sustentable base). Pretty much sums it up! but to do this i need a mod that hides all the planets and moons besides Minmus and mun (if it exists of course) so i can "find them" on my own. also, because i never played i dont if there is such planet or moon similar to kerbin, if not i need one to include it in the solar system! please if u can help me i would be very thankfull. I'm also open to sugestions on how to make this experience even better! i saw a lot of gameplays online and have some knowledge of the game but not much, already have kerbal engineer redux and no dlc's. i also am familiar with that fan made chart with all the delta v's and think that's now on the game itself as a wiki. thank you so much fellow kerbins!
  17. Since my newest project in career mode is paused until release of Breaking ground dlc i starts a Kerpollo run in a new science safe: Paused Career project: Link to Kerpollo challenge thread: Before starting a new game I installed a fresh KSP 1.7. to a new folder and installed some mods for convenience in mission planning and engineering: [x] Science! Continued (xScienceContinued 5.22) AntennaHelper (AntennaHelper 1.0.6) ClickThrough Blocker (ClickThroughBlocker 0.1.7.1) Kerbal Alarm Clock (KerbalAlarmClock v3.10.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.6.0) MechJeb2 (MechJeb 2.8.3.0) Module Manager (ModuleManager 4.0.2) Precise Node (PreciseNode 1.2.10.2) Toolbar (Toolbar 1.7.17.15) Toolbar Controller (ToolbarController 1:0.1.6.20) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) After this preperations I started a new science game and did the usual rolling around the KSC. Finally I ended with a rocket to bring Jeb and Bob to space: https://imgur.com/a/27UPAvz Next goal: Go for mun or minmus, maybe combined with solar science
  18. Avid engineers within the community may already be aware of the famous 19th Century opus that is 507 Mechanical Movements by Henry T. Brown; others in the community may not yet have seen this resource, nor become aware of its potential value in designing their own creations. The goal of this community challenge is to build up examples of all of these movements, making videos and other resources available to the community at large, using KSP as the medium. As a community project we should be able to create some - perhaps even all - of these movements - though some (such as pulleys etc.) may require a certain amount of... ingenuity. Some ground rules: 1. The movement should translate a force from a powered device to an unpowered device: e.g. a motor through to an unpowered motor. That the output is powered solely by the mechanical movement and not directly is a given, and this should be made obvious in any submission. 2. We are aiming to use stock parts only for this challenge: visual mods etc. are fine. Obviously DLC is permitted, though not obligatory. 3. Electricity hacks are permitted (though use of clamps should generally negate any need for this). Other hacks, such as reducing gravity, may be used if absolutely necessary, but are discouraged. 4. For compatibility, I suggest 1.7.1 be the minimum version used (this is, I believe, when self-interaction was added), and generally the newest version available should be preferred. 5. Videos are preferred, but not essential. 6. Craft files should be made available if possible. The best examples of movements will be put here: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 141 161 181 201 221 241 261 281 301 321 341 361 381 401 421 441 461 481 501 501 503 504 505 506 507 As an example, here is my take on movement #27
  19. Everyone knows that 42 is a nice number: the sort that you can take home and introduce to your family. What is less well known is that it can represent a perfect level of "simplistic complexity" in a Kerbal craft. It has been hypothesised that a 42-piece craft is a "get anywhere, do anything"-sort of thing. To test and/or prove this point, a series of challenges have been created: (updated following feedback) The "Douglas Adams" Bronze: Showcase a 42-piece craft reaching any of Laythe (land), Moho, Dres, Eeloo, or Vall surface and returning at least one kerbal safely to Kerbin The "Douglas Adams" Silver: Showcase a 42-piece craft reaching Eve (3000m+), Tylo or Laythe (non-land) surface and returning at least one kerbal safely to Kerbin The "Douglas Adams" Gold: Showcase a 42-piece craft either reaching Eve or Laythe (to 300m 3000m above sea level or lower) or an ISRU Jool5 capable craft, in each case returning at least one kerbal safely to Kerbin The "Douglas Adams" Platinum: Showcase a 42-piece craft either reaching Eve (to lower than 300m above sea level) or a non-ISRU Jool5 capable craft, in each case returning at least one kerbal safely to Kerbin, or a 42-piece craft that otherwise impresses the judges. Rules: Stock craft only. Wolfhound (for DLC-users) is not permitted due to ludicrous OP now permitted since dev nerfing Min KSP version 1.2 (because I can't recall how much changed before that) The craft must consist of a single launch, made up of 42 pieces exactly (excluding launch clamps) on the landing pad or runway, and at least one kerbal to pilot it. It must include a capsule for the kerbal (i.e. no launching from EVA) to reach LKO at least - we like to pretend to the rest of Kerbin that they will travel in comfort No assistance from other pre-existing craft is permitted (refuelling etc.) The craft is required to reach only one of the named locations, though more are permitted Only the kerbal is required to land safely back on Kerbin to complete the challenge No outright exploits (ladder/kraken drives etc.). Minimum of "standard" difficulty settings (100% heat etc.), though more difficult settings are permitted. No cheat codes/mods (Alt-F12, Hyperedit etc.) Comms network may be disabled There are no restrictions requiring keeping the kerbal in a pod/capsule after LKO, nor on tech used (ion, nuclear etc.), nor even (if the mood so takes you) having all 42 pieces actually take off from the landing pad (subject to meeting all other rule requirements) Design- and Flight-assist mods permitted within reason (KES, Mechjeb, Trajectory etc.) Part offset (overlap or wide separation) permitted within reason provided that the end result looks realistic (i.e. no "neutron density" fuel tanks, or "magic levitating" wings please) ISRU is permitted, but not required, and must be declared Submission craft files are requested to be made available to "take home and introduce to the family" Leaderboard: Vessel name KSP version Launch mass Launch cost Award category Mission description Craft file link Mohawk by mystifeid 1.4.5 MH 976T 311k Bronze Moho, Non-ISRU here The Dougie by dnbattley Tylenol by mystifeid 42 - Tylo by 5thHorseman 1.4.5 1.4.5 MH n/k 139T 933T 576T 53k 376k 220k Gold Silver Silver Silver Laythe sea level feasibility mission, Non-ISRU Tylo, ISRU (via Pol x2) Tylo, Non-ISRU (** INC. FANTASTIC TRANSFER TUTORIAL VIDEO **) here here n/a E42 by Laie 1.4.4(?) 349T 141k Platinum Eve, ISRU (with capsule) here The Impossible42 by dnbattley 1.4.5 215T 154k Platinum Eve, IRSU (without capsule) here Life, The Universe, And Eve-Returning by ManEatingApe 1.4.5 313T 143k Platinum Eve, Non-ISRU (with capsule/EVA circularisation) here Eventually by mystifeid 1.4.5 290T 186k Platinum Eve, ISRU (with capsule) here Amalthea by IncongruousGoat TBC 154T 162k Platinum Jool5, Non-ISRU (chemical+ion) here Ark B by ManEatingApe 1.4.5 547T 209k Platinum Jool5, Non-ISRU (chemical) here Up goer 42-III by QF9E ***NEW ENTRY*** 1.8.1 341T n/k Platinum EVE, Non-ISRU (with capsule and sea-level landing) here
  20. Use a kerbal launching cannon to get to 5000m no thrust while in the air EVA packs allowed
  21. This is the first official challenge by World Space Club, and in this case it is all about Kerbal Space Program! Your goal is simple: conduct a manned Duna mission, and set up a base. Now, because not everyone is on the same skill level, competition 1 actually has multiple sub-challenges and challenge-types for you to choose from! You may enter one or more of the sub-challenges, but make sure you either film it or take photos periodically, to document your work. Once you're finished, send those photos or video links along with a brief explanation of how you did it to the email [email protected] and we will look at it. The best 5 submissions will be featured on the World Space Club website, and announced on social media and in our magazine Explore Space. The winners will be given a to-be-determined awesome reward of the Kerbal merch variety! The deadline for submissions is December 1st. Anyone may enter, but in keeping with World Space Club’s mission only people under 19 will be able to win. Sub-challenge 1 - Race to Duna! The first sub-challenge is simple (-ish). The director of the Kerbal Aeronautics and Space Administration has tasked you with, before this decade is out, landing at least 2 kerbals on Duna's surface and returning them safely to Kerbin! (Types can stack) Type 1 - Standard. Type 2 - Land on both Duna and it’s moon Ike. Type 3 - Bring a fleet of satellites with you and leave them around Duna. Type 4 - Bring a deployable open-top rover with you. Type 5 - Bring a pressurised rover with you. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 2 - Brave new frontier... With the successful completion of our first Duna landing, it is up to you to ensure that that mission will not be our last. Build a base on Duna that can hold 10 kerbals and keep it permanently manned, with crew rotations every two to three years. Good luck! (Types can stack) Type 1 - Standard. Type 2 - Build the base within 100km of Duna’s poles. Type 3 - Build the base with extra living space, enough for 20 kerbals. Type 4 - Also set up an orbital station around Duna with space for 5 kerbals. Type 5 - Bring long range rovers with you (range of 1,000km or more). Type 6 - Complete the base in under 10 years. Type 7 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 3 - Setting up shop. Now that the first Duna base is starting to not only survive, but thrive, let’s continue by building a long range interplanetary vessel, with enough space for a crew of 20, and having it make the round trip between Kerbin and Duna every transfer window, resupplying the base. Also, have the interplanetary ship drop of additional base modules expanding the surface bases capacity to 30 kerbals. (Types can stack) Type 1 - Standard. Type 2 - Build the ship with extra living space, enough for 30 kerbals. Type 3 - Build the base with extra living space, enough for 50 kerbals. Type 4 - Also set up an orbital station around Duna with space for 15 kerbals. Type 5 - Complete the base expansions in under 20 years. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 4 - Into the Unknown... Now, thanks to you, the Kerbal Aeronautics and Space Agency has firmly established a base on Duna’s surface. It is now time for KASA to continue its exploration of the Kerbin system, by conducting a manned mission to Jool! In order to do this, you must first construct a massive ship in Duna orbit. When the time is right, that ship will break away from the bounds of Duna’s weak gravity field, and thrust itself into the outer solar system, where no kerbal has gone before! Once it reaches Jool, the crew will take a lander down to the surface of its moon Laythe and stay for a few years, before returning to the ship, and then, Kerbin. (Types can stack) Type 1 - Standard. Type 2 - Land on not only Laythe, but all of Jools other moons. Type 3 - Bring a fleet of satellites with you and leave them around Jool and its moons. Type 4 - Bring a deployable open-top rover with you. Type 5 - Bring a pressurised rover with you. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. If all of these challenges sound to difficult, then don’t worry, there is a fifth. Simply make a GIF or video under 2 minutes long of the most ridiculous, intense, over the top, or comedic explosion you can make. Whether it’s a lander falling over, a rocket plowing into the ground, or a botched docking, it wouldn’t be KSP if something didn’t blow up!
  22. This is the Kerbin SOI escape challenge, the only goal being to escape Kerbin's SOI as fast as possible. This can be done any way you wish as long as you don't use any mods (other than visual and readout ones.) In this challenge you may use any cheat you wish except the 'set orbit / altitude' and 'infinite propellant' cheats. You may use any other cheat you wish. To calculate your time add the current flight time to the time to your Kerbin escape. This will be how the challenge is scored. There are 2 categories, conventional engines and other. Happy launching! Leaderboard (Conventional engines) #1: #2: #3: #4: #5: Leaderboard (Other) #1: #2: #3: #4: #5:
  23. CURRENT PARTICIPANTS: @KerbalKore @ @ @ PROLOGUE: BRIEF: Players must collaborate with one another in order to construct a massive colony ship with enough space and fuel to colonize another world. Each ship may be built solo or with a maximum of 3 people (see rules) The ships must be built by sharing the craft files and sub-assemblies with each other. Ships must be given a name and one of the builders then must head off into the void and get into orbit of their destination in order to complete the challenge. The Ships may be launched from Kerbin and assembled from orbit, or constructed in orbit using Extraplanetary Launchpads. The most ambitious successful mission wins. RULES: SHIP BUILDING CRITERIA: HOW POINTS ARE AWARDED: Recommended mods for the challenge (Stock is fine): This challenge is highly experimental and I would appreciate any feedback given. CURRENT SHIPS: NAME: CCS "Noah" PHOTO: TYPE: Cryo ship DEVELOPERS: @KerbalKore CREW CAPACITY: N/a DESTINATION: Nara (planet 9 of JNSQ system overhaul) MODS: restock, restock+, EPL, KSPIE, BDB, Tantares, and all Nertea's stuff. PROGRESS: Planning stage
  24. Hello, and welcome to... The Speedrun Challenge. This challenge is all about speed(duh). The aim is to get within the SOI of every object as fast as you physically can. Cheating(ex. ladder drive, cheat menu, hyperedit, etc.) is not allowed. Some mods are allowed and some are required. Allowed: RSS and RSSExpanded packs(for challenge) Gameslinx's Planet Overhaul and any other reasonable solar system mod is allowed. Before Kerbin, After Kerbin, Beyond Home, New Horizons, Whirligig World and GPP are the only system replacements allowed. Required: OPM(for outer planets) Kerbol Origins(if it works) Kerbol Plus(if it works) Odysseus Planet Pack(if it works) Kronkus Cyran Sentar Boris Urania(if it works) That's it for now! Scoreboard will be made when I have screenshot or video evidence for 1+ people.
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