Search the Community

Showing results for tags 'challenge'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 125 results

  1. In the age of reuse, space agencies have a decision to make: TSTO rocket or SSTO spaceplane? Of course, until Skylon flies (if it ever does), TSTO rockets are the only game in town. But in Kerbal Space Program, spaceplanes fly with ease...which brings us to this challenge. Your mission, should you choose to accept it, is to build either an SSTO spaceplane or a TSTO rocket to carry commercial payloads into orbit over Kerbin. Every stage of your launch vehicle must be reusable, and you must use the exact same vehicle to launch each of the following three payloads: A 15-tonne survey satellite to polar orbit (150x150 km or higher). The survey sat must be fully functional. (ADDED OPTION: 15-tonne sat constellation in the same orbit) A 6-tonne relay comsat to Kerbostationary Transfer Orbit (75x2863.33 km or higher). The relay must be able to self-circularize into an equatorial KSO; the relay must be fully functional. A crew vehicle containing at least 7 kerbals to rendezvous with an equatorial space station (200x200 km or higher). The crew vehicle must have independent maneuvering capability and power generation, and must be recoverable. You do not actually have to have an equatorial space station, though if you do, awesome! The challenge is to build a launch vehicle with the lowest possible dry weight. Rules: General: All entries must use 100% stock parts. No piloting mods, though other mods are fine. Obviously, no infinite fuel or similar cheats. TSTO rocket: Both stages must be recovered and must land propulsively. The crew vehicle must have abort capabilities and must also land propulsively (chutes okay for backup; e.g., on abort). Payload fairings, assorted decouplers, and engine shrouds may be jettisoned without recovery. First-stage recovery must be reasonably close to KSC; second stage (and crew capsule) can be recovered wherever you want, as long as it comes down on land. Chemical fuel only (other than on payload). Vertical takeoff from the launch pad. SSTO spaceplane: Takeoff and landing must take place on the runway. Must launch and land with probe only; no crew (except for the crew-vehicle launch). No nukes, ions, or solids. Other than RAPIERs, the only rocket engines permitted are low-thrust OMS engines. All payloads must launch and deploy from inside a payload bay. The crew vehicle must be able to dock back inside the payload bay for re-entry. It does not need to have 0/0 abort or independent re-entry. An expendable solid kick stage is permitted for KTO injection of the relay comsat. To reflect that Skylon will need to carry liquid hydrogen for its precooler to work, LF tanks may not be more than 50% full at launch. Oxidizer tanks may be filled completely. This is a community challenge, so here's how it works. You can submit either a TSTO rocket, an SSTO spaceplane, or both. There will be a leaderboard for lowest-dry-weight rocket and lowest-dry-weight spaceplane, but the overall competition will be between rockets and spaceplanes. The winning leaderboard will have the lowest total mass from the three leading entries. Good luck!
  2. ☆☆☆CLICK HERE OR HERE FOR MY LATEST MISSION REPORT☆☆☆ I started a new career game (v1.2) and put all reward slider (Funds, Science and Reputation) at 10%. My goal: to unlock the entire tech tree with the difficulty on ultra hard mode! Mission reports 1. Introduction (this post) 2. Minmus, Mun and Duna Flyby 3. Visiting Gilly and Cash Cowing Minmus 4. Visting several biomes on Duna with a drone 5. Jeb and Bobs' radical adventure to Bop and Pol 6. Biome hopping Mun with new equipment 7. Biome hopping Vall 8. Biome hopping Laythe 9. Taming Tylo 10. Completing the challange! <NEW> Introduction In this thread I will report on the progress of my mission. I've already been working on the career for a couple of days and I didn't take pictures of all large events, so my apologies if my story looks a bit inconsistent. I will not report on every single contract I've accepted, since that would become real boring, really fast. Instead, I will just talk about the approach I've used and talk about some cool stuff that happened along the way. So let's get started, shall we? The beginning With all slider on 10%, money is a real issue. I had to carefully select contracts, because many of them did not return any profit. Landing my ship near the space station is also very important. This way, I could minimize profit loss from the ship recovery. I would also try to use single stage ships as long as possible. My first goals was to unlock basic rocketry, and Engineering 101. Getting science was pretty difficult with the reward slider on 10%. After several missions I saved enough science, from biome hopping, to unlock basic rocketry and Engineering. This also unlocked more contracts. With liquid rockets unlocked, I could start collecting the science near the KSC. I earned money by performing: Tourist missions Crew report missions Test stuff in flight Flying sub orbital tourist missions was very profitable ( ~1300 Funds/ mission). I just flew straight up and landing near the KSC again.Crew report missions near particular zones were less profitable because of distance I landed from the space station. I used these missions to collect the science on different biomes! In a short period I retrieved most of the science from Kerbin's biomes, which wan't much ( ~ 8 science points or something). I would have to visit the moons in order to progress any further. However, I wasn't able to get to the mun with my current available techs, so I asked the people on this forum to help me out. Many people had great ideas of increasing my science output and there were even two designs posted that would give me a Mun flyby ( thanks to @Cunjo Carl and @Streetwind for the help!). I eventually chose Streewind's design because of its simplicity. I really recommend everybody to check cunjo carls design as well. It's really something special and way past my designing capabilities. This is the Munshot, designed by Streetwind I used it to perform a Mun Flyby: After the Mun flyby I almost had enough science points to get the survivability tech unlocked. I was lucky to find a contract that gave me 1 science point after completion which is quite a big deal on ultra hard mode. Now I could unlock the barometer! With the barometer, I visited most of the biomes again to get all science points (0,4 per biome). After that, I started performing missions to earn funds to upgrade the astronaut complex, which costs 150k... I performed many test XXX mission, which gave me approximately 2000 funds per mission. I have to admit.. performing these missions over and over was a bit boring. After many of flight hours, I finally saved enough dough to upgrade the facility. I then put Jeb into polar orbit and from there we started performing EVA reports on all biomes we flew over. This gave me ~0,6 science points per biome! Hurray for me! My next goal was getting enough science points to unlock the Terrier! That thing is essential for space travel! But 45 science points is very expensive price to pay, so we'll have to think of a way to up our science output. Luckily I didn't have to think for long... After several contracts, I received a test a terrier on the launch pad mission!! Naturally I was overjoyed! I didn't accomplish the mission, but instead.. I made a rocket that hopefully could get into orbit around the mun (and perhaps minmus?). I shamelessly used part clipping to make the ship more compact. It had approximate 5200 m/s delta v. We flew towards the mun and successfully into orbit. We even had enough juice to get home! From here, Jeb made tons science points on EVA reports while skimming the surface. I don't have any pictures of this mission. We then flew home and received many juicy science points After that, we refuelled the vessel and flew towards minmus, the science goldmine of the solar system. Here, Jebb also made several Eva reports and then headed back towards the KSC. I had enough science points to unlock advanced rocketry and could ditch the terrier contract. After unlocking the tech, I optimized the ship and squeezed an extra 600 m/s delta v out of it, making it able to land on Minmu. I also received a contract for landing on minmus which would give me ~35k funds : Now, I've got enough science points (69) to unlock the tech. I'm still not sure what I'm going to choose. I'm thinking of picking Basic Science, because of the science jr module. I could also wait and save up to unlock the spark or skipper What do you guys think? Thanks for reading!
  3. HRO shuttles, originally designed for some advanced levels of STS challenge, now join together for even more daring mission than before Launch sequence First is HRO-M03 with all the deployable vehicles. Including the Elcanoplan 2 strapped on its back Barely enough thrust for takeoff (and that's with payloads having the tanks practically dry). I even activated the main engine of the Elcanoplan, but that didn't seem to make much difference either. Those boosters barely miss the tail wings (just don't forget to set SAS to prograde) Also waited a bit after the tank ran dry before separating it - to wait for the ship to get a bit more balanced (orbiter's tanks are set to drain from the tail first) 55 km? Eh, this isn't Laythe yet! Also forgot to ignite OMS OMS + upper pair of main engines = the best balanced solution with this payload. One ship in orbit OK, now to the second launch... What the Kraken?!! OK, After a tweak to the clamps... let's pretend that didn't happen HRO-M takes off a bit easier, despite having full payload bay as well Looks like we launched a bit too early Well, raise the apoapsis a bit higher and let's meet in one orbit Let's align... and wait for some sunlight Despite the size, HRO is quite good at docking. If you don't rush. (Hey, it's called Heavy Recovery Orbiter - what else could you expect?) This position will provide the best balancing And in couple passes we get the transfer to... somewhere green But this is... Anyway, let's get into polar orbit. By the way, HRO-M also has the scanner antenna in the bay Going down This modification of HRO-M has got some landing upgrades from the latest version of HRO-M03 And a full mining rig in the bay Minmus means "mine me", doesn't it? And a few days later... And in the meantime HROM-03 changed to equatorial orbit - so here's the direct intercept with it There's enough to fully fill all LFO and ore tanks of the craft in orbit So let's make another run down - this time at the equator And after refuel... Who needs atmosphere for horizontal takeoff? And back together - with plenty of fuel Transfer And over 300 days later... (yeah, completely missed the window) What's the best way for Minmus-Jool transfer? Oberth effect! Say goodbye to Kerbin! And a couple years later... Let's just capture into Laythe-Pol transfer orbit What a view! And then, since there seems to be enough fuel to reach the destinations independently, let's separate the ships Oh, hey there! Has anybody checked for running into Vall? Now to pass by Tylo - barely missing its SOI (turned to get better solution than with slingshots) and we are getting to the destination Let's capture with rocket engines, and then release the mapsat - it will change plane at apoapsis Now, to lower the orbit... the shuttle way Strangely enough, the moment you get in, it feels about as much (if not more) drag as on the same altitude on Kerbin. Just don't forget to stabilize the orbit Low Laythe orbit achieved! Next phase - going down there
  4. After the squad introduced us 1.2 with its new communication and relay system, we discovered many new possibilities. It was interesting to revive old probes, connecting kerbals that are separated by billions of kilometers from each other and making every meter on any planet or moon, a place, with great connection. But we often forget about relay, sometimes people don't even launch it, they simply use antennae attached to their craft. But what if we took the opportunity, and made a challenge out of it? I present you the “Butterflies and Hurricanes” challenge! Despite that you might think that it is an easy and boring challenge, you may face a lot of interesting situations, and discover something you didn't know about relay. I will start from rules because they will affect the whole challenge. 1.You have only 80 500 funds and If you will spend more, you basically fail the challenge (reusable rockets are allowed) 2.Using mechjeb and other calculative mods is allowed, though no cheat mod can be used in this challenge (Alt+f12 counts as a cheat). And if mod adds some kind of infinite propulsion it is also considered cheating. 3. If you made the whole challenge with some money left it means you are a cheater it means that you have completed the challenge, quite well. Back to the challenge itself. You have to put 6 satellites in 170 000 m orbit (a bit lower or higher also counts). Into orbits with different inclination of 30,-30,0,50,-50 and 90. They need to have the RA-2 antenna The final step is to put 2 satellites into a very high orbit of 7 000 000 m orbit (higher or lower also counts) You have to design these 2 satellites to have powerful antennae like RA-15. After you've set up all the satellites you have to perform a first task of your relay system- you need mark all anomalies and space centres (like baikenbanour and etc.) You will end up with a relay covering the whole kerbin surface. In case that you've already made a relay around kerbin try to do so with other planets/moons. In such case orbital altitudes may be random, but inclinations must be done according to the challenge. Send your screenshots! Have fun! Invent cool relay designs! Now to the scoring system: I made it different from many other challenges. Here is it: There is factors that will make up your challenge: Launcher design (reusable, SSTO, launch from water, launched via plane, lifted with air balloon) Relay design (more than 10 parts on the satellite, decorative use of other parts for looking good, a copy or an analog to the real relay) Perfectionism (ideal orbits, ideal inclination, ideal landmarks) Fund economy (lower than the certain amount given in the challenge, reusablilty) Perfect funding (the given fund amount is spent perfectly with 0 funds left) Other planets/moons ( add 2 to your score if you visited other planets, add 1 if it is Kerbin's in moons) Visited at least one landmark that you've made during the challenge (each visited location is a factor point) The more factor points you have, the better you did the challenge. Leaderboard itself 1. 2. 3. 4. 5. 6. 7. 8. ... This thread may be necroposted, but I think I edited enough of it to be clearly different to the previous one. If this is out of forum rules,I ask moderators such as @Vanamonde, messenge me, so I could edit it enough. Please don't lock this.
  5. What is the Kopernicus Creativity Marathon? An open competition for those who want to build planets. Every three weeks, a new challenge, describing what sort of planet or celestial body we are looking for. After the closing date for each challenge, the planets shall be judged and the winner shall be put in the Community Planet Pack. Judging: Planets shall be judged by thee following characteristics: Beauty: How attractive they are to view, and the level of detail and apparent effort was put into the world. Accuracy: How closely they match the challenge guidelines. Creativity: How unique and original is the planet, its features, and its use of procedural generation and/or textures. General Entry Rules: Planets must be made using an up-to-date version of Kopernicus and Kerbal Space Program. Any planets that are not updated to the current version will be disqualified. Planets must be created for this contest. No planets released in other planet packs may be entered. Any planets must be entered for the competition before the completion of each challenge. After the final day, submissions will be ignored. All planets must be released to myself under an MIT license, such that the worlds can be polished and made more consistent with each other so they can be released as a community planet pack. We can discuss alternate licenses in the private messenger. All credit will be given to the creators of the planets. Any entry containing a generic Space Engine export will be disqualified, however those which use the in-game editor may not be if it looks good in KSP. One planet per person per challenge round. Co-operation with other people is fine, but must be restricted to one planet per team. The above two rules may be loosened if a challenge calls for a specific number of bodies together. No plans, ideas, screenshots/images, or files regarding your planet may be shared until the completion of the challenge round for which it was designed. -CURRENT CHALLENGE ROUND- Post Date: July 18th, 2017 Closing Date: August 8th, 2017 Time: 3 Weeks The terrestrial space agency NASA has just released topographical data of one of their solar system's dwarf planets, Pluto. As such, the gods of the Solar System are gloating at us. We must one-up them. Your task is to design an icy dwarf planet oribiting the sun outside Eeloo. GUIDELINES/RULES: -Take inspiration from the known dwarf planet terrains: Pluto, Charon, and Triton. -Its orbit must be apparently stable, and not particularly ridiculous. -Try to strike a balance between realism and beauty. -Planetary radius should be between 70km and 180km, with a density between 1.5 g/cm^3 and 2.5 g/cm^3. --Radius, Mass, Density, and Gravity are related, in Earth-relative units, as G = M/(R^2) = R*D. --Earth density = 5.51 g/cm^3. Earth radius = 6370 km. --If your values for geeASL don't fit within the radius and density, then it will be lowered in the polishing phase. -You may add a small minor moon if you wish, but it will be judged separately from the dwarf planet. If it is not satisfactory it will be removed.
  6. One wise kerbal once said, " Reach for the stars, and you will be successful." So, the KSP took it literally and decided to reach for the stars with their "amazingly awesome" spacecraft. The Challenge: Do the Orion missions listed below Orion Command module should be accurate and have 3 seat for stock, 5 seats for modded if possible. Note: You must complete previous mission to continue on to the next one. EFT-1 Badge: Go into a highly eccentric orbit of Kerbin to test high speed reentry Exploration Mission 1 Badge: http://imgur.com/a/PIVJx Build an SLS Block 1 launcher and mate an Orion Spacecraft to it. Then send them to the Mun (Orbit Only). Europa Clipper Build the SLS Block 1B Cargo and launch a probe to fly-by Laythe multiple times. ___________________________________________________________________________________________________________________________________________________________________ Deep Space Gateway (DSG) Mission Objective: Assemble a ship to go to Duna using the SLS in elliptical polar Munar orbit with AP above Munar south pole. Also, develop the SLS Block 2 Cargo and Block 1B Crew. ___________________________________________________________________________________________________________________________________________________________________ MISSION OBJECTIVE (REQUIRED) +50 points ___________________________________________________________________________________________________________________________________________________________________ PHASE 1 EM-2 to EM-5 More Missions Coming!
  7. Stock Weapons Challenge! Contrary to public misconception, stock weapons ARE a thing, and I want to see your creations! The Challenge: Build & Deploy a custom weapon using only stock KSP parts. WATCH THE STOCK WEAPONS CHALLENGE VIDEO TRAILER BELOW INSTRUCTIONS Build a STOCK weapon and deploy it against a specific target. You may only use parts from Stock KSP, no BD armory of course, other mods are ok as long as they don't provide any unfair advantages. You must use KSP Version 1.0 or later. To complete this challenge you must meet the following requirements: 1) Picture, GIF, or Video of your weapon. 2) Picture, GIF, or Video of the aftermath of your deployed weapon. 3) You MUST call your target (ex: VAB building, or a specific craft, or "ENTIRE RUNWAY") 4) You MUST prove your weapon works (accuracy be damned!) Impress me!
  8. As one can tell, Matt Lowne did a video showcasing a Laythe SSTO with 4025 m/s dV in LKO. So my challenge will be, can you do better? Could you make the most out of as little dV as possible? Here are the rules: ---------------------------------------------------------------------------------------------------------------------------------------------- 1) No dirty cheating alpacas (no debug menu) 2) You must have either a video or a full album of the mission 3) KER must be installed 4) No mods (besides KER) 5) You must show the Resource Tab always if you make a video 6) You must bring at least 10 passengers with 2 pilots to Laythe and back 7) Finally, you have to have clear knowledge of gravity assists ---------------------------------------------------------------------------------------------------------------------------------------------- Leaderboard: 1st place: @herbal space program, 3390 m/s (Yay, you get your first badge) 2nd place: @Matt Lowne, 4025 m/s 3rd place: @Firemetal, 6250 m/s ---------------------------------------------------------------------------------------------------------------------------------------------- So build away, intrepid builders. May the Best SSTO win! ---------------------------------------------------------------------------------------------------------------------------------------------- Oh yeah, anyone who at least beat Matt's score gets a badge (WIP).
  9. To follow up on the famous K Prize, this challenge asks you to show off your master spaceplane design and flying skills. Build a spaceplane capable of reaching orbit, and returning safely using a single jet, and a single rocket engine. I have found this an interesting limitation that makes spaceplane design a lot harder. Mostly because the trust vectors are no longer trivially aligned with the CoM. Enjoy! Rules: The spaceplane must follow the rules as defined by the K Prize. In short: a horizontal take-off stock SSTO that can reach orbit(pe>70km) and land again in one piece. The provisions of the K Prize do apply to this challenge too. Use exactly 1 jet engine - defined as an engine that requires intake air and liquid fuel to run. Use exactly 1 rocket engine - defined as an engine that runs entirely on on-board fuel. An ion engine is also allowed. Rapier engines are allowed, but cannot switch mode during the flight and as such operate entirely as a jet, or entirely as a rocket engine. Merging/clipping/offsetting the two engines together into one is also not allowed (this is not much different from a mode switching rapier). Please remember to take pictures or a video as proof and for our enjoyment. Advanced Aviators: @Scarecrow - Rotate the engines, why not? @Martian Emigrant - The perfect case for a Thud @goduranus - Reverse trust in reverse @StanK - Me @Wanderfound - With spare seats @foobar - You can see through it @tsgaerospace - Pushed up into space @Rosvall - Rolling into space @michal.don - Pancake to accelerate! ...can proudly wear their badge: I have done a few times in past versions. To show it is still possible in 1.3 below is my own new entry: Album: http://imgur.com/a/dDIOT
  10. Daredevil Satellite Launcher While work on crew capsules for spaceflight is progressing slowly and cost overruns are common, the recent probes prompted a debate on whether it is cheaper to simply stick to an unmanned spaceprogram for now. Fearing for their future opportunities, a few daredevil pilots brought about the idea of reusable planes as a means to launch small satellites. The idea is, that a manned plane launches one or two mini satellites, and then safely lands back in the vicinity of the KSC. While more economically thinking kerbals call the concept a wasteful publicity stunt without any benefit, some politicians recognized it as an opportunity to shift public scrutiny away from their own performances. So the idea was quickly approved. The challenge Your challenge, should you accept it, is to launch at least one mini satellite (essentially just a probe core) from a manned plane into an orbit around kerbin (periapsis above 70km). The plane must be over 5km altitude above sea level when you launch the satellite. Thus you can use an air breathing plane and launch the sat at 5km altitude above sea level, or a rocket plane and launch the sat at 75km altitude. The plane must then land back around KSC. Note that the FMRS mod is now part of the mod recommendations and should be used to switch between the plane and the satellite. Ranking is done by non-recovered mass per satellite. For example in my entry below, I started with 8455kg mass (8555kg minus launch clamp 100kg), had a mass of 3312kg when landed and launched 2 mini satellites into orbits around kerbin. This results in a mass expenditure of 2571.5kg per mini satellite. Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, showing KER readouts roughly when launching the satellite(s). Must be over 5km altitude above sea level. 3. The satellite in flight, showing KER readouts with periapsis above 70km. 4. The plane, landed back on kerbin with KSC visible in the background, showing KER readouts, espcially the vehicle mass when landed. HINT : The Small Hardpoint functions as a separator. If you adjust the ejection force to 0, it does not mess up the vector of the launched object. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, other facility upgrades are allowed) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no parachutes, reaction wheels, etc.) basicRocketry node provides a basic liquid fuel engine The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, so that you dont have to worry about a RemoteTech connection. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By spent mass per mini satellite: 1. @Yemo with a spent mass of 2571.5kg per mini satellite to kerbin orbit (8455kg launch mass, 8555kg minus launch clamp 100kg, 3312kg mass when landed, 2 mini satellites launched into orbits around kerbin. Thus a mass expenditure of (8455kg - 3312kg) / 2 =2571.5kg per mini satellite. I went for the rocket plane / high launch concept. Ejection force on Small Hardpoints set to 0 for a clean launch:
  11. I think the name says it all. Pick your favorite historic(al) mission and re-create it as closely as you can in as-stock-as-possible KSP (you can use mods, in other words, just no hyperedit or f12 cheatiness) - from any era (Wright Brothers, anyone?) As an example, here's my X-15 re-creation, weight is spot on, which made me happy. It wanted to go higher than the "normal" historic 80km so I had to fight that a bit, but I was pleased with the results. Oh, and Gen. White's record? That's almost twice the speed of an SR-71. In 1962. It's also not the fastest - my bad - that was William Knight in 1967 at 7,273 kph. Knight "holds the world's speed record for flight in a winged, powered aircraft." Imgur albums or vids are very welcome. This was in KSP 1.1 beta 64-bit. Your Mileage May Vary.
  12. Mun Flyby After the spectacular success of the Daredevil Pilot who went to space in his plane cockpit using nothing else than solid boosters, there has been increasing pressure on the KSC to be less hesitant and more daring. The work on a liquid fuel engine had numerous setbacks and the public is growing impatient. So a special group has been tasked with the design of a Mun flyby probe using current technologies. The lower to the mun we can get, the better for appeasing the public. The challenge Your challenge, should you accept it, is to reach an periabsis as low as possible above the mun, under the facility upgrade and technological limits described below. Ranking is done by periapsis. For those who reach a periapsis below 10km, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to periapsis. Periapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, other facility upgrades are allowed) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, etc.) Engineering101 node, use the "Alkaline Fuel Cell Mini" to provide EC when lower than 10% capacity Structural Parts node Stability Node, the "Place-Anywhere 1 Linear RCS Port" can be used as an engine The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, so that you dont have to worry about a RemoteTech connection. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By periapsis above the mun: 1. @Yemo with a periapsis of ~11,667m above the mun My entry for the challenge:
  13. Daredevil Spaceplane The "Daredevil Squadron" is home to the boldest pilots on kerbin since shortly after the invention of powered flight. It is therefore a natural recruiting place for the new spaceprogram. Unfortunately technological progress is not as fast as some of those pilots would like it to be and there is a growing fear that manned spaceflight with all the proper precautions, safety concerns and design delays for capsules is coming too late for some of the pilots. And for those kerbals who live in a cockpit, taking familiar risks in flight is much more appealing than taking the risk of missing their chance. Thus some of the daredevil pilots pushed hard and called in favors to try to go to space with the current technology, even if it is only for a quick peak into what lies beyond the confines of the kerbin atmosphere. The challenge Your challenge, should you accept it, is to reach an altitude (apoapsis) as high as possible, with a kerbal piloting the vessel, under the facility upgrade and technological limits described below and then safely return to the KSC (must be visible when landed). Ranking is done by altitude (apoapsis). For those who reach space, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to apoapsis. Apoapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. 3. Safely landed back at Kerbin with KSC visible in the background. Beware, the cockpit was not designed for space flight, it is somewhat fragile. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The challenge was inspired by @Steven Mading https://www.twitch.tv/dunbaratu who streamed trying out the "Giving Aircraft a Purpose" mod pack by @inigma on twitch (which is a bit buggy at the moment due to ksp spawn calculation changes). The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, regardless whether you start from Runway or Launchpad) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, RCS, decouplers, etc.) Start node Early Aviation node Modular Wings node The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, though for this challenge it does not matter. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By altitude: 1. @Yemo with ~18,295m above sea level. (Altimeter shows 18,232m above terrain) I ll start with a simple submission (no pics no clicks!), though I have tested the challenge before and space (70km+) is possible, given the restrictions.
  14. Main challenge: Do a front flip on every celestial body, (excluding Sol). This does not need to be done on one trip, but has to be the same model / spaceship for each body This can be either manned or unmanned. Side Challenge: Do a front flip in orbit of each body. This is a compilation challenge. Evidence should be a collage or an album. Pics should be taken mid-flip. This is more of a time waster challenge, as it shouldn't be too difficult. Have fun!
  15. Simple challenge, very similar to ones that have been done before except this one is in Realism Overhaul /Real Solar System using Realistic Progression Zero. The idea formed when I was playing career and needed to get an artificial satellite in orbit but only had a very limited amount of money and the basic launchpad. I needed to do it under 40t and tried very hard but due to tech limits (and controlling my craft with remotetech issues meaning I had no control in some places) I failed. But only just. So I thought about making a challenge to get into orbit under 40t but then I realised that with later tech it was probably quite easy so then I thought the challenge should be along the lines of what is the smallest amount of nodes you need to unlock in an RP-0 career to be able to get into orbit with the first launchpad (40t limit)? So rules. You must launch from the starting launchpad in Cape Canaveral, Florida, you must get to an orbit with a Pe of at least 140km. No cheat menu except to show thermal info etc Mechjeb allowed, this is a design challenge not a pilot challenge You are allowed to add as much starting science as you like to unlock nodes, this is not an exercise in grinding. Be aware though that the more nodes you unlock the higher your score will be so choose carefully. Anyone attempting to `game the rules` and find exploits will be excluded from the challenge. No infiniglide, kraken drive, ladder drive or similar (are those even things any more? I seem to remember bugfixes that dealt with a few of the exploits) Most important, the part packs allowed (especially engines and tanks) are limited to the required ones that come with RO and the recommended mods (as CKAN defines them) not the suggested ones. scoring Your score will be the weight in tons on the launchpad multiplied by how many nodes you have unlocked in career. This means lower tech will usually beat lower weight. Lower score is better. The maximum score is 40 tons x every node unlocked which looks to be around 150=6000 The minimum would be a single node multiplied by your weight which is limited to 40t so assuming a 40t craft your score would be 40 The node you start with counts as 1 node or the scoring would get silly. ADDITIONAL RULE Your score will be divided by your payload in tons to reward those who put more into orbit. This means a single node, 40T on launchpad and a 2T payload would score (40x1)/2 which would be 20 Let me know any glaring omissions or any questions and above all, HAVE FUN! SCOREBOARD 1, @Laie 2 nodes x 40T/0.75=107 points 2, @NathanKell 1 node x 39.049T/0.084=464.86904 3, @Teutooni 3 nodes 23T/0.085=545.78823 4, @a_schack 2 nodes x 32.025T/0.062=1033.06452 5, @Phineas Freak 4 nodes x 30.454T/0.019= 6411.36842 6, 7, 8, 9, 10, As is the done thing I should relate my attempt, my submission was a failure, I nearly did it but I was about 300Dv short.
  16. This mission completed for submission to the EM1 Mission of the Doing It Orion Style challenge. Only mod was TweakScale. I went a little overboard trying to match all the elements of the real SLS + Orion, down to the count and placement of the RCS thruster blocks. Definitely pleased with the final product, though! View from the VAB. Standing tall on the pad. Igniting the SSMEs first. Booster ignition and clamp release! I always love these kinds of shots. I don't much like the SLS myself but it is a nice-looking rocket to be sure. Look familiar? Halfway through the SRBs and just now supersonic. Not going to get rid of the launch tower until after the solids are jettisoned. Really starting to get some heating now, right at burnout. Gees will drop soon, though. Booster staging aided by some sepratrons clipped into the nosecones. Boosters receding; about half my launch fuel and pulling two gees. Throttling down to fine-tune my ascent. Fairing and LES jettison! Now I just need to go a little bit further... MECO in a disposal orbit. Separating the core. Nice shot of the ICPS here, compare to this. Extending solar panels as the core recedes. Circularizing. As you can see, I have 13 cubesats mounted around the ICPS decoupler. Orbit circularized. Testing out my RCS blocks. Note the placement is identical to here. Really good view of the ICPS. Went ahead and threw an antenna on here since it is unmanned. Extending the antennae on the KubeSats. KubeSat 1 away! These each consist of a probe core, an antenna, and an instrument of some kind. I plan to deploy them in low Kerbin orbit, kerbostationary transfer orbit, Munar free-return, and Munar orbit. I only brought 13 KubeSats because that's the number of adapters on Orion's Stage Adapter. Deploying a few more KubeSats: Let's see, where were we? Planning Munar Free Return. ICPS reignition! TweakScale is almost perfect, but it didn't adjust exhaust plume length. So it looks a little weird. Deploying another KubeSat with a slightly higher apoapse. Yet another. You can see the orbits of the individual KubeSats. Deploying KubeSat in Kerbostationary Transfer Orbit. There it is in KTO! Throttling down to finely adjust the free-return. And there's my free-return! Got a pretty good Munar Periapsis for a free-return. Releasing more KubeSats now that I'm in a free-return trajectory. Nice shot of the service module here too, along with the large battery to show I have backup in case the solar panels fail. Approaching cismunar space. Nice shot of the loop around the Mun; you can see that the KubeSats I released have spread out nicely. One of the KubeSats is on an impact trajectory, the others are not. I went ahead and used the ICPS for this burn so I could save some KubeSats for deployment in Munar Orbit. Deploying! Finally separating the ICPS and Orion is flying free! Nice swarm of KubeSats here along with me. Let's head a bit closer to the Mun. Tightening up that orbit... Much better! Did a few orbits until I was lined up to head back to Kerbin. Getting ready for the return burn. This is the first really good shot of Orion by itself. Starting the burn. And now my periapse is below the surface! This will be hot. Farewell, Mun! Earth approach. Separation from the Service Module. Hope I don't overshoot and come down on land. Very warm. Hitting the drogues immediately to try and get a splashdown. Popping the mains. This is gonna be close! Dropping the heat shield. Cut the drogues. Aaaaand... Splashdown!
  17. I've seen this done before, but not as a challenge. The challenge is to launch a rocket, with a probe payload, around Ike and then launch the probe into an orbit next to the magic boulder. Then fly the rocket back to Kerbin. Rules: Both rocket and probe must be made of stock parts, The probe MUST be stationed in orbit almost close enough to touch the magic boulder. While the rocket does not need to land at the KSC it does however, need to be landed in one piece. Both the rocket and the probe can be manned or a drone. The probe must have a communications link with Kerbin after the rocket is gone. Size and parts do not matter as long as every thing is stock. The trip can take as long as you want, since speed is not the point of this challenge. Enjoy!
  18. The Kinetic Science Kit Challenge. Background: Since Kraken Co's Founding, they wanted to smash something into a Planet, for science. Now, they want YOU to smash a payload into a planet with an atmosphere, and collect science on the way. At least one Kerbal must be brought along. Rules: No Debug(No Cheating Alpacas!) Screenshots or video to go along, or it didn't happen. Stock Parts Only Please. Graphic Mods like EVE and Maneuver Mods, such as MechJeb are okay. Refrain from Hyperedit at All Costs. For All Levels, IMPACT at the speed given. Normal Mode(Level 1): Smash a 6 Ton payload into Kerbin At least at 3500 m/s. Collect science during re-entry. Winners: Medium(Level 2): Smash a 12 Ton payload into Kerbin at last at 4250 m/s. Collect Science during re-entry. Winners: Harder (Level 3): Smash a 6 Ton payload into Eve at least 2000 m/s. Collect Science during re-entry. Winners: Very Difficult (Level 4): Smash a 12 Ton payload into Eve at least at 5000 m/s. Collect science airing re-entry. Winners: Extreme (Level 5): Smash a 6 Ton payload into Laythe at least 3000 m/s. Collect science. Winners: Bill's Level (Level 6): Smash a 12 Ton Payload into Laythe at least at 4000 m/s. Collect Science. Winners: Bob's Level (Level 7): Smash any payload over 6 tons into Jool. Collect science. Winners: Jebadiah's Level (Level 8) Smash into Jool with a payload over 6 tons at 10000 m/s. Collect science and enounter a Kraken attack. Collect Science. Winners: Kraken's Level(Level 9?) Survive any Level Above Level 6, Without using Parachutes. Something However, Must Crash into the Planet. Winners:
  19. Once upon a time, I ran the Doing it Apollo style challenge. Maybe it's time for a reboot. The challenge is to get a Kerbal to the Mun and back. But not just in any way - we are doing it Apollo style! Your Mun-mission hast to fullfill the following criteria: - Everything has to be started with a single rocket (no building ships in orbit or refueling in orbit) - You have to fly a LOR mission (you need a Command Module [CM] and a specialized Munar Module [MM]) - No automated piloting (no mechjeb, do your flying by hand) - BYOR (Bring your own rocket) - The rocket must be your own design Just for fullfilling theese criteria you will get thirty points. (+30) Mods are allowed, but will be listed in a seperate leaderboard. Please be so kind and document everything that is point-relevant with screenshots. (F1 for KSP-made-screenshots, F12 for Steam-made-screenshots) Also: Please, calculate your points yourself! I'm far too absentminded to do this for all of you with any accuracy. You can gain (or loose) point by achiving the following design or mission-goals Goals - 3-man Mission +10 - 2-man Lander +10 - 2-stage Lander (leave the decent-engine on the Mun) +20 - Main rocket aspargus'd? -10 (Wernher von Kerman does not like aspargus!) - Launch escape system in place? +10 - Lander stored behind the CM during ascent +20 - Lander tucked away behind some kind of fairing? +5 - Free return trajectory to the Mun +10 - Flawless landing (no parts broke off, Neil Armstrong is watching you!) +10 - Got a Munar Roving Vehicle (MRV) on board? +15 - After succesfull Mun landing dock CM and MM in munar orbit (no swapping ships without docking them first) +10 - MM disposed by crashing it into the Mun (remove Kerbal first!) +5 - Plant flag on the Mun (no cumulative, i.e. two flags don't get you 6 points) +3 - Spashing down on Kerbin (land on water) +5 - Kerbal dies -20 Additional Goals: - Deploy munar sub-satellite before returning to Kerbin +10 Points Landing accuracy (not cumulative) - Land within 5 km of Neil Armstong Memorial (NAM) +5 Points - Land within 500 m of NAM +10 Points - Land within 50 meters of the NAM +15 I was roving on the Moon one day... (not cumulative) - Test drive - drive beyond 100 meters of you lander +2 Points - Proper shakedown +5 points - Drive beyond 2.5 km of the lander - Gone drivin' +10 points - Drive beyond 5km of the lander - Are we there yet? +15 points - Drive beyond 10km of the lander MSEP - Munar Surface Experimental Package (not cumulative) MSEP must have power, probecore and at least one science-thingy - Minimalist +3 points - Deploy one experimental package at landing site - That'll do +5 points - Deploy two experimental packages at the landing site - For science! +10 points - Deploy two experimental packages 1 km from the landing site (and at least 1 km from eachother) - Science extravaganza! +15 points - Deploy four experimental packages 1 km from the landing site (and at least 1 km from eachother) Stock Leaderboard IncongruousGoat - 218 points sdj62 - 218 points Scarecrow - 218 points Mesklin - 213 points overkill13 - 208 Martian Emigrant - 198 points Numerlor - 193 points Physics Student - 193 points SuicidalInsanity -188 points Jetski - 178 points W.Kerman - 143 points sevenperforce - 143 points Gordon Fecyk - 135 points Modded Leaderboard Scarecrow - 193 points foobar - 145 points Kertech - 143 points smotheredrun - 128 points Nefrums - 103 points
  20. BEFORE SOMEONE SAYS 'YOU CAN'T POST THIS TYPE OF THREAD HERE' I JUST WANT TO SAY THAT I AM NEW TO THE FORUMS AND I HAD NO IDEA WHERE TO PUT THIS. Thank you. I give a challenge to all of you to build me a type of ship with specific requirements. I'm just looking for ideas from you guys and gals. (Note: You can keep the craft file of your creation for yourself, you just need to give me a copy.) Requirements: 1000-2000 Ton Payload Capacity (Mods can be used to see whether it can hold such an amount) Able to refuel. Must be able to get from Kerbin to other planets/moons. (Minmus at the least, and I would prefer if it could get to Duna) Can actually take off from the runway and get into space. (About time I note that it does NOT have to be an SSTO but I would like if it was.) At the least, 100,000 LF, 40,000 OX, 10,000 EC, 10,000 MonoProp, 5,000 Ore Capacity and 10,000 XenonGas. Science Equipment Must be able to land. Must have atleast one rover and scout ship. 10-30 Crew OPTIONAL: Make it a tough kitty. I am probably NOT going to get this built for me... I will also note that I might edit the craft. The only mod that can be used for parts is OPT.
  21. Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. SETI-UbM Career Challenge Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Where funds are piling up so fast, that they are at best only an early career issue for facility unlocks, but not for vessel design. Where even early career science is so abundant without farming, that it does not really matter what you unlock next. Where design restrictions beyond the 30 part 18ton limits are pretty irrelevant. Where contract progression is a bit too procedural. Where you routinely put a kerbal into orbit with one of your first launches. In a 1 kerbal capsule (0.8tons) which is much, much more mass efficient than the later 3 kerbal capsule (4tons). Where all powerful magic reaction wheels fix every control issue right from the start, so you never have to think about it. Where you don't need any life support at all for manned missions, but have to consult a calculator/spreadsheet to find out your commnet sat ranges. And so on... Well, it is pretty impossible to change everything. But if want a bit more balance, a bit less basic mod install hassle and a bit more incentive to design efficient vessels, while being willing to learn and adjust to something different than stock, this might be for you. What is the challenge? Play career with a specific meta mod pack and game settings and thus face decision and design challenges: What mission to select next, and is it really necessary to unlock a tech node or rather save the science in case a later mission needs specific tech? Spend the funds on a facility upgrade, or rather keep them as a reserve? How to control your vessel without magic reaction wheels (you will get them later for convenience, after you are able to do it without them)? Is it worth it to send a 1ton probe with all the expensive experiments for this flyby mission, or would a 300kg probe suffice, and then bring the experiments on the landing mission? etc. What designs do you use to complete the contracts (SETIcontracts are numbered)? How much tech unlocks did you need for them, what are their costs, masses, part count and dV? Would you use them again or design them differently the next time? I'll start with 2 of my designs 02.1 18km Manned Altitude mission, 14500funds, ~5tons, 23 parts: Jet engines are below the wings, in hindsight the tail is too exposed for landing on a dirt runway, and it needs more roll control). 03.0 Orbit Kerbin, 4800 funds, 6tons, 17parts, 3200dV + ~700dV from monoprop: First artificial satellite, no magic reaction wheels (because at this tech level you do not have any). INSTALL: 1. Make a clean copy of your KSP folder, so it does not interfere with your other careers/updates etc. 2. Make sure that your GameData folder is empty except for the Squad folder. 3. Install CKAN (thank you very much CKAN team, this would not be possible without you! @Olympic1, @linuxgurugamer, ...) 4. Search for and select SETI-MetaModPack, nothing else, and then click "Apply changes" and "Apply". 5. Leave all recommendations checked and click continue. Select the suggestions you like and click continue. 6. Wait until all those mods are installed and start the game to check out if it works. 7. Missing at the moment is AnomalySurvey mod from @nightingale (not yet updated to 1.3), it provided a very nice diversion from all the other contracts. Visiting the island, the pyramids and the mun arc and so on... OPTIONAL: 1. Install visual mods, in ckan or manually. Planetshine and RealPlume are already installed with the recommended mods, if available via ckan for current ksp version. 2. I use CKAN config installs of Stock Visual Enhancement at the moment. It produces some flicker on the start screen but works in game. Choose at your own discretion. 3. Of course you are free to add mods like kOS and KCT, I have just not tested playing with them for some time 4. Other contract and part packs might integrate well (CTT is used anyway), I simply can not guarantee it (eg NearFutureSpacecraft configs, and InterstellarExtended mostly uses the later tech tree which is not affected) CAREER SETTINGS: There are no changes to any mods necessary. Just a list of changes from stock (what to expect) and how to alter them. And then the career start options to get a challenging, yet not annoying game. Please provide feedback on the challenge here and/or gameplay/technical feedback on the SETI/UbM mods in the SETI thread linked above. I would also like to thank all the mod authors who made this meta mod pack and thus this challenge possible! 1 House rules 1.1 TweakScale can bridge part catalog gaps, or it can remove the challenge to tinker with your design, use with restraint. 1.2 No excessive science (KSC, Mun, Minmus) and funds (completing new contracts with existing vessels) farming, if you want a challenge. This is a guiding framework, not a rigid corset. You can farm KSC and science hop minmus, but if you are not interested in tech progression and decision challenges, why not start with lots of science and funds in the first place? KSC science can be a fun rover aside, if you just need a bit more science or are really not interested in surveys with aircraft etc. As with every open world game, self control and role playing are advisable for certain experiences. 2 Facilities 2.1 Action Groups, Maneuver nodes (from Mission Control) and 2 strategies are available from the start. 2.2 Kerbal hiring costs are 60k, fixed. 2.3 Many facilities have more levels, no size restrictions from the launch pad (only mass restrictions). 2.4 You start with 3 contract slots, 30 parts and 9ton max vessel size, and R&D can research nodes up to 40 science. 2.5 With efficient designs, you can gather science from "High above the Sun" (SETIcontract 04.2), i.e. leave Kerbin SoI without any facility upgrades. Though I would recommend the first tracking station upgrade to do a flyby of Mun and Minmus. 2.6 So be considerate how you use your funds and science and how you design your vessels. 3 Contracts 3.1 The SETIcontracts are numbered, and may depend on earlier SETIcontracts completion to be available, but you can check their requirements in MissionControl 3.2 For the full experience, I recommend reading a little ahead, eg looking at the contract hierarchy picture in the SETI thread. 3.3 Sure you can complete the Mun flyby contract and then accept and complete the Mun landing contract with the same craft. The contracts are a guiding framework, self-control might result in a more fun game. 4 TechTree 4.1 Use search function in tech tree (thanks to quick search mod by @Malah), if you do not find the part you are looking for. 4.2 Unmanned start, rovers @engineering101 for 4 science (you can place Kerbals in the command seat), planes @stability for an additional 4 science. 4.3 No reaction wheels until miniaturization, use fins, winglets, RCS, gimbals, etc. until then (Unmanned before Manned Challenge mod). 4.4 No fuel lines for a long time and later 2.5m engines, use engine clusters and efficent rocket design until then (Unmanned before Manned Challenge mod). 5 Part rebalances 5.1 Background processing is one of the mods installed, so take enough battery capacity with you 5.2 Many masses, costs and entryCosts are rebalanced, many experiments can be transmitted for 100% 5.3 Many small things, like larger integrated batteries and smaller + radial materials bays. 5.4 Magic reaction wheels are nerfed considerably, you can manually delete the SETIrebalanceReactionWheels folder if you really want the stock ones back 5.5 MysteryGoo and MaterialsBay are not inteded to be collectable (SETIrebalanceMaterialsGoo). If you want to science spam in the late game, the StationScience Cyclotron? can help with that 6 Special Parts 6.1 SETIprobeParts provides a bunch of useful stuff, especially for the early career, eg engines, tanks, etc. 6.2 Cyclindrical probe cores, which are better protected by 0.625m heat shield and have inbuilt thermometers 6.3 RCS tanks with built-in thrusters and small linear RCS 6.4 Early Mini Alkaline Fuel Cell @survivability, once activated, only uses resources when there is EC demand. 6.5 The Hybrid Rocket Booster by @Lord Aurelius is more expensive than an SRB, but you can throttle it 7 Remote Tech 7.1 KSC range 900Gm, equatorial ground stations cover keostationary orbit. Defined in SETI-RemoteTechConfig mod. 7.2 Signal delay is off by default, you can turn it back on per in-game RT settings or just refrain from manually controlling vessels outside of Kerbin SoI. 7.3 If you want probe control to depend on an active connection, just uninstall SETI-ProbeControlEnabler mod via ckan. Otherwise you only need a connection to transmit science, comsats are still useful for comfortable science transmission beyond equatorial Kerbin orbit. 7.4 RT antennas are relabalanced, most stock dishes are not rebalanced yet. Usually too heavy/costly/EC consuming for their range/cone. 8 TAC Life Support 8.1 Recycler descriptions amended, so that you know what fraction of the original resource demand is necessary. 8.2 US recyclers are for 1 kerbal, small TAC ones are usually for 3 kerbals, 2.5m TAC ones are usually for 9 kerbals 8.3 SETIgreenhouse provides a food recycler, please consult the graphic in the SETI thread on how it works. 9 Career start options
  22. Please Create an aircraft that uses stock parts. The only mods allowed are for additional launch sites or graphics enhancements. the idea is to create an unenhanced (let me mention the debug menu is only allowed if you wish to use object thrower) aircraft capable of reaching speeds above Mach 3. If on a PC install please include link to KerbalX. EDIT: With jet engines and it must be crewed with some way for all kerbals to live and at least 1/2 the parts recovered.
  23. The Internet Problem I looked at the weekly challenge and said, "This will be easy!". I was wrong. At first, I took what I like to call the direct approach. I decided to modify a Stratolauncher to carry the groundstation. I quickly dismissed this idea due to aerodynamics. I then thought to build a cargo plane. Then I realized the Stearwing A300 existed. I used it instead. Whenever I tried to eject it out the back, the antenna struck the tail and exploded, since a part of the tail sticks down into the cargo bay. I moved it into the BOMB BAY. It fell back into the cargo bay upon deployment. With its parachutes, it descended safely into the ocean with no damage from a height of 3km. Then I realized it had to land within 200m. *sigh* I downloaded Bon Voyage. Will it work now? Can I drive it into Position? Find out next time! Oh yeah, I have to make a truck!
  24. Briefing: A recent poll showed that 60% of kerbals in the middle class are dissatisfied with their current means of transportation. Many of those who were polled had no way to reliably get from their house to an underwater base meeting or a meeting in a sky city within 5 days. Your job, as the head designer for a little-known company named KerbTekh, is to make a vehicle that can fly, swim, and take off a runway, all in one. Objective: Make a vehicle that can fly, go underwater, and take off a runway, and is completely reusable (if going to Laythe or Eve, reusability is not required) Rules: 1: No mods allowed except for Kerbal Engineer. (Texture mods are obviously fine) 2: I'll take your word for proof, but pictures or videos would be great 3: There must be room for at least one kerbal. 4: No cheats of any kind. No debug menu, no anything like that. Points: can fly (10 pts) (required) can go at least 5m underwater (5 pts) (required) can take off from runway (5 pts) (required) can land after flying without exploding (10 pts) can break Mach one while flying (10 pts) can break Mach two while flying (15 pts) can go at a speed of over 10 m/s underwater (5 pts) can go at a speed of over 20 m/s underwater (10 pts) can go at a speed of over 30 m/s underwater (15 pts) can go over 50 m/s underwater (25 pts) done on Eve (60 pts) (no cheating to get there) done on Laythe (150 pts) (no cheating to get there) can go above altitude of 20K (10 pts) can go above altitude of 30K (15 pts) can reach space (10 pts) can float (5 pts) can sink (10 points) sandbox mode (5 pts) science mode (10 pts) career mode (20 pts) room for 1 kerbal (5 pts) (required) room for 2 kerbals (10 pts) room for 4 kerbals (20 pts) room for 10 kerbals (30 pts) can reach orbit (15 pts) Under 10,000KG (15 pts) Under 15,000KG (5 pts) Over 80,000KG (5 pts) Over 250,000KG (20 pts) Bon chance! Extra points may be awarded for a particularly creative design. I'm trying to post a picture of my ship but Microsoft edge is being weird.... I'll get a picture up as soon as I can
  25. This is a continuation/expansion of a Challenge posted a while back by @jasonden reacting to Elon Musk’s scheme to launch 100 passengers to Mars and return to Earth in a reusable spacecraft. The original is here: http://forum.kerbalspaceprogram.com/index.php?/topic/148926-the-elons-problem-challenge/&page=1 The goal is simple: Take 100 Kerbals (or more) to Duna and return them safely to Kerbin in a reusable (or mostly reusable) spacecraft. The Rules Are: No Cheating (Debug menu, Hyper-edit, Hacking the save file, any “cheaty” mods, etc.) Informational and control mods are OK. Purely visual mods are OK. Entries using modded parts will be scored separately. (Unless the difference is really small) Kerbals must be in pressurized containers, at least during atmospheric flight and interplanetary travel. Scoring is based on cost per Kerbal, which is: Fuel Cost + Cost of any parts launched but not recovered on land* One Craft To Duna. Multiple Launches are OK, Multiple Landings are OK, but the sections must constitute a single craft for the trip to Duna and the trip Home. Fuel Recovered doesn’t count against cost. ISRU is OK except on Kerbin. (i.e. no launching the ship empty, drilling for fuel, then claiming you have no fuel costs) *As discussed in the original, rockets recovered from the water aren’t really reusable, so to count, it has to land on land. Exceptions include: Landing on a floating platform, some other landing scheme where the rockets are protected and you can tell a good story about why they would be OK For my first attempt I copied Musk’s Plan as closely as I could, but there were other good solutions too! Be creative! I’m getting the scoreboard started by pulling in the entries from the original, but hopefully we can add to it! I also want to open it up to other planets/moons as well, so If anyone wants to have a go, I’ll put up some separate categories: Easy Mode: Mun, Minmus Laythe Mode: Laythe Little Moons: Ike, Gilly, Pol, Bop, Vall Big Rocks: Moho, Dres, Eeloo Bigger Rock: Tylo Expert Mode: Eve** **Before I get too many replies saying “You Maniac!” Yes, I realize it is quite impossible (or at least wildly impractical) to have a reusable ship to Eve and back. But therein lies the challenge! Sure, you’ll need some monstrous beast that sheds most of its stages to get to orbit, but how cheap can you make those parts you leave behind? I don’t know, let’s see if anyone can do it at all first. Score Board: Duna - Stock: 462: NoobTool --- 150 Kerbals. Single Launch in a fully reusable Spaceplane 532: Clancy --- Followed Musk’s Plan, No wheels, No Parachutes. Landed Booster on floating platform, refueled with 2nd Launch. Lots of careful aerobraking 1640: Thomas H. --- One launch, SSTO booster, Minmus refuel, careful atmospheric entries to avoid needing heat shields 2240: burner_nn --- Many distributed launches, modular design, link up in LKO for Duna transfer, modules separate again for Duna/Kerbin EDL --- I’ll add and update the score boards as more entries come in. Happy travels!