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Found 24 results

  1. 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: 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!
  2. Mission Challenge: Build an Interplanetary Ship that can go until Jool, Use it to Drop 1 Ship on each planet Sun - Jool, also the moons, that needs to land, an perform atleast 1 Science Experiement! Manned! Im trying now for 3 Hours and i still havent managed to do this! Mods are allowed as long they are: 1. Ballanced //Well... 2. No Warp Drives etc. 3. no Supply Systems ONLY for Building //i think you need to assemble this in orbit, The Drop Ships for each Planet dont have to be the same, also on planets you cant land you dont have too... (Jool, Sun, etc.) Have Fun HurricanKai
  3. My first forray into the world of plugins is this pack of 15 contracts. Players will be rewarded for traveling to the most extreme elevations (both high and low) of the various bodies in the Kerbol system and planting flags. The contracts for celestial bodies with unique, non-sea-bed base elevations (Eve, Kerbin, Minmus, Laythe, and Tylo) only require the player to summit the body's highest mountain. *** Please note: As this is my first attempt at writing a plugin, I expect there to be hiccups here and there. I encourage reporting of those issues here, and will do my best to address them. Credit: Coordinates of maximum and minimum elevations obtained from (temporarily located here) Installation Changes/Updates Known Issues Pack distributed under the MIT License.
  4. I posted this elsewhere but it dawned on me that perhaps I ought to post my mission report in the mission reports part of the site. Duh. Anyhow I present to you, my first successful Duna landing and return mission!
  5. Greetings! Story: I basically have always wanted a cruiser capable of ferrying ships from one planet to another, or defend from invasions. Thus I finally managed to get the handle of it with a few mods, and created a carrier with maximum efficiency for fuel/payload. (Can now ferry vessels from one planet to the next without any restraints on payload or fuel with a independent refueling process). Specifics: Crew Count: 5 Crew total Engine Count: 2 Large Efficient OPT Mod Dark Matter Engines (1:1 O2/LF for 1500 thrust each). Docking Ports: Contains 8 docking ports of medium size located on top/bottom of the hull. Power Generation: 48 Radioisotopic Heat Generators (R.T.G)'s + Fuel Cells for LF -> Energy. R.C.S Information: Around 50 RCS Ports for horizontal and Vertical movement (100% efficient). Internal Storages: Can store a lot of equipment within the hull. (not bay's, but hollow fuel tanks). Additional Equipment: Contains two large convertors for turning ore into resources + Extra fuel. Additional Information: *It can be used to ferry ships from planet to planet, and use them to bring ore back to make more fuel* *Capable of traveling the entire solar system and back to kerbin without any fuel exhaustion** *Has been tested to fly with three of my aircraft, a fourth can be attached but isn't required* *Think of it as a moving space station with two overpowered engines and ability to carry crafts* Screenshots:
  6. I'm currently trying to pass that next great milestone in every KSP player's career: my first landing and return from another planet. In this case the planet is Duna, but here's my problem. Whenever I do my interplanetary transfer and encounter Duna I end up with a periapsis well below or above Duna. This means that I would have to expend a ton of fuel to achieve an equatorial orbit. Is there a better way to do this? Is there a way to angle my ejection burn so that I match Duna's orbital inclination or do I have to do a mid-course correction (not looking forward to the dV required for a plane change with an orbit that size I can tell you)?
  7. An interesting contract came up with a Kerbol orbit between Duna and Kerbin. I thought, for a moment, and my brain said to me: "Hey. That means you could stop for gas on your way from Kerbin to anywhere beyond!" And so I moved the mouse over to click 'accept.' My finger had velocity when another part of my brain suddenly burst out of it's office screaming at the top of it's lungs, "STOP THE PRESSING!!!!!" There was a flurry of mental papers and commotion as the mouseclick was aborted, and I look at that part of my brain tensely, waiting for the explanation. It took a moment to gather itself and then added: "If you park that station in that orbit, you'll never know if it's ANYWHERE near where you're going to want it to be for those trips. Sure, you can maneuver to intercept but each orbit being more than a year, rendezvous maneuvers could take decades to complete unless you're carrying way more fuel than you need to complete the mission anyway. Even if you do find it useful for refueling, any mission with that kind of stop will DEFINITELY take decades to finish." I passed on the contract. But was that part of my brain correct?
  8. Good day everyone! What's your best/favorite craft that you've made for interplanetary missions? I haven't gotten past Mun yet, but I'd love to see what others have made, to get an idea of how to get to other planets Thanks!
  9. Based on Project Orion from the 1950's, I built this Mothership to send kerbals to the Mun and Minmus in style! It carries 2 Mystery Goo Containers, Barometers, Thermometers, and Negative Gravioli Detecters. It also has 2 docking ports on the side to allow for landers, rescue craft, or refueling craft. Unfortunately, I cannot provide a download link as this craft is on Xbox. Here is the Imgur Album, I also made an Orion Mini so comment if you want to see that!
  10. I'm a long-time player, but I've never been much good at efficiently building for interplanetary missions. Though I've gone interplanetary, it's pretty much just luck if I make it or not. No matter what, I can't seem to build a craft with more than 11km/s dV. I'm basically looking to have two questions answered: 1. How do I find out exactly how much dV a trip will take? I've seen dV maps, but don't have much of an idea how to read them. 2. How much dV should each stage have, starting from LKO?
  11. So anyone know a good way to send heavy payloads interplanetary? I would like to send a big submarine to laythe. The submarine is < 20 tons. Anyone know a good way to carry this all the way to laythe?
  12. So, I have a predicament. I have been playing KSP which I have owned for a while and although I only got about 20 hours under my belt since the Early Access days (don't really have time to play games) I have gotten back into it. Well, I inadvertently launched a test orbital ship into space with enough power to break Kerbin orbit and enter into what appears to be a stable elongated orbit of the sun (read it all as it goes down here: Anyways, as I plan my rescue and refine my space program abilities (we only just achieved Kerbin orbital capabilities last night!) I realized that to attempt a mission of such magnitude presents a few hiccups. So, I will break my multi-part question down into smaller ones: Launching from KSC My first thought was SSTO but not only can the KSC construction building (fully upgraded) not handle rockets that I'm building (they get to be too tall for the building) but the SSTO component creates so much drag that even with the SpaceY Heavy Lifters SRB all firing at launch, it still takes the Liquid Rockets to reach a high enough altitude and burns through most of the fuel supply meaning no turns to establish orbit. I've seen a lot of craft on here and I'm sitting here asking myself, what am I doing wrong (the thread I linked off to contains the booster segment in my second post). It feels like drag as smaller launches for satellites on a new platform are working well as my space program techniques are refined (I get the Mach effect and have to use SAS to stabilize or else be flipping back to the ground in the SSTO booster so I feel I designed the vessel wrong) Orbit of Kerbin Can I dock a spacecraft at an orbital station for refueling (I do have a number of mods from KIS to KAS and than some - not reflected in the post I linked off to as I didn't have them then)? Can I dock multiple components to create a larger spacecraft in orbit of Kerbin? Planetary Assist Maneuvers My space program, as I stated, is obviously at a very early era with it just beginning to create craft capable of orbiting Kerbin. However, I successfully launched an automated craft that reached 11,000+m/sec and was plotted on Kerbin's escape before it was destroyed. What I am trying to figure out (and I have been reading) is how do I make the cross over maneuver to intercept a planet's orbit? (I think I have started to figure out how to do the orbital assists but getting to the planet is a bit harder). I see the alignment come up on my map when I set the target with the time, degrees, and delta-v needed I think. I am just not sure if that's what I am supposed to follow. Intercepting the target Spacecraft When I select a planet as a target, KSP can give me what I believe is the appropriate information if what I said above is true. Now I'm just trying to figure out how to intercept a spacecraft moving 3,000 m/sec and move my Kerbalnauts from the first craft to the rescue craft. Can I just EVA them at a close enough range? Returning to Kerbin KSC has no beacon. No ILS marker. Nothing. How exactly am I supposed to return to KSC in a spacecraft. So far my spacecraft have been pods so it didn't matter where on the planet they landed but I'm constructing a spaceplane for the final descent so landing at KSC which has a runway would be helpful. Knowing this would allow me to calculate a de-orbit trajectory. Reverse Thrusters - we're talking about a multi-stage interplanetary mission. We'll obviously need to slow the spacecraft down before reaching Kerbin descent. Is it even possible to mount reverse thrusters such as SRBs? Miscellaneous I think I am doing something wrong with the radial decouplers. When I try to decouple the SRBs from first stage they don't actually decouple and stay attached. You can see and hear the decouple effects. This is with the stock radial decouplers. Interestingly, in the many, many times my rockets have exploded, you can see in the report that the radial decouplers are colliding with the SRBs but the SRBs aren't exploding (these catastrophic failures where my rockets blew up were on reentry to Kerbin). Yes, so a number of questions but a very complicated and challenging mission coming up which I hope to learn a lot with.
  13. Hi everyone, I have a duna mission in orbit around kerbin waiting to go to duna. Id it possible to lift off duna and get back to kerbin with one x200-32 rockomax fuel tanks and a Skipper engine and a 3 person capsule with some ladders and solar panels? If not should I use that as my command ship and launch another lander or launch an orange tank with a skipper engine and use my currreny lander. My current lander is not equipped with rcs but does have a docking port. Thx in advance -Ribby kerman
  14. I am constructing an interplanetary spacecraft (specifically to Duna) at a small space station around the Mun. Once it is done, I will break out of the Mun's gravity and head towards Duna. My question is this: Is it more efficient to do the escape burn at a really high orbit, like you get after leaving the Mun's gravity, or should I first lower my PE to around LKO? I think burning to get a low PE would defeat the purpose of any extra efficiency, but I'm not sure. Help is appreciated!
  15. Hi guys! So, I've been playing KSP for 3-4 years now (that long? sheesh ) and have never left Kerbin's SOI in a consistent way. Well, I admit, I've made a few trips to Duna and Eve using AltF12 infinite propellant cheat, but never a proper interplanetary kerballed mission. However, I have been planning kerballed missions to other planets for years, only I play in career mode, usually miss the first windows and then I get too bored to wait for the next ones, do a lot of Mun/Minmus bases, rovering etc and there comes a new patch! Start all over again. This time tough, I am determined to land kerbs on Duna, Laythe and Eve, no matter what! I wanted to share my mission planning here so that more experienced travelers could point blatant flaws in my super hypothetical blueprints and maybe do a bit of constructive criticism (MOAR boosters!, while very much in line with my design principles, is not particularly helpful in these instances) So, without further ado: I calculated the interplanetary window using alexmoon's launch window planner, and got these informations: Timetable Kerbin -> Duna Departure Year 3, day 302 at 3:50:24 Arrival Year 4, day 153 at 2:50:24 Time of flight 276 days 5:00:00 Stay @ Duna ~1 year 135 days Duna -> Kerbin Departure Year 5, day 298 at 5:26:24 Arrival Year 6, day 161 at 4:55:12 Time of flight 288 days 5:28:48 Total Mission time: ~3 years 140 days == ~1418 days Notice that this gives me more than a year to perform all the explorations I want to. Is that enough for maybe 3 Duna landings, with ISRU to refuel the lander inbetween and another 5 to 6 Ike landings, also using ISRU? Important Mods used USI Life Support Pathfinder KIS/KAS Universal Storage That means I can store base and rover parts on my lander and build them insitu, which s my plan. Also, planning to use ISRU and SSTO landers/ascent vehicles to explore multiple biomes on Duna & Ike Planned hardware I plan to bring a small flotilla consisting of: Eämbar (Interplanetary Crew Transfer Ship) Two Melians (Duna Lander/SSTO Ascender) each carrying: Eärendil (Duna Science Rover) Duna Surface Base Dailir (Nuclear-powered tugs) to haul the lander (one-way trip only) So, the idea is to use the Crew transfer ship as a central hub for a space station. After landing, the engineer assembles the Base and the Rover insitu. The Surface bases works on Life Support (Pathfinder Greenhouses) and drilling ore/converting fuel to replenish the Lander/Ascender while the Rover roves (hah!) around gathering much SCIENCE! I'm playing the idea of using the same design of the Duna Lander for my Ike lander, for redundancy and safety, but also because then the Ike lander can use the extra fuel it can get to orbit to replenish the Crew Transfer's stores. Is it more work than it's worth? Also, it would be significantly heavier than a purpose built Ike lander. Crew Two scientists (Sa) & (Sb) One engineer (E) One pilot (P) They will all be two stars, tops, since they will be the first kerbals to venture in interplanetary space ever, in my save. Not much else to elaborate here, except that for RP purposes I'll be using Final Frontier ribbons to assign them special roles. (such as exobiologist, energy engineer, etc) Life Support calculations So, in USI-LS, each kerb consumes 16.2 kg of supplies per day. However my Mobile Science lab onboard Eämbar, I can cut this consumption to 4.86 kg of supplies. Also, the greenhouse allows me to grow supplies using fertilizer, dividing my required mass by 8.5, leaving me with a requirement of 0.571 kg of fertilizer for each kerb per day. In 1418 days, that's 810,7 kg of fertilizer per kerb, for a grand total of 3243 kg to suppor all 4 kerbs on the trip, which is less than a single 2.5 container. I'll bring some more as a safety buffer. Also some initial supplies are needed, not just as a safety net, but also to start the cycle. I'll bring along 500kg, which is enough for nearly 219 days for all 4 of them. For comparison, without using the recycler on the lab and the greenhouse converter, I would need to haul along 91,886.4 kg of supplies! Delta-V budgets I calculated the projected deltaV costs using a deltaV map (sorry, don't remember which, but it was updated for 1.0 aero) and got the following: Low Kerbin Orbit (LKO) -> Low Duna Orbit (LDO) 1700 dV LDO -> Duna Surface (DS) (aerobraking) 500 dV DS -> LDO -> 1450 dV LDO->DS->LDO 2000 dV LDO <-> Low Ike Orbit (LIO) 570 dV LDO->LIO->LDO 1200 dV LIO <-> Ike Surface (IS) 390 dV LIO->IS->LIO 800 dV LDO -> LKO 1700dV I understand that there are many different possible transfers, and that usually the more dV you can spend, the less time you have to wait. In a scenario with life support, do you think it is worth "kicking the door" so to speak to avoid huge amounts of supplies? Mission Plan Ah yes, now we get to the meat of it: Transfer from LKO to LDO a flotilla composed of: InterplanetaryCrewTransferVehicle with (Sa)(Sb)(E)(P) DunaLander+Tug IkeScienceLander+Tug Dock all the ships to create DunaScienceStation with (Sb) manning the science l ab Duna Exploration Land DunaLander with (Sa)(E)(P) Establish SurfaceBase (E) and start drilling to refuel the lander Build ScienceRover (E) ScienceRover explore nearby biomes (P)(Sa) Dismantle Rover and Base and repack into DunaLander (E) Reorbit and dock with DunaScienceStation Repeat #3 as needed Prepare for Ike Expedition TransferCrew to IkeScienceLander (Sb)(E)(P) Transfer DunaScienceLander+Tug from LDO to LIO Ike Expedition Land DunaScienceLander on IS Start refueling (E) Explore nearby biomes (Sb)(P) Reorbit and dock with Tug Repeat #6 as needed Transfer DunaScienceLander+Tug from LIO to LDO Prepare for Kerbin return Dock with Duna Science Station Transfer crew to InterplanetaryCrewTransferVehicle Transfer InterplanetaryCrewTransferVehicle from LDO to LKO Dock with KhazadDûm station (that's my Kerbin Orbital Science Station, by the way) and retrieve crew+science! Step 3: Profit! So, that's about it. Thoughts? Ideas? Thanks in advance, Cheers
  16. So recently I've started going to other planets in ksp but I haven't been able to get a good periapsis for aerobreaking and always fly off into solar orbit or crash. I was hoping someone could provide a cheat sheet for a good place to put the periapsis for a capture. Ps: I know aerodynamics affect it so just give a range like between 10-20km
  17. Hey, it might not be as great or fascinating as some of the other posts here, but I still hope someone likes it.
  18. Just a simple, short cinematic looking back at Kerbin at the start of a long interplanetary journey. Obviously set to Hans Zimmer. EVE+SVE+Scatterer+Endraxial's
  19. Here is something to consider. How about trying to get to Mun or Minmus, without achieving orbit. The Challenge is... to get to the mun or minmus without orbiting. This means that you can not have ny stable orbits. You cant orbit kerbin or mun or minmus. It must all be sub orbital Normal Mode: Just get there Hard mode: Get back Very Hard Mode: Impress me You need proof via video or pics. No hyperedit of alt+f12 . It must be stock and mechjeb is allowed. If there are any other mods that you think would be fair please tell me about it and i will consider adding it. Have fun and good luck
  20. I posted my interplanetary ship a while ago, now here is the (almost) complete chronicle of the mission to build it.
  21. I can't find any information on how to get from the surface of Minmus to Eeloo. Are direct transfers not possible? Do I really have to jump back down into Kerbin orbit? The launch window planner calculators won't calculate a transfer between Minmus and Eeloo, and I'm kind of clueless. Do I just need to do trial and error? I can't imagine I'm the only person in the history of this game to want to try flying to Eeloo from the surface of Minmus—yet I haven't found anybody asking about it here or on Reddit or in Google searches...
  22. Just curious to see where everyone else establishes their interplanetary bases. Mun or Minimus are in the Kerbin system and don't count.
  23. I have a few questions regarding interplanetary transfers. 1) Do you travel to other planets in career mode or do you do them in sandbox or science mode? Reason for asking is, the ships I made for say, a one-way trip to Moho, was so expensive moneywise I find it hard to imagine this would be something I'd do on a regular basis in career mode. If you do go to other planets in career mode then 1.1) Any tips on keeping the costs down? All tips, no matter how obvious or mundane they may seem, are welcome as long as they are constructive. I do use a few mods but right now the only parts mods I use are MRS and SpaceY (waiting out on KW to see what will happen with KSP 1.1). Pricewise the parts are fair to stock parts I feel, comparable parts have pretty much the same pricetags to them. I am aware that by missing the transfer windows can make huge differences in ship design and costs, which brings me to the next question 2) Not every window is the same. Take Moho as an example. The inclination makes for most efficient windows being few and far between (unless you have a tip, of course on how to deal with a 7* inclination costing in the neighbourhood of 2000 dv. Add to that the eccentricity of Moho's orbit and you get windows that vary greatly in terms of delta v, ship costs and travel time. So, the question: On average, in your experience, would the dv "cost" be for a trip to Moho, or Eeloo for that matter, and what would you consider "good" in terms of dv on one hand and travel time on the other, and what price range are we looking at? 2.1) What would your never exceed limit on dv or time be, or costs, if you play career mode? I do use the Kerbal Engineer mod for info, RT for commlink fun and automated control and I'll probably get KOS installed again at some point but I'm reluctant to use MechJeb or similar mods. I'd prefer to do the setup myself. With that in mind, on to 3) How do you set up for interplanetary transfers? By setting up a node for an encounter not looking at dv or any sort of costs, or is there some good planning ahead in the way you do it? Or do you go all out free form jazz improvising everything knowing everything can be sorted out somehow?