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  1. I visited various celestial bodies, both in stock and modded KSP 1, and yet Duna is the place I find myself always returning to: relatively small dV required to reach it, enough gravity for quick surface traversal, atmosphere thin enough to allow brutal reentries but at the same time just so thick enough to fly and even land planes. Pretty much everything I could do on Duna I did it: from simple fly-bys to non-refuelable SSTOs to even circumnavigating the entire planet on land With the release of KSP 2, total redesign of Duna and (future) addition of all the new game mechanics, I plan to again thoroughly explore the Red Planet. But, instead of doing it all myself, I decided to share the fun with others! Proudly introducing... The Mastery thread will consist of various challenges/achievements that you will need to complete in order to get on the respective list. Challenges must be done in order from start to finish. Depending on the future updates and new gameplay mechanics new challenges will be added, or the old ones adjusted. Rules might also be modified accordingly Rules: Usage of potential physics exploits is forbidden: no cheats or Kraken drives of any kind If you use any mods that affect stock gameplay (whether it is new parts, changed rigidity configs or otherwise), state them. These submissions will be marked as Modded General construction of the vessels is up to you: use any part you want, as long as you keep within the broad requirements of each challenge (satellites must have antennas, Rovers must have wheels, you get the idea) All crafts must be launched from Kerbin (unless specified) Post proofs of your mission: screenshots or videos. If you have a lot of screenshots, place them under a spoiler Don't mix up the missions: there must be one submission per mission and the missions must be flown one at a time State the Game Version that the mission was flown on If you have concerns or questions about the ruling - ask away! Let's get down to the Challenges. And before you ask: most of the Challenge names are inspired by various works of fiction about Mars 1. Destination Duna Pretty straightforward: build an Unmanned Probe and perform a fly-by of Duna. Very broad definition of "Probe" here: you don't need to have antennas or means to generate electricity. As long as it has a Probe Core and it fly-bys Duna - you're in 2. Otherworldly Connection Build an Unmanned Satellite and enter Duna orbit. Satellite must have an antenna strong enough to reach Kerbin and have means to generate power. Take Ike's SOI into consideration when you plan the orbit! 3. Transmitting Live From Duna Set up a Relay Satellite constellation in Duna's orbit. There must be at least 3 satellites in the constellation. Each Satellite must have a Relay antenna strong enough to reach Kerbin and have means to generate power. You can either launch new satellites or add some to the one you've sent in Challenge 2, as long as the Satellite from Challenge 2 satisfies the aforementioned requirements 4. First Landing Launch an Unmanned Lander (like Viking) and land it intact on Duna. Lander must have an antenna that can reach the Relay satellites, means to generate electricity and some sort of landing legs. Whether you choose to use already provided lander legs or make some of your own from structural parts is up to you 5. Desolation Road Design an Unmanned Rover, send it to Duna and demonstrate its functionality by covering some distance in it. Rover must have an antenna that can reach the Relay satellites, means to generate electricity and at least 3 wheels 6. Bring It Home Design an Unmanned Lander that can land on Duna and then subsequently return it intact to Kerbin. If the Lander is multi-stage, the stage with Probe Core must be returned. Otherwise the requirements are the same as in Challenge 4 7. Strangers in a Strange Land Land a Kerbal (or Kerbals) on Duna and then bring him (or them) back. The method (Direct ascent vs. Orbit rendezvous) is up to your choice. If you send multiple Kerbals, all of them must return home: leave no one stranded! 8. Come Fly With Me Design a Duna Plane and demonstrate its ability to navigate its skies. Plane must have wing parts and be able to land and take off horizontally. Plane can either be Manned or Unmanned. If Manned, all Kerbals must later return home (either via Plane or other means). If Unmanned, the Plane must have an antenna to reach the Relays and have means to generate electricity. Extra kudos if it can return intact back to Kerbin More to be added... Good luck and have fun!
  2. Send Val to vall To complete this goal, you will have to send Valentina Kerman to Vall (I got this one from the loading screen, I spend a lot of time there) Plant a pole on pol Goal is simple. send a kerbal to pol and plant a pole (flag pole) on pol! Laythe lazy Very relaxing, simply make a kerbal take a bath in laythes water. Rules: 1. You must not use cheats of any kind. 2. You must take a screenshot every time you enter and exit a sphere of influence, land on a body and when you launch/return to kerbin. 3. You must not kill any kerbals. 4. You must have fun! if you do not follow one or two of these rules, your mission will still count, but points will be deducted. Community Challenges Tylo low flyby Fly by Tylo as fast and low as you can - Superfluous J Bop on Bop This challenge has 2 parts to it. First, send a crewed lander to Bop and perform a hard landing. A hard landing is defined as anything greater than 2 m/s, but you should be aiming for as hard of a landing as possible. You know, you are trying to bop Bop (like landing a punch). The second part is to take that crew and get them on the surface and dancing around. Gotta have at least 3 Kerbals present to call this a party. - Scarecrow71
  3. As part of the Apollo Applications Program, a manned flyby of Venus was planned by NASA in the 1960's. Similarly, the former Soviets had planned a flyby of Venus for their TMK-E variant rocket. Obviously, neither program saw the light of day. No worries! We can recreate what should have been our gloriously bright future in our currently not-so-glorious, mediocre present! KSC is proud to announce: KERPERNICUS : KER-MANNED MISSIONS TO EVE Challenge Tiers: [EASY DIFFICULTY] : Complete a flyby of Eve, take a screenshot in orbit, return your Kerbals safely, all in ONE GO! Your Reward: [CHALLENGE DIFFICULTY]: Complete a two-way crewed mission to Eve. Land your Kerbals, take a screenshot of them dancing alongside their flag, and return them to Kerbin alive! EXTRA POINTS if you encounter a Kraken-attack and successfully recover the mission! Your Reward: [IMPOSSIBLE DIFFICULTY] : IN KSP2 PRE-PATCH VERSION (First release version of KSP2 Early Access) Complete a two-way crewed mission to Eve. Land your Kerbals, take a screenshot of them dancing alongside their flag, and return them to Kerbin alive. Your well-deserved Trophy: Post your screenshots and Mission Report in the comments! If you need a high-quality, background transparency version of the badges, let me know! Good luck!
  4. Considering that planes are probably the single biggest upgrade over stock ksp1, i figured id make a challenge that would incorporate them nicely well providing unique challenges to both new and experienced plane builders Once atmospheric heating is enabled, the maximum speeds that people will be able to achieve will likely be a lot lower, so this is a limited time opportunity to set an all time record that likely wont be broken in the future. The eVe.max challenge is: achieve the highest speed possible on eve under 1000m (sea lvl) Rules: 1. It does not matter how you get to eve, cheats are encouraged for eve transport. Id recommend using lazy orbit to ''land'' your self ~2000m above eve's surface to start the run. 2.The speed record MUST BE below 1000m, higher altitude runs will not count. 3. V.max must be reached in level flight (no diving). 4. No infinite fuel. 5. Craft doesnt have to be manned, but it will need a powerful enough antenna to maintain legit contact with ksc if you choose to make it a drone. 6. There will be separate leaderboards for kraken drive craft. 7. No staging How to enter: 1. Submit a picture of your craft at its highest top speed with both the speed indicator and altimeter (set to altitude above sea level) visible. 2. Have fun Leaderboards Vanilla: ID Date V.max Alt. 1 Sequence 3/21 472 951 2 3 4 5 6 Kraken drive: ID Date V.max Alt. 1 2 3 4 5 6
  5. Rational Resources is designed to operate on the Community Resource Pack or the WBI Classic Stock resources and to strip out the entirely random resource distributions and to apply distribution templates (carefully configured groups of resource distributions) according to the logically expected class and composition of a body. Rational Resources is inspired by Realistic Atmospheres made by @OhioBob and is part of the JNSQ (the planet pack) experience. While this mod is installed, un-configured bodies will have no resources at all (except for less Ore than by default). This mod may inflate your ModuleManager cache quite a bit. Notice that the logo image tells the following: Mun has a sizeable portion of MetalOre and Oxygen, but no Water (will be handled by biome specific config) and no Uraninite. Kerbin has a sizeable portion of Rock and Silicates, and there's a display for crust, ocean and atmo. Duna has a sizeable portion of CO2 in crust and atmo (not in legend), MetalOre, RareMetals and Uraninite, but no Minerals or Silicates. This mod enables planet makers to easily assign these distribution templates to their planet packs and skip the headaches of figuring out and writing the individual nodes themselves, and assorting all of their writings into several per-resource config files. Active CRP Resources Surface and Atmosphere Ammonia, CarbonDioxide, ExoticMinerals, Gypsum, LqdHe3, Hydrates, Hydrogen, MetalOre, MetallicOre, Methane, Minerals, Nitrogen, Ore, Oxygen, RareMetals, Rock, Silicates, Substrate, Uraninite, Water. Ocean Carbon, ExoticMinerals, Gypsum, LqdAmmonia, LqdCO2, LqdMethane, LqdNitrogen, LqdOxygen, MetalOre, MetallicOre, Minerals, RareMetals, Rock, Water. Star Ammonia, Antimatter, Carbon Dioxide, LqdHe3, Hydrogen, LqdDeuterium, Methane, Nitrogen, Oxygen, XenonGas. The resources above are preferred and used. are patched to display them all. Ocean resources only show non-zero values when the scanner vehicle is splashed. The Star series templates apply resource bands to a narrow and general classification of stars, automatically making them all viable as mining destinations for interstellar vessels. The expected members of this seres are: Yellow; Red Dwarf; Red Giant; Blue Giant. Due to a very nasty bug in stock, any resource bands around a star can only have a a maximum span of somewhere under 2 Gigameters. WBI Classic Stock system support: Rational Resources shows in the WBI play mode switch UI. (Picture needs to be updated) Assigning a template to a planet is as easy as: Current templates ISRU With omnipotent Ore being stripped of its Godhood, the following ISRU chains are proposed and encouraged for use by seasoned modders. Ore abundance is capped to 5% and its presence chance to 80%. It will be inconvenient for most players... but it will still be around. Ore tanks will be changed, at least, to hold the cryogenic input resources. Players may find themselves forced towards using Hydrolox rocketry since the required resources (Ore or Carbon Dioxide) for LiquidFuel may often be scarce meanwhile the requirements for Hydrolox (Hydrates, Hydrogen, Oxygen, Water) can be quite abundant. Metals* = Can be the Metal and MetalOre resources used by Extraplanetary Launchpads (EL), Metals and MetallicOre used by USI, or Aluminium. Sorry, it can be a bit of a mess here. Oxidizer options do not appear when RealFuels is present. Compatibility Due to the listed resources and the nature of Rational Resources, compatibility instantly extends between configured planet packs and the following mods: Kerbalism (consumable resources only) TAC Life Support Near Future Tech suite Hydrolox rocketry mods (including BlueDog Design Bureau, Cryogenic Engines, Kerbal Atomics) Potential Methalox rocketry mods Some resources and their distributions are conditionally spared while the rest are removed. Spared resources include ArgonGas, XenonGas, but not Karbonite and Karborundum. Purged resources include Dirt (used by MKS alone but supplanted with more Rock) and any other mod that adds resources (and especially extremely handwaved ones) such as The Gold Standard. But a provision exists to allow such resources to not be purged. Requires B9 Part Switch for tank options Requires Community Resource Pack for the resources in the tank options DOWNLOAD :: GitHub :: SpaceDock Wiki :: GitHub LICENSE :: MIT
  6. UKSA Challenge "All these worlds are Ours." I've always dreamed of this challenge, this ultimate goal of having at least one orbital and surface "Colony" on every planet and moon in the Kerbolar System, and then taking that to steps even farther beyond with life support, construction, shipyards, and even adding in OPM to truly push the boundaries of "Challenge" in KSP 1. So, here I am, sharing this with you all to see what you think. The Mission: Expand Kerbalkind's influence to the whole of the Kerbolar System and make the Kerbals a Multiplanetary Species that has exploited the resources of their entire home Solar System, Kerbol. Challenge Goals * One Orbital Colony per Celestial * One Surface Colony per Celestial Challenge Ruleset (Base) * SP / MP / Sharing: The "Default" setting for this challenge is a "Single Player" experience to push your knowledge of KSP, and of mods, to achieve a grand goal. If you'd like to share and go MP with it however, feel free to do so, you need only state that you've chosen to play MP with or without Save Sharing. in any posts. * FTL : Disallowed (See Difficulty Modes for Exceptions) * OPM: Required (See Difficulty Modes for Exceptions) * Life Support: Required (See Difficulty Modes for Exceptions) * Game Mode: Career Mode / Medium Difficulty or Higher (See Difficulty Modes for Exceptions) * Interstellar End Game: Special Rule - (See Difficulty Modes for Exceptions) * Ironman (No Kerbal Respawns): Optional * Mod List: Required - You must include the mods you're using in any post sharing your progression of this challenge. (Feel free to truncate the list of mods and make sure to spoiler the list in any posts.) * MODS USED MUST BE PUBLIC: Any mod you use must be available to the KSP community publicly. * Colony Guidelines: To Count, a "Colony" must be a "Base" that is either an Orbital or Surface Installation that has life support for at least 20 or more Kerbals. (seats in "Command" Parts do not count.) * Outposts: Outposts may be surface or orbital installations that are focused on logistics and operations and may be entirely automated. These could be "gas stations" or other facilities like "surface labs" for science gathering. Achievements Achievement: To Go Even Further Beyond - Swap out the Stock Solar System for KSRSS, A Rescale Mod of your Choice, or "Real Solar System." Achievement: Articles of Colonization - All your Colonies are entirely Self Sufficient Achievement: Harbor Grand Master - Build at least two fully operational Ship Yards that can produce vehicles in space using any mods of your choosing. Achievement: Colonial Fleet Command - Have at least one "Ship" in orbit of every planet. (Check Quote for Guidelines) Achievement: In a Galaxy Far Far Away - Swap the Stock+OPM system requirement with another planet pack + expansion if needed. The replacement system must have more than 20 celestials in total. (Check Quote for Guidelines) Achievement: Three Sisters - Colonize the Stock System with OPM as well as GPP Secondary and GEP (This pack turns Kerbol in to a Trinary Star System and removes the need for a /True Interstellar/ Mod.) Difficulty Options (For those that want to partake but have a more tailored experience with the challenge. Difficulty mode chosen must be stated when undertaking the challenge.) Very Easy * FTL: Allowed * Game Modes: Any / Sandbox Allowed * Life Support: Not Required * OPM: Not required * Kerbals in Command Parts Count towards Colony Size Easy * FTL: Allowed * Game Modes: Science or Career Mode On Easy * Life Support; Required (Suggested LS Mods for Easy: Snacks, USI Life Support) * OPM: Not Required Medium * FTL: Disallowed * Game Modes: Science or Career Mode On Medium * Life Support; Required (Suggested LS Mods for Medium: TAC-LS) * OPM: Required Hard * FTL: Disallowed * Game Modes: Career Mode On Hard or Science Mode Equivalent * Life Support; Required (Suggested LS Mods for Hard: TAC-LS)) * OPM: Required Very Hard * As Hard Mode + Add in at least one other Solar System and have at least one Surface and Orbital Colony in that system. How to Share Progress Please feel free to share screenshots, videos, and "blogs" / updates ni this thread of your progress if you choose to undertake this Challenge. Mod Suggestions: WIP Special Thanks: @JadeOfMaarFor feedback, support, and guidance. Also, for tolerating me talking about this challenge way to much... >.>
  7. THE GRAND TOUR Story: The KSC is out of money and the flat kerbiners are becoming more and more popular, make a spaceplane and land (with EVA) on every planet and moon (Jool excluded), returning to Kerbin to prove they're wrong. Make a spaceplane (SSTO) to spend less. Rules: -No cracken drives -No mods (if not told in the difficulty) -No cheats -No part detachment Difficulties: Easy -KSP set on Easy -All the engines allowed -Landing on every planet (except for EVE) -Docking allowed -at least 3 kerbals on board Normal -KSP set on normal -only Mk1 (or smaller) or radial angines -No docking -EVA on every planet -at least 5 kerbals on board Hard -KSP on full difficulty -No ion engines -EVA and science on every planet -No engineers on board -Return to the KSC runway -at least 15 kerbals on board Crazy -No nuclear engines -No Mk3 or rocket fuselage - At least 20 kerbals on board Insane - No landing gears (only legs) - No autostruct - At least 30 kerbals on board Impossible - Engineers allowed -Following mods installed: 1- Kerbalism (or TAC life support) 2- Real Fuels 3- External Solar System (more planets to land on, except for the gas giants) 4- Dang It! Interstellar - Mod Galaxies Unbound Nova Kirbani to install -mods "near future..." allowed -mod trajectory allowed. If you want, write down here you achievements and, if you want, some footage. Obviously all the difficulty is more and more difficult, so if in normal mode docking isn't allowed, it isn't allowed for all the difficulties that are harder, I just forgot that docking IS allowed for Interstellar travel (I don't know if it's possible otherwise), but if someone of you can do it without docking write it here
  8. This challenge is pretty simple. Build a plane powered only by J-20 Juno Basic Jet Engines, and try and get it to the fastest speed possible. There is a manned (or kerballed) leaderboard-- I'll put you on the applicable one depending on your craft. Rules: 1. No cheats, e.g infinite fuel or hacking gravity. 2. Only Juno engines are allowed, e.g no rocket engines. 3. Stock parts only, however I'll allow a KER chip if you're playing in career. 4. Your attempt must be made on Kerbin, but I'll allow planet packs like GPP if the home planet is identical to Kerbin in gravity and atmosphere. 5. Have fun!!! There's no real scoring system for this, just submit a screenshot of your aircraft at maximum speed and I'll put you on the leaderboard---make sure I can see the velocity readout though!!! Here's my entry-- the 'Junissile' to kick things off: On the runway---it has no landing gear to save weight. I reached 330 m/s, so almost mach 1. But I'm sure you guys can do much better--good luck Probe: 1. @TheFlyingKerman 820 m/s 2. @qzgy 814 m/s 4. @Thorn_Ike 817 m/s 5. @neistridlar 813 m/s 6. @ZLM-Master 811 m/s 7. @panzerknoef 811 m/s 8. @faketuxedo 765 m/s 9. @lapis 757 m/s 10. @Vanamonde 745 m/s 11. @Dark Lion 711 m/s 12. @Gman_builder 519 m/s Manned: 1. @swjr-swis 820 m/s 2. @neistridlar 818 m/s 3. @Servo 813 m/s 4. @Andetch 801 m/s 5. @Lisias 797 m/s 6. @Val 777 m/s 7. @GDJ 765 m/s 8. @ZLM-Master 762 m/s 9. @GDJ 743 m/s 10. @FunThomas 719 m/s 11. @Aetharan 630 m/s 12. @Klapaucius 570 m/s 13. @tonimark 340 m/s 14. @RealKerbal3x 330 m/s
  9. adsii1970's sandbox micro-challenges 20221217: This thread has been updated and reformatted to work better on most devices. The challenge threads were edited to stack the stock and modded challenge requirements rather than to list them side by side. After it was reported to me, and verified, it appears that Apple devices and some browsers were not displaying the complete table. A couple of days ago I was asked on one of the Facebook groups if I would post some micro-challenge/mission ideas for those who are looking for some sort of objective in playing a sandbox game. I asked around as a profile status post to see what everyone's thoughts were. And after careful consideration, I've decided to create an entire thread of micro-challenges for those interested. I play with mods and expect that many of you do, too. Here are the mods which will make the micro-challenges easier for you: Kerbal Engineer Redux Mechjeb for all Kerbal Planetary Base Systems Stockalike Station Parts Expansion Redux Snacks! By no means do you have to complete the challenges with mods, you can complete them without mods.* And you can use other mods besides these. For many of us "older" KSP players, these challenges are pretty easy but still fun. For a newbie who is just getting the hang of the game, they can be challenging and rewarding. For now, the sandbox micro-challenges will only include the stock system. If there's interest in more development of the challenges, I will add missions which will incorporate the Outer Planets Mod. Each micro-challenge will fall into one or more categories. Each micro-challenge will come with it's own leader board and signature image. Every three weeks, I will release a new micro-challenge. You do not have to do all the micro-challenges posted; simply choose the ones which interest you. You are free to use the most recently posted challenge or you can use one of the older ones. The edit of December 17, 2022 changed the format of the OP. To keep things tidy, I placed each of the stock bodies of the Kerbol system in their own heading and a spoiler under the heading where each mission will have a link. I think it will work better than the previous tables that caused some forum members to have issues with the extreme ends of the tables not properly displaying on certain web browsers. For now, there are placeholder entries for those planets and satellites (and Kerbol) where I haven't shared a mission (yet). Don't worry, there will be missions to those far away destinations. Here are the rules/guidelines for the challenges: Once you've completed the micro-challenge, simply post to this thread and share images or video which shows your progress and completion of the challenge - and be sure to include the name of the challenge in your post. If you are using images, please embed them in a spoiler. Many people have complained that excessive images not in spoilers cause lag issues on older or mobile devices. Using spoilers seems to help with this. On that challenge's post, I'll add your name to the leader board and a link to your post for others to easily find what was done to complete the micro-challenge. The challenges are rated on a three-tiered scale of an easy, medium, or hard challenge. There are a few followers of this thread who assist me in rating the challenges. If you are interested in helping me rate the challenge, send me a private message and I'll add you to the group. A description of the challenge levels are below: Rating Description These missions can usually be completed in one to three launches and require the very basic skills of spaceflight in Kerbal Space Program. These skills include rendezvous, docking, and achieving polar or circular orbits within the Kerbin sphere of influence. Some of these missions do include the designing of specialized craft to perform certain functions. These missions can be a little more challenging and while can be completed in one to seven launches, in addition to requiring the basic skills of spaceflight, landing a probe, lander, or assemble a station on a natural satellite or planet. These missions are hard and involve the construction of space stations, planetary bases, and such which should ideally be constructed in multiple launches and assembled in place. There are some who have provided feedback saying they intend to play these in career mode to make them even more challenging. That's fine - these missions are simply meant to be a springboard to help you sharpen your skills. Sandbox micro-challenges within Kerbin's sphere of influence: Kerbin: The Mün: Minmus: Sandbox micro-challenges within the Kerbol system (excluding Kerbin's sphere of influence): Kerbol: The Asteroids near Kerbin: Moho: (newest challenge - December 26, 2022) Eve: Gilly: Duna: Ike: Dres: Jool: Laythe: Vall: Tylo: Bop: Pol: Eeloo:
  10. Try to get to each moon in the Jool system by using maximum 3 rockets/spaceplanes. Rules: Use all types of engine you have eg. [LFO, Jet, Nuclear, SRB, Ion, Monopropellant OMS, Multimodal] If you have mods that add new types of engines like Cryogenic Engines, use them in your craft. Mods Allowed Gravity Assists, Aerobraking and Aerocapture allowed. Parachutes, Heat Shields and Lander Legs allowed (except any Comfortable Landing Parts) Once done, upload kerbalx craft files with one video to prove that your craft works and must feature up to 3 craft. ~~~~Engines not required~~~~ Reaction Wheel Motorised Wheel Helicopter propeller (KSP Breaking ground expansion) Deep Space Explorer engines (example FFT and MEV Heavy Industries) ~~~~Engine blacklist~~~~ Ultra efficient engines (Isp at least 100k) Warp drives of any kind Even though it is not an engine, AFK harvesters are not allowed. Good Luck!
  11. I've got a challenge idea! I want the community to come up with "lore" ideas for the history/their own personal canon of the KSP/KSA.
  12. The Safety First Space Program Challenge In this challenge, you'll need to imagine an alternate universe, where the safety of each Kerbal comes first. At all costs! This space program will not launch any Kerbals, it will be probes only. The safest Kerbal is one who never leaves the Astronaut Complex! Basic Rules: Start a new career game. Do not launch any Kerbals. Ever*. Complete the Tech Tree and upgrade all buildings, using only un-Kerballed probes. But I can't actually do anything at the start of the game! (Here's two ways to handle that..) What about Kerbal Rescue Contracts? You have the option of handling those in a few ways: Ok, then what about Tourist contracts? Tourists are also not allowed to be anywhere near any vehicles. Again, all in the name of safety! (Thanks @Scarecrow71 and @OJT for pointing this out) Mods: Mods are fine. If you are using mods which significantly alter gameplay, or add overpowered parts, consider that makes this much less of a challenge. On the other hand, some mods could make the challenge more difficult! If you are able, post a brief summary of how you completed the challenge. Even better would be to create a Mission Report in that section of the forums, and link to it in this thread. Be sure to describe some of the game settings you used, as well as any mods you used. Notes and Tips: Be careful accepting Station or Base contracts. Some of them only require the station to be delivered, but some of them also require specific Kerbals to be on board. Probably don't want to accept the contracts which require specific Kerbals, because you can't launch any Kerbals... If you play with Comm Net enabled (I do..), keep in mind that you won't be able to fully control probes when they pass behind celestial bodies. Unless you have a relay network in place to maintain communication links. I just completed a career save doing this challenge. I play stock, and chose to do Rescue Contracts, but did not actually use the rescued Kerbals for anything.
  13. 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!
  14. EVE. The final boss of KSP, the challenge is to head to Eve and back with no transfer windows or maneuver nodes . If you complete this, Please comment with video or photo evidence! P.S that screenshot is not mine. One I found on Imgur.com
  15. What is it? A Planet Jam is like a Game Jam but with Kopernicus. Anybody is allowed to participate in the Planet Jam, but a basic understanding of planet modding is expected. Every two weeks, a Planet Jam Challenge will be released on the KSP Forums alongside specific rules and other information. Competitors must craft the best celestial body possible for the challenge and submit it for judging. The score each submission will receive depends on Whether it suits the challenge Whether it abides by the rules, both general and Challenge specific Points awarded based on originality, appearance, and production techniques Following each challenge submission deadline, four elected judges from the KSP Forums (including myself as the host/moderator) will grade the submissions and select four award winners. Winners may choose to have their celestial bodies implemented into an official Planet Jam Mod, which will showcase all previous winners' submissions. Because the Planet Jam is in its early stages, please feel free to ask questions or give suggestions on how to improve the competition experience! Use either this thread or DM me on Discord @ wpetula#4357. I will be updating this post frequently in the coming days, so stay tuned for updates! When does each challenge start? Challenge timeline Judges for the next challenge are elected A new challenge is released on the forums Competitors have two weeks to craft their submissions Competitors submit their creations for judging Winners are announced on the KSP Forums The Planet Jam Winners Pack is updated Who has won so far? Challenge #1–-Moho revamp: RJVB09 Entry Who can participate Anyone can participate in any Planet Jam challenge, unless They are a judge for the challenge They have been banned by the judges They have uploaded their submission after the challenge submission deadline Uploading your submission What to submit Required Config (.cfg) All maps, textures, and files required for your submission to run in-game as intended README (.txt) file Alternate name for author This is to prevent bias during judging Make sure to choose a name that is unlikely to be used by another competitor! License chosen by author Decision to be showcased in the Planet Jam Winners Pack (yes or no) A list of dependencies and compatible mods Not required but considered Scatterer + related files and textures Not required and not considered EVE and related files EVE will not be considered (yet) because there are not enough tutorials available for new modders Other mods Where to submit Competitors will upload copies of their submissions to their Google Drive account and share it with the judges. This method guarantees that competitors cannot alter other submissions, and their original work is protected from alteration. Rules for submission Each competitor may only submit one celestial body for judging (unless specified otherwise). If additional celestial bodies are submitted, they will not be considered. Only under approval from a majority of the judges may additional submissions be considered. Celestial bodies submitted after the challenge submission deadline will not be considered. A late submission will only be considered if a majority of the judges approve. Competitors must submit their own work. Work copied from existing mods or past submissions will not be accepted and scored. Terrain textures borrowed from community mod packs such as CTTP are permitted Judges may not upload their own submissions with the intent of winning an award. If a judge attempts to submit their work in any form with the intent of winning an award, they may be prohibited or banned from judging some or all future challenges. NOTE: A judge may request to submit their work for scoring, "just for fun". This is perfectly fine! The judge's submission will not be given any awards. Other notes for submissions Check whether your submission appears and works as intended on a clean install of KSP (plus Scatterer and dependencies if necessary) Judges may not have the same mods as you installed on their computers, and some mods alter the appearance of celestial bodies in unexpected ways Judging Who can be a judge If you want to be a judge for the next challenge, email me through the KSP Forums or DM me on Discord @ wpetula#4357. You will be added to a list of other judge considerations. Current judges have the option to remain a judge for the next challenge or resign and participate as a competitor instead. Submission scoring Judges will score submissions from 1-5 in three categories: Originality, Appearance, and Technology. Submissions that explore new, interesting concepts will receive high scores in Originality, submissions that are stunning in looks will receive high scores in Appearance, and submissions that were developed with an innovative approach will receive high scores in Technology. Awards There is one award per category, plus one for whichever submission scores the highest overall. Most Original Concept Best in Appearance Most Innovative Production Method Best in Show Entry into the Planet Jam Winners Pack The Planet Jam Winners Pack will showcase all previous winners in organized solar systems. In the description for a winning celestial body, information about the competition will be paired with any additional lore the author decides to include. Example of a winner description AUTHOR: forum user MoarBoosters2 AWARDED: Best in Show JUDGE COMMENTS: (why the judges thought the submission deserved the award) NUMBER OF COMPETITORS: 12 LICENSE: All Rights Reserved MODS BY AUTHOR: Booster’s Planet Pack, Even Moar Planets (Optional celestial body description here) Download the Planet Jam Winners Pack here: https://spacedock.info/mod/3081/Planet Jam Winners Pack Benefits of the Planet Jam Educational: Modders of all skill levels can learn from each other by studying and exploring celestial bodies showcased in the Planet Jam Mod Community-building: The Planet Jam is intended to bring the KSP community together in an open, friendly competition for all. This event is an amazing opportunity for players to participate in the modding community! Advertisement: Modders of all skill levels have the opportunity to show off their skills and gain recognition in the KSP Community Entertainment: Planet Jams are extremely uncommon on the KSP Forums, so the community will have something new to try Preventing shenanigans While this competition is intended to be casual, any behaviors considered suspicious or disruptive will not be tolerated. These behaviors include but are not limited to Discouraging others in any manner Constructive criticism is fine; just make sure it's actually constructive Attempting to alter or destroy other people’s work before or during scoring Uploading inappropriate or unrelated submissions Attempting to intentionally delay a valid participant from submitting their work Attempting to enter the competition as a current judge Attempting to break the rules using loopholes or “sneaky tactics” NOTE: The rules of the Planet Jam are subject to flexible interpretation, logic, and reasoning. The severity of violations will be assessed by the judges and, if needed, additional KSP Forum members. Violators may be prohibited from some or all future challenges. Have fun, everyone! Thank you for your support.
  16. Just finished my video for the world's fist KSC tower gap. If someone has done this before I am sorry for claiming this title and will edit it. Would love if people in the community took a peak. Take Care -Paelu {video snipped pending editing}
  17. Hello, its my debute in this community! When i started playing KSP (1.3.1) I found some strange thing. Mk-1 Cockpit have a Gyrodine but we need to unlock it before launching any Sattelite. This means that we need to launch human in space in order to get science to unlock it before your "Sputnik" Which is seems stupid. That CAN be solved by modifications of the game but its boring yeah? When first playing i made this challenge to myself and couldn't do it because of some problems I didn't know about LV-T45 "Swivel" But in Official Missions for Making History I found myself in the same trap and when i attached RCI I thought why not to offer this Challenge for you? I think you are capable enough of this! Rules: Pardon for any mistakes i make - English isn't my first launguage Have Fun!
  18. Hello and welcome to the official KSP challenge of the German rocket start-up Rocket Factory Augsburg (RFA). First of all: To complete this challenge you will need the RFA ONE -Debris Removal Mod. The Mod is available on SpaceDock. In addition to the normal download link the mod is also on CKAN and users will be able to access it. For Details on Installation please consider the ReadMe attached with the Mod or the Installation Guide on SpaceDock. The parts fit together to built the RFA ONE rocket but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. However if you build the RFA ONE yourself, you will not have the Lettering on the side of the rocket. The Mod adds the parts you need to build your own RFA ONE, the RFA ONE rocket as a whole as well as the scenario that you need to complete this challenge. The challenge has to be completed just using the RFA ONE Mod. Thanks to a member of the KSP Community for help with the development. Story: The communication satellite C-GS-014 was launched in to LKO just a couple of weeks ago. However, an error with the satellites solar array has left it stranded in a highly elliptical 14,500 x 250 km orbit with a 10° inclination around Kerbal. In order to avoid space junk and prevent contributing to the Kessler Syndrome, RFA wants to use the opportunity to demonstrate its capabilities. They plan use their orbital stage, which is typically used for precise orbit insertion, to pick up the dead satellite and safely de-orbit it above the ocean. You are mission director and have been instructed to launch the RFA ONE, fly to the satellite and capture it with the grapple arm. Once you have successfully docked with the satellite, your task will be to safely de-orbit it above the ocean and have it burn up in the atmosphere of Kerbal. On RFA: Rocket Factory Augsburg (RFA) is a German start-up which develops its own launcher, called the “RFA ONE”, to put up to 1.300kg into LEO. RFA aims to drastically reduce launch costs of its rocket to enable innovative business ideas in space to protect and understand our Earth. RFA uses as many components-off-the-shelf as possible, mass-produces its stainless-steel tanks, and uses its highly efficient Helix engine with staged combustion. Its orbital stage for precise in orbit delivery of satellites can, after successful deployment of up to 100 satellites, extend the lifetime of old satellites through maintenance and repair or safely de-orbit dead satellites, therefore helping to reduce space junk. Rules and Goals: 1. RFA ONE Mod has to be used in order to complete the challenge 2. No additional mods, other than visual, may be used 3. Screenshots are required for eligibility of completion 4. The satellite has to burn up in the atmosphere, any debris remaining has to fall into the ocean. 5. RFA ONE orbital stage has to stay in orbit 6. Leaderboard will be sorted after least amount of fuel consumed Screenshots of the following events are to be included: - Screenshot of the RFA Launch - RFA ONE orbital stage attached to the satellite - Dead satellite burning up in the atmosphere of Kerbal above the ocean - RFA ONE orbital stage in orbit around Kerbal with remaining fuel after the mission Badge: Those, who have completed this challenge are eligible to wear this badge. Leaderboard: The Leaderboard will be defined by the least amount of fuel used to safely de-orbit the satellite. 1. @Kroko6 (536m/s dv left) 2. @AtaKerem (473m/s dv left) 3. @Foxworthgames (453m/s dv left) 4. @janfe2o3 (133m/s dv left)
  19. I don't know if this is the correct topic but I dare you to challenge me to do something in kerbal space program you decide what it will be. Im making this for fun and because im currently bored so give me ideas please
  20. Airplane Range on 100 EC (Electric Charge) Challenge How far can you fly an airplane with only 100 units of Electric Charge to work with? Let's find out! NOTE: This challenge requires the Breaking Ground expansion pack. The Basic Idea: Build and launch an electric powered airplane from the KSC runway. Plant a flag next to the airplane on (or near) the runway. Fly as far away from the flag as you can. How far did you get? For entries covering more than 100 km, great-circle distance from KSC should be used. If you're not sure how to calculate that, submit your coordinates (lat long) where you land or splash down, I should be able to do that for you. Thanks to @camacju and @OJT for pushing things this far! Airplane Construction Rules: Stock parts only. Airplane must have at least 2 Kerbals. They may be seated in lawn chairs (external seats), or in pods., Airplane must have no more than 100 EC at launch. Airplane must not have ANY means of recharging batteries. No solar panels, no RTGs, no fuel cells, no engines with alternators. Anything that produces additional EC is prohibited. Airplane must be propelled by electric rotors ONLY. Any other propulsion is prohibited. No Turbo-Props, no jets, no rockets, no RCS. Anything other than electric rotors and propeller blades that produces thrust (or any force) is prohibited. There are no restrictions on part clipping or parts which are offset visually. Must use stock parts, but beyond that you are free to place them anywhere the stock game allows! Autopilot mods are allowed. Please note that to be valid, they must not alter the physics of any stock parts. Also, if you use an autopilot mod, please indicate that in your submission. It doesn't disqualify you in any way, but helps inform other players. ( @OJT ) General Challenge Rules: Pushing the airplane with the Kerbals to gain additional distance is prohibited. Using the Kerbals to push a flipped over airplane so it's right-side-up again is fine though. Mods that alter the functionality of parts, or which alter game physics, are not allowed. Other mods are fine. Specifically, visual or information mods are allowed. Also, Autopilot mods are specifically allowed. See the Airplane Construction rules above. You must launch and start from the KSC runway. You may travel any direction you want though. Entries should ideally have a few screenshots: One showing the airplane on the runway with no more than 100 EC, and another showing your distance from the runway (flag) after your airplane lands/splashes down. If you are posting a large number of screenshots, I request you put them inside a spoiler window. You can launch horizontally or vertically from the runway, your choice. How well do you need to land the airplane? At least one Kerbal needs to survive the impact, so you can get a screenshot of your distance to the flag. If the airplane survives the 'landing' that's great! But not required. Also, water landings are fine. The easiest path would probably be just take off heading east, and just keep going till you splash down somewhere east of KSC. Planting the starting flag: Some aircraft designs make it difficult to EVA Kerbals and get them back inside. It is absolutely allowed to plant a flag just off to the side of the runway before you launch your aircraft. The flag needs to be several meters away from the runway, so that when your airplane is loaded on the runway it doesn't erase the flag you previously planted. I'm not sure how far away the flag needs to be to be safe. Hope that makes sense. How far did I get? Leaderboard: 4,923 km @OJT 30 May 2022 Getting ridiculous! Even so, @camacju still has suggestions for further optimization! 2,083 km @OJT 17 May 2022 Further weight and drag savings, but the big change was a new flight profile and engine/prop settings. Great circle path over the isthmus northeast of KSC, where 800 m altitude was more than adequate. 1,047 km @OJT 15 May 2022 Optimizations include new flight profile, a few weight improvements, and rotor/blade settings. Oh, and using shorter Kerbals to reduce drag! 373 km @camacju 13 May 2022 Wow! Experimenting with a single-engine design, after seeing @OJT's success. You guys are taking this to the extreme, single-engine props are not easy to fly! 370 km @OJT 13 May 2022. Jumping into the lead. We think. Actually, we think @camacju might have bumbled his last estimate, and perhaps underestimated his range. We'll sort it out tomorrow! (sorted it out- @camacju missed a digit in his calculation, he's actually in the lead. Currently..) 262 km @OJT 13 May 2022 At these distances, we need to calculate great-circle distances. A more optimized run with a similar craft to a previous run. Another single-engine entry, so the pilot has more work compensating for torque. 258 km @camacju 13 May 2022 The bar is raised. Another entry which cleared 10 km altitude. This entry didn't ditch any parts (I think..) but that's being considered. 231.4 km @OJT 13 May 2022 The mission director allowed the Kerbals to put their helmets on approaching 10 km altitude. A single-rotor entry- those take extra skill to fly! 109.9 km @OJT 13 May 2022 Passing 100 km on the first attempt!
  21. The maiden voyage of the Galaksy Interplanetry Kerbal Transport Vessek has ended in disaster. Crashed on the icy surface of Vall after an emergency retrograde burn, the 15 Kerbals stuck on the moon are in need of rescue. Seems simple, right? However, you shouldn't forget the single message left by the beings who left the monoliths: "All these worlds are yours--except Vall. Attempt no landings there." You might be able to stretch the rule and say that the crash landing wasn't attemping to land there, Vall just happened to be the closest celestial body when the KAL-5500 autopilot malfunctioned (darn you, kraken!). However, it wouldn't be a good idea to test the alien's ire. After all, they have the power to turn Jool into a star. So here is where this rescue mission gets difficult. This is the challenge you must conquer: You must save the Kerbals from Vall, WITHOUT landing on the surface You must send a rescue ship to Vall, and rescue as many Kerbals as possible. You don't necessarily have to save all of them, but it would nice if you did (and it would give you lots of points ). The catch is that your ship is not allowed to touch the surface of Vall at all. You are allowed to land on the crashed Galaksy, but if you wish to not anger the spooky space aliens more, it would be better not to (and, yet again, you would get more points) Rules Mods Mods are allowed in this challenge. If you do use mods, you can not use any that alter game physics/mechanics, e.g. gravity modifications. Stock runs are allowed to use DLC, information mods (such as KER), and visual mods. Mission Kraken drives, exploits, and the cheat menu are not allowed. The rescue ship must make it back to Kerbin safely, and all Kerbals aboard (regardless of how many you save) must survive reentry. This challenge is not timed, so take your time if you want to make gravity assists or other maneuvers to save delta V. The mission may be manned or unmanned, no points are lost or gained for choosing either. The "no landing" rule applies to everything you make, even probes. Debris hitting the surface is allowed, as long as you can confirm it exploded. The Kerbals on the crashed vessel are allowed to touch the surface of Vall, but don't stray far from the crashed ship. Any Kerbals you bring with you in the rescue ship are not allowed to touch the surface. Proof A full video recording is the preferred method. If you record the mission, do not make any cuts in the video. You are allowed to speed up the footage. The exceptions to the no video cuts rule is when you load a quicksave, or when you pause. So you can cut to skip through long pauses and failed attempts where you had to quickload back. (Thanks QF9E for telling me about this) Screenshots are allowed, just make sure you have enough, and that you capture the most important events in the mission. Scoring +100 points for each Kerbal rescued from Vall (out of 15). 1,500 points are possible here, so make sure to rescue as many as possible. -50 points for each descent into Vall (so if you send 3 rescue pods, that would be -150 points). You could loose up to 750 points here, so try to keep the number of descents to a minimum. +200 points if you never land on the crashed ship. +150 points if you do the whole rescue mission in one launch (you do not need to rescue every Kerbal). +201 points for rescuing every Kerbal. for a maximum of 2001 points Leaderboard If you think the rules or scoring system should be changed, please tell me, and I'll look over your suggestion. And, as always, your bravery in this rescue operation will be rewarded with a special badge to addorn your signature with (Higher res version here if anybody wants it): Download the save file from this link: https://cdn.discordapp.com/attachments/717048644708073537/987024923090370590/Attempt_No_Landings_There.zip Good luck, kerbonauts!
  22. Rover Endurance on 100 EC (Electric Charge) How far can you drive a rover with only 100 units of Electric Charge to work with? Let's find out! The basic idea: Build and launch a rover on the KSC runway. Plant a flag on the runway next to the rover. Drive as far as you can from the flag. How far did you get? Rover Construction Rules: Stock parts only. Rover must have at least 2 Kerbals. They may be in external seats (lawn chairs..) or in pods. Rover must have no more than 100 EC at launch. Rover must not have ANY means of recharging the batteries. No solar panels, no fuel cells, no engines with alternators. Also, no RTGs ( @Mars-Bound Hokie ) No flying vehicles or boats. (That might be a separate challenge..) No propulsion from any source other than rover wheels. No rocket engines, no propellers, no jet engines. General Challenge Rules: No, you can not 'get out and push' with the Kerbals. That's prohibited. However, you may use a Kerbal to flip a rover back up if it flips over. Just don't use Kerbals to add distance. ( @OJT ) You may use a combination of powered and unpowered wheels. Aircraft landing gear are allowed. At least one wheel must be a powered rover wheel though. Mods that add or alter the functionality of parts, or which alter game physics are not allowed. Other mods are fine. You must start at the KSC runway. You can go any direction you want though. Entries should ideally have a few screenshots: One showing the rover on the runway with no more that 100 EC, and another showing your distance from the runway (flag) when you run out of juice. If you are posting more than 3 or 4 screenshots, please put them inside a spoiler window. I managed to get a rover with 2 Kerbals 7.1 km from the flag, but I think you can go much farther than I did! Leaderboard: 9.9 km @OJT 12 May 2022 - A couple of rollovers, and a Kraken attack to end the run. Lots of EC remaining when the rover unglued itself. 10.0 km @camacju 12 MAY 2022 - A classic camacju entry, with parts attached by no visible means! Also classic by carefully evaluating the limitations and characteristics of the elements involved. I think camacju already has some ideas for improving his distance.. 13.5 km @swjr-swis 15 May 2022 - A stylish blue and green chassis, how did he do that? Kerbals reclined for lower drag, and more comfort while sleeping and driving. 14.7 km @camacju 12 MAY 2022 - Investigating some aero tweaks. End distance is more than double my original test run. Terrain is becoming a bigger factor as it becomes less flat. Confirms @OJT's observation that small wheelbase tricycle rovers might occasionally tip over. 26.7 km @swjr-swis 16 May 2022 - Focusing more on drag reductions than weight, nearly doubling the previous record! I just realized I’m ordering these from lowest to highest distances, not sure why I ordered them that way.
  23. I'm really hoping that KSP2 has steam achievements, and that one of them will be "return a kerbal from the surface of Eve". I did this in KSP1 but it was a huge (fun) struggle that consumed my weekends, all free time, and 6 failed Venera spacecraft. The whole time I was like: dang I wish I could just build a launch pad on the highest peak! Well guess where I'm building a colony in KSP2... Anyway, while Eve will still be challenging, the colony buildings and enhanced engines will probably demote Eve from "the final boss" to simply "really hard". I was thinking... if Ovin has an atmosphere, it may become the same monster that Eve was in KSP1. To be fair, we've only seen a few celestial bodies so the new "Super Eve" may be unrevealed or non-existent. It may be possible that Ovin fills a completely different role - maybe it doesn't have an atmosphere or is so huge that nothing is expected to reach orbit from the ground.
  24. Welcome to the A.A.P. Challenge! Okay, so this challenge is fairly simple: use Apollo tech to go as far as you can. What counts as Apollo tech? The Mk1-3 Command pod, Mk2 Command pod, Mk1 Command Pod, and the M.E.M are the only command pods that can be used in this challenge (Probe cores can be used, but the craft does need crew on board for most of the mission). Also, the only engines that can be used are the Mastodon, Skiff, Wolfhound, Spark, Terrier, Reliant, Swivel, Thud, Ant, and Spider. Electric motors from BG can also be used. No kraken drives. Also, no ISRUs. All other parts are good (May change). Also, any craft made for this challenge needs to have a Mk1-3 Command pod, and a service module. A service module is made of a SM-25 Service module and can contain whatever you want. So how do you get points? Well first, this challenge only involves one flight, though assembly in LKO is allowed. To earn points, that one flight must go to difficult planets and moons to visit. The following is a chart of the scores for landing on or doing a flyby of each planet and moon. (Also, multiple planets and moons can be visited, and the points will stack.) Planet / Moon Score for landing (And returning) Score for Flyby (And returning) Tylo, Eve, Moho. 10 5 Duna, Eeloo, Laythe, Vall, 5 3 Gilly, Minmus, Mun, Bop, Pol, Ike, Dres. 2 1 Kerbol (If you can land on the Sun and return, I would be extremely impressed) Not possible in any way. Leader board: Username: Number of Points: Death Engineering 19 Badge: Please comment if anything is unclear, unfair, or anything like that. Please enjoy. Challenge will end when I decide it has run its course.
  25. Hello, in this challenge you are going to do a mission similar to that of Voyager 2. Voyager 2 was an interplanetary and interstellar mission and passed through four planets of the solar system (Jupiter, Saturn, Uranus and Neptune) taking advantage of the positions of Jupiter and Saturn made the famous 'gravitational assistance' where Jupiter and Saturn would propel the ship to reach Uranus and Neptune and after leaving the gravitational pull of the last planet it would become an interstellar-type mission. This challenge is going to be more difficult since you will have to go through all the planets of the kerbol system(flying over) (except Eeloo) (it is not necessary to go through the moons but if you prefer you can go through them) and use the 'gravitational assistance' so that you do not spend a lot of fuel. You also have to return safely to Kerbin. The instructions are as follows: You must arm your interplanetary satellite. The maximum height for the satellite is 30 m You must arm your rocket and take it off Go through all the planets of the kerbol system (except Eeloo) using the 'gravity assist' Return safely to Kerbin Post in this post video or screenshots The rules are as follows. Visual mods allowed The use of mods that guide the ship to the destination such as (MechJeb 2 and MechJeb) is not allowed The use of the cheat menu is not allowed, if it were used they would be disqualified Refills are not allowed Greetings from Mexico
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