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  1. 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.
  2. 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
  3. 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
  4. 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.
  5. 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}
  6. So this topic is not yet finished — I mean, the text. Basically it's about a Minmus monorail with a highspeed of ~ 80m/s. Status: in-pre-dev, monorail testing I just need to find a minmus planisphere, if you have one please post it 14 January 2022: Some issues with the monorail test on the Runway. Needs more wheels.
  7. 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!
  8. 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)
  9. 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
  10. 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!
  11. 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!
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. For millennia we have stared in awe towards the sky and wondered about the nature and the mysteries of the celestial objects we are able to see at night. Besides the sun, no other object has sparked more fascination in us than the Moon, inspiring countless myths and legends across cultures and nations. In 1966, the Luna 9 spacecraft became the first spacecraft to successfully land on it, and only 3 years later, aboard Apollo 11, humans stepped on lunar soil for the first time, a feat that would not be repeated after Apollo 17 in 1972. For many years, we shifted our attention towards other parts of the solar system, but in the past decade, interest in revisiting our only natural satellite has reignited. Attracted by its natural resources and as a possible hub for interplanetary travel, the Moon has become once more the focus of various space agencies and commercial companies in a reinvigorated modern space race. As one of nine contractor companies selected by NASA in November 2018 to submit bids for the Commercial Lunar Payload Services program, Intuitive Machines will launch its first out of three lunar landers, the IM-1 Nova-C lander, in summer 2022 aboard a Falcon 9 rocket. Nova-C will be the first U.S. vehicle to softly land on the lunar surface since 1972. The lander features the VR900 engine, which uses methane and liquid oxygen and produces 4,000N of thrust, as well as advanced autonomous landing and hazard detection technologies. Capable of carrying 130kg of cargo, the IM-1 Nova-C lander will land on the Moon within 1 degree of 25 N latitude, 50 W longitude, in Vallis Schroteri in Oceanus Procellarum, in a chosen 200-meter landing site, and will ferry numerous experiments to explore and test technologies to process natural resources of the Moon. As such, it will become the first commercial company to bring NASA and commercial payloads to the lunar surface. To celebrate this milestone, we have partnered with Intuitive Machines for an exciting KSP challenge, where you'll have the opportunity to win an invitation to join their team in their brand new and modern Mission Control Center in Houston, TX, for the real IM-1 Nova-C moon landing! So, what is this challenge about? Simple, build a Nova-C lander and recreate the IM-1 mission as close as you can! The closest you get to the real thing, the better. To successfully complete this challenge, you’ll need to: Build a Nova-C analogue and load it with scientific experiments. Launch it aboard a Falcon 9-like rocket. Decouple the lander and perform a direct throw TLI to get to the Mün. Perform a soft landing in the Canyons North of the Farside Crater as close to the actual landing site as possible. Perform some experiments. Post a video* showcasing your successful mission on this thread or on Twitter/Facebook/Instagram with the hashtags #NovaCChallenge and #Contest. (Remember to show the coordinates of the location where you have landed). *Videos should not contain any music that you do not personally own. (KSP in-game music is ok, just no adding in extra music unless it's something that you created and own the rights to. Licensed music, cover songs, "copyright free" music, etc. is not allowed.) Scoring details: Up to 30 Points for a realistic Nova-C recreation. (appearance, size, and mass all matter) 20 Points for decoupling and performing a direct throw TLI to get to the Mün. Up to 40 Points for landing safely at the right location. 2 Points for each experiment you bring with you and perform. (Maximum of 20 points) 20 Additional points if you perform a vertical takeoff, cruise, and landing to another location of the Mün after you have arrived at your first destination. 30 Additional points if you safely land the Falcon 9-like rocket on Kerbin. In the event of a tie, the winner will be determined by a panel of judges. Mods are NOT allowed. Cheats are NOT allowed. This challenge is intended to be completed in Stock KSP. This means players can not utilize DLC or any other add-ons to complete the challenge. Add-ons are classified as any original or derivative work intended to expand another work by adding or replacing files. (Including, but not limited to: informational mods, visual mods, autopilot mods, and utility mods) We are allowing the use of custom flags only. Note: Please make sure to maintain a copy of your saved game as you may be asked to submit it for further review. You have until March 23rd, 2022, to complete the challenge. The winner will be announced on March 31st, 2022. One grand prize winner will win a trip to Houston, TX to join the Intuitive Machines team in mission control for the real Nova-C moon landing. The winner will also get a tour of the Intuitive Machine spacecraft production facility while they’re there! Airfare and a 2-night, 3-day stay at Hilton Houston NASA Clear Lake for the winner are included. Good luck! OPEN ONLY TO LEGAL RESIDENTS OF THE FIFTY UNITED STATES AND THE DISTRICT OF COLUMBIA. MUST BE AT LEAST 18 YEARS OF AGE. CONTEST BEGINS AT 9:00 AM PT ON MARCH 1, 2022, AND ENDS AT 11:59 PM PT ON MARCH 23, 2022. VOID WHERE PROHIBITED SUBJECT TO THE OFFICIAL RULES LOCATED AT http://bit.ly/kspnovacchallengerules Wireframe images: Additional Nova-C images/ size specs:
  17. This is a reboot of the original challenge made by @Jeb-head-mug kerman This challenge has changed many times in the 3 (now 4) reboots that it has had. I'm going to add a bit of my own flavor to it. The general rules will stay the same though. The Goal: The goal is simple. Build a plane that will go hypersonic. What is hypersonic? Well here is what the last thread said: So pretty much the goal is to get over 3000 m/s. In atmosphere and under 50 km. Some basic rules: No mods No cheats DLCs are ok No editing .cfg files All records must be while the craft is under 50 km. The apoapsis does not need to be sub 50 km. Switch your Navball to surface velocity, not orbital. (Not a disqualifying rule, just quality of life for me) Reentry heating must be at 100%. You can go above that but any less is not allowed. Leaderboard: Highest speed - Manned: @ColdJ 4043 m/s @Philae_Rosetta2021 3861 m/s @visor2580 3301.8 m/s @percyPrune 3228.1 m/s (Landed afterwards) Highest speed - Unmanned: @camacju 25606.46 m/s @Kerminator K-100 6252 m/s @ColdJ 4334 m/s @chadgaskerman 3067.27 m/s (Water landing afterwards) Waverider leaderboard: @camacju 25606.46 m/s Hermes leaderboard: @ColdJ 4043 m/s @Philae_Rosetta2021 3861 m/s @visor2580 3301.8 m/s @percyPrune 3228.1 m/s (Landed afterwards) Glider leaderboard: @chadgaskerman 3067.27 m/s (Water landing afterwards) Ballistic leaderboard: @Kerminator K-100 6252 m/s @ColdJ 4334 m/s You can complete the challenge in multiple classes, detailed below: Waverider: Hermes: Glider: Ballistic: Badges: Yes the part you've all been waiting for, the badges! They have been updated from the original and there are more now. Completing the challenge: 3500 m/s: 4000 m/s: 5000 + m/s: How to submit: Plenty of pictures or a video. Follow all rules Picture of your record and proof that you are under 50km
  18. Is it even possible? The challenge is to create a rocket (or many rockets) that can get to Jool orbit, only using sepratrons! This is my first time doing a challenge, so things might be a bit weird. RULES: 1. Don't use exploits. 2. No RCS 3. Gravity assists are allowed, as long as you get to Jool. (suggest more please) Categories (points are a work in progress): Jool Orbit Unmanned: Get to Jool orbit using a probe (100 points) Jool Orbit Manned: Bring a kerbal to Jool orbit (200 points) Jool Probe Descent: Send a probe down into Jool's atmosphere once you reach Jool orbit (parachutes allowed) (175 points) Jool Probe Return: Send a probe to Jool orbit and back to Kerbin safely Jool Manned Return: Send a Kerbal to Jool orbit and back to Kerbin safely (300 points) Badges: (work in progress) Leaderboard: Jool Orbit Unmanned: N/A Jool Orbit Manned: N/A Jool Probe Descent: N/A Jool Probe Return: N/A Jool Manned Return: N/A Have Fun!
  19. 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).
  20. Make a pressure opening door, you may use DLC but not mods, Make it so that when Jeb steps on a panel, then a lever system will use Jebs weight to work, then use hinges to make a rotating or sliding door open. All batteries should be drained and power generation is not allowed, all energy is from the weight of Jeb or a part that fell because Jeb triggered it. It does not have to reset because that will be really hard, but extra credits if anyone can do that
  21. The Moho Challenge We neet to talk. About Moho, this tiny, obscure rock close to the burning ball of plasma that is Kerbol. When it comes to exploration, Moho is often dismissed as too tiny, too hard to reach and too hard to land at. But still: Moho is a planet in need of exploration! I challenge you to send a mission to Moho! Scoring You will get 30 points just for reaching the Moho SOI. So even a flyby qualifies for this challenge! However, a lot of additional points can be earned: Mission parameters: +10 points: Reach Moho SOI with a manned craft +40 points: Land your craft of the surface of Moho +10 points: For each landed Kerbal (capped at 30 points) +40 points: Return (i.e. land or spash down. If a few parts rip of, it's fine. But not just crashing) at least a part of your vessel to the surface of Kerbin +10 points: For each Kerbal returned to Kerbin from the surface of Moho (capped at 30 points) Science: +10 points: Transmit some kind of science from the Moho SOI (not cummulative) +10 points: Transmit some kind of science from the Surface of Moho (not cummulative) +10 points: Return some kind of science from the Moho SOI to Kerbin and retrieve it. (not cummulative) +10 points: Return some kind of science from the Moho surface to Kerbin and retrieve it (not cummulative) +20 points: Return a surface sample from Moho and retrieve it. +30 points: Collect science from two different biomes +20 points: Explore the Mohole (use your own discretion on what accounts for "explore") Misc: +5 points: Plant a Flag at Moho +10 points: Leave behind a science station (need probe core, energy, sciency thing and antenna). Mods that grand additional information (e.g Kerbal Enginer) are fine, as are cosmetic mods and so on. No part mods or mods that automate flying. I open to suggestions for more goals. Leaderboard Stock Foxster - 215 points Physics Student - 125 points Modded -
  22. adsii1970's sandbox micro-challenges 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. And every two 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. 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. 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 Mun Minmus Polar Orbit Com & Survey Station Mün Arch Settlement micro-challenge Space station micro-challenge Mining and refining outpost micro-challenge Sandbox micro-challenges within the Kerbol system (excluding Kerbin's sphere of influence): Dres Eve Duna Polar (Orbit) Survey Probe Probe and lander micro-challenge Polar orbit research station micro-challenge
  23. "The future of Kerbality is going to bifurcate in two directions: Either it's going to become multi-planetary, or it's going to remain confined to one planet and eventually there's going to be an extinction event." - Elon Kerman Duna Outpost Mission Architecture Challenge Those baleful words spoken by Elon Kerman at a recent event featuring his latest rocket design inspired the Kerbal Federation to fully support an effort to establish a continuously Kerballed outpost on Duna. In order to accomplish this goal, Elon Kerman has offered an unlimited supply of his company's latest heavy lifter, with some restrictions and requirements. The basic requirement is to land a minimum of 4 kerbals on Duna before Year 5, Day 1, and then to develop and implement the mission architecture for a permanently Kerballed outpost on Duna before Year 10, Day 1. There is already one prototype of the heavy lifter on its way to the VAB and will be ready with payload for launch pad roll-out on Day 40. New lifters will be delivered on a regular, fixed schedule. Excitement is high for this endeavor but in order to keep hardware contractors satisfied, achieving certain mission objectives will benefit the campaign's public opinion and ensure the rocket supplier will continue to provide new lifters beyond Year 10 Day 1. Rules Launch Vehicle The lifter is of your design and must not vary throughout the challenge. This lifter is referred to as the Standard Launch Vehicle (SLV). All mission hardware and all fuel used for interplanetary transfers must be launched using the SLV. The only exception to this rule is for ferrying crew to Low Kerbin Orbit (LKO), which is defined as Apoapsis between 75km - 180km. Ready to launch lifters with installed payloads are prepared based on design and determined by Nominal Payload Mass (NPM). The NPM is the maximum payload that the SLV can deliver to LKO, without using any fuel of the payload itself. A payload may be used to perform final orbital insertion, but payloads cannot be deployed or activated until above 70km. Launch pad SLV roll-out rate is calculated as: NPM * 8 for non-reusable or NPM * 6 for reusable designs. For example, a reusable SLV with a NMP of 30t will have a 180 day delivery cycle. A non-reusable SLV with the same NMP will have a 240 day delivery cycle. In order to qualify as "reusable", recovered launch stages must have comprised of at least 50% of the vehicles original lift-off mass (including payload). Recovery of spent stages can be passive or active but must be demonstrated successfully at least once. There are no fuel transfers from the SLV to payload. Payload fairing is not part of payload mass, unless it leaves LKO. Any part that leaves LKO is NPM. Any type of shuttle can be used to deliver crew to LKO and there is no limit on how many crew shuttle missions can be launched, however only crew may be launched on these missions; no fuel or any other supplies may be transferred on crew launches. Habitation/Life Support Habitation: Any crewed mission exceeding 10 days will require extra habitation space for the crew to work and maintain their senses. This means short trips like launches to LKO, trips between Duna's orbit and surface and brief excursions on Duna's surface do not require any extra space. However, trips between Kerbin and Duna and long-term stays on Duna's surface will require extra habitation space for each crew member. Crewed mining, rescue/contingency missions in Kerbin/Duna/Sol orbit also need habitation space if their missions exceed 10 days. Habitation space is modeled by providing one extra kerbal seat for each kerbal. For example, a long term mission with a crew of four will require a vessel with seats for eight Kerbals. Life Support: Any mission exceeding 10 days will also require life support supplies. Life support supplies can be modeled with stock parts by using the Ore resource. If life support is modeled in this way, supplies (Ore) will need to be included in the SLV launches. None of the Ore that is designated as life support can be utilized for ISRU production and any Ore harvested for ISRU cannot be used as life support. Ore (life support mass) should be jettisoned as it is "consumed". Life support mass for each kerbal is calculated as: 0.04 Ore / day / kerbal. This means for a typical transfer from Kerbin to Duna with four crew will require 45 units of Ore as life support for the journey. Life support includes electrical needs. For stock, any module that lands on Duna or Ike require three days of power to survive the night if using solar power. This is modeled in stock by having a minimum of 2400 EC units on board or using fuel cell/PK-NUK generators with minimum output of 2.2 EC/minute. EVA limitation: The EVA suit has a maximum of one Kerbal day (6 hours) of life support. A Kerbal exceeding that is counted as a fatality. Alternately, any mainstream life support mod can be used to manage life support/EVA limits and electrical needs. For reference, the mass value for Ore equivalence and EC needs are based on "TAC Life Support" values. Mods that render Kerbals "inert" (i.e. "DeepFreeze) as an alternative way to move crew around effectively turn Kerbals into cargo: Crew in this state do not accumulate "Mission Value" points. Crew in this state do not count towards requirements for the "Interplanetary expertise" achievement. Freezer pods (parts that store the Kerbals) do not count towards any Achievement or as Habitation space. Mission end rules All SLV missions that are launched before Year 10 Day 1 count towards achievement points. As long as the SLV/payload is launched before Year 10, Day 1, it is part of the 'implement' step of the primary goal, but that mission must be successful in order to earn the achievement. (Note, there is a handy Duna transfer window on Year 10, Day 20). All Kerbals on the surface of Duna on Year 10, Day 1 must be returned to Kerbin (or be returnable) safely in order to earn their Mission Value points. ('Over-stressed crew' 4 year rule applies) You may "play it out" so that all kerbals are safely recovered, or demonstrate that they can be returned safely, but either way no kerbal may be stranded. Document your 'mission architecture' in a post describing the launch schedule beyond Year 10, Day 1 which will keep the outpost active. Other rules Any nuclear/NERVA engine that is launched cannot enter either Kerbin's or Duna's atmosphere at any time once it has been activated. This means that any vessel with a nuclear engine that has been activated cannot aerobrake or land/disposed of at either Duna or Kerbin. Nuclear propulsion modules are required to use propulsive or gravity assist captures at Duna and Kerbin. (Kerbals are already green enough.) The continuously Kerballed outpost requires a minimum of two kerbals on Duna at all times after the initial landing of four Kerbals. If a Kerbal is left at the outpost alone (for any reason) for more than 10 days, they suffer 'Over-stressed crew' penalty. A Kerbal may be left alone at the Outpost without suffering from "Over-stressed crew" penalty, as long as there is another Kerbal within driving distance. This rule can be ignored once "Contingency Plans" is achieved, permitting the outpost to be remain 'crewed' by one Kerbal. The outpost may be comprised of one or more modules and may be located anywhere on Duna's surface. Not all modules need to be occupied, but there must always be at least one kerbal on Duna after the initial landing. ISRU can be used on Minmus, Duna or Ike or with asteroids. All ISRU missions must be part of the SLV launch schedule. Any balanced mod is acceptable. Please list all part/gameplay mods used. Game difficulty settings: 'Enable Comm Network' ON, 'Re-entry heating' 100%. Advanced settings: 'Part pressure limits' ON, 'Part g-force limits' ON, 'Kerbal g-force limits' ON. External Command Seats do not count towards habitation space and cannot be used for landing or launching on Duna/Ike or for interplanetary transfers. Rescue/contingency missions may ignore this rule, but any crew utilizing a command seat to land on or launch from Duna/Ike will void their score for Mission Value. Over-stressed crew penalty: Crew member resigned from KSC due to stress. Any crew receiving this will suffer a 50% Mission Value penalty. If you look carefully on the EVA suit label, it has the warning "Must be not be used for atmospheric flight!". If a Kerbal is subjected to atmospheric flight (excluding EVA thrusters, jumps, etc.), they suffer 'Over-stressed crew' penalty. Vacuum-only use is fine. Any kerbal fatality for any reason will void that kerbal's Mission Value score. Extraplanetary Launchpad and other extra-Kerbin / orbital construction mods are prohibited. All parts and spacecraft must be launched from Kerbin. Stock alternate launch sites are permitted. "Basic rover": A rover that utilizes external command seat(s). "Pressurized rover": A rover that uses crewed module parts for crew quarters. "Contingency Plans": Complete achievements "Backup plan", "Duna Space Station", "Duna Space Bus", and "Positive uplink". Note that the spacecraft for each achievement must be unique, or for modular designs must remain viable, at all times. Primary Scoring Mission Value: Based on how many Kerbal-days spent on Duna before Year 10 Day 1 (eg. two kerbals on Duna for 100 days equals 200 kerbal days on Duna). Calculated as: ("Kerbal days on Duna before Year 5 Day 1" * 2 ) + "Kerbal Days on Duna from Year 5 Day 1 until Year 10 Day 1". Four-year rule: Crew members need to be recovered on Kerbin within 4 years of being launched or receive the 'Over-stressed crew' penalty. This rule can be ignored once "Contingency Plans" is achieved. Mission Efficiency: Based on how much Mission Value can be earned per launch. Calculated as: Mission Value / total NMP value of all launches. Note, this is not the accumulated payload mass of all launches but simply the NMP of the SLV * number of launches before Year 10 Day 1. Achievement Scoring Note that the spacecraft for each achievement must be unique, or for modular designs must remain viable, at all times. Crew safety (add all that apply): Interplanetary expertise: All crewed interplanetary missions have at least two crew on board. (+1) Backup plan: Duna outpost has a backup ascent system to return all kerbals to Duna orbit separate from the primary Duna ascent module. (+2) Emergency Evac: if the 'Backup plan' ascent system is utilized with any kerbal on board. (+3) *Note any kerbal(s) on board during the Emergency Evac will suffer the 'Over-stressed crew penalty'. Mission robustness (add all that apply): Duna Space Station: Place a space station in orbit around Duna. The space station must have room for minimum of 3 kerbals (Habitation rule applies). (+1) Duna space bus: Deliver a fully reusable shuttle service to Duna that can ferry at least four crew between Duna's surface and Ike's surface (refueling permitted). (+2) *Provided missions do not exceed 10 days, 'Habitation space' rule does not apply. Deep space transit: Implement a fully reusable crew transfer vehicle that can complete a Kerbin <-> Duna round trip without refueling (either direction). Must be capable of carrying a minimum of 4 crew. (+3) Science value (add all that apply): Deep space laboratory: Duna outpost must include at least one Science Lab module. If 'Duna Space Station' is scored, it must also include a Science Lab module. (+1) Early mission prestige: Safely return at least two kerbals to Kerbin's surface from a Duna mission before Year 5 Day 1. At least one of the crew members must have walked on either Ike or Duna and return a surface sample with them. (+2) Biome diversity: Return surface samples from at least five of Duna's biomes. (+3) *This can be done all at once or separate. If scored, "Early Mission Prestige" sample does not counts toward the five. Advanced mission objectives (add all that apply): Kerbin space station: Using SLV launch(es), place a space station in orbit around Kerbin. The station must support at least 4 kerbals and may be used as a staging platform for crew to and from Duna, although not required. (+1) Positive uplink: Place a minimum of three relay satellites in orbit around Duna and one around Ike. One of the Duna satellites must be in polar orbit. This also requires Advanced game setting 'Require Signal for Control' ON. (+2) Advanced deep space transit: If 'Deep space transit' is scored, it must support a minimum of 5 kerbals and refuel only in Duna SOI (travels from Duna -> Kerbin -> Duna without refueling) (+3) Surface Mobility (add all that apply): At least 50% of the Duna crew have access to a seat in a Basic Rover during their outpost surface mission. (+1) Every crew member has access to a Pressurized Rover seat. (+2) The outpost is land-mobile/Pressurized Rover (Habitation rule applies). (+3) Negative Publicity (add all that apply): "Can we do this?" Less than four crew land on Duna before Year 5 Day 1. (-1) "We will never forget them.." For every kerbal fatality for any reason (-1) each to max of (-5) "Perhaps we should make cookware instead" More than 5 kerbals are lost (deduct ALL but 1 Achievement point) Outpost Success Rating You have taken on a mammoth undertaking and have earned your retirement on the Duna outpost! Adding all Achievement points: 29-30: The outpost delighted the Federation with your exceptional achievement. Your retirement will be luxurious! 26-28: The outpost succeeded...extremely well. You can now retire in elegant estates! 24-27: The outpost succeeded. The Federation is pleased by your efforts. You will live comfortably! 19-23: The outpost was a success. You have met the minimum standards set by the Federation, but your life will not be easy! 14-18: The outpost survived...barely. You will be living in tents. Few supply ships will come your way! 8-13: The outpost failed...The Federation will no longer send supply ships. You are on your own! 1-7: The outpost failed...dismally. The Federation debtors' prison is your new home! "You need to live in a dome initially, but over time you could kerraform Duna ... So it's a fixer-upper of a planet." - Elon Kerman Helpful info and links: Thanks to @Mad Rocket Scientist for this planning spreadsheet. Plug in your SLV's NPM and watch the magic! Thanks to @michal.don for developing these great timelines (.PDF) which present easy to read launch window and transit information. The Alex Moon Launch Window Planner which uses an advanced model of the solar system to produce pork-chop plots. (Mmmm.. pork chops). There are 4 Hohmann transfer windows before Year 10 Day 1. Some notes on this challenge.. This is inspired by and is largely based on this challenge, now long retired. Similar success can be achieved by using larger or smaller NPM lifter designs. It's all about mission execution.. In order to earn maximum Achievement points, sacrifices to Mission Value will be made. Overall leaderboard ranking based on: Achievement score * Mission Efficiency or something similar (may include a balance modifier). "But my SLV is 100% reusable with rapid turn around." It still takes time to build the payload and install it. A reusable SLV with NMP of 65t will have 9 launches. A reusable SLV with NMP of 30t will have 21 launches. There are benefits to using a life support mod over simulating with Ore. For example, they include build aids in the VAB/SPH for determining LS needs. Many also include recyclers, purifiers and greenhouses. If used carefully, these may provide an edge in Mission Value. Mission Report Threads: @michal.don : My take on the "Duna Outpost Mission Architecture" challenge @Kerbolitto : Duna Outpost Mission Architecture, Kerbolitto's stuff @dire : DOMA Arigato, Duna! Completed Entries: Here lists the esteemed, brave and dedicated adventurers who have brought Elon Kerman's dreams to reality... @jinnantonix Mission Value: 157380 NPM: 31 tons (21 launches) Efficiency: 157380 / (31*21) = 249.8 Achievements: 29 Mission Plan: https://imgur.com/a/AjdNjto Video Video Video Video Video Using stock parts plus TAC Life Support, this mission highlights high capacity crew modules with awesome aesthetics. Some of the scenes from the videos and images make my computer's fan kick in just thinking about the part-counts! This appears to be a pretty high bar for the first completed entry and was obviously a big effort not only in playing but designing and even producing videos, which I highly recommend checking out. @jinnantonix Mission Value: 153,574 NPM: 31 tons (21 launches) Efficiency: 153,574 / (31*21) = 235.9 Achievements: 25 Videos: Standard Launch Vehicle, Transit 1, Transit 2, Transit 3, Transit 4, Transit 5 This very well planned and beautifully executed mission is a work of true "architecture", by taking advantage of the terrain and a polar landing site to maximize life support efficiency. Elon... are you watching? Death Engineering Mission Value: 62464 NPM: 40 tons (16 launches) Efficiency: 62464 / (40*16) = 97.6 Achievements: 26 Images Images Images Images Images TAC-LS entry using some Near Future modules for outpost parts and all-nuclear interplanetary transfer mechanics.
  24. GOAL: Build an asymmetrical aircraft that can take off and land horizontally. Use at least 10 parts and do not use any parts more than once. RULES: 1. You may not use any part more than once. This means no symmetry--no matched pairs of wings or any other item that has a right and left version. A right and a left lifting surface count as the same part (clarification: wings, rudders, elevators, ailerons etc). That goes for landing gear as well. 2. No reaction wheels or fly-by-wire. Internal SAS only, and bonus kudos if you can fly it with SAS off. 3. The plane must takeoff and land horizontally. No VTOL. 4. Anything else goes. All mods that do not alter physics are fine. 5. Keep in mind the spirit of the challenge. I cannot foresee every loophole. Be clever and innovative, but remember, this is about creating something unique using your building skill to achieve it. 6. Post photos, or if you can, video. 7. Impress your friends with this collector's item badge. The plane below does not technically follow the rules, since it uses some of the same parts more than once, but you get the idea of what is possible... It's on KerbalX if you are interested. https://kerbalx.com/Klapaucius/Pablo-Cubist-Dadaist-aircraft Also, check out @ZobrAz's FrankenPlane, which inspired me in my ventures into asymmetry in the first place. https://kerbalx.com/ZobrAz/abomination-Friday-13-FrankenPlane The video below that is some old footage of the Blohm & Voss BV 141, a German asymmetrical plane from WWII.
  25. Hello! As the name says, I need you to submit a Nuke that destroys things. Send pictures of it destroying KSC, and the Wilderness. Requirements are below. Bye! Requirements: 1. MUST BE NUCLEAR 2. MUST BE STOCK (No DLCs or Mods allowed) 3. Reaches orbit (Optional if you want orbital Strikes) 4. ACTUALLY DESTROYS THINGS 5. MUST BE IN VERSION 1.11.2 Thanks and ENJOY!!!!
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