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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. 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}
  3. 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.
  4. 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!
  5. 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!
  6. 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)
  7. 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!
  8. 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.
  9. 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
  10. 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.
  11. 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:
  12. 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!
  13. 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
  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. 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
  16. 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!!!!
  17. We don't know much about Eve. Let's change that. Evenera will require 3 relays in Eve orbit (must be able to get a greater than 50% connection to Kerbin 40 days after a transfer window) a lander, (must land on Eve) a rover, (Also must land on Eve), and a Gilly probe (Must land on Gilly). The rules are: no mods that affect gameplay and/or add parts, no Kraken drives, the cheat menu can't be used, 100% re entry heat, and normal Commnet settings. Entries will be judged by how many launches were used, how long it took (in game) to complete the requirements, how many parts the craft(s) were, and also bonus points if this is done crewed. When entries will be due is TBD.
  18. Welcome! Glad you stopped by here, as some of you may know my space agency, CASO has launched the CSL space station (pictured below), it will server as a long term pitstop, lab and housing for kerbals. it currently doesn't not have a built in laboratory, which is where you come in. You are too create a laboratory to be mounted on the CSL! Rules and guidelines The lab must be 2.5 meters in diameter The lab must have at least 1 standard clamp-o-tron docking port The lab must have science (duh) No mods at all, DLC is fine All participants must send either a workshop link or a craft file to their lab. The lab must be compatible with the science level below: Judging will be based on Science equipment, Aesthetics, Features and functionality Deadline is August 1st The winner will have their module launched to the CSL Good luck! and may the best aerospace engineer win!
  19. Since building common bases on celestial bodies are boring (no, they aren't) I decided to challenge myself to build the most unique and awkward base type in the game. The Hanging Base, on the Mün. This 5 part playlist will guide you through the process of how was it made, the failures and an expansion. Finally, I take a look at Tylo's Cave... Take a seat and enjoy!
  20. Exploring Lagrange Points & Rectilinear orbits...Let's start with the Moon Retrograde Square Orbit Why explore this intriguing region of space in KSP with Principia & RSS? The upcoming ESA/NASA/JAXA Lunar Gateway DSL station & SLS Artemis III+ missions & the 'mind puzzle' of navigating the 'shape' of forces in this region of space. One simple way to start exploring the 'shape' of force potentials around the Moon gravity well in the Earth-Moon system is the DRO 'Lunar Retrograde Square': an orbit from near L2 towards L5, back near L1 then towards L4, & falling back towards L2... Update: Principia added an EML reference frame -- with the option to show equipotential lines for the sum of forces associated with gravity & rotation in the plane defined by the orbital of the Moon around Earth... These equipotential lines are shown for a single plane & for the 'current time' & do shift slightly with the Moon's distance from Earth i.e. the location of the equipotential lines will be slightly different when a craft actually reaches a given point on the Principia projected fuchsia or dashed paths... the shift is quite noticeable over time along the direction of an imaginary line say from L4 to L5. a visual explanation of equipotential in a video by Scott Manley The EML frame offers an insightful way to visualize the dynamics shaping the Lunar Retrograde Square Orbit... For example, for the 'square' orbit plotted in the MCI frame... see how a lower AP creates a more rounded 'corner' (e.g. see the AP on the L4 side of the orbit in the screenshots below); where as, traveling further towards L4 or L5 creates a sharper 'corner' (e.g. see the AP on the L5 side of the orbit in the screenshots below)... well, that is at least until you get close to a transfer to L4 or L5 where you will see a loop 'ear' corner instead. Note: To help interpret the craft path, I have added to the screenshots in yellow text approximate L point information...this is _not_ shown in game. The above animation shows the 'Square' orbit over 7 years in MCI (Moon Centered Inertial) frame (fyi...with the small vessel in this save the 'square' path persisted for about 18 years with no station keeping). Clarification: the Earth is traveling along the blue-ish arc counter-clockwise. Summary of Earth-Moon system Challenges: Challenge #1 (Beginner): "Get a feel for the dynamics that shape the 'Retro Square' orbit: Make a 'Moon Pentagon' orbit" Challenge #2 (Intermediate): 'Transfer to an Artemis III & Gateway Station type of Moon NRHO [pdf] (see animation & NASA graphic below)" Challenge #3 (Intermediate): 'Transfers along the 'Lunar Retro Square' to halo orbits around L2, L1, L4, L5' Challenge #4 (Advanced): "Moon L1 halo to Moon L2 halo transfer similar to the 2010 ARTEMIS-P1 mission (see NASA drawing below)" Challenge #5 (Advanced): "Create a 'Lunar Gateway (images post by NASA of the planned station) ' type station (module link sequence video NASA) (or a magic potatoroid mining station [Matt Lowne] ) in a long term 'Lunar Retro Square Orbit' (since a Moon NRHO might require more frequent station keeping) for ease of docked ship transfers to Moon NRHO, L2, L1, L4, L5" Challenge #6: Create an even better n-body related challenge & share it! Challenge #1: "Get a feel for the dynamics that shape the 'Retro Square' orbit: Make a 'Moon Pentagon' orbit" In the provided save, with a single less than 10s burn, turn the Retrograde "Moon Square" orbit into a "Moon Pentagon" orbit: Inspired by the @maccollo "Principia Mun Retrograde Square Orbit" during the afternoon of an 'at home from school not so well day', my son & I decided to see if a related "Square Retrograde Moon" orbit could be created in Principia RSS. Indeed, we found something similar that we could also manipulate purposefully with a single small burn at a specific time: In this 1st case, turn the "Moon Square" orbit into a "Moon Pentagon" orbit as shown in the images with a single less than 10s burn like we did (yes, that's a hint, & improvements welcome). We share this as an introduction of a thread to explore, discuss & share refined versions of this orbit as well as new saves of other intriguing orbits with the 'flight plan' of burns to reach them... Discovery either by blind fortune dragging Principia maneuver burn sliders or intricate use of KSPTOT 1.6.9 welcome! KSP version: 1.12.x Required Mods: Principia, RSS Optional Mods: RealScaleBoosters, SMURRF, KOS To load: download the "Moon Square Orbit" save create a KSP 1.12.x GameData with Principia, RSS load KSP & create a new save game, find the folder with the name you gave to that newly created save game on your hard drive & copy into that folder the "MoonSquare.sfs" Load the MoonSquare save as normal from the usual in game menu (e.g. from the Space Center screen) Find the craft in the Tracking Station & select it to fly. if you are unfamiliar with Principia here is a link to a post with some visuals & suggestions. Metrics: Orbit Uniformity & Stability (both improved revisions as well as your own original orbits welcome) Quality & Ease of the flight plan (the easier/simpler to execute the better) in the save you share discovery of a simple regular maintenance maneuver(s) would be a nice plus most importantly -- the fun factor: how much fun we all have exploring what you improve/create! Objectives: 1) Fun (with Principia RSS ;-) 2) hands on play with fascinating orbits, one barely new existed, with saves someone else took the effort to make 3) improve a save: create & share Principia 'flight plans' of maintenance burn(s) that make a given orbit more uniform & stable 4) make a new save (with a simplified mod list): and share your own flight plan for some type of cool orbit... Flight Plan to make the "Moon Square": requires RealScaleBoosters added to GameData in addition to Principia & RSS Related to Challenge #1: The recent SLS Artemis 1 mission made use of a Lunar distant retrograde orbit (DRO) [source link for animation below] (not square though ;-) The Principia EML frame is similar to the left 'Earth-Moon Pulsating Rotating Frame': Challenge #2 (Intermediate): Transfer to a SLS Artemis III & Gateway Station Moon NRHO: NASA explains why a NRHO vs DRO or low lunar orbit for Gateway station: https://www.planetary.org/space-images/near-rectilinear-halo-orbits Challenge #3 (Intermediate): 'Transfers along the 'Lunar Retro Square' to halo orbits around L2, L1, L4, L5' Challenge #4 (Advanced): "Moon L1 halo to Moon L2 halo transfer similar to the 2010 ARTEMIS-P1 mission" 2010 "ARTEMIS-P1 - The First Earth-Moon Libration Orbiter": Additional videos: NASA Scientific Visualization Studio 2010 ARTEMIS at Lagrange: "In this version, the satellite trails are are constructed in a lunar-centric inertial coordinate system so the trails reveal the motion of the satellites relative to the Lagrange points in INERTIAL space (fixed with the distant stars)" Some examples of additional orbits to explore: Near Rectilinear Halo Orbit (NRHO) "KSPTOT LVD: (Tools -> Halo Orbit Constructor menu)" Arrowstar's post with details about this new tool (link) Lissajous orbit WMAP at Sun–Earth L2,[7] Earth-Moon L points Visual Data Mission ideas: place a station, gravitational wave 'telescope' (link), or comsat(s) at the stable Earth-Moon L4 & L5 Note: L3 is an unstable L point = requires small periodic maintenance burns. Images: source source source
  21. I've been on vacation for two weeks, and it was fun, but I missed exposing my Kerbals to 100,000+ g forces and enough radiation to kill a human in milliseconds. I just got back home yesterday, booted up KSP, and forgot I had downloaded AfterKerbin. I went back through the planets, and I saw something peculiar while looking at Jool's future analog, Reaper... And I had to know; has ANYONE ever successfully landed and returned to orbit FROM Reaper? If not, does anyone have any plans to? Edit: Reaper is the future analog of Jool, with the about same atmosphere as jool, and ridiculous gravity.
  22. Every year on the anniversary of the 1908 Tunguska impact (June 30th), people and kerbals from around the world celebrate Asteroid Day. On this day they learn about asteroids, their role in the formation of our solar system, the impact hazard they may pose, how we can use their resources, and how asteroids can pave the way for future exploration. This year, the KSC is holding a brainstorming competition in order to come up with ideas for future asteroid and comet related missions, but more importantly, to ensure the safety of kerbalkind in case of an impact. Here is where you and all the brilliant scientists and engineers around Kerbin come in: Imagine that you are in charge of the Planetary Defense Coordination Division at the KSC. You learn that an asteroid is on its way to Kerbin and impact is imminent. What would you do to prevent the asteroid from hitting Kerbin? To successfully complete this challenge, you’ll need to: Pitch an idea for a planetary defense mission against potential asteroid/comet impacts. Perform a proof of concept in-game. Use the game to test your idea. Post a video and/or screenshots on this thread to help sell your pitch. Vote for your favorite ideas by liking individual posts on this thread. Mods are allowed, but are not mandatory. You have until 4pm PT on June 27th to complete the challenge and submit your idea. Submissions will be reviewed by Asteroid Day judges Ed Lu (American physicist and former NASA astronaut) and Richard Garriott (Video game developer and private astronaut). The judges will select five of the most interesting or effective missions as the challenge winners. Challenge winners will be announced on Asteroid Day social media on June 30th. The five challenge winners will receive an Asteroid Day hat and patch. Good luck!
  23. Here is my submission for @Dr. Kerbal's Jool Diver Challange Here is the Launch In orbit Burning for encounter Visual Contact The Dive Going Home Near Kerbin Reentry Mac is back! SCIENCE!!!!!!!!!!!! Challenge Here: Did this mode: A Bit of Air: Go under 200,000m but above 199,000m and return
  24. The idea: Make a manned mission that is capable of landing on ALL the inner solar system bodies (Eve, Gilly and Moho), and return back to Kerbin safely with all Kerbals alive and well! Similar to the infamous Jool 5, building things in Kerbin orbit with multiple launches and refueling them in LKO is allowed, but no ISRU's, refueling outside of Kerbin orbit, no glitches/Kraken drives and no major part mods (you can ask if a specific mod is allowed). Images/Videos are necessary if you want to prove your success.
  25. I don't really post on the forums often, or at all. However, I'd much like to show off the smallest mission I've ever done I did this back in 2019 but I hope it's still worth posting now Could be wrong, but I may or may not hold some kind of record here it's one of the longest missions I've ever done too, in fact when the mission elapsed timer shortened the time to fit the years I actually thought I had somehow broken it Tell me your thoughts I suppose I'm still not super sure how posting stuff like this works so any guidance on where to put stuff like this in the future would be nice
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