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  1. IMPORTANT CONTEXT This takes place in the universe of the NationStates Kerbin Region, which is a modern-day, geopolitically diverse collection of nations inhabiting the planet Kerbin and based on Kerbal Space Program in the online browser game NationStates. However, Kerbal physiology is... weird, to say the least, and as such they have such been replaced with humans. A bunch of little green aliens with comically large heads isn't exactly conducive to the tone of this fairly serious story, and I'm not going to stick K's in front of every word or name everybody Kerman. While some of you may have a problem with that, I have this to say to you: that's kringe. While the name "Kerthenia" is used by my nation, there is no association with TAPE Gaming, TheBeardyPenguin, or Kollaborative Warfare. I just went with the name a few years ago because it sounded cool and I am unoriginal as heck I couldn't come up with my own, and have since gotten quite attached to it. I. PROLOGUE The year is 1985, and the worlds of the heavens are for the first time within reach. The year is 1985, and among the heavens, tragedy has struck. Sixteen sols after the Sirius III landing, as millions around the world watched the astronauts of Sirius III on an extravehicular activity in Duna's Great Canyon, an unexpected rockslide completely buried Flight Engineer Nathaniel Moreau and crushed the left leg of Mission Specialist Kassandra Tzetes on live television. Contact with Moreau's suit telemetry was lost almost immediately and he was declared Killed In Action. While the astronauts attempted to clear the rock pile to retrieve Moreau's body, events would transpire forcing them to abandon the effort. Tzetes' leg was broken, and while her counterpressure suit had thankfully not punctured, she was suffering from a significant degree of internal bleeding, jeopardizing her life. Flight Surgeon Dr. Scott Miller was forced to amputate and tourniquet Tzetes' left leg at the Habitat Module in an extremely improvised and completely unanesthetized procedure, but she was unable to be completely stabilized with the limited resources groundside and would likely need a blood transfusion. Unfortunately, the only universal donor aboard the mission had just been killed in action. The presence of a better-equipped medical bay in the spin-gravity section of the Duna Transfer Vehicle and its stock of O- type blood prompted Mission Commander Kevin Ochoa to perform a medical abort of the Sirius III mission. Public support for the Kerthenian Space Agency was only barely beginning to form. A failure to secure early, high-profile victories in the Space Race due to the KSA's long-game, interplanetary-focused approach to its development resulted in a public opinion of them as sluggish bureaucrats at best and dangerously incompetent idealists at worst. The explosion that destroyed their fifth Mun landing mission, Arcturus V, and killed all three souls aboard with the eyes of the world watching did not help their case, and the accident board convened after only narrowly cleared the KSA as an institution of responsibility for the accident. This was largely due to the Congressional testimony of astronaut Michael Shepard, who during the Arcturus V hearings gave a fiery, impassioned speech that became legendary across the country and who would later would go on to become the first man to walk another planet. The public was furious about the Sirius III incident, demanding the KSA tell them what had transpired even as the Agency was only just getting the information themselves. Unlike the military space programs of the defeated empire of Dolfiklund and the two Communist powers of Anderia and Blorbs, the Kerthenian Space Agency is entirely civilian in nature. Both their successes and their failures have been completely within the view of the public eye. This civilian program almost never came to be, but after the Great War ended in 1934, the 1940s-1950s saw a renaissance of space research and the beginning of the ongoing Space Race. During these two decades, the KSA competed against the Navy's Naval Space Command and the Air Force's Extra-Atmospheric Flight Technology Development Center for control of the space program. Miraculously, the KSA won, and authority over the flagship space program of Kerthenia was transferred to it. All military astronauts joining the KSA Astronaut Corps would temporarily resign from their commissions, and the KSA would venture forth with open arms rather than martial armaments. Antochi means "endurance" in Greek. The Sirius III disaster has caused an existential threat to the future of Kerthenia's civilian space program, the only one of its kind. Antochi: The Sirius III Files will follow the story of the people on the ground and in space working to save not only the life of one person, but the future of many millions more, and to ensure that the dream of peace would endure. This is the story of the brave people who dared to go, not by force of arms, but by trust in peace. TABLE OF CONTENTS
  2. I am trying to do a Duna lander, but I have no skill in building rockets or actually getting there, so I decided to use the Alt f4 menu and don't know what to put down, can anybody help me with the numbers for a Low Duna Orbit?
  3. Hi guys, what do you think about this design? It's meant to be used Apollo-style with the lander going on the surface and docking back on the mothership. Total dV: 8,233 I would like to aerebrake to save up some fuel entering Duna Orbit. But i never did it before. I'm so bad in making graphics but Kronal Vessel Viewer is so dope. The launch stage brings the payload on LKO pretty easily. Its basically 2 Stages, Solid Boosters and Mamooth. Mamooth firing from the launch too. The lander is meant to be small and light, no science there. Tested: can land with chutes only and get back on Duna orbit around 80km. I'm using Deepfreeze module to..... survive Kerbalism! I have almost 60 days of total life support to do science and manual flight operations. All modules have 100% shielding. The service bay module has a lot of KOS computers (i play multiplayer with a friends who connects thru Kos terminal and play as mission control), life support and science. As Apollo teaches: mothership docks the lander, not viceversa. i'm not totally satisfied of the mothership, i could do better, but this one seems working. it gives me 4000 km/s dv from LKO, seems enough for the travel, isn't it? Thanks!
  4. NASA recently landed its InSight probe on Mars to study its interior. Tagging along behind are two CubeSats intended to record InSight during its landing sequence, and to act as a relay while the already-in-place Mars Reconnaissance Orbiter is out of position. So, onto the challenge! This is my first time running one, so please let me know if anything seems unclear or whatever. Leaderboard Stock Parts Rank 1 @Xurkitree 57 points bonuses: +20 for lowest mass (2345 kg), +20 for lowest cost (24,775), +7 for science @Johnster_Space_Program 40 points bonus: +20 for lowest dV usage (3425 m/s) @PrvDancer85 10 points (console) @Mopoii 10 points @Kerbolitto 50 points (gatecrasher!) 10 points for Rank 1 0 points for not meeting Rank 2 or 3 requirements 40 points for a single launch manned base Rank 2 @RogerC 111 points bonuses: +40 for lowest mass (108 t) +40 for lowest cost (82,534) +1 for Ike flyby @Ultimate Steve 30 points Rank 3 @Will-ferret 106 points (console) bonuses: +1 for Ike flyby, +45 for full mission recovery @Death Engineering 89 points bonuses: +29 for flybys of Ike, Dres, Jool, and Tylo @The Aziz 60 points @Space Nerd 61 points bonuses: +1 for Ike flyby Rank 4 Modded Rank 1 Rank 2 @sturmhauke 30 points @Willer Kerman 30 points Rank 3 @Kerbiter 61 points bonuses: +1 for Ike flyby Rank 4 @dire 528.4 points, qualified by concurrent DOMA mission bonuses: +80 for lowest mass (678 t) +80 for lowest cost (685 k) +268.4 for science Allowed Mods And Other Rules Your submission should include screenshots or video demonstrating each important phase (launch, transfers, landing, science transmission, flybys, etc.). For Rank 2 and up, you must use CommNet at the default settings. Part of the challenge at higher ranks is to demonstrate the ability to build a network. Note that at Rank 1, you still need an antenna capable of transmitting science data back to Kerbin, even if CommNet is disabled. To earn a rank badge, you must meet the requirements of that rank and all the ranks below it (except where noted). So if you want that Rank 4 badge, you also have to fulfill Ranks 1, 2, and 3. Please note whether your entry uses stock or modded parts. No FTL or other super advanced or exploit-based propulsion (kraken drives etc.). No HyperEdit or other cheats for anything related to scoring (ok for testing or additional infrastructure unrelated to mission objectives). Autopilot and other flight assistant mods (MechJeb, Throttle Controlled Avionics, etc.) are ok, but it must be possible to fly all craft manually. The intentionally terrible VTOL craft in the TCA intro video would not be allowed, for instance. Planet packs should not alter the stock planets' parameters, for scoring purposes. If you are really enthusiastic about GPP or whatever, maybe we can work something out, but I'm not really familiar with those. Other mods allowed, as long as it's not too outlandish. No refueling. ISRU is allowed if you are attempting some sort of Jeb madness (see below). If you are playing for bonus science points, you may not use labs, contracts, difficulty settings, or other means to multiply the science gathered. Only default points from experiment + body + situation count. Primary Objective (Rank 1) Build an unmanned lander capable of reaching Duna's surface. The lander must include a thermometer, seismic accelerometer, and negative gravioli detector. It must also include sufficient solar panels and antennas to transmit its data back to Kerbin. The lander must be launched into LKO with a rocket, and then use a transfer stage to get to Duna. Secondary Objective (Rank 2) Meet Rank 1, plus the following changes: The lander only needs enough antenna power to reach Duna orbit. Build two identical mini-satellites, with sufficient relay antennas and solar power to extend the comm network to the landing site. These mini-sats must be launched together with the lander, as a single payload. Once reaching LKO, the lander and mini-sats must all travel independently to Duna. The mini-sats' trajectories should be arranged such that they perform a flyby of Duna at the correct time and place for the lander to transmit its initial data to one or both satellites. Bonus Objectives (Rank 3) Meet Ranks 1 and 2, plus the following changes: Duna Reconnaissance Orbiter: Before the main mission, launch a Duna Reconnaissance Orbiter satellite. This represents an earlier mission that InSight is taking advantage of. The DRO must be launched on a separate rocket and reach Duna orbit ahead of the lander, and have sufficient solar power and relay antennas to extend the comm network to the landing site. It must also carry one or more experiments suitable for unmanned orbital science (your choice). Mini-sat Extension: Extend the mission of the two mini-sats. Put experiments on them and collect more science, and/or flyby additional bodies. Jeb's Objectives (Rank 4) Meet Ranks 1, 2, and 3 (at least the DRO option), plus the following changes: Do something insane. Build a Duna colony, send 100 kerbals, use an SSTA, I dunno. Impress me. But whatever you do, you may not use any additional launches; you have to piggyback on the main mission launch or the DRO launch. Additional Objectives (Unranked) Retrieve the lander and/or mini-sats at the end of the mission. They can return under their own power, or you can launch a recovery mission, at your discretion. Compete on science, mass, cost, and dV usage. See the scoring list for details. Scoring Most scores are based solely on the entry's individual performance. Some are competitive scores, and can only be earned by one entry per category. These will be marked. +10 points for Primary Objective +20 points for Secondary Objective +30 points for DRO objective +40 points for each feat of awesome insanity successfully completed (involvement of Jeb optional but recommended) +10 points for tiebreakers in case of similar feats from separate entries (competitive, granted up to one entry per similar feat) For additional flybys of mini-sats (must still reach Duna in time for Secondary Objective) scores loosely based on flyby dV as calculated by Alex Moon's Launch Window Planner +1 point for Ike +7 points for Mun or Minmus (+8 for both) +9 points for Dres +11 points for Eve +1 point for Gilly +14 points for Jool +5 points per each Joolian moon +15 points for Eeloo +20 points for Moho Additional Bonus Scoring +15 points for safe retrieval of lander on Kerbin +15 points for safe retrieval of mini-sat on Kerbin (+30 for both) +(total science gathered / 20) points (please include a screenshot of starting and ending science points) +(20 * highest rank attained) points for lowest total launch mass (competitive, granted to one entry per category) +(20 * highest rank attained) points for lowest total mission cost (competitive, granted to one entry per category) +(20 * highest rank attained) points for lowest total mission dV used (please include screenshots of KER, MechJeb, or similar to demonstrate dV used) (competitive, granted to one entry per category) Badges full size:
  5. Several people have mentioned the day/night terminator on Duna in the trailer (or what looks to be Duna) is sideways, with the polar ice cap pointed directly at the sun. Any theories as to what's happening here? Rendering error in the trailer? Kraken attack? A giant impact? Ike does seem to be missing from the camera shot, afterall.
  6. So I've landed on Duna and I have a contract telling me to get some science from a Duna Sand Dune. I've found pictures and such on the web, but I'm still unable to find one. Is there a specific biome I have to be in (I'm in the Duna Midlands), or something like that? Here's a link for an image (I don't know how to properly insert images): https://imgur.com/SISCsHN SOLVED: I have found one. It was sorta glitched into a normal rock. It seems to look more like a rock with a dune texture. They stand out cuz they're slightly lighter than the rocks and surface of Duna (that's how I found mine).
  7. can someone explain to me why this rover isnt moving? I thought I tested it on kerbin and it was fine but that may have been a couple versions before this one.
  8. For some reason when as I enter duna's atmosphere with a space plane (any space plane small and large) my fps starts to tank until I reach 8km from the surface then my computer just dies and my fps just drops to almost nothing and makes the game almost unplayable. I have tried this with task manager up and it doesn't seem to be a hardware problem. The only mods I have installed are some visual enhancement mods like scatterer, EVE, SVE, Real Plume and also some others like Ampyear, Chatterer, Mechjeb, and Kerbal Engineer. I have also recently tried uninstall kopernicus wich did help some but when I get below 8km the game still becomes unplayable. Also I have landed on duna before in this via Apollo style craft and there was no lag it seems to only be caused by vessels with wing parts. Also this doesn't happen on kerbin or Laythe or anywhere else. It is just Duna where this happens. Please help!
  9. For some reason when as I enter duna's atmosphere with a space plane (any space plane small and large) my fps starts to tank until I reach 8km from the surface then my computer just dies and my fps just drops to almost nothing and makes the game almost unplayable. I have tried this with task manager up and it doesn't seem to be a hardware problem. I don't think it is mod related (maybe) Also I have landed on duna before in this via Apollo style craft and there was no lag it seems to only be caused by vessels with wing parts. Also this doesn't happen on kerbin or Laythe or anywhere else. It is just Duna where this happens. Please help! (I have posted this in the modded pc support too because I am not sure if this is mod related or not)
  10. I've been playing KSP for a while. I play for a bit then switch to other games and come back months later. But I've been playing since 1.2 and.... today I was watching at my screenshots and saw that there are stories behind them. This is not a mega mission report, but more like a bunch of anecdotes bundled together. None of my ships are particularly awesome, quite the contrary they are just utilitarian. The SpiceMan Space Program One Aaah... the humble beginnings... when science and money is low but stupidity and courage soars. As every space program, the SSPO (SpiceMan Space Program One) started with small rockets and tiny probes. I'm probably struggling with the limited amount of parts one can use at the early stages on the rocket in this picture. A Minmus probe preparing to land. The Mun Base Eventually... funds for a Mun Station were secured. And that was the first real challenge the SSPO faced. The plan was simple. Just drop there anything that the Kerbin Cold War dictated was needed to win the space race. However, on a kerballed (manned) mission to the Mun something unexpected happened. A giant rock arch was spotted while landing near one of the greater craters. Evidence of extrakerbinial life was discovered!!! As our intrepid kerbonaut Lemlo Kerman stood on top of the rock arch, two things happened. First, Kerbalkind united and the Cold War ended, and efforts to conquer space were unified. Second, Lemlo Kerman realized he had no propellant on his EVA suit for the way back to the lander... Long and dangerous was the 4.6km walking trip back to the Mun Lander Including a scary episode with the infamous Mun quicksands Lemlo smiles as he gets back to the Mun Lander. We see him smiling in the picture because he hasn't realized yet that the Mun Lander has no ladder and, without propellant in his suit, he's just as stranded as he was in the rock arch. After firing the spaceship designers, the rescue mission was a success. Back at Kerbin, Kerbalkind united efforts and came up with a master plan: drop connectors'n'stuff and ensamble! It started with some living quarters and a short connector for the next module to come. Next was the Lab Module (Heavy stuff!) First two modules connected !!!! Moving some connectors... Second Living module en route. Eventually mining modules, tanks, and more were added. This was the final result: Here we can see a Mun Station crew replacement. Emboldened by the success of the Mun Station Program, the decision-makers started twin parallel space programs: The Eve and The Duna Space Programs It started twin single-kerbal ships, one sent to Eve piloted by Valentina the other sent to Duna piloted by Jeb. Well, almost twin ships... Jeb was given Gigantor solar panels because he needed to compensate. The science data the kerbonauts took back home was not enough, but it was enough to see that the planets were very different. Two separate probe programs were devised. A series of mishaps happened in the Eve Probe Program. First, ground control forgot to take in account the distance and delay in communications... So the solar panels were deployed during the Eve atmosphere entry. After some explosions the probe managed to land thanks to the parachutes, but not on the water as the contract required. Engineers frantically calculated the most efficient use of the remaining electric charge to transmit the science data. But not all data could be sent. Sadly, everyone was fired and the Eve program scrapped. The Duna Program was more successful. First, they landed the Mars Probe I successfully. And then, banking on the Mun Station know-how, the Duna Roadster was sent to explore. On Duna, ancient scripts of an unknown civilization talked about the mythical gold empire of El Ikerado. Linguist, historians, mythologists and satellite imagery experts tried to no avail to convince managers that no such gold existed, but they were having none of that. An ambitious plan to get rich AF was set in motion. The first step was to set an outpost, and so the Ike Space Station was planned. The Ike Space Station After the astounding success of the Eve Program, the kerbals were rehired and put in charge of the Ike Space Station Program. Since everybody just cared about the gold, people forgot to take pictures. So there's no record of the planning stages. Almost everything we have are pictures of the Ike Space Station in recent times. We do have a picture of the first module to arrive, though: The final Ike Space Station Most people cared about the gold, but Bill Kerman -an engineer- cared about science!!! So he convinced upper management to give him a double Ike-Duna mission. Two landers were sent. One to the Ike Space Station and another to orbit Duna. An engineer is very useful in Duna missions because they can repack parachutes, and the same parachutes can be used for both Duna and Kerbin entry. These are his pictures: Heading to Ike after undocking from the Ike Space Station. Planting a flag on Ike. After refueling at the Ike Space Station, he transferred to Duna. EVA'ing to the Duna Lander II. Bill Kerman looking for the parachute to repack after a successful lithobreak. Bill Kerman celebrating that you can load saves in this game. Sadly, the SpiceMan Space Program One is on halt, as all Kerbals -even kids- are at Ike mining for gold now. Bill Kerman is waiting for the fad to end while at the Duna orbit without fuel.
  11. Despite having owned KSP for two years, and having played 1320 hours of KSP. Before today I had never been to another planet, and the only two missions I've ever done are a Mun mission and Minmus+Mun mission. The main problem is that KSP terrain isn't very interesting, so it never seemed worth the (with hindsight minimal) effort to go to another planet. This changed with KSP version 1.8, not only did they add the terrain shaders, they updated to a newer version of Unity, which runs significantly better on my potato computer. Due to the apparent easiness, I went to Duna with a small Nerva powered ship and started taking screenshots after entering the Duna system. The clouds are from a modified version of Astronomer's Visual Pack, all dependents except scatterer (Which doesn't work anywhere near correctly in 1.8) Oh how very kerbal... There is a dog in a collar and a shirt on this rock. Dust storm. No one told me Ike was shiny! The AVP dust clouds are quite possibly my favorite thing I've ever seen in any KSP image. Some nice pictures of Kerbin that doesn't have anything to do with 1.8 terrain shaders.
  12. This is the first official challenge by World Space Club, and in this case it is all about Kerbal Space Program! Your goal is simple: conduct a manned Duna mission, and set up a base. Now, because not everyone is on the same skill level, competition 1 actually has multiple sub-challenges and challenge-types for you to choose from! You may enter one or more of the sub-challenges, but make sure you either film it or take photos periodically, to document your work. Once you're finished, send those photos or video links along with a brief explanation of how you did it to the email [email protected] and we will look at it. The best 5 submissions will be featured on the World Space Club website, and announced on social media and in our magazine Explore Space. The winners will be given a to-be-determined awesome reward of the Kerbal merch variety! The deadline for submissions is December 1st. Anyone may enter, but in keeping with World Space Club’s mission only people under 19 will be able to win. Sub-challenge 1 - Race to Duna! The first sub-challenge is simple (-ish). The director of the Kerbal Aeronautics and Space Administration has tasked you with, before this decade is out, landing at least 2 kerbals on Duna's surface and returning them safely to Kerbin! (Types can stack) Type 1 - Standard. Type 2 - Land on both Duna and it’s moon Ike. Type 3 - Bring a fleet of satellites with you and leave them around Duna. Type 4 - Bring a deployable open-top rover with you. Type 5 - Bring a pressurised rover with you. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 2 - Brave new frontier... With the successful completion of our first Duna landing, it is up to you to ensure that that mission will not be our last. Build a base on Duna that can hold 10 kerbals and keep it permanently manned, with crew rotations every two to three years. Good luck! (Types can stack) Type 1 - Standard. Type 2 - Build the base within 100km of Duna’s poles. Type 3 - Build the base with extra living space, enough for 20 kerbals. Type 4 - Also set up an orbital station around Duna with space for 5 kerbals. Type 5 - Bring long range rovers with you (range of 1,000km or more). Type 6 - Complete the base in under 10 years. Type 7 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 3 - Setting up shop. Now that the first Duna base is starting to not only survive, but thrive, let’s continue by building a long range interplanetary vessel, with enough space for a crew of 20, and having it make the round trip between Kerbin and Duna every transfer window, resupplying the base. Also, have the interplanetary ship drop of additional base modules expanding the surface bases capacity to 30 kerbals. (Types can stack) Type 1 - Standard. Type 2 - Build the ship with extra living space, enough for 30 kerbals. Type 3 - Build the base with extra living space, enough for 50 kerbals. Type 4 - Also set up an orbital station around Duna with space for 15 kerbals. Type 5 - Complete the base expansions in under 20 years. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 4 - Into the Unknown... Now, thanks to you, the Kerbal Aeronautics and Space Agency has firmly established a base on Duna’s surface. It is now time for KASA to continue its exploration of the Kerbin system, by conducting a manned mission to Jool! In order to do this, you must first construct a massive ship in Duna orbit. When the time is right, that ship will break away from the bounds of Duna’s weak gravity field, and thrust itself into the outer solar system, where no kerbal has gone before! Once it reaches Jool, the crew will take a lander down to the surface of its moon Laythe and stay for a few years, before returning to the ship, and then, Kerbin. (Types can stack) Type 1 - Standard. Type 2 - Land on not only Laythe, but all of Jools other moons. Type 3 - Bring a fleet of satellites with you and leave them around Jool and its moons. Type 4 - Bring a deployable open-top rover with you. Type 5 - Bring a pressurised rover with you. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. If all of these challenges sound to difficult, then don’t worry, there is a fifth. Simply make a GIF or video under 2 minutes long of the most ridiculous, intense, over the top, or comedic explosion you can make. Whether it’s a lander falling over, a rocket plowing into the ground, or a botched docking, it wouldn’t be KSP if something didn’t blow up!
  13. A easter egg that's a pyramid-like SSTV signal is located on Duna's South Pole. At some SSTV decoders, we can see 4 kerbals, 4 planets, a red planet, the pyramid signal, a ComNet signal and a-KSP-like logo. As we analyse, there's a ridges at the bottom of the decoded signal. Here's about it.
  14. The goal of the Lief Erickson program is to establish a permanent Kerballed Outpost on Duna The Mission will consist of four main missions Stage 1: support Infrastructure The first mission will be the launching of an unmanned refueling depot into orbit of Kerbin: This will allow the crew transfer craft (which will be launched later) to remain in service for virtually forever. The second phase of Stage 1 is to launch a communication network into orbit of Duna and Ike. The mission will contain four of these satellites. Stage 2: Crew The First crew will be sent in small space station complete with an artificial gravity ring and a fish tank to feed the crew of 7. The next mission will launch the Standard Crew Transfer Vehicle (SCTV) which will enable crews to transfer from LKO to LDO thus allowing replacement crews to be sent quickly. The design incorporates a nuclear reactor and three magneto-plasmatic engines for high efficiency space travel. Stage 3: The base The final step will to place this base on Duna. it has a hydroponics garden, crew capacity of seven and is fully mobile with a full science kit, designed to host a crew comfortably for long duration missions. The crews will first train and get used to Duna's gravity in the space station before reliving the rover crew when their mission time has expired. The next phase of stage 3 is the launch of the Duna System Shuttle (DSS) to allow crew to transfer from the surface of Duna to orbit. It is equipped with drills and an ISRU to allow to make fuel wherever it is. It will also include a modified com sat during its mission to scout for ore veins. it has an HAL thruster to enable it to travel anywhere in the Duna system without refueling So that's it for now. Please stand by for the next post where I show you the actual launching of all the hardware. This is my first forum post ever so please don't go to hard on me. Also this is the first time I have ever showed off my designs so please, tell me what you think! (mods used are NFT for anyone wondering)
  15. Hello, I am Johnster Space Program and today I present to you my new challenge, lowest mass to duna and back! The challenge requires you to go to duna and back (easy enough) but with the lowest mass rocket possible! This is my first time making a challenge like this, so if I should change anything, tell me. Requirements/Rules: - All Participants Must Show Either Photo or Video (YouTube) Evidence (Including VAB Total Vessel Weight) - No Mods Allowed (Except for KER) - Maximum Vessel Weight Is 150 tons - Refueling IS Allowed, As Long As Total Refueler and Other Rocket Mass is 150 tons or less combined - Due to Request, Command Seats Are Now Allowed! - Only VAB and SPH, but you must somehow launch your SPH Vehicle on The Launchpad, Not Runway. Wings Are Allowed - Pods and Chairs Have Separate Winner Categories Now - No Cheating (No Cheat Menu, Infinite Fuel, Etc.) How Scoring Works: - For Every 1 Ton Less Than 150 Tons: +5 points - Getting To Duna and Back: +150 points - Lowest Mass Contender: +25 points - Ike Landing Bonus: +40 points Participants (In Order): @mrhexed @Aeroboi @Mythical Donuts @Kergarin @Johnster_Space_Program @GRS @Martian Emigrant @astrobond @herbal space program @sevenperforce @jinnantonix @A Random Kerbonaut Winners for Command Pods (Highest To Lowest Points): @Kergarin: 5.8 tons: 936 Points @IncongruousGoat: 11.6 tons: 842 Points Winners for Command Seats (Highest To Lowest Points): @astrobond: 3.95 tons: 948 Points @GRS: 26.2 tons: 929 Points For Everyone That Has Successfully Completed The Challenge And Is A Winner, You Will Be Awarded This Badge By Me: Have Fun, And Good Luck!
  16. I've designed this base for fun a few days ago and I was surprised to see it could compete on InSight challenge (rank 4 - unlimited !). As usual I've tried to come up with creative ideas and various modules to assemble a good-looking outpost, hope you'll enjoy it, too ! This outpost is made of 3 large habitations modules, one extended lab with full science experiments, a workshop with a drill and electricity storage, and a "power tube" with 8 large solar arrays. It also comes with a heavy rover to make some science on the field ! Overall this base is packed with 55 Kerbals and is designed for long-term stay. Here's how I deployed it : Chapter 1 : Launch The outpost is contained inside multiple fairings, above a descent stage, which itself sits above a Rhino transfer stage. There are 6 heavy lifters around this central core providing a high thrust (1.5G) and more than 3k dV so it's also a SSTO of some sort. Chapter 2 : On way to Duna ! Chapter 3 : Deploying stuff around, preparing to land Heres RoundSat 1 which is released just after capture. SurveyScan and main Relay is also detached. Chapter 4 : Ready to land ! Not seen on those pictures : RoundSat2 was detached just before retroburning the mothership to allow a sufficient communication along the descent. Chapter 5 : Undocking all the goodies Because Scarab would have lots of troubles to assemble the base on a slope, I had to persuade the whole craft to get low enough to reach a plane surface. Good thing I put a massive tank for those Thuds ! Scarab is set up under a module before it detach. Central core is installed a little away from the craft to allow easy modules installation. Now for the most fragile modules of all, not sure if the airbrakes helped but they sure looks professionnal. Final module is the workshop. Chapter 6 : Base is online and ready to partyyyyyyyy--- make science ! Someone said champagne ?!
  17. I've searched a long while in this forum for a "dst style" ship but I dindt find anything. So I decided to build it. This is not a copy of dst but this is the same idear: simple long range reusable ship. He can carry 6 kerbals (up to 12 but not in confort) to duna and back. Imgur Album : https://imgur.com/a/Jm6Ja2u Ship Specifications: Crew capacity : 6 Electric propulsion (lithium) high efficiency Fusion Reactor 32 000 EC Battery Set of 4 solar panels RCS Thrusters and reactions wheels Remotable docking ports for crew and refueling The idea is that this ship is not a finality but a work base that can be updated for different types of missions. Made in 1.6.1 with squad expansion. Ship Guide : https://drive.google.com/file/d/1Hl40hceGGqqlPpkVNcI1UKI8QTj4m9u1/view?usp=sharing DOWNLOAD: https://kerbalx.com/FrKerbonaut/Deep-Space-Transport Mods: thanks for giving me your opinion and advices !
  18. I landed a rover on Duna with a platform that has a Communotron 88-88 attached. This platform can reach Kerbin just fine, however the rover (which has two Communotron 16-S antenna) can't make contact to Kerbin through this platform after I decoupled it from the platform. Is this intended behavior, or do I have a more serious problem on my hands? Here's a screenshot to show the proximity. Any ideas or is my rover dead on arrival here?
  19. Hey y'all! I'm getting ready to send my first kerbals interplanetary, but I'm not sure how much dV I need to get from Kerbin to Duna orbit (not landing yet, but I'll get there eventually) and back. I might try and do aerobraking around Kerbin, but not sure if I'll do it around Duna. Thanks in advance to all of you who help! Also, this is probably somewhere else in the forums, but I can't find it. Again, thanks! P.S. if this is in the wrong area, I apologize for not being able to find my way around the forums yet... *shrug*
  20. For The Longest Time , I've Always Thought That Ike Has Been Too Unrealistic , Because The Size And That Its The Only Moon , So I Moved It To Eve , And Moved Bop And Gilly To Orbit Duna . Images: Imgur Download: SpaceDock To Save You Time , I Included All The Needed Files In The Zip File. Installation: Drag All The Inculded Files Into Your GameDataFolder, Of You Already Have Kopernicus Installed , Replace It. That's It!
  21. Does anyone knows how much delta-v total do i need to get to duna and back? if there is already an answer can anyone send me a link? pls
  22. I am doing one of the explore Duna contracts, one of the criteria is that I 'Enter the atmosphere of Duna'. I have landed my probe now on Duna and It is still unchecked.
  23. When i accelerate to escape kerbins influence it accidently drops my orbit further than the orbit of Dres. Please help, i need to quickly transport a rover to Duna
  24. This ship is designed for Duna exploration. The lander has two rovers for exploring the surface. Fuel in each stage is generous for the tasks each stage is designed for. Craft download and flight profile notes can be found at KerbalX
  25. Dunasoar is a twin engine airplane designed for Duna exploration. It can transport 5 kerbals, or it can be easily modified to run science gathering missions. Max speed is about 175 m/s. Plane uses modified version of my fairing prop engines powered by fuel cells, but if you don't like using the fuel cells you can replace them with RTG's. These engines are little bit bulkier than my usual fairing prop engines. But the best part about them is that I've finally managed to create a reliable mechanism, which uses the claw inside the engine nacelle, to re-dock the propeller to the plane. That way the plane can be used multiple times, and you don't have to worry about the engines falling apart if you leave physics range. Finally you can make a plane which you can use to explore all biomes on Duna or Eve. As usual when flying a plane on Duna trickiest parts are takeoff and landing so choose your landing area carefully. Here is a link to the craft file and instructions on how to fly plane.
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