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Found 183 results

  1. @RoninFrog is doing another challenge! So he needs a spot to dump all his stuff so it doesn't clutter the challenge thread! This challenge is the... It is a pretty intense challenge covering the first ten years of the game, with launch mass limits, life support, rocket construction time, and transfer window management. Hm! First, I need to create the save I will be using. "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." Okay, I've never played with part G-force limits and I don't even know what 'Part pressure limits' does, so here goes, I guess! Unexciting screenshot of game settings: So here's what's up next. I need a Standard Launch Vehicle to loft my payloads to orbit. "One prototype of the heavy lifter ... will be ready with payload for launch pad roll-out on Day 40. New lifters will be delivered on a regular, fixed schedule." The schedule is calculated as one launch vehicle every "NPM (Nominal Mass Payload) * 6" days. The first Duna launch window is in 220 days, so if I want to launch two payloads, I will nead a NPM of 30 tons. Now it's time for designing! First two payload designs: First launch setting out for Minmus: Well, that's all for today! Tomorrow I will hopefully land on Minmus and refuel, if all goes well.
  2. "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. 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.
  3. Duna Incubator's Habitat The very first release is available on SpaceDock ! My first release of a KSP mod. More information, content and details will arrive with time. Right now, it is more a preview with a new habitat design (and its legs). Dependencies Compatibility License Known issues FAQ
  4. HI! In the forum we ask and try to answer questions about KSP2? What planets will there be? Is Minmus gonna have ice craem? Will Jeb return? Who knows! Will Jeb, Bill, and Bob return to KSP2???
  5. With a historical launch this year of the Mars Perseverance Rover and the Ingenuity helicopter drone, space nerds have a lot to be excited for. To celebrate this momentous occasion, I'd like to see people's take on replicating this marvel of engineering in KSP. So the challenge is, Replicate the Mars 2020 Rover mission. Rules: No cheating with debug menu or HyperEdit or anything related. DLC is fine, as is MechJeb (for info only), information mods, visual mods and TweakScale. I'll also be allowing Realism Overhaul as well RSS (Real Solar System) for those who want the added challenge of dealing with more Delta V requirements. No other part mods unless part of realism overhaul, and no other physics-altering mods other than RSS allowed. How to win: Create a Duna rover (or Mars rover with RSS) preferably resembling Perseverance, and a drone helicopter resembling Ingenuity (optional). Launch it on a rocket, preferably resembling an Atlas V, and land it on Duna (or Mars for RSS). OPTIONAL: Then, take your helicopter drone for a short flight and land it back on the red surface. Include a video of the mission or pictures of important parts of the mission. Cant wait to see what you all come up with! Also, if anyone wants to make a badge for this, I'll happily give them credit, as I am not much of an artist. Good Luck!
  6. I had to add eletrics and communication parts... https://www.youtube.com/watch?v=CXn4L6HER0c
  7. DADV-1. (Ver 1.1) 4 seat Duna Ascent & Descent Vehicle. Can be used in conjuction with the DBC01(Duna Base Camp) space station to land to the surface of Duna and return to orbit, refuel and repeat. Features a habitation module and a science lab. It is recomended you use the HOYO docking port which fits the DADV nose cone. Find it here. Included is a decoupler that can be used to attach the ship to the AresV LonesomeRobots rocket so you can put the ship to orbit and send it to Duna. Find it here. Alternatively it will fit any 7.75m rocket. For the IVA players, in order for the huge helmets to fit the interior, the default pilot/co pilot views are pretty low. If you want a better view click on the front windows. Same applies for the Habitation module views. I tried several approaches to emulate the elevator but nothing worked. If anyone has any suggestions please PM me and i will credit you for your help. Please suggest any improvements you may have in mind for the mod. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For Reflections), RasterPropMonitor (For functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.), ASET Props 1.5 & ASET Avionics 2.1, TDProps 1.1.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1602/DADV-1. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. TDProps 1.1.1 created by TiktaalikDreaming. Redistributed as per license. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ DADV-1. (Ver 1.0) 4 seat Duna Ascent & Descent Vehicle. Can be used in conjuction with a space station to land to the surface of Duna and return to orbit, refuel and repeat. DBC01 (Duna Base Camp) space station is in the works and will be the next release. Features a habitation module and a science lab. It is recomended you use the HOYO docking port which fits the DADV nose cone. Find it here. Included is a decoupler that can be used to attach the ship to the AresV LonesomeRobots rocket so you can put the ship to orbit and send it to Duna. Find it here. Alternatively it will fit any 7.75m rocket. For the IVA players, in order for the huge helmets to fit the interior, the default pilot/co pilot views are pretty low. If you want a better view click on the front windows. Same applies for the Habitation module views. I tried several approaches to emulate the elevator but nothing worked. If anyone has any suggestions please PM me and i will credit you for your help. Please suggest any improvements you may have in mind for the mod. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.), ASET Props 1.5 & ASET Avionics 2.1, TDProps 1.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1602/DADV-1. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. TDProps 1.1 created by TiktaalikDreaming. Redistributed as per license. Screenshots Cockpit Habitation module Science lab and airlock
  8. Would be perfect if that mountain was not there! Discord server: https://discord.gg/EJmz3kE
  9. Always get a quicksave close by!
  10. heya so i have have a question whats the easyest way to get to duna i have bad times getting there
  11. 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
  12. 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?
  13. 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!
  14. Hi folks, I recently decided to do a circumnavigation of Duna by plane or helicopter. After many hours of testing, I finally came up with a compact helicopter that flew pretty darn well! Here are its specs: - Weight: 1.24 tonne - Top speed: ~75 m/s (65 m/s on average) - Kerbal capacity: 2 meat bags - Power consumption: ~2.5 Electrical untis/s - Max air time: infinite - KSP Version: 1.9.1 with breaking ground My goal was to circumnavigate Duna and get as much biome-science as possible. I didn't want to visit every biome, but only land on the ones that were along the path of the circumnavigation. Since Duna's circumference is ~2.000 km and my average speed was around 65 m/s, this mission would take me at least 8,5 hours. I believe I flew over 3.000 km in the end, but I wasn't able to record it properly, so I could be wrong. I made a time-lapse video of the mission. You can check it out in the link below (~7:00). Hope you liked it. Some highlights from the mission:
  15. 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:
  16. 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.
  17. 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).
  18. 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.
  19. 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!
  20. 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)
  21. 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.
  22. 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.
  23. 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 wscksp1@gmail.com 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!
  24. 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.
  25. 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)