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  1. "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.
  2. 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.
  3. 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.
  4. 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!
  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. 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.
  7. 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)
  8. 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 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:
  9. 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!
  10. 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 ?!
  11. 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 !
  12. 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?
  13. 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*
  14. 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!
  15. 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
  16. 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.
  17. 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
  18. 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
  19. 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.
  20. Hey there, This will be the thread linked to my attempt at @Death Engineering challenge, which is a reboot from @sturmstiger The objective is to set an permanent outpost on Duna, complete a dozen of achievements and take into consideration a lot of requirements (minimum weight, habitat confort, shuttles..). It is challenge which, just like Constellation's challenge, asks for a lot of planning and forward thinking with design. Just like @michal.don, I'll post here so the main thread would not be flooded under tons of pictures and various reports. Questions, feedbacks, remarks are well appreciated The first task is to designed a Standard Launch Vehicle (SLV) to carry a Nominal Payload Mass (NPM) into 180*180 orbit maximum. Reusability and NPM will determine how often it is possible to launch a new payload so it is very important to plan everything according to Duna's transfer windows. I settled on a 87.5t. NPM which will allow me to launch 6 times before year 10 with a tiny margin. VEHICLES : SLV S4 15-3 This is the mighty SuperFour 15 nozzles under 3 bottles, which is a reusable SSTO rocket, a modified version of a 150t. lifter which is now able to put 87.5t. into 180*180 and land safely. It's easy to fly, has a huge 5m. fairing, requires only 43 parts and is very stable thanks to Vector's gimball. SLV 01 : Duna's Outpost Vermillion's Seeker SLV 02 : Kerbin Space Station, ISRU 2-g, more nuke pods SLV 03 : DunaSpaceStation, Outpost extension and 5 new ships ! SLV 04 : Habitat extensions, heavy rover, WoldhoundPod, tank and KERHS prototype Space Stations Kerbin Space Station Duna Space Station Habitats Shuttle systems DunaSpaceBus DeepSpaceTransit Evac vehicle Various Pods Dart-tugs Nuke Pods Heavy ISRU Rovers The world famous RoboTug Life Support SCORE : THREAD IN PROGRESS
  21. Due to a major financial scandal, Kerbin's main supplier of prop engines can no longer deliver. The timing could not be worse as KSP is launching a new Duna programme, with a focus on exploratory aircraft that can deliver good science. Plans are afoot for serious fuel mining and processing infrastructure, but this is still costly in time and resources. Creating multiple fuel stations around the planet is not viable at this time. They need an aircraft with range. The challenge: Build an aircraft for Duna, and fly it as far as you can with the fuel you are carrying. The winner is the one who flies the farthest. The only rules are: 1. It must be rocket powered. No props or Kethane-powered mod jets . 2. It must carry a Mobile Processing Lab. 3. It must not go into orbit. Ceiling is 16,000 meters. 4. No drop tanks. Too expensive to replace and/or recover. 5. It must be a real plane, meaning it has lift and could take off and land multiple times. 6. Mods are fine, but the engines must be stock. Details: Cheat or Mission Builder yourself to any location on Duna. Fly your plane as far as you can, and when you land, hit F3 to show your total distance traveled. Any mods (other than mod engines) are fine except infinite fuel or anything that breaks the spirit of the challenge. Mods and stock parts will be two different categories. A plane is considered stock if it has no modded parts. Non-parts mods have no bearing on that. Your plane can be as big or small as you want it. It can have tons of stability enhancements or none at all. It can be piloted or probe cored, but you must have a full science crew in the lab. I suppose a really keen person could build a flying fuel processor and go forever (and serious kudos if they do), but the spirit of the challenge is single flight range and that is what you will be judged on. This idea came about while I was tooling around in Mission Builder, modifying a plane I built for Kerbin to see what I could do. I got a fair distance (well, for me, anyway) and I thought it would be cool to see how others solve this problem. Partly this is selfish; I want to learn from you all :-) On my to-do list for work is to get upskilled in Adobe Illustrator. It may take a bit, but I will create a badge for this challenge. My first attempt with the lab. Okay, but needs a lot of R&D.
  22. So I decided to make some arts using PlanetMaker, which is a useful tool to create planet ideas, real planets, simulated planets, and even imaginary planets. I unfortunately can't show the results because the freaking thing won't let me for some reason. But hey, at least I can prove that links will work! Laythe Kerbin Mun Duna Eve Kerbol Water World Enjoy
  23. So I have sent some probes to Jool and Duna, but I was wondering if anybody has some tips on getting Kerbals back from Duna, which I am going to try first. Whenever I get there, I never seem to have enough fuel to get back to Kerbin. I sent a probe Rover to Duna that I successfully landed, but there was no hope of getting back with the fuel and dV I had left. Any tips on making ships more efficient? Thanks!
  24. Preamble. Good morning all. I have an idea for a collaborative story, a format that has worked on another game forum I spend some time on, and I am curious what those who value "story" here would think about it. The general premise is that "my" KSP is ready to attempt a manned (balled? no, can't do it) Duna flight, but that some major decisions need to be made about the program and a "proceed" call made. It strikes me as a moment in my game's history when some artistic drama could occur. So what I am asking here is if anyone would be interested in participating. What I envision is writing up a "history" of things to get the story to this point, then lay-out the present situation by having a main character (probably Gene) give a presentation and then open the floor for discussion. Other writers would then "introduce" their characters at the meeting, and we would all weigh in on the topic and debate. Eventually the meeting would conclude, and I would then "pay-off" everyone's participation by chronicling the ensuing mission(s). At this point I am only proposing this as a possible story- it will depend both on feedback and health (a faint concern), but at the moment I feel highly inclined to proceed. First post would probably be next week. So, would anyone be interested? (For what its worth, the following event occured in the same game, and would be part of the discussion's history;)
  25. I am doing a manned mission to Duna and back. I have only one mod installed, which is Kerbal Alarm Clock. Here is my problem: when I am looking out into space from Duna orbit, FPS is excellent. When I look at Duna's surface, FPS crashes down to about 3 FPS. Here are my graphics settings: My "Max Physics Delta-Time per Frame" is 0.04; I have tried lowering it to 0.03 and even tried 0.12, and all attempts have resulted in no improvement. My computer specs: CPU: Intel i3-3120M (4 cores, 2.5 GHz) Integrated graphics (Intel HD 4000) 6 GB RAM OS: Xubuntu 18.04 (Linux) I have tried launching the 64 bit version of KSP, which resulted in the same amount of lag. I have also tried lowering the texture quality to 1/8. Moreover, I have tried disabling V-Sync and setting the pixel light count to 0. The game has been reinstalled, to no avail. Furthermore, I have noticed that CPU usage decreases when I look at Duna, which makes absolutely no sense at all, considering the extreme lag. Is there anything else I can do to get rid of this horrendous lag? It is difficult to land and takeoff with the lag. Thanks for any help!