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Found 15 results

  1. This challenge is based off an idea I had and I wondered if it was possible. It's obviously possible, but I lack skills. So here's the challenge: NORMAL MODE: Start up a Career game, then go to either the VAB or SPH, and with ONLY the beginning (Tier 1) parts, make a vessel and fly it to Duna. EXPERT MODE: Same, but fly the rocket to Laythe. Good luck and have fun! P.S. videos pls EDIT: After realizing what the tier 1 parts really are, I've made the challenge do it with tiers 1 and 2.
  2. Hi can any one recommend any mods to enhance my current career save mods I already have include all MkS/usi including ls, opm, kis/kas, pathfinder, scansat, planets shine, eve, extra solar, scatterer, chatterer, all near future, svt, dpai, doe, planetary base, kerbal engineer kac, sep, d magic, ferram and too many others to name off the top of my head have over 3000 hours looking for complicated mods to further build up my colonies or other planet or systems that will not conflict with the ones i already have any recommendations would be greatly appreciated. Currently using version 4.3
  3. I want to know what was your hardest mission in KSP. An mission in that something not planned happened, and that have great chances of gone wrong, but in the end you managed to fulfill it sucessfully. My hardest mission was an probe that i sended to Eve, the Kernera 2. I not prepared the probe to make an aerocapture to orbit Eve, so i braked with an engine. I orbited Eve, but i wanted to low pretty much the orbit to get an safe athimospheric entry. But i overestimated the amount of fuel nedded, and i didn't have enough fuel to low my orbit. So i lowered my periapsis to below Eve's athimosphere, and started to aerobrake to low my orbit. But this operation was pretty long. I make at least 30 passages by the athimophere, and this number didn't was bigger because of 2 time warp bugs that lowered my apoapsis of 78.000 km to 20.000 km. And besides that, all the ablator of the heat shield of the probe gone during the entries, so i had to rotate desesperally the probe during the final entry, to dissipate the heat. But the final reentry was a sucess. The ship fulfilled his mission of land in one of the Eve's oceans (but very close to a island), and i gathered many science points with the entries. And you, what was you hardest mission in KSP?
  4. Hey guys, I've been playing for a couple months now (stock 1.3, no mods), and lately I have decided to tackle the hard mode (or at least the beginning thereof)... Obviously, the biggest issue with this mode (default difficulty settings) lays in the "200% fundings" modifier that makes buildings evolution extremely costly, when you get just 60% of the rewards from your contracts. I got quite inspired by Virgin Galactic and spaceX plans to fly lay people to space for a few (million) bucks, and decided to try and milk the VIP/Tourists suborbital contract till I get enough to upgrade a few buildings (Mission control, VAB, tracking station and launchpad). Interestingly enough it turned quite well and our witty engineers came up with a design that allows me to get 40,000 every 2 minutes (from launchpad to recovery), with minimal intervention (only the first 30 seconds of the 2 minutes, almost a fire & forget! ). Introducing... the Vomit Comet (ta-daaaablurglupblooaaarg!) Basically, all you need is: - To enable physics warp *4 if not already done (allows you to complete the mission in under 2 minutes by warping to *4 just after launching) - Do the 2 first contracts and get enough science and money for the parts and to upgrade the mission control - Take but DO NOT DO THE ORBIT MISSION - Then just build the rocket and get all dem juicy suborbital contracts!!! (just warp to next day if you don't have any left; they will respawn as long as the first orbit hasn't been achieved) Now ,for the fun part: - Get your most stupid pilot in the ship (only takes him activating 2 stages) - Slam 4 tourists in the caske - the first class - Go to the launchpad, max throttle, sas on.... - Launch and immediately warp to *4 DO NOT TOUCH THE CONTROLS - After less than 30 seconds, your SRB should run out of fuel; activate the 2nd stage (sometimes results in a magnificent SRB explosion) - Go do some stuff for 1:30 min, or get all sweaty seeing the Vomit Rocket getting on a lithobraking trajectory - Recover - ??? - Profit! (40k funds and quite some rep) - repeat Once you get used to it, you should be able to milk 10k a minute, including the time spent to check contracts and warp to the next day... The trick of this design is to return the whole second stage, the first stage being only a SRB and a decoupler ... Allows for a 4.5k refund on the < 6k spent on the rocket; more than 75% refund! (can't get closer to an SSTO). But wait there's more to it! The swivel engine balances the rocket and acts as a heatshield during aerobraking, allowing for a nearly automated functionning (launch and press space for stage 2). Almost SSTO, almost automated, high fundings return for a smooth ealy hard game... Enjoy guys! (and feel free to comment and post better designs) -- Zorz
  5. I just got an idea for a weird shuttle challenge You are allowed to use mods and add-ons, Just mention them below your post -The challenge Build the Soviet Buran shuttle and the US Nasa Shuttle Then connect the orbiters with some bars, struts or docking ports side by side something like this: Launch them together with their own launch system into kerbin low orbit If you succeed in doing that, Try to reenter and land with both connected, Go kerbal crazy!! -Bonus If you wish to take it a step further, Try doing the challenge with 15 Ton payload on both shuttles, to orbit and back. If you succeed, you gain 5 Points. -See how far you get in the challenge, if you get above 200,000m in orbit and land in the runway in reentry you get 2 points each and if you landed everything safely you get 5 points Post Pictures and videos, Links are allowed
  6. Build A Grounded base on every planet and moon (Except jool and Kerbin) in career mode! each base has to have at least 5 kerbals on it at all times, and it has to be a permanent base. they have to be at least 50 meters long and 10 meters high, and a width of 20 meters Cairojack, If you're reading this, This is NOT a single launch Challenge NO CHEATING!!!!!!!!!!!!!!!!!!!!!!!!
  7. Kerbalkind has always been ambitious. But now let us take it to the next level. I propose a craft that can take off from the KSC, Orbit once around Kerbol with a maximum altitude of 1000 Kilometers, refuel, and then land by the KSC to be recovered. One of each type of crewmember is required. Also, you are required to land every piece of your ship(except for the booster stages). You can refuel on an asteroid or a planet. It doesn't matter. But here comes the kicker. You have to do it in maximum gravity and show that you are not using any other cheats.
  8. Honestly, this mode strikes me as almost impossible given the sheer amount of contract grinding and the expensive base upgrades. I can't get to orbit on the default launch pad and I'm just not used to not having maneuvers to work with. I always seem short on money and science. Does anyone have any choice advice or suggestions on how to have a successful run at it? is there something extra I need to do re: Management Strategies or am I just not good enough for hard mode? The only career mode tutorials I've seen are either not hard mode or don't have the 1.2 science trees. I find some of the surveying contracts to be extremely aggravating, especially the ones that happen BELOW a certain altitude, because it feels almost impossible to point a rocket there and reach it. I don't even get the sightseeing ones, am I expected to put a civvie in the cockpit? Some of those contract rewards don't even seem to be worth the money cost in putting them into action.
  9. this challenge is where you land a base on the mun using only stock parts, I've always wondered why you can't build and launch a spacecraft from another planet or moon. the challenge is to launch a base (several launches allowed) to the mun or minmus that has all the basic parts of a rocket and a way to assemble them however you like, then build a rocket on the kerbin moon of your choice, then launch and retrieve it on kerbin. even better, make several rockets and do the same thing. good luck
  10. Announcement: everyone who participates in this challenge will be featured on my channel on July 21th. I hope you had fun building Hello, for this challenge, you need to make a flying craft that doesn't have anything on the outside. Reply to me using a download link. RULES (Because why not): 1. NO CHEATS!!!! 2. Have to be flyable 3. Use as much parts as you want, there no restriction on what parts you can use. Tip: use cargo containers My Flying Brick(It failed):!5RgDQBLS!WNDt9r_lA8FBhEQXv2x-r7aDwqE4GddzJorQTiAoGbQ Video: My youtube:
  11. The Kerbals have decided that landing on planets is not the way to go, after a horrifying Eve "Landing" that resulted in the death of 3 crew. Now after the successful PR campaign saying "flybys are better", the public is clamoring for a mission to have as many flybys as possible. Your task is to send a manned mission to have lots of flybys Of course some flybys are cooler than others, scoring is as follows Mun: 5 points Minmus: 10 points Duna: 15 points, 5 BP (bonus points) for upper atmosphere, 10 BP for lower atomsphere Ike: 5 points Dres: one point for visiting the fake "planet" Eve: 10 points, 10 BP for upper atmosphere, 20 BP for lower atmosphere Gilly:10 points Jool: 30 points, 20 BP for upper atmosphere, 40 BP for lower atmosphere For each of the moons of Jool, 10 points, no extra points for going in Laythe's atmosphere. All five Joolian moon flybys gets you 20 bonus points. You can have 2 launches for building your rocket, one for fueling it in orbit, and one to have ferry your kerbals down from KO to Kerbin NO ALT 12, MODS, beside mechjeb, and ker, OR K-DRIVES RANKS Space Wimp: get 15 or below points ---------------------------------------------- Cosmos Queen: get at lest 30 points ---------------------------------------------- Flyby Master: get at lest 100 points ---------------------------------------------- MAXIMUM FLYBY MASTER Get all 261 points --------------------------------------------- Good luck
  12. Hello there, fellow Kerbonauts. Long time lurker, first time poster, I decided that there aren't enough LPs / guides / career logs for KSP hard difficulty (diary of a hard career being a notable exception). I believe that the "hard" difficulty mode is a good environment to learn efficient mission planning, since the scarcity of resources makes it unfeasible to solve everything with Asparagus motherships. Therefore I'm gonna bless, curse or just annoy you with a log of my attempts to tackle said career mode: Since I'm both storing the images on my own server and trying to freshen up my web design skills, I would very much like to tell the story there at, if you don't mind. I would intend this thread for discussion, feedback and, of course, announcing & linking new chapters. That being said, there really isn't much more to tell - Just have a look and a laugh as I stumble my way to space. Until then, fly straight, foyrkopp
  13. OHNO IT'S MY FIRST MISSION TO MOHO There comes a time in everyone's KSP career when they consider their first mission to Moho. Extensive forum browsing normally ensues and I certainly partook in much reading of outlandish stories about insane delta-V requirements, but also good solid advice such as perhaps try a flyby first, always a good idea to start small etc. Once I'd read all of the requirements I fully understood what I needed to do and designed a modest mission to Moho, to get my eye in so to speak. This therefore is my "Ohno it's my first mission to Moho" mission report, and with that in mind let's check out the small probe that will make the journey to Moho: If you didn't get it from the picture let me fill you in that this is clearly no small probe. I genuinely started out with the best intentions, but as the wish list for "doing Moho" grew I decided that I required the following to say that I had effectively "done" Moho: 1) Lander: Clearly why bother unless we are actually going for boots on the ground (and returning them safely) Room for 2 Kerbals 24-77 "Twitch" liquid fuel descent stage O-10 "Puff" mono-propellant ascent stage 2) Orbital outpost: If we are going we are going big and I'm pretty confident I don't want to be sending any more than 1 rocket if I don't have to. Room for 24 in emergencies, but otherwise built to handle 6-12 in spacious living conditions Radiator due to proximity to Kerbol Junior and Senior Docking port adapters for full expandability Science module, short and long range communication capability 3) Return vehicle and habitat: Yes, it's a pretty long mission, so the crew needs somewhere to play cards and also to return safely if at all possible. Supports a crew of three with extended living space Also functions as orbital utility vehicle Much ablation - High speed returns If you still don't get a picture of the scale of this absurdity then let's cover off some basic facts on the mission with my mission factoids section: Tall - 50.2 meters to be precise. Not the tallest out there but nearly the height of the VAB and certainly long enough to experience massive noodling Wide - Almost exactly 25 meters each way. It's both long and very chubby Heavy - Four thousand five hundred tonnes, and seven hundred kilos (snacks). the trans Moho injection vehicle and payload alone are over 800 tonnes Computer crushing - 608 parts on the launch pad. Could be worse but it's not friendly. Luckily Gerty 3000 is up to the job Expensive - 1,659,692 things. Now as with many (every) one of my missions, I didn't just start with the perfect rocket (or end with it) and there were many, many, many design iterations that preceded what I thought might actually be able to leave the launch pad without hailing the Kraken or destroying KSC. This resulted in some rather fervent explosions. Some were even eager enough to end my KSP session is a molten pool of memory dribbling from my pc case, but onward I gallivanted through failure after failure secure in the knowledge that the escape tower would hurtle the crew far away from the all consuming rage of nearly twenty stacks of S3 KS-25 "Mammoth" driven fury. Let's have a quick browse through some of the more memorable failures: 1) THE "YEAH, NO MATE" 2) THE "ILLUSIONIST" 3) THE "NOTHING TO SEE HERE, QUITE LITERALLY" Post these brazen and runaway series of successful launches (honestly 3 of nearly 20 shown) I decided that I needed to do a few things. Firstly I needed to completely remove and reroute the fuel lines. Something wasn't flowing correctly and the rocket drifted considerably off course as a result. Secondly I needed to completely re-do all the strutting due to the rocket frequently eating itself on the way to orbit. Lastly I needed to appease the Kraken. Luckily I'd already done this nigh on 20 times already so all I did was cross my fingers and hope to Gene Kerman that everything went smoothly. Let's see if it did with the first launch of the final iteration of the Moho Ohno: Wow so that actually worked, and worked well. A good 4 days of working, reverting, reworking went into making this thing a success. The worrying thing is that while I had total oversight of the Delta-V stats during construction I actually never looked at it. I had no idea this thing would reach orbit, and I still have no idea at all whether it will reach, and or return from Moho. It's going to be a nail biting mission for sure. Follow me over the next few updates to see how the mission goes, and as ever I am open to questions, comments, criticism, or commitment to the KSC asylum for bad mission planners. SM
  14. We have probably all built a mother ship before but have you ever sent one up whole? Challenge Easy Launch a mother ship up with at least 32 crew capacity. Launch the ship in one piece. No mods (except hanger extenders). Escape pods for all crew. All science equipment. No refueling. Ship alone has to be over 30 tons. Medium Launch a mother ship up with at least 64 crew capacity. Launch the ship in one piece. No mods (except hanger extenders). Escape pods for all crew. All science equipment. No refueling. Ship alone has to be over 60 tons. Only liquid fuel and oxidizer for launch. Hard Launch a mother ship up with at least 100 crew capacity. Launch the ship in one piece. No mods (except hanger extenders). Escape pods for all crew. All science equipment. No refueling. Ship alone has to be over 90 tons. Only solid fuel for launch. Good Luck!
  15. Hey guys, I have a major challenge for you guys, you guys must get the Sido Urania pack, and land on every planet(Not Jool or Urania), and moons, and safely land back on kerbin(Space Stations, IRSU, and any other fueling method other than cheating is allowed). Be sure to bring back pic's from your big adventure. Oh, and any other mod is allowed(except Hyperedit, and other planet mods)