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Found 6 results

  1. Original challenge by @keptin First thread of this challenge by @Mjp1050 Kerbal Express Airlines is in need of updating its aging fleet of regional jets and turboprops. It's a big client, operating at hundreds of airports around Kerbin, and that means big fleet sales. Does your aircraft company offer the right kind of aircraft for the job? Kerbal Express wants profitable aircraft. They're looking for aircraft that meet or exceed their requirements for fuel efficiency, speed, range, passenger load, ease of training, and cost of maintenance, for the right price that gives them the best return on investment. They also want a design that's flexible, offering variations of the same design for a variety of different routes. The Rules: KSP version 1.3/1.4 compatible Stock parts + Airplane Plus + Kerbal Aircraft Expansion (optional - and no, we can't include some other mod you suggest, sorry. If we did that it would be hideously complicated) Making History Expansion is NOT allowed, due to it not being freely available to everyone. TweakScale is allowed, just please don't ruin the spirit of the challenge with it. The Mk1 and Mk2 Crew Cabins count as 8 Passengers Mk3 Passenger Module and Size 2 Crew Cabin count as 24 Passengers Small aircraft must have at least 1 pilot in a cockpit, and medium-large at least 2 pilots. Command seats can be used, but you must build a cabin around them. No rocket engines. Aircraft engines only. You don't have to use propeller engines in the Turboprop category, nor do you have to use jets for the Jet categories. Electric propellers are allowed providing the power comes from fuel cells. Minor clipping is allowed, within reason. A rolling runway takeoff is required. Takeoff & Landing speed of no more than 80 m/s on land , or 120 m/s on water. Your aircraft must stay intact. [No drop tanks, etc.] Model variants may only have minor differences between them to be considered. 15,000m altitude limit, unless in the Supersonic category Aircraft must stay in the atmosphere Mach 1 speed limit (343 m/s), unless in the Supersonic or Jumbo Jet category What is a variant? To improve your design's competitiveness, your company can submit a variant of the same design (See Wants section below). A variant is built on the same model platform with minor changes in design to give it, say, extra range, or extra passenger room. This is most commonly achieved by adding fuel tanks or lengthening the cabin, sometimes with minor changes to wing and emmpanage design. To qualify as a variant, it must generally have the same structural layout, meaning engines, gear, and lift surfaces must be in roughly the same location & design. Basically, if you make it too different, it will be considered a separate model/submission. What Kerbal Express Air Wants, By Category: For all categories, Range will be calculated by fuel capacity / burn rate * speed / 1000m at the recommended cruising speed & altitude. Seaplane Must be able to land on and take off from water and land Range of at least 600km Cruising Speed of at least 110 m/s 16 Passengers Turboprop Range of at least 800km Cruising Speed of at least 130 m/s 24 Passengers, and optional 32 Passenger variant Small Regional Jet Range of at least 1000km Cruising Speed of at least 220 m/s 40+ Passengers Medium Regional Jet Range of at least 1500km Cruising Speed of at least 240 m/s 72+ Passengers Supersonic Jet Range of at least 1500km Cruising Speed of at least 330 m/s 40+ Passengers Jumbo Jet Range of at least 4000km 152+ Passengers Takeoff speed can be higher that 80 m/s Super Jumbo Range of at least 4000km 800+ Passengers Takeoff speed can be higher that 80 m/s Judging Criteria: Every submission that meets the requirements will be ranked with feedback from Kerbal Express Jet test pilots, but how well it ranks depends on: (Note, this is elaborated on later) How well it meets or exceeds the category requirements Cost of Aircraft Fuel Efficiency at recommended cruising speed & altitude Ease of maintenance; fewer parts and fewer engines are preferred Passenger comfort How to Submit. Your post must include the following: The name of your aircraft company and model names for the designs you're submitting. Please clarify what category you're entering the plane in. At least one screenshot or very large bold text or something in your submissions. This is so we can more easily see it is a submission, we don't want to accidentally skip yours. A link to your craft files in your submission post. No PMing me. The price of your aircraft times 1,000. (If $23,555 in-game, submit as $23,555,000. This is just for fun to make prices more realistic.) The recommended cruising speed and altitude for your aircraft. This is the speed and altitude you've fine-tuned your designs for, ensuring the best balance of speed, range, and fuel efficiency. It's also what the test pilots will be testing your aircraft at for judging. (Optional, but will help in review) Pitch your aircraft to the Kerbal Express Airlines executives, selling them on why it should be purchased for their fleet. Include any notable features (even if fictional). ========================================================================== The Judges: @panzerknoef @neistridlar @CrazyJebGuy @NightshineRecorralis @no_intelligence (Judge of last thread) @1Revenger1 (Judge of last thread) @Mjp1050 (OP of last thread) Challenge Submissions Seaplane @ImmaStegosaurus!'s Ka-24 - A very high performing, albeit pricey, seaplane. @Samwise Potato's SF-A232 "Lupin" - Deceptively powerful and high-performing, and can take off and land from just about anywhere. The Lupin has all the qualities we're looking for in a seaplane. NEW THREAD ADDITIONS TO LEADER BOARD: @Wanderfound's Kerbski - It's a fast, and fairly good flying boat, but it costs a fair bit. @TaRebelSheep's Kessna T-170 - It's very small, but safe and very easy to fly, and it's cheap. The cockpit seats two, so it's an ideal training aircraft. @CrazyJebGuy's GAI K-38\52 - A safe, fast float-plane that flies well, is comfortable and cheap, and it has a very long range. @CrazyJebGuy's K-61\a - A cheaper version of the K-38\52, carries more passengers, but the new passengers have an unpleasant ride. @Haruspex's K57D Tern - The seaplane variant of the successful land Tern, but it's a bit of a let down, being much more expensive, slower and now with a short range. It sacrificed all the things we liked about previous Tern planes, so that it could take off and land on water. @Andetch's ADX Type G - It needs a huge runway to take off, and on landing it can easily kill half the passengers, so it's limited to sea only, where it is average, which is not good enough to justify only being able to land on water. @NightshineRecorralis's Sea Dragon Series - Very large seaplanes, the small ones fly fairly well but when they expanded it they didn't add engines, so the larger ones perform badly. It's a prime example of expanding a plane done wrong. @NightshineRecorralis's Sea Newt Series - It's high maintenance and uncomfortable, ruling it out for economy and luxury routes, and the pontoons fall off, but once they do it makes a great land plane, and so we bought some of the cargo variant. @hoioh's Skikull - It looks very old, and it's very slow.But it is very comfortable, and it makes a good short range island hopper. @Blasty McBlastblast's BS-16 Splashy - It's really pretty average, excepting the range and price. It's quite cheap, but the range does not meet the 600km requirement. @Samwise Potato's SF-A116 Tulip - It's tiny and very cute, it looks almost silly, but trust us - it is not a silly choice for a seaplane to buy. @no_intelligence's Kerijew K-100 - Looks 80 years old. None the less, lives up to our standards well, except it costs a small fortune. Turboprop @Eidahlil's Dusty Turboprop - A dirt cheap but surprisingly fast design, and it gets the job done. @ImmaStegosaurus!'s Ka-12 series - Inefficient and insanely unreliable. Not recommended unless the engines are replaced. @no_intelligence's Kombarder 300 series - Very hardy, and can take off and land on just about any surface. @GDJ's AVRO Prop-Star - Very solidly built, comfortable, with a surprisingly long range. @AeroGav's "Fulmar" Turboprop - An aircraft with some puzzling design choices, but ultimately a wonderful turboprop with a long range and easy takeoffs and landings. @CrazyJebGuy's GAI Turbo-XL Classic - Offers good performance and a very appealing exterior. This plane is also quite large for a turboprop. @panzerknoef's Bx-1/2 "Shoebox" series - Very inexpensive and they do get the job done, but you'd better be a good pilot because the Shoebox lacks functional windows in the cockpit. NEW THREAD ADDITIONS TO LEADER BOARD: @Blasty McBlastblast's BS-32 (and 24) Regional - Well rounded aircraft, in almost every way. @panzerknoef's CL-2-RRE - A fairly standard turboprop. Slow, but climbs and accelerated very fast. Perfect for short haul smaller routes. @CrazyJebGuy's PAT Postman and Stubs - Very cheap, very fast, and uncomfortable. @TheFlyingKerman's Kerbus K-220 - A dirt cheap but very capable turboprop, can even take off from water. It would make a solid fleet workhorse. Improved off of K-210. @Spudmeist3r's SSRJ-1001 - Engineer one: "Hey, you know how they buy good planes?" Engineer 2: "Yeah?" Engineer 1: "What if we made it not like that?" @Joseph Kerman's WCT IH-1 - A tiny plane, performs like heaven, climbs and flies and turns like a dream. Unfortunately has an abominable range of just 250km! @JosephKerman's WCT BJ-1 - Very small, very fast and with a very, very long range. A bit uncomfortable though. @CrazyJebGuy's GAI TurboXL Classic C - A cheaper Turbo-XL Classic, a bit slower but it has fixed a few issues and has a range of just 760km. @HamnavoePer's CNRE-458 - The drop-tanks are a novel idea, but it doesn't seem like the tech is quite there yet, and it's too slow. @TheFlyingKerman's Kerbus K-210 - At only $10 mill it is very cheap, it is very versatile and can act as a flying boat, while cruising at 300m/s. Unfortunately it has very poor cockpit visibilty. @HamnavoePer's Isometric I (+ Bush) - It's meant to operate off of bad airfields and rural areas in the wilderness, and would be really good for this, if it didn't tail strike so often. @NightshineRecorralis's Canberra P - A cheap, speedy plane. Unfortunately it is a bit tough to fly, and it has a short range. @Andetch's Chalduro - It's got an insanely long range, but it is very difficult to fly. Would recommend if your pilots are very skilled. @TaRebelSheep's AEG-5s Asymmetrical Flyer - Utterly bizarre, and has odd handling, but it's actually a decent turboprop. @TheEpicSquared's ISRJ-32b - A really good plane, fast maneuverable comfortable with no faults we could see! Even a bit cheap. @MiffedStarfish's F-Tech CAL- 4 - It's really not very good.... Except for comfort, which will provide good advertising material. Small Regional Jet @AeroGav's Screechcraft Starcraft - A very fast plane with exceptional range, but features sub-par maneuverability. Also pulls double duty as a supersonic jet. @tsgaerospace's SP-32-1 "Arrow" - An absolute delight to fly, and quite reasonably priced. The Arrow has all the qualities we're looking for in a small regional jet. @dundun92's URJ-101 - A well-priced, 4-dimensional aircraft that defies all known laws of physics. @TheEpicSquared's ISRJ-32 - Offers wonderful performance, but at the expense of Kerbal comfort. @aerodis's AerLeeker 3.6 - Offers a comfortable and smooth ride, but is quite expensive. @Cabbink's Alice - We're not entirely sure what this is supposed to be, but it does make for a very versatile, if expensive small regional jet. @AeroGav's Screechcraft Starcraft NEO - Unique in looks and above average in all other categories. The Starcraft NEO has all the qualities we're looking for in a small regional jet. @no_intelligence's Kombarder 400 series - Offers a neo-futuristic aesthetic and wonderful performance all around. Except on landings: it bounces. NEW THREAD ADDITIONS TO LEADER BOARD: @Thor Wotansen's Nomad - This aircraft is a decent regional jet, but it can also land and take off near enough anywhere, even the sea. @kerbinorbiter's Kerbair K-32-200 - It is uncomfortable and expensive, but it has a range that would put most Jumbo jets to shame! @valens's EK-4e Teal - A fairly long ranged, inexpensive machine, it's a solid choice for a small regional jet. @HolidayTheLeek's AC-H1 Island Hopper - Very very expensive, very slow, and it is powered with a nuclear reactor. But it has a practically unlimited range. @Haruspex's K57A Tern - " A fast, fuel efficient, and reasonably priced design. What's not to like? The comfort, a bit." @TaRebelSheep's B3 Lance - High capacity, long range, very comfortable aircraft for an average price. It's a strong contender certainly. @CrazyJebGuy's Skots Small - Jack of all trades, master of none, and it's expensive. Also looks like it was built 80 years ago. @NightshineRecorralis's Dash Series - They maneuver very nicely and are comfortable, just really good planes; unfortunately they are a bit pricey. @kerbinorbiter's Kerbair K-32 - Really good range and comfort, bit above average price, but let down by poor handling. @sdj64's Bluejay 32 - A pretty typical, but very practical design, for a fair price. Would recommend. @1Revenger1's SPP-1a/b Phoenix - A really odd plane. Two cockpits, both mounted on top in a weird way, and wings that are normal until they extend all the way back. Very poor maneuverability, but it has a crazy long range. @alric8's Cathiogac 2.- A classy, yet ordinary and cheap aircraft. Bit slow. Medium Regional Jet @SuicidalInsanity's IA-720 - Offers an innovative design at a reasonable price. The IA-720 has all the qualities that we're looking for in a medium regional jet. @logman's Kerman Dove - Unreliable and very unsafe: it's not uncommon for the rear cabins to be destroyed on landing. Avoid this plane. @logman's Kerman Stingray - Very solidly built, reliable, and handles wonderfully. Hampered only by its large price tag. @ImmaStegosaurus!'s Ka-62 - Sturdy and reliable, but suffers from a large price tag and low fuel efficiency. Its exterior is reminiscent of designs from 50 years ago, too. @Bombstar10's Universal Transport Mark One Civilian (UT-1B) - AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA NEW THREAD ADDITIONS TO LEADER BOARD: @Blasty McBlastblast's BS-72 Medium - A bit expensive, but powerful fast and comfortable. @Gaarst's Kerbalespace C-1K - An expensive, but reliable and luxurious passenger liner. @kerbinorbiter's Kerbair K-20 - It's comfortable, but it's slow, and it's quite cheap. Would recommend. @CrazyJebGuy's Skots Medium - Uncomfortable, but turns well and has a long range. Expensive though. @FleshJeb's Klonkorde - It's a pretty good plane, very long and sleek, but it's not extremely cheap. It is though, very pleasant to fly in. @panzerknoef's Lassen - A pretty standard medium regional, it can take off from small runways and flies pretty well. @NightshineRecorralis's Olympus 100 Series - Nice looking, well built aircraft, but it comes at a steep price. @sdj64's Goosewing 80 - A modern looking design, a dream to fly, but it's not so good at passenger comfort. Supersonic Jet @AeroGav's Screechcraft Starcraft - A fast plane with exceptional range, but features sub-par maneuverability. Also pulls double duty as a small regional jet. @Bob_Saget54's SAI Concorde Mark II - Very fast with a long range, but suffers from an inferior airframe and high maintenance costs. @TheEpicSquared's ISSJ-40 - Blindingly fast, inexpensive, and high-performing, but sacrifices some Kerbal comfort. @shdwlrd's Hope series - Very fun to fly, and is just plain cool to look at, but suffers from a high fuel consumption. @reachmac's Karvo 370 - Handles well, but requires a larger runway than most airports currently have. Not recommended unless the buyer is absolutely sure the airports can support it. @Laie's Sonic - This thing can basically fly itself, it's that stable in the air. Maintenance costs are high, though. @sevenperforce's Transcendent Spirit - Insanely difficult to control, and the landing gear is insufficient for such a large aircraft. Not recommended. @Eidahlil's Potato - Understandably difficult to fly, but offers good Kerbal comfort at a low price and enough range to circumnavigate the planet. NEW THREAD ADDITIONS TO LEADER BOARD: @HamnavoePer's Zoomer - It deserves the name. A compact, fast and reliable jet, done on the cheap. And it can circumnavigate Kerbin twice on one tank of fuel. @panzerknoef's Dotsero - A very cheap Supersonic, it's competent, and very cheap. Many seaplanes cost over double the price of a Dotsero. @MostExcellent's 2707 - A well rounded versatile supersonic jet, we like this. You couldn't go far wrong with these. @CrazyJebGuy's Skots Speedmaster - A fast, long ranged, but very uncomfortable, expensive, over-engineered, and very inefficient design. @HamnavoePer's Delta II - It's a great plane, but it's absurdly expensive, and not the best at passenger comfort. @SpacePigeon's Rapid 1-100 and 1-200 - Flies very low, by supersonic standards, even floatplane standards! Would not recommend for flying over populated areas. @NightshineRecorralis's Pegasus - A decent supersonic, but it climbs very slowly. Although when up there, it's a long ranged luxurious liner. @panzerknoef's Lassen B - It was a decent medium regional jet, but then they made it into a high capacity, long range fuel efficient SST and we like it! @53miner53's 18537 Tech SupersonicJet1 - BOOM, WHIZZZ, AAAAAAAAAAAHHHHHHHHHH! THUNK! @Jimbimbibble's Daxworks Lightning Cruiser - A well made plane, exactly what a luxury supersonic jet should be. Fast, and reasonably comfortable. @Im The One's TOHC SST-1 - A flying pancake, it's very uncomfortable but it's a nice airshow plane. @TheFlyingKerman's Kerbus K-350 - A very cheap, very fast and comfortable plane, it's a solid workhorse. We would absolutely recommend it. @Samwise Potato's SF-S240 Marigold - It's got a crazy long range, and is pretty well rounded. Would recommend. Good workhorse. @notsodeadjeb's PBY Katalina - It's a supersonic, INCREDIBLY long ranged float plane. Unfortunately costs a few pretty pennies. @qzgy's Kramer - SSTP-34 Benirshke - Long ranged, really good plane, sadly very expensive. Also they somehow managed to create a randomly powerful pitch control. @AtomicSnails's FF-Shockcone - A decent SST, it's very versatile and can fill a fair few different roles. @Samwise Potato's SF-J240 - A supersonic powered by wheeslies? What magic is this? Good magic, that's what. @panzerknoef's Arenal - A practical well balanced aircraft. But what does it look like? The only picture has it covered in sight obscuring flames. Jumbo Jet @Andetch's Day Fury - It's very fast an maneuverable, but with a range that is easily exceeded by seaplanes, and it takes off at very high speed. @NightshineRecorralis's Challenger Seaplane - A bit lacking at everything except being a HUGE FLYING BOAT. @CrazyJebGuy's GAI Skots Mouse - Somebody added wings and a few jet engines to a ship, and it's cheap. @NildimensionalString's Winter Tech Humpback Superheavy Passenger Airliner - It's expensive, slow, short ranged, will probably explode and it's obvious why the original company who designed it went bankrupt. @sh1pman's Keladi Corporation Albatross II - It has very long range, and is generally pretty good, but it comes with a steep price tag. @Cols's A797 - It's slow, handles poorly, it climbs slowly and has a very short range, but it's dirt cheap, so we bought 3. @AeroGav's Screehcraft Grande Dumbo - A wonderful plane, it's luxurious, flies like a dream, but it's expensive. @CrazyJebGuy's GAI GP-1a - This jumbo carries cargo too - apart from that it just looks odd and is otherwise fairly normal. @Andetch's X Series Night Fury - It's a really big fighter jet with passenger cabins, and a short range by Jumbo standards. @no_intelligence's Koeing 747-100 Super - Hard to fly, very short range and expensive, but with comfort and luxury straight out of the golden age of air travel. @Not sure's B-1337 Swift Moon - A very unpleasant, loud airplane. It costs a lot of money. @NightshineRecorralis's Olympus 250 - A fat version of the 100, carries more passengers but with a shorter range and it can tail-strike if you aren't careful. @macktruck6666's L-1011 Jumbo Jet - It's very expensive and doesn't perform well, but it does have luxury seating! @Kneves's WH-04 - A short ranged, very hard to fly thing, it needs a tremendously big runway too and we will not buy any. @Bombstar10's Grizzly ST - 3 Civilian - It costs an arm, leg 4 fingers and a left toe, for a plane that is guaranteed to explode, it is slow and uncomfortable and is absolutely, undoubtedly THE WORST SINGLE PLANE we have EVER TESTED. Super Jumbo @NightshineRecorralis's Colossus - It's flipping massive, 1152 passengers, gets off the runway like a turbo-prop, flies like a cruise ship. @CrazyJebGuy's Sky Titanic - A wonderful idea on paper, but in turns the wings fall off and everybody dies. Any and all suggestions to improve this challenge are welcome. A new thread was started because OP of previous thread went away, and we needed to update this. We also get to allow KAX. How your Plane will be judged This information is only accurate for my reviews, it is however pretty close likely to other reviewers. We will not modify your plane in any way, except action groups sometimes and in flight controls. (Such as changing the braking slider on a landing gear) To get a good review from me, your plane should have most of these qualities: -Be cheap, at least per passenger -Fly well -Be reasonably fast -Have a long range -Be a comfortable plane to fly in (I explain this in detail later) -Be reasonably fuel efficient -Not hit the tail on the ground during takeoff/landing -Be safe (important), doesn't need to be overly good at it, just needs to not spin itself out of the sky or have the wings fall off or something With comfort, three things are taken into account, noise, vibrations and views. Noise is essentially how close an engine is to the cabins. Vibrations is affected by structure a bit more, but distance is important too. An engine mounted directly to the back of a cabin is very bad for vibrations, or if it is mounted on side. If there is a lot of parts in between them, vibrations are probably not an issue. Views are less important, we don't deduct marks for them, but if it's good it will help a craft's review. Pro tip: If your plane does this, we won't buy it: https://youtu.be/jCULG2b6248 (I was trying to develop a 1300 passenger super-jumbo)
  2. HERITAGE CHALLENGES - THE ONE STOP SHOP Welcome to the Heritage Challenges. Here reside the Challenges so awesome, so timeless, so Kerbal that you will always find them even when they are residing in the boondocks of the forum. If your challenge is featured in this thread I would encourage you to add the tag "Heritage" to your OP. Note: @Speeding Mullet has given me permission to maintain this thread, due to his lack of time. Most of this post is his. Also, if @Snark or @Vanamonde or another mod could sticky this for me, that would be great. THE AIM OF THIS PAGE IS TO IDENTIFY: Currently open Heritage Challenges that may have slipped down the pages Currently closed Heritage Challenges available for re-boot WHAT IS A HERITAGE CHALLENGE / HOW DOES MY CHALLENGE BECOME HERITAGE LISTED:  A Challenge is considered to be heritage when it is: In it's second (or more) iteration and still going strong Identified as a thread of the month. Accepted by the community in its first iteration as an amazing challenge by pure quality and volume of entries. By peer review of 4 or more Heritage challenge owners HOW DO I TAKE OVER A LOST CHALLENGE: If the challenge listed in this thread is identified as closed then it is free to re-boot If the challenge is not listed in this thread then feel free to ask, and the community (or the OP of the challenge where possible) will guide as to whether it's fair game. OPEN HERITAGE CHALLENGES Now in it's 5th iteration the Shuttle Challenge has gone from strength to strength, changing as the versions progressed. In its current format it's the ultimate selection of missions to test your mettle, presenting both serious engineering and flight challenges provided by @michal.don. Check out the new badges too! The Jool 5 Challenge. I mean if you don't know this one where have you been?? To execute one giant mission, the bravest and craziest of all time, in which you will land on all the moons of Jool and come back in one shot is one of the longest-running and most well thought out challenges on here. Prepare to launch a behemoth, or try it with an SSTO. Go for minimalist records it up to you, but this one is worth doing. Trust me, I've done it twice! Currently maintained by @JacobJHC and originally created by @Ziv. Originally by @Just Jim and now being maintained by @HoloYolo. So you've completed the Jool 5 and now your KSP life feels kinda empty? Well prepare yourself to visit all 14 bodies in the Kerbol system and return home to tell the tale. It's easy, really, check it out! The K-Prize. This thread would be incomplete on every level if it wasn't featured. Maintained by @boolybooly and started way back in 2012 (possibly even earlier) your task is clear - Design, build and fly an SSTO to orbit and back. Simple you say? Add a few Kudos points, or possibly even gatecrash, but if SSTO's have you tearing your hair out, or if your space program runs off of them this is the place for you to prove it to the world! I can't personally recommend this challenge, but @Speeding Mullet said this about it: On the face of it driving a rover in a circumnavigation of a celestial body might not sound like your idea of fun, but trust me its way up there as one of the most enjoyable experiences in my time playing KSP. Pick your planet or Mun, go there, and drive the billy-o out of your rover. Originally started by @Fengist, maintained by @Claw, and currently in @rkarmark's hands, its timeless quality make it a sure fire hit for the budding or seasoned explorer. The premise of the challenge is simple. Show your support for our loneliest planet, Dres! This is a challenge to perform a mega-mission to make Dres feel happy. Go on, go to Dres and go large! Mega large even...You know you want to! Facilities upgrades are forbidden, crappy runway and launchpad mandatory. Part count of 30 and a weight limit of 18t mean you are going to have to get seriously inventive to get anywhere. But how much science can you do? You need 1188 science points and it will test the limits of your ingenuity! Just rebooted for 1.3.x by @The Dunatian! Any and all of @Death Engineering's are worth doing. They are consistently brilliant, well thought out and complex challenges. This one, in particular, had me modding my copy of KSP to death (literally) in a failed attempt to re-create every little detail possible. It will take time, but if you have time on your side and are looking for a brilliantly fun way to do Duna (and Eve) then this one is for you! (Forum says this is old, is it still being maintained @Death Engineering?) Dr. Jason Dworkin aka @IonStorm is the Project Scientist for the Osiris-Rex mission and creator of the challenge in which you have to create, launch, rendezvous, and return a sample from an asteroid. I've returned a whole potato to Kerbin before, but never a bit of it, so go on, have a crack and engage with an actual Mission Scientist in this fantastic challenge! Although the challenge is technically over, you can still post entries for the fun and education of it all! Why? Because spinning up Kerbals to a 1000g and pressing decouple is a hilarious, and highly scientific pursuit. Thread of the month in September 2016, @Cunjo Carl challenges you to fling your plucky Kerbal from orbit of Ike to a variety of places. Thing is though, we now have auto-struts which injects new and interesting possibilities. (Old, @Cunjo Carl, is this still being mantained?) It wasn't supposed to end with Apollo 17, and with you in charge it doesn't have to. Design a Rocket family to take you to the Mun and beyond. With Super Manley Kerbanaut mode, and creativity encouraged throughout, this one could keep you busy forever! (Once again is this still maintained @GregroxMun ?) Now in it's 4th plus iteration with many many entrants this is the classic get around the world challenge. Your plane either has to make it, make it quickly, or compete for endurance and get round as many times as possible. Are you an elite circumnavigator? Prove it. Rebooted by @53miner53 very recently. Check in and have a go! A Space Station built by the community, what could possibly go wrong? I'm sure this station will be functional, efficient in design, and most importantly sensible on every level. Well it's not. It's a horror show and its absolutely fantastic! Created by @keptin, a second iteration made by @Mjp1050, and now maintained by @CrazyJebGuy, this challenge is all about updating Kerbal Express Airlines aging fleet of regional jets and turboprops. It's a big client, operating hundreds of airports around Kerbin, so get your aircraft hat on and go design the fleet! CLOSED HERITAGE CHALLENGES Last post: August 2015 Last OP site visit: May 2014 Status: REBOOT IN PROGRESS - @eloquentJane The Duna Permanent Outpost Mission Architecture Challenge was a great of it's day, and widely considered to be timeless. Your first (and currently the only) job is to implement the President's Vision of "establishing the first continuously-crewed outpost on the surface of Duna" by the end of Day 500. Featuring requirements for a single type of launch vehicle as well as a tightly defined mission cadence, you will have to consider factors such as efficiency, scientific value, safety & robustness, rather than things Jeb care about, e.g., "really fast", "massive" & "huge explosions". Last post: February 2017 Last OP site visit: current Status: Available for reboot The Eve Rocks Challenge. Everyone knows it as one of the hardest things you can possibly accomplish in KSP. The surface of Eve is littered with the debris of launchers that were almost good enough. Time to return to the ol' stomping ground with your mahoosive landers? Last post: December 12th 2017 Last OP site visit: current Status: No idea, @ATEC ? I think there must have been a Stock Payload Fraction Challenge for as long as payloads existed. Clear task: Build and fly the most mass-efficient lifter possible to low Kerbin orbit. How efficient are you though?! Get the rulers out! Last post: November 30th 2017 Last OP site visit: current Status: Availble for re-boot. Now in version two of the third iteration, twice reduxed (trust me it makes sense). The Apollo style redux mission v2 by @Bottle Rocketeer 500 , originally @Xeldrak tasks you with getting to the Mun and back in the good 'ol fashioned Apollo way. With points for the realism of design and accuracy of mission this is the challenge to run if you are into historic missions!
  3. Welcome to the KOMMUNITY SPACE STATION!!!! The save file! The parts lists! KSS 2 Planning Document! KSS 2 will be the second-generation KSS, and will have a module plan made before assembly begins. Go ahead and add a module! The station is in a 250 Km orbit at Kerbin. Your job as a station builder is to launch a module there to add to the station. There is also a Munar station, a Minmus station, an Eve Station, a Duna Station, a Gilly Station, and a Moho station. There is also a polar orbit station and a Keostationary station, and a munar surface base. A few rules: 1. No parts mods or DLC parts on the station. This is to keep the save compatible with stock installs. You can use mods on the LV, however, as long as the LV is not connected to any stations and the mod is not called hyperedit or vessel mover 2. Fly it like a real mission (no hyperedit or f12 menu shenanigans) 3. Don't move the station 4. Don't break the station. If this happens, reload the save and retry, or just move on. 5. Station modules should be up to 5 parts and 2 minimum docking ports, preferably Sr ports. The docking ports don't add to the total amount of parts however. Land base modules should be up to 10 parts and an additional 4 landing gear parts or wheels. 6. I reserve the ability to veto modules that abuse the rules, such as hundreds or thousands of docking ports. 7. Add one module per mission, and let someone else add a module between your missions. 8. Try to do the mission quickly, then upload the station. The next person is waiting for you to finish your module so they can add their own. You have 3 days to do your mission. 9. Missions should be done in 1.4.1 to avoid save loading comflicts. 10. Leave a docking port open for other players to add modules. If there is no docking port left for your module, then attach to the station by a klaw. 11. Connect struts FROM the launcher TO the payload if you need to use them, otherwise they will stay on the payload and count against your part limit. 12. Posting pictures of your work is recommended, and save file posting should be able to be done through the folder in my Google Drive that is linked to at the top. (Please notify me if it is not working) 13. Please clean up all debris from your launch. We don't want excessive lag from several crafts being simulated in the background. How to run a mission: 1. Check that no one else is launching a module in our reservation system. Add your name to the end of the list. You are clear to launch in the save file when your username is at the top of the list 2. Create a module that adheres to rule 5 listed above. This can be done in a seperate save if someone else is adding their own module while you decide you want to add a module. You would then move your .craft to the save file before launching the game. 3.Download the latest savegame, unzip it, and move the resulting folder to your saves folder in KSP. The save file should be up at the top of the page, but check the last few posts before you download from there to make sure that the link upload is working and that people haven't posted it somewhere else instead. 4. Fly a mission to the station to dock the module, taking screenshots as you go. 5. Deorbit (or terminate from the tracking station) any debris from your launch. 6. Upload the save file as a .zip folder named as (Turn x), with x replaced with the number of your turn, to the Google Drive folder and post again to say that you are finished with your mission and to post pictures. Also remove your name from the reservation list Based off this community space station. Thanks @Jetski! Thanks to @ZooNamedGames we now have a Discord server for general discussions. Join it here: https://discord.gg/PNDScxk
  4. Bottle Rocketeer 500

    Apollo Style Redux v2

    "Shoot for the moon. Even if you miss, you'll land among the stars" - Les Brown Welcome to Apollo Style Redux! This is the second version of this heritage challenge, a reboot of a reboot by @Xeldrak The rules are: You MUST use your own rocket NO orbital construction OR refueling You have to have a Lunar Orbit Rendezvous (LOR) mission design, (in the case of Kerbals, probably MOR) You NEED a separate Munar Excursion Module (MEM) and a Command/Service Module (CSM), consisting of a Command module (CM) and a Service Module (SM) No MechJeb, KOS is permitted for all phases of the flight PLEASE note that visual mods (EVE, Scatterer, SVE, SciFi Visual Enhancements, etc.) are NOT considered modded, with an exception - mods like VSR, which replace models of the parts, making craft incompatible with stock saves Mods are allowed, but you will get a modded badge You MUST document the mission in one way or another, I don't care if it's video, pictures, or anything else (just please don't make 2-hour long videos!) NO unintentional decoupling NO SRBs or LRBs (radially decoupled) The main goal is to land a Kerbal on the Mun and return him back safely, but not in any way - Apollo Style! You start with 50 points, but can gain or loose points by achieving the following mission/design goals, achieve negative objectives, like killing Kerbals, which greatly lower your score Goals The 3 Little Kerbals - 3 Kerbals on board the spacecraft (1 remaining in the CM, while the other 2 land on the Mun) +20 A Flag on the Mun?! - Plant a flag on the Mun (Non-cumulative, 2 flags do not get 10 points) +5 Mun Buggie - Have a Munar Roving vehicle (MRV) on board +15 Abort! Abort! - Have a Launch Escape System on the top of the rocket +15 Konked Out! - Kill a Kerbal -25 points per Kerbal Return for Free - Have a Free Return trajectory on the way to the Mun +10 No More MEM! - Dispose of the MEM by crashing it into the Mun (without Kerbals inside of course!) +5 Up, Up, and Away - Make the MEM two-stage, leaving the descent stage and its engine on the Munar Surface +20 Look on the Bright Side! - Land on the bright side of the Mun +10 Shut Away From The World - Put the MEM behind some sort of fairing +5 Down Under - Put the MEM under the CSM during ascent +20 Splashies! - Splash down in the ocean on Kerbin +5 MEM Hugger - Dock to the MEM using the CSM +10 SubSat - Deploy a small sub-satellite before returning to Kerbin (Like the PFS sub-sats deployed during Apollo 15 and 16) + 10 Minmalist! - Do it on Minmus -5 No More Docking? - Decouple the docking port on the CM right before deploying parachutes +5 Parachute Problems - Have 3 main chutes and 2 drogues on the CM +10 Saturn-Alike - Make the launch vehicle (LV) resemble the Saturn V (S5) Additional Goals Landing Accuracy Land within 5 km of the Neil Armstrong Memorial (NAM) +5 Land within 500 m of the NAM + 10 Land within 50 m of the NAM +15 Land within 5 m of the NAM +20 I was roving on the Mun one day... Test Drive - Drive beyond 100 meters of your lander +5 Proper Shakedown - Drive beyond 2 kilometers of your lander +10 Gone drivin' - Drive beyond 5 km of your lander + 15 Are we there yet? - Drive beyond 10 km of your lander +20 Munar Scientific Experiments Package (MunSEP) Your MunSEP must have a power source that can keep it alive for at least 6 hours, at least one science experiment, and be controllable (have a probe core on board) Minimalist - Deploy one MunSEP at the landing site +5 That'll Do - Deploy two MunSEPs at the landing site +10 For Science - Deploy two MunSEPs at least one kilometer from the landing site (at least one kilometer from each other) +15 Science Extravaganza - Deploy four MunSEPs at least one kilometer from the landing site (at least one kilometer from each other) +15
  5. SHUTTLE CHALLENGE v4 - THE 1.2.X STS THREAD Incredible artwork by @Pine from the Screenshots Re-imagined thread This heritage challenge is a revised and updated version of my STS Challenge, @FCISuperGuy's STS challenge, which was in turn derived from @inigma's original STS challenge The series of challenges below represent a sliding scale of difficulty ranging from relatively simple to highly complex. More incredible missions to exciting destinations will be added as the challenge continues, but I've had increasing calls for the challenge to re-open, so in the meantime I've re-worked a lot of the old ones to make them relevant for 1.2.x, and tweaked a few things to give you a taste of things to come! UPDATES ****I'm looking for someone to do a decent job with planetary badges so if that's you please PM me!**** ****I'm looking for a co- admin for when RL calls and I can't check in as regularly as I'd like. If you've completed at least STS-1 through to STS-8 and would like to help out, please PM me!**** ****NEW MISSION ADDED 10.02.17**** ****Rule change to allow for shuttles with no cargo competing for STS-1A**** RULES - PLEASE READ THESE BEFORE ATTEMPTING THE CHALLENGES Official definition of a shuttle for this challenge: A "reusable" winged Orbiter which carries Kerbals (and cargo for any mission beyond STS-1a) to orbit and back and is capable of a horizontal landing. It's advisable to have OMS engine(s) for trajectory changes as well as an RCS system for maneuvering. The Orbiter must be lifted into space by a Launch System that decouples or un-docks once expended, allowing the Orbiter to land entirely under it's own power. 1. You must declare any and all mods used so I can place you into the relevant category / award the relevant badge. 2. All atmospheric flight should be handled manually, with the exception of self scripted autopilot programs. Mechjeb etc is fine for on orbit procedures. 3. All atmosphere-altering mods (except FAR) are disallowed 4. You may not cheat in any way, whether it be by using plugins like HyperEdit or by using the Debug Menu for infinite fuel/RCS (you may, however, use the Debug Menu for part clipping). 5. You are required to use your own shuttle when completing any of the missions below (Astronaut badge excluded) 6. All missions require either an album showing each stage of the flight, or a video showing all stages of the flight. 7. Once you have completed a mission, please post your proof in this thread for my review. 8. SSTO's are not eligable for entry to the challenge 9. Missions must be completed in the logical order unless you are certified from either STS v1, v2, or v3 challenges to the relevant level MISSIONS STS-1a: Getting the Basics Right This is the simplest mission - all you need to do is build a space shuttle, fly it, and land it. Badges Available STS Pilot - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land wherever you like! STS Commander - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land. Land either at the KSC, the island airfield just off of the KSC, or at any Kerbal Konstructs airport STS-1b: Bonus Fuel Pod Mission (Do you even lift?) Mullet Dyne has contracted you to take their brand new 40t fuel pod up to the highest possible Kerbin orbit. Since it requires special on-orbit activation procedures, unmanned expendable launch vehicles are out of the question; it's up to you to take this behemoth to orbit and then return to land. Not only that, but they require a very precise orbit: You must adhere to the tolerances (Maximum difference between periapsis and apoapsis below). Can you do it? Tolerances: 70-1999km - 100m 2000-4999km - 500m 4000-5999km - 1km 6000-8000km - 10km 8000km+ - 50km Mullet Dyne Fuel Pod Available Here If you have successfully taken the Fuel Pod to orbit (70+km), you get the special Flight Director badge, the ultimate display of piloting and engineering prowess and skill. STS-2a: Can You Hear Me? This mission is slightly harder - your goal is to design and deploy two or more comsats to geostationary orbits from your Shuttle and to return to Kerbin. Additional goals are required for higher-ranking badges. Badges Available STS Pilot - Rank 2 Reach an orbit of 200+km and deploy two comsats without spin stabilization to geostationary orbits. De-orbit and land anywhere you want. STS Commander - Rank 2 Reach an orbit of 350+km and deploy three or more comsats with spin stabilization to equidistant geostationary orbits. De-orbit and land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-2b: Bonus Ore Pod Mission (Do You Even Land?) Mullet Dyne has contracted you to recover their 40t fuel pod from where you left it, after contaminates were discovered in the fuel. Can you land the thing!? If you have successfully landed the 40t fuel pod (from where you left it), you get the special Flight Director - Rank 2 badge, the ultimate display of piloting and engineering prowess and skill. STS-3: Can You See Me? Your mission here involves some design and orbital construction - you are to launch a Space Telescope into orbit and deploy it. This will require assembly with the 2 MMUs you will design, as the solar panels need to be attached on-orbit with Kerbals. Badges Available STS Pilot - Rank 3 Launch the space telescope to an orbit of your choice and deploy and assemble it; afterwards, deorbit and land. Land anywhere you want. STS Commander - Rank 3 Launch the space telescope to a 550+km circular orbit inclined at 25-30 degrees and assemble it. After deployment, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-4/4R: Can You Rescue Me? This'll be the most daring mission so far - first, you must launch a single shuttle to orbit, then send another shuttle to rescue it. See this article for technical details of the IRL proposed STS-107 rescue. Badges Available STS Pilot - Rank 4 Launch your first space shuttle into a 200+km orbit with a minimum of 4 crew, then send up your second shuttle to rendezvous with it and rescue its crew before coming in to land anywhere you wish. STS Commander - Rank 4 Launch your first space shuttle into an 350+km orbit with 6 crew at an inclination of 25-30 degrees, then send your second shuttle to rendezvous with it and rescue its crew. Land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-5-8: Can You Build Me? Your mission here is to build a 4 module space station with your space shuttle. Your space station must have: A service module with RCS, engines, and reaction wheels A habitation module 2 scientific modules Badges Avaliable STS Pilot - Rank 5 Assemble your space station above 150km. After each mission, you may land anywhere you want. STS Commander - Rank 5 Assemble your space station above 300km. After each mission, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-9: Can You Land Me??? This mission is significantly more difficult than those before it. You must develop your own unique sub-assembly and fly a daring mission in order to capture a space potato and return it to Kerbin for study. This will test the balance and re-entry capability of your shuttle to the limits and is not for the feint of heart! Also It's not mandatory for a kerbal to ride the asteroid in on top of the shuttle, but serious respect if you manage it. Example mission here if you need inspiration. Badges Avaliable STS Pilot - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land wherever you like! STS Commander - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land. Land either at the KSC, the island airfield just off of the KSC, or at any Kerbal Konstructs airport YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS IN ORDER TO PROGRESS TO THE MUN CHALLENGES MUN STS-1: Do I have Mun-quakes? @michal.don on the Mun and having a whale of a time! Landing on an airless body was never going to be easy in a shuttle, but your task is to not only successfully land on the Mun, but to deploy a small research facility of your choice to study the Mun. Oh yes you need to get back too! Badges Avaliable Mun STS Pilot - Rank 1 Land your shuttle anywhere on the Mun and deploy a small un-manned research facility (which you will design) on the surface and then return home, capturing however you like and landing where you want. Mun STS Commander - Rank 1 Land your shuttle on the Mun and deploy a manned research facility (which you will design) on the surface and then return home, perform an aero-capture and land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS IN ORDER TO PROGRESS TO THE DUNA CHALLENGES DUNA STS-1: Can You Visit Me? This mission is significantly more challenging than those before it and may require extensive shuttle modifications, or even a new shuttle design for some. You must develop your own unique sub-assembly and fly an epic interplanetary mission to Duna in order to deploy a small orbital outpost. This will test the range, aero-capture, and re-entry capability of your shuttle to the limits and is not for the feint of heart! The orbital outpost must have: Room for 4 or more kerbals, Electricity generation and storage Antenna for communication Probe core with SAS NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Duna STS Pilot - Rank 1 Launch your shuttle to Duna, capture how ever you like, deploy an orbital outpost at your chosen altitude, and return home, capturing however you like and landing where you want. Duna STS Commander - Rank 1 Launch your shuttle to Duna, aero-brake/capture at Duna, deploy an orbital outpost below 70km, and return home, aero-brake/capture at Kerbin, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. DUNA STS-2: Can You Land on me? This mission requires not only a Shuttle capable of getting to Duna, but also one capable of landing on the red planet and successfully returning to Kerbin. You may require extensive shuttle modifications, or even a new shuttle design for this mission. NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission, and feel free to use the mission to add another module to your outpost (this is not a requirement for the challenge) Badges Avaliable Duna STS Pilot - Rank 2 Launch your shuttle to Duna, capture how ever you like and visit your orbital outpost from STS-10 before or after your Duna landing. Return home, capturing however you like and landing where you want. Duna STS Commander - Rank 2 Launch your shuttle to Duna. Aero-brake/capture at Duna and visit your orbital outpost from STS-10 in Low Duna Orbit before or after your Duna landing. Return home, aero-brake/capture at Kerbin, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS IN ORDER TO PROGRESS TO THE JOOL CHALLENGES JOOL STS-1: Can You Breathe here? This mission is hideously challenging and will no doubt require extensive shuttle modifications, or even a totally new shuttle design. You must develop your own unique sub-assemblies and fly an epic interplanetary mission to Laythe in order to deploy a small ground outpost capable of refining Ore (for Pilot level) with the addition of an atmospheric exploration aircraft (for Commander level). This mission is designed to test your shuttle in the extreme, and also your payload construction and deployment methods. The ground outpost must have: Ore refinery and fuel storage with docking port Room for 4 or more kerbals The Atmospheric Exploration Aircraft must have: Room for 1 or more kerbals Docking port NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Jool STS Pilot - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore. Return home, capturing however you like and landing where you want. Jool STS Commander - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore and before or after deploying an atmospheric exploration aircraft. Return home, capturing however you like and landing where you want. HONORARY BADGES STS Engineer Award Given by an STS Architect for developing a sub-assembly that ends up being a core part of this challenge, or for assisting heavily in the development of a Shuttle. If you have a sub-assembly you'd like to be reviewed, please post a detailed analysis and example mission report in the challenge thread. Astronaut Badge This badge is given to anyone who has completed any of the above missions with a shuttle built by another person. Skunkworks Badge This badge is given to people who have submitted especially unique and outstanding designs which abide by the given definition of a space shuttle. Skunkworks badge holders are still eligible for the above mission badges. The full list of Skunkworks badge holders is as follows: Architect Badge The full list of Architect badge holders is as follows: Speeding Mullet - Version 3 Challenge Creator, temporary admin of Version 2 Challenge @inigma - Original Challenge Creator/Manager, Builder of highly-capable STS Space Shuttle and numerous STS-related subassemblies @FCISuperGuy - Version 2 Challenge Creator/Manager, builder of a highly capable shuttle, and excellent giver of advice @xoknight - Creator and maintainer of the venerable Hubble Space Telescope across 3 versions, requiring consistent updates To receive the Architect Badge is a rare honor. To be awarded at my discretion, or through nomination of FCISuperGuy or Inigma for my consideration, and given for acts of invaluable contribution to the challenge above and beyond the call of duty.
  6. SHUTTLE CHALLENGE v3 - THE 1.1.X STS THREAD Good artists copy, great artists steal - Pablo Picasso This heritage challenge is a revised and updated version of @FCISuperGuy's STS challenge, which was in turn derived from @inigma's original STS challenge The series of challenges below represent a sliding scale of difficulty ranging from relatively simple to highly complex. All the required sub-assemblies are made available below with permission for free use, and are stock. I've taken this opportunity to open up the challenge further to modded craft with the introduction of a new set of badges for each mission. RULES - PLEASE READ THESE BEFORE ATTEMPTING THE CHALLENGES Official definition of a shuttle for this challenge: A "reusable" winged Orbiter which carries Kerbals and cargo to orbit and back and is capable of a horizontal landing. It should have OMS engine(s) for trajectory changes as well as an RCS system for maneuvering. The Orbiter must be lifted into space by a Launch System that decouples or un-docks once expended, allowing the Orbiter to land entirely under it's own power. 1. You must declare any and all mods used so I can place you into the relevant category / award the relevant badge. 2. You may not use autopilot mods (except "MechJeb" and "Pilot Assistant") when flying the shuttle 3. All atmosphere-altering mods (except FAR) are disallowed 4. You may not cheat in any way, whether it be by using plugins like HyperEdit or by using the Debug Menu for infinite fuel/RCS (you may, however, use the Debug Menu for part clipping). 5. You are required to use your own shuttle when completing any of the missions below. 6. All missions require either an Imgur album showing each stage of the flight, or a continuous (1 take only) video showing all stages of the flight. 7. Once you have completed a mission, please post your proof in this thread for my review. 8. SSTO's are not eligable for entry to the challenge 9. Missions must be completed in the logical order unless you are certified from either STS v1 or v2 challenges to the relevant level MISSIONS STS-1a: Getting the Basics Right This is the simplest mission - all you need to do is build a space shuttle, fly it, and land it. Badges Available STS Pilot - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land wherever you like! STS Commander - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land. Land either at the KSC, the island airfield just off of the KSC, or at any Kerbal Konstructs airport STS-1b: Bonus Fuel Pod Mission (Can You Carry Me?) Inigma Industries has contracted you to take their 42t fuel pod up to the highest possible Kerbin orbit. Since it requires special on-orbit activation procedures, unmanned expendable launch vehicles are out of the question; it's up to you to take this behemoth to orbit and then return to land. Not only that, but they require a very precise orbit: You must adhere to the tolerances (Maximum difference between periapsis and apoapsis below). Can you do it? Tolerances: 70-1999km - 100m 2000-4999km - 500m 4000-5999km - 1km 6000-8000km - 10km 8000km+ - 50km STS Fuel Pod Available HERE STOCK ALTITUDE LEADER-BOARD (Top 5 ONLY) 1. @zolotiyeruki - Shuttle Untitled Space Craft - 83647.70km 2. @Cipher_077 - Shuttle Force of Nature - 82173.00km 3. @Alchemist - Shuttle HRO-M - 19963.00km 4. @FCISuperGuy - Shuttle STV-1 Valkryie - 8532.00km 5. @Naito - Shuttle Rev 2.1 - 2000.03km MODDED ALTITUDE LEADER-BOARD (Top 5 ONLY) 1. @michal.don - Shuttle Kolumbia - 83000.00km 2. @algeo - Shuttle Ablator - 1094.00km 3. @String Witch - Shuttle TOLV-1 Hornet - 1032.69km 4. @Paranoid Shark - Shuttle Atlantis - 199.50km 5. @Daelkyr - Sarnus Sierra Nevada (Booster plane Colorado) - 175.35km If you have successfully taken the Fuel Pod to orbit (70+km), you get the special Flight Director badge, the ultimate display of piloting and engineering prowess and skill. STS-2a: Can You Hear Me? This mission is slightly harder - your goal is to deploy 2 comsats to geostationary orbits from your Shuttle and to return to Kerbin. Additional goals are required for higher-ranking badges. Note: This mission requires the use of an Mk3 Fuselage-based shuttle. Sub-assemblies Suggested (feel free to design your own) STS Comsats - by inigma Badges Available STS Pilot - Rank 2 Reach an orbit of 200+km and deploy your two comsats without spin stabilization to geostationary orbits. De-orbit and land anywhere you want. STS Commander - Rank 2 Reach an orbit of 350+km and deploy your two comsats with spin stabilization (using the provided Sepratrons if using the suggested sub-assemby) to geostationary orbits. De-orbit and land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-2b: Bonus Ore Pod Mission (Do You Even Lift?) Mullet Dyne has contracted you to take their 168t ore pod up to the highest possible Kerbin orbit. Since it requires special on-orbit activation procedures, unmanned expendable launch vehicles are out of the question; it's up to you to take this behemoth to orbit and then return to land. Not only that, but they require a very precise orbit: You must adhere to the tolerances (Maximum difference between periapsis and apoapsis below). Can you do it? Tolerances: 70-1999km - 100m 2000-4999km - 500m 4000-5999km - 1km 6000-8000km - 10km 8000km+ - 50km Speeding Mullet 168t Ore Pod Available HERE STOCK ALTITUDE LEADER-BOARD (Top 5 ONLY) 1. @Cipher_077 - Shuttle Pulse - 82810.54km 2. @Alchemist - Shuttle HRO-H8 - 10145.78km 3. 4. 5. MODDED ALTITUDE LEADER-BOARD (Top 5 ONLY) 1. 2. 3. 4. 5. If you have successfully taken the Ore Pod to orbit (70+km), you get the special Flight Director - Rank 2 badge, the ultimate display of piloting and engineering prowess and skill. STS-3: Can You See Me? Your mission here involves some orbital construction - you are to launch the Hubble Space Telescope into orbit and deploy it. This will require assembly with the 2 MMUs provided, as the solar panels need to be attached on-orbit with Kerbals. Note: This mission requires the use of a shuttle with at least a CRG-100 cargo bay. Sub-assemblies Required (feel free to use Cacteye or other telescope mod to make a working space telescope) Hubble Space Telescope - by xoknight (updated by @Alchemist with full credit to xoknight (Thanks Alchemist )) Hint: You will need to find a way to pack this into the Mk3 Cargo bay and mount it securely so it requires a bit of thought. Badges Available STS Pilot - Rank 3 Launch the HST to an orbit of your choice and deploy and assemble it; afterwards, deorbit and land. Land anywhere you want. STS Commander - Rank 3 Launch the HST to a 550+km circular orbit inclined at 25-30 degrees and assemble it. After deployment, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-4/4R: Can You Rescue Me? This'll be the most daring mission so far - first, you must launch a single shuttle to orbit, then send another shuttle to rescue it. See this article for technical details of the IRL proposed STS-107 rescue. Note: It is recommended to use an Mk3 Fuselage-based shuttle for this mission. Subassemblies Required (OPTIONAL - Requires CRG-100 Cargo Bay) STS-107 SpaceHab Module - by inigma (Used on the first shuttle) (Recommended - Requires at least a CRG-50 Cargo Bay) STS Operations Module - by inigma (Provides 4 extra seats) Badges Available STS Pilot - Rank 4 Launch your first space shuttle into a 200+km orbit with a minimum of 4 crew, then send up your second shuttle to rendezvous with it and rescue its crew before coming in to land anywhere you wish. STS Commander - Rank 4 Launch your first space shuttle into an 350+km orbit with 6 crew at an inclination of 25-30 degrees, then send your second shuttle to rendezvous with it and rescue its crew. Land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-5-8: Can You Build Me? Your mission here is to build a 4 module space station with your space shuttle. Your space station must have: A service module with RCS, engines, and reaction wheels A habitation module 2 scientific modules Badges Avaliable STS Pilot - Rank 5 Assemble your space station above 150km. After each mission, you may land anywhere you want. STS Commander - Rank 5 Assemble your space station above 300km. After each mission, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-9: Can You Land Me??? This mission is significantly more difficult than those before it. You must develop your own unique sub-assembly and fly a daring mission in order to capture a space potato and return it to Kerbin for study. This will test the balance and re-entry capability of your shuttle to the limits and is not for the feint of heart! Also It's not mandatory for a kerbal to ride the asteroid in on top of the shuttle, but serious respect if you manage it. Example mission here if you need inspiration. Badges Avaliable STS Pilot - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land wherever you like! STS Commander - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land. Land either at the KSC, the island airfield just off of the KSC, or at any Kerbal Konstructs airport STOCK ASTEROID WEIGHT LEADER-BOARD (Top 5 ONLY) 1. @Alchemist - Shuttle HRO - 35.01t 2. 3. 4. 5. MODDED ASTEROID WEIGHT LEADERBOARD (Top 5 ONLY) 1. @Paranoid Shark - Shuttle Atlantis - 69.99t 2. @michal.don - Shuttle Kolumbia - 27.00t 3. 4. 5. STS-10: Can You Visit Me? This mission is significantly more challenging than those before it and may require extensive shuttle modifications, or even a new shuttle design for some. You must develop your own unique sub-assembly and fly an epic interplanetary mission to Duna in order to deploy a small orbital outpost. This will test the range, aero-capture, and re-entry capability of your shuttle to the limits and is not for the feint of heart! The orbital outpost must have: Room for 4 or more kerbals, Electricity generation and storage Antenna for communication Probe core with SAS NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable STS Pilot - Rank 7 Launch your shuttle to Duna, capture how ever you like, deploy an orbital outpost at your chosen altitude, and return home, capturing however you like and landing where you want. STS Commander - Rank 7 Launch your shuttle to Duna, aero-brake/capture at Duna, deploy an orbital outpost below 70km, and return home, aero-brake/capture at Kerbin, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-11: Can You Land on me? This mission requires not only a Shuttle capable of getting to Duna, but also one capable of landing on the red planet and successfully returning to Kerbin. You may require extensive shuttle modifications, or even a new shuttle design for this mission. NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission, and feel free to use the mission to add another module to your outpost (this is not a requirement for the challenge) Badges Avaliable STS Pilot - Rank 8 Launch your shuttle to Duna, capture how ever you like and visit your orbital outpost from STS-10 before or after your Duna landing. Return home, capturing however you like and landing where you want. STS Commander - Rank 8 Launch your shuttle to Duna. Aero-brake/capture at Duna and visit your orbital outpost from STS-10 in Low Duna Orbit before or after your Duna landing. Return home, aero-brake/capture at Kerbin, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-12: Can You Breathe here? First successful mission completion - @michal.don This mission is hideously challenging and will no doubt require extensive shuttle modifications, or even a totally new shuttle design. You must develop your own unique sub-assemblies and fly an epic interplanetary mission to Laythe in order to deploy a small ground outpost capable of refining Ore (for Pilot level) with the addition of an atmospheric exploration aircraft (for Commander level). This mission is designed to test your shuttle in the extreme, and also your payload construction and deployment methods. The ground outpost must have: Ore refinery and fuel storage with docking port Room for 4 or more kerbals The Atmospheric Exploration Aircraft must have: Room for 1 or more kerbals Docking port NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable STS Pilot - Rank 9 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore. Return home, capturing however you like and landing where you want. STS Commander - Rank 9 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore and before or after deploying an atmospheric exploration aircraft. Return home, capturing however you like and landing where you want. HONORARY BADGES STS Engineer Award Given by an STS Architect for developing a sub-assembly that ends up being a core part of this challenge, or for assisting heavily in the development of a Shuttle. If you have a sub-assembly you'd like to be reviewed, please post a detailed analysis and example mission report in the challenge thread. @inigma - Creator of the STS Fuel Pod and STS ComSats sub-assemblies @xoknight - Creator of the Hubble Space Telescope sub-assembly @FCISuperGuy - Expert advice giver @Alchemist - Patron of multiple shuttle challenges, consistent advice giver and developer, And updater of the HST sub-assembly Astronaut Badge This badge is given to anyone who has completed any of the above missions with a shuttle built by another person. Skunkworks Badge This badge is given to people who have submitted especially unique and outstanding designs which abide by the given definition of a space shuttle. Skunkworks badge holders are still eligible for the above mission badges. The full list of Skunkworks badge holders is as follows: @Foxster - From STS Challenge Version 2 - It was the first inline shuttle in the challenge but the badge was always missing. @ZooNamedGames - For building a replica Saturn Shuttle. Very useful and highly unusual design worthy of the Skunkworks badge. @AffreuxLex - Seriously just watch the video for an amazing example of re-usable infrastructure thoroughly deserving of the Skunkworks nomination. @sdj64 - Brilliant inline shuttle with a hilariously dangerous ET separation Architect Badge The full list of Architect badge holders is as follows: Speeding Mullet - Version 3 Challenge Creator, temporary admin of Version 2 Challenge @inigma - Original Challenge Creator/Manager, Builder of highly-capable STS Space Shuttle and numerous STS-related subassemblies @FCISuperGuy - Version 2 Challenge Creator/Manager, builder of a highly capable shuttle, and excellent giver of advice @xoknight - Creator and maintainer of the venerable Hubble Space Telescope across 3 versions, requiring consistent updates To receive the Architect Badge is a rare honor. To be awarded at my discretion, or through nomination of FCISuperGuy or Inigma for my consideration, and given for acts of invaluable contribution to the challenge above and beyond the call of duty.