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The Jool 500 Kolonization Challenge Continuation


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 The Kolonisation of the Jool system is complete.  

In part 8 of my Jool 500 mission, I show the kolonisation of Jool's innermost moon Laythe with 226 kerbals in 10 separate biomes. The Dunes and Peaks biomes each have 72 kerbals in 4 hydroponic bases, supplying an excess of supplies for the rest of the Jool 500 kolony. Also a large rover and a nuclear drilling rig are added, with a sea plane used to transport kerbals to remote outposts. At the conclusion, the Laythe Orbital Station is in orbit around Laythe with one kerbal engineer aboard, and the T2 Laythe B craft transits to become Pol Orbital Station. There are now 500 kerbals kolonising the Jool system.

 

 

SCORING
 

Spoiler

Satellite Network and Probes

  1. Each moon, as well as Jool itself, should be explored by machines in advance of sending kerbals. Also, the colony will need a satellite network for communication.
  2. Send a resource scanner to a polar orbit of each moon and scan for ore. You may reuse the same probe for all moons, logic being once you scan it you have the records of where the ore is. (+1 point per moon) (+3 points per moon if each moon has a seperate scanner.) 20 points.
  3. Send at least 1 lander probe (max. mass: 3 tonnes, or 5 tonnes for Tylo) to each moon and transmit some science data back to Kerbin. (+1 point per moon; science from every biome gives an extra +2 points per moon (rovers are permitted))  15 points.
  4. Send at least 3 communication satellites (max. mass: 2.5 tonnes) to each moon as well as in orbit of Jool (Jool satellites have no weight limit), to provide a communication network for your kerbals. At least one of these must be capable of transmitting data back to Kerbin, or to a satellite in Jool orbit that can transmit back to Kerbin). Stock relay networks are allowed and encouraged but Remote Tech users may use Remote Tech if they want and there is no penalty for doing so. Done!   How many points?
  5. CHALLENGE: GROUND COVERAGE. Ensure that the entire surface of the moon is accessible by satellites. This requires 3 satellites equally spaced in equatorial orbit with line of sight to each other, and 3 satellites equally spaced in polar orbit with line of sight to each other. (+9 points per moon)  45 points.

    Bases and Outposts

  1. For a colony to be a colony, it must have permanent residents. You must have space for a minimum of 50 kerbals on each moon (rovers do not count, these living spaces must be stationary), and a minimum of 10 kerbals at any one outpost. (There's no real difference between outposts and bases, 'outpost' just suggests a smaller base than usual). But in the end atleast 500 kerbals must be somewhere in the Jool system.  Done!
  2. Launch and land your bases in advance of sending your kerbals. Send at least 1 base to each moon (though more are recommended). It's best to send your bases as modules rather than assembling them on the surface. +3 points for each biome; +3 additional points if every biome has a base (including the Sagen Sea on Laythe); +1 point for every 10 kerbals your base can support (not necessarily all at once, not including the 10 that are required in each base. Requires life support mod); +1 additional point if the base has at least 1 science lab; (points are awarded per base))  6 x 44 = 264 points
  3. Life support replenishment is not required at each base, but can be useful where the biome's resources allow it. (+1 point for partial replenishment of life support; +3 points for full replenishment of life support; (points are awarded per base))  4 x 44 = 176 points
  4. Transport between bases and moons can be a hassle, so it helps to have a place to refuel. (+1 point for ability to replenish fuel, +3 points for ability to replenish uranium and xenon; (points are awarded per base))  Nuclear :  3 x 5 = 15 points.  There are 22 craft is the system each capable of ISRU refuelling, + 22 points.
  5. CHALLENGE: COLONIAL PLANNING. Have a base or outpost in every biome on every moon, have fuel and/or life support replenishment on every moon at at least one base, and have space for at least 100 kerbals in bases on every moon. Done !  +50 points

    Rovers and planes

  1. The ability to transport kerbals and equipment between your various bases is important for a colony. You should send a number of transports to each moon so that kerbals can move around the surface. All vehicles should be specialized to handle the terrain of the moon (amphibious vehicles and/or seaplanes are recommended for Laythe). Previously rockets weren't allowed, but dedicated point to point rockets are fine as well (assuming you can budget fuel to them).  Done!
  2. Short-range scouting rovers (or boats) (max. mass: 10t) are a must-have. Send at least 1 to every base. They must be small and lightweight, and must be able to generate power, carry at least one and at most six kerbals, and be equipped with a few science experiments. (+3 points for each base that gets a small rover/boat (you can send any combination of rovers and boats to your Laythe bases, as long as each base has at least 1))  3 x 37 = 111 points
  3. Resource transportation vehicles are not required but encouraged. Each should be able to carry a resource container at least the size of the Rockomax X200-32 Fuel Tank. It would be convenient to make these vehicles modular. Send at least 1 container for all relevant resources (life support, fuels, etc) to every base, and at least 1 resource transports to move them around. (resources not generated/consumed at a base do not need containers; +7 points for each fully implemented resource transport system at a base; (points are awarded per base))  Every base and outpost has an associated resource transport capability.  44 x 7 = 308 points
  4. Long-range transports (rovers, boats, or planes) are required for your colony to be a success. Send at least 2 to each moon. Each should be able to transport at least 5 kerbals. (+1 point for each long-range transport vessel that can carry atleast 1 short range vehicle (+1 point per vehicle carried). Ideally they should also be able to generate power. (+4 points for each long-range transport; +1 additional point if it can carry two resource transports; +3 additional points for any fuel-using transports that can replenish that fuel; +1 additional point for transports that have a science lab).  8 x 5 -1 = 39 points.
  5. CHALLENGE: STARSHIP. In addition to the transports mentioned in #4, send at least one point-to-point transport rocket capable of boosting at least 15 tons of cargo between bases on each moon (3 tons for Laythe and Tylo).  Each should be capable of generating power. (+1 point per extra ton of cargo each vehicle can carry).  Done!  Don't know how to score this 
  6. CHALLENGE: REDUNDANCY. All of the above (excluding #5), completed for every base on every moon(+10 points; +15 points if including #5)  Done for each moon only.

    Space Transport

  1. Building this colony is great, but useless if your kerbals can't get between the moons, or from Kerbin to the Jool system.
  2. Construct a fleet of spacecraft to take kerbals from Kerbin to the Jool system or between moons. Each interplanetary vessel should carry up to 100 crew members, and ideally should have a significant cargo capacity. No limit on the amount of transport vessels. (+5 points per transport; +1 point per 10 tonnes of cargo mass; crew do not all need to be sent to Jool at once, as the transports can make any number of trips between Kerbin and Jool. (but please don't get ridiculous, actually you can get as ridiculous as you want it's Kerbal Space Program)  Done!
  3. Large freight transports are going to be important for your colony. Each should be a highly specialized vehicle able to lift or drop at least 50 tonnes of cargo from the surface of the moon it is sent to (or 25 tonnes for Laythe and Tylo). Each freighter should be able to get into a stable orbit of that moon with a full load of cargo (50 tonnes),and return to their moon's surface with another full load (50 tonnes) of cargo. Send at least 1 to every moon. (+10 points for every transport; +1 point for every 10 tonnes of cargo capacity to/from the surface of that moon; +4 points for ability to replenish fuel; (points are awarded per transport)).  14 x 10 = 140 points.  Not sure how to measure payload capacity.
  4. You will need transport for colonists between the moons as well. You can integrate this into the freight transport system or interplanetary transport system.(+2 points per freighter-compatible module that can transport 10 kerbals) or you can make rockets specifically for this purpose. Each rocket should be able to transport at least 10 kerbals to/from any of the moons without being refuelled until it lands or is refueled in orbit. Send at least 1 to Jool. (+8 points for each crew transport rocket; +4 additional points for each rocket with the ability to replenish fuel). NOTE: You can also set up a system to ferry Kerbals to an orbiting transport ship so that you don't need to fly from one moon's surface to the next.  5 x interplanetary craft, each with seats for 100 kerbals.  2 x 10 x 5 + 12 x 5 = 160 points
  5. CHALLENGE: ADVANCED TRANSPORT. Rather than docking freighters from different moons to transfer their cargo in space, every freighter (still a minimum of 5 overall) must be able to transport cargo between any two moons without refuelling in space (the most difficult journey is probably Laythe to Tylo, but it depends how you build the freighters). (+45 points).
  6. CHALLENGE: ORBITAL HABITATION. To enhance your crew transfer, make a station in orbit of each moon (that can support at least 20 kerbals which count towards you 500) and replace your every-moon-capable rockets with a lander specific to each individual moon (must be able to take at least 20 kerbals to/from the station in moon orbit) (+35 points).

    CHALLENGE: COMPLETIONIST. Fulfil all contracts and all CHALLENGES.   No, didn't make the rovers capable of carrying smaller rovers.
 

    Difficulty Level

Normal (points multiplier x2 in sandbox, );  life support (USI-LS ); 

Full Disclosure on HyperEdit.

There is a bug in robotics parts, in particular telescopic arms when used adjacent to docking ports.  It causes random translation of parts, degradation over time, and general Kraken (including explosions).  Whilst I was mostly able to resolve by reverting to quicksaves, there were some incidences where this would have meant adding many hours of repetitive gameplay (and this mission involves a LOT of gameplay).  In those cases I simulated the engineering repair of the craft by loading HyperEdit, recovering the craft to the KSC, relaunching and landing in the original location.  No kerbals were killed in this process.  I did this on a few occasions with the Laythe Freight, Tylo Freighter and Laythe Sea Plane.  I recognise this is against the rules, and may invalidate this entry.


 

 

Edited by jinnantonix
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On 4/19/2021 at 9:02 PM, jinnantonix said:

 The Kolonisation of the Jool system is complete.  

In part 8 of my Jool 500 mission, I show the kolonisation of Jool's innermost moon Laythe with 226 kerbals in 10 separate biomes. The Dunes and Peaks biomes each have 72 kerbals in 4 hydroponic bases, supplying an excess of supplies for the rest of the Jool 500 kolony. Also a large rover and a nuclear drilling rig are added, with a sea plane used to transport kerbals to remote outposts. At the conclusion, the Laythe Orbital Station is in orbit around Laythe with one kerbal engineer aboard, and the T2 Laythe B craft transits to become Pol Orbital Station. There are now 500 kerbals kolonising the Jool system.

 

 

SCORING
 

  Reveal hidden contents

Satellite Network and Probes

  1. Each moon, as well as Jool itself, should be explored by machines in advance of sending kerbals. Also, the colony will need a satellite network for communication.
  2. Send a resource scanner to a polar orbit of each moon and scan for ore. You may reuse the same probe for all moons, logic being once you scan it you have the records of where the ore is. (+1 point per moon) (+3 points per moon if each moon has a seperate scanner.) 20 points.
  3. Send at least 1 lander probe (max. mass: 3 tonnes, or 5 tonnes for Tylo) to each moon and transmit some science data back to Kerbin. (+1 point per moon; science from every biome gives an extra +2 points per moon (rovers are permitted))  15 points.
  4. Send at least 3 communication satellites (max. mass: 2.5 tonnes) to each moon as well as in orbit of Jool (Jool satellites have no weight limit), to provide a communication network for your kerbals. At least one of these must be capable of transmitting data back to Kerbin, or to a satellite in Jool orbit that can transmit back to Kerbin). Stock relay networks are allowed and encouraged but Remote Tech users may use Remote Tech if they want and there is no penalty for doing so. Done!   How many points?
  5. CHALLENGE: GROUND COVERAGE. Ensure that the entire surface of the moon is accessible by satellites. This requires 3 satellites equally spaced in equatorial orbit with line of sight to each other, and 3 satellites equally spaced in polar orbit with line of sight to each other. (+9 points per moon)  45 points.

    Bases and Outposts

  1. For a colony to be a colony, it must have permanent residents. You must have space for a minimum of 50 kerbals on each moon (rovers do not count, these living spaces must be stationary), and a minimum of 10 kerbals at any one outpost. (There's no real difference between outposts and bases, 'outpost' just suggests a smaller base than usual). But in the end atleast 500 kerbals must be somewhere in the Jool system.  Done!
  2. Launch and land your bases in advance of sending your kerbals. Send at least 1 base to each moon (though more are recommended). It's best to send your bases as modules rather than assembling them on the surface. +3 points for each biome; +3 additional points if every biome has a base (including the Sagen Sea on Laythe); +1 point for every 10 kerbals your base can support (not necessarily all at once, not including the 10 that are required in each base. Requires life support mod); +1 additional point if the base has at least 1 science lab; (points are awarded per base))  6 x 44 = 264 points
  3. Life support replenishment is not required at each base, but can be useful where the biome's resources allow it. (+1 point for partial replenishment of life support; +3 points for full replenishment of life support; (points are awarded per base))  4 x 44 = 176 points
  4. Transport between bases and moons can be a hassle, so it helps to have a place to refuel. (+1 point for ability to replenish fuel, +3 points for ability to replenish uranium and xenon; (points are awarded per base))  Nuclear :  3 x 5 = 15 points.  There are 22 craft is the system each capable of ISRU refuelling, + 22 points.
  5. CHALLENGE: COLONIAL PLANNING. Have a base or outpost in every biome on every moon, have fuel and/or life support replenishment on every moon at at least one base, and have space for at least 100 kerbals in bases on every moon. Done !  +50 points

    Rovers and planes

  1. The ability to transport kerbals and equipment between your various bases is important for a colony. You should send a number of transports to each moon so that kerbals can move around the surface. All vehicles should be specialized to handle the terrain of the moon (amphibious vehicles and/or seaplanes are recommended for Laythe). Previously rockets weren't allowed, but dedicated point to point rockets are fine as well (assuming you can budget fuel to them).  Done!
  2. Short-range scouting rovers (or boats) (max. mass: 10t) are a must-have. Send at least 1 to every base. They must be small and lightweight, and must be able to generate power, carry at least one and at most six kerbals, and be equipped with a few science experiments. (+3 points for each base that gets a small rover/boat (you can send any combination of rovers and boats to your Laythe bases, as long as each base has at least 1))  3 x 37 = 111 points
  3. Resource transportation vehicles are not required but encouraged. Each should be able to carry a resource container at least the size of the Rockomax X200-32 Fuel Tank. It would be convenient to make these vehicles modular. Send at least 1 container for all relevant resources (life support, fuels, etc) to every base, and at least 1 resource transports to move them around. (resources not generated/consumed at a base do not need containers; +7 points for each fully implemented resource transport system at a base; (points are awarded per base))  Every base and outpost has an associated resource transport capability.  44 x 7 = 308 points
  4. Long-range transports (rovers, boats, or planes) are required for your colony to be a success. Send at least 2 to each moon. Each should be able to transport at least 5 kerbals. (+1 point for each long-range transport vessel that can carry atleast 1 short range vehicle (+1 point per vehicle carried). Ideally they should also be able to generate power. (+4 points for each long-range transport; +1 additional point if it can carry two resource transports; +3 additional points for any fuel-using transports that can replenish that fuel; +1 additional point for transports that have a science lab).  8 x 5 -1 = 39 points.
  5. CHALLENGE: STARSHIP. In addition to the transports mentioned in #4, send at least one point-to-point transport rocket capable of boosting at least 15 tons of cargo between bases on each moon (3 tons for Laythe and Tylo).  Each should be capable of generating power. (+1 point per extra ton of cargo each vehicle can carry).  Done!  Don't know how to score this 
  6. CHALLENGE: REDUNDANCY. All of the above (excluding #5), completed for every base on every moon(+10 points; +15 points if including #5)  Done for each moon only.

    Space Transport

  1. Building this colony is great, but useless if your kerbals can't get between the moons, or from Kerbin to the Jool system.
  2. Construct a fleet of spacecraft to take kerbals from Kerbin to the Jool system or between moons. Each interplanetary vessel should carry up to 100 crew members, and ideally should have a significant cargo capacity. No limit on the amount of transport vessels. (+5 points per transport; +1 point per 10 tonnes of cargo mass; crew do not all need to be sent to Jool at once, as the transports can make any number of trips between Kerbin and Jool. (but please don't get ridiculous, actually you can get as ridiculous as you want it's Kerbal Space Program)  Done!
  3. Large freight transports are going to be important for your colony. Each should be a highly specialized vehicle able to lift or drop at least 50 tonnes of cargo from the surface of the moon it is sent to (or 25 tonnes for Laythe and Tylo). Each freighter should be able to get into a stable orbit of that moon with a full load of cargo (50 tonnes),and return to their moon's surface with another full load (50 tonnes) of cargo. Send at least 1 to every moon. (+10 points for every transport; +1 point for every 10 tonnes of cargo capacity to/from the surface of that moon; +4 points for ability to replenish fuel; (points are awarded per transport)).  14 x 10 = 140 points.  Not sure how to measure payload capacity.
  4. You will need transport for colonists between the moons as well. You can integrate this into the freight transport system or interplanetary transport system.(+2 points per freighter-compatible module that can transport 10 kerbals) or you can make rockets specifically for this purpose. Each rocket should be able to transport at least 10 kerbals to/from any of the moons without being refuelled until it lands or is refueled in orbit. Send at least 1 to Jool. (+8 points for each crew transport rocket; +4 additional points for each rocket with the ability to replenish fuel). NOTE: You can also set up a system to ferry Kerbals to an orbiting transport ship so that you don't need to fly from one moon's surface to the next.  5 x interplanetary craft, each with seats for 100 kerbals.  2 x 10 x 5 + 12 x 5 = 160 points
  5. CHALLENGE: ADVANCED TRANSPORT. Rather than docking freighters from different moons to transfer their cargo in space, every freighter (still a minimum of 5 overall) must be able to transport cargo between any two moons without refuelling in space (the most difficult journey is probably Laythe to Tylo, but it depends how you build the freighters). (+45 points).
  6. CHALLENGE: ORBITAL HABITATION. To enhance your crew transfer, make a station in orbit of each moon (that can support at least 20 kerbals which count towards you 500) and replace your every-moon-capable rockets with a lander specific to each individual moon (must be able to take at least 20 kerbals to/from the station in moon orbit) (+35 points).

    CHALLENGE: COMPLETIONIST. Fulfil all contracts and all CHALLENGES.   No, didn't make the rovers capable of carrying smaller rovers.
 

    Difficulty Level

Normal (points multiplier x2 in sandbox, );  life support (USI-LS ); 

Full Disclosure on HyperEdit.

There is a bug in robotics parts, in particular telescopic arms when used adjacent to docking ports.  It causes random translation of parts, degradation over time, and general Kraken (including explosions).  Whilst I was mostly able to resolve by reverting to quicksaves, there were some incidences where this would have meant adding many hours of repetitive gameplay (and this mission involves a LOT of gameplay).  In those cases I simulated the engineering repair of the craft by loading HyperEdit, recovering the craft to the KSC, relaunching and landing in the original location.  No kerbals were killed in this process.  I did this on a few occasions with the Laythe Freight, Tylo Freighter and Laythe Sea Plane.  I recognise this is against the rules, and may invalidate this entry.


 

 

Well done! This was a great effort.

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@jinnantonix Awesome job on completing your entry. Finals are starting for me so please excuse the fact that my review of  your submission will be delayed. I promise I will get to it, but it likely won't be for about 2 weeks.

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Also is it ok that some of the transports carry 1000 kerbals lol?

if so, then... hmm.. if my game is at 60fps with 300m long nuclear welded ships, then I may make a 100 kiloton ship that is powered by a grand total of 

Spoiler

20,000 ion engines, may need a square km of solar panels... may crash game, so i may go for 6000 nuclear engines instead... Orr not do it as it would kill gt 1030 lol

Tho that would go into the realm of overkill even for me lol

Edited by JcoolTheShipbuilder
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  • 3 weeks later...
On 4/24/2021 at 12:21 PM, JcoolTheShipbuilder said:

Also is it ok that some of the transports carry 1000 kerbals lol?

if so, then... hmm.. if my game is at 60fps with 300m long nuclear welded ships, then I may make a 100 kiloton ship that is powered by a grand total of 

  Reveal hidden contents

20,000 ion engines, may need a square km of solar panels... may crash game, so i may go for 6000 nuclear engines instead... Orr not do it as it would kill gt 1030 lol

Tho that would go into the realm of overkill even for me lol

That's for sure.   Start with 500 and see how you go.  :)

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On 4/19/2021 at 9:02 PM, jinnantonix said:

CHALLENGE: STARSHIP. In addition to the transports mentioned in #4, send at least one point-to-point transport rocket capable of boosting at least 15 tons of cargo between bases on each moon (3 tons for Laythe and Tylo).  Each should be capable of generating power. (+1 point per extra ton of cargo each vehicle can carry).  Done!  Don't know how to score this 

Yeah I worded this awfully, I'll change the rule so it's add 2 points per starship.

On 4/19/2021 at 9:02 PM, jinnantonix said:

Large freight transports are going to be important for your colony. Each should be a highly specialized vehicle able to lift or drop at least 50 tonnes of cargo from the surface of the moon it is sent to (or 25 tonnes for Laythe and Tylo). Each freighter should be able to get into a stable orbit of that moon with a full load of cargo (50 tonnes),and return to their moon's surface with another full load (50 tonnes) of cargo. Send at least 1 to every moon. (+10 points for every transport; +1 point for every 10 tonnes of cargo capacity to/from the surface of that moon; +4 points for ability to replenish fuel; (points are awarded per transport)).  14 x 10 = 140 points.  Not sure how to measure payload capacity.

I would say the easiest thing to do that would be to do some in game testing, but if you don't want to do that I would suggest just finding out what the heaviest thing the landers set down on each moon.

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15 hours ago, JacobJHC said:

Yeah I worded this awfully, I'll change the rule so it's add 2 points per starship.

The 5 orbital freighters are all capable of transporting this payload between bases on each moon.  However since I did not send any additional craft, I don't think I can score this.

 

 

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15 hours ago, JacobJHC said:

I would say the easiest thing to do that would be to do some in game testing, but if you don't want to do that I would suggest just finding out what the heaviest thing the landers set down on each moon.

All large freighter are able to replenish fuel, so each get 4 point each for that.

The heaviest payload that goes from surface to orbit and then back to surface for Laythe and Tylo is is shown below.  This is shown in the video.  The 64 seats have  a mass of just over 25 tons.  

Laythe freighter 10 + 2 (tons)  + 4  (replenish)=  16
Tylo freighter 10 + 2 (tons)  + 4  (replenish)=  16

28lz8x1.png


The heaviest payload for Vall, Pol and Bop is the supply containers, although they go from orbit to surface, and then unload supplies, so don't have the same mass when they go back to orbit.   So  I tested transporting one container (75 tons) from surface to orbit and back  on Vall (see below configuration), and on Pol and Bop I could transport two containers, 150 tons. So

Vall freighter 10 + 7(tons)  + 4  (replenish)=  21
Pol freighter 10 + 15 (tons)  + 4  (replenish)=  29
Bop freighter 10 + 15 (tons)  + 4  (replenish)=  29

Total for the 5 large freighters = 111

Q7EihaP.png

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On 5/15/2021 at 12:37 AM, jinnantonix said:

All large freighter are able to replenish fuel, so each get 4 point each for that.

The heaviest payload that goes from surface to orbit and then back to surface for Laythe and Tylo is is shown below.  This is shown in the video.  The 64 seats have  a mass of just over 25 tons.  

Laythe freighter 10 + 2 (tons)  + 4  (replenish)=  16
Tylo freighter 10 + 2 (tons)  + 4  (replenish)=  16

28lz8x1.png


The heaviest payload for Vall, Pol and Bop is the supply containers, although they go from orbit to surface, and then unload supplies, so don't have the same mass when they go back to orbit.   So  I tested transporting one container (75 tons) from surface to orbit and back  on Vall (see below configuration), and on Pol and Bop I could transport two containers, 150 tons. So

Vall freighter 10 + 7(tons)  + 4  (replenish)=  21
Pol freighter 10 + 15 (tons)  + 4  (replenish)=  29
Bop freighter 10 + 15 (tons)  + 4  (replenish)=  29

Total for the 5 large freighters = 111

Q7EihaP.png

That brings you to a total of 3082 points! I really enjoyed watching your YouTube series, and will make it into a playlist and add your submission to the front page now. 

Real quick, do you have the total cost for all launches?

Edited by JacobJHC
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9 hours ago, JacobJHC said:

That brings you to a total of 3082 points! I really enjoyed watching your YouTube series, and will make it into a playlist and add your submission to the front page now. 

Real quick, do you have the total cost for all launches?

Sorry, no.  It would take me a long time to gather that information.  I will advise if I can.

 

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Good news, I kept a save of every launch vehicle, so recorded the following costs for each launch number.

 

Spoiler
  1. 1671694
  2. 1661934
  3. 1661934
  4. 1661934
  5. 11580890
  6. 24646370
  7. 24646370
  8. 24646370
  9. 24646370
  10. 24646370
  11. 22031380
  12. 22031380
  13. 2143802
  14. 3278989
  15. 6561266
  16. 3278989
  17. 3278989
  18. 4054989
  19. 2906886
  20. 3408701
  21. 3048627
  22. 3408701
  23. 3975345
  24. 3408701
  25. 3015017
  26. 3408701
  27. 2932323
  28. 6898141
  29. 6898141
  30. 6898141
  31. 6898141
  32. 6898141

Total = 265,476,231

  1.  
Edited by jinnantonix
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