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The Jool 500 Kolonization Challenge Continuation for 1.9


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On 4/3/2016 at 2:29 PM, eloquentJane said:

Jool 500: The Ultimate Kolonization Program

Most KSP players have heard of the Jool 5 challenge, which involved landing on each of Jool's moons with a single launch and with a different kerbal on each moon. Well, with the release of version 1.1 and the incredible performance improvements that are coming with this new update, I feel like it's time for something bigger.

So I present to you the Jool 500 Kolonization Challenge. The idea of this challenge is to take five hundred kerbals to colonise all 5 of Jool's moons, in the most complete way possible. Although there is a way of scoring points (I will get to that later), the main challenge of this mission is the scale of it. It is not enough to simply launch 5 massive crew transports and land each of them on a moon. It is not even enough to bring a base and a rover along too. No, the goal of this challenge is to create a self-sustaining civilization in the Jool system. There are a number of different aspects of any colonisation program (satellite networks, resource gathering/transport, etc), and those wishing to undertake this challenge must consider them all.

Link to the old thread: http://forum.kerbalspaceprogram.com/index.php?/topic/135965-jool-500-kolonization-challenge/&page=1

 

Before I get into the rules and everything (which I mostly copied over from the original thread). I am still in the process of editing it to comply with KSP 1.2.

Rules

  1. Mods are allowed and some are required for certain difficulty levels, but some (of course) are banned for balance reasons.
  2. No cheating (e.g. the f12 menu, hyperedit, any other similar cheats).
  3. Re-entry heating and resource abundance must be set at atleast 100%.
  4. If a mod is removed from the list of allowed mods (which is unlikely), you may keep any craft that use it that were created before the mod's removal, but you may not launch any new craft with parts from that mod.
  5. Calculate your score according to the system outlined near to the end of this post.
  6. There is no cost limit.
  7. If you need to get some of your kerbals through recovery contracts you may not use any part of the recovery spacecraft as part of this challenge. You may also farm money from other planets and moons to collect enough funds to hire Kerbals.
  8. You are allowed (and encouraged) to mine resources from Jool's moons for use in the colony. You can send fuel back to Kerbin to generate money to help hire Kerbals or pay for vessels.
  9. Part clipping is allowed, but don't do things like hiding 12 fuel tanks inside 1 fuel tank (or other similarly cheaty things). 
  10. Kerbals can't respawn, and there is a penalty for them dying.
  11. You must end up with 500 kerbals inhabiting the Jool system. If any die, you must send more to complete this goal.
  12. Reverting flights and quickloading is allowed.
  13. Kerbals can not be sent to Jool in the bases they will inhabit, or in rovers or other vehicles. Dedicated crew transports should be built and are encouraged.
  14. There must be atleast one ship (not part of a base) capable of returning at least 25 Kerbals to Kerbin orbit.
  15. Methods of minimizing costs without cheating (such as sending some of the vehicles in the cargo space of crew transports) are entirely acceptable and are the reasons behind some of the vehicle specifications.
  16. FOR ANYONE USING THE ATOMIC AGE MOD: The turbojet is banned due to the fact that it doesn't consume any resources other than intake atmosphere. This may change if this engine gets a depletable fuel source, but for now it is banned in this challenge.
  17. FOR REMOTETECH USERS: Disabling the time delay is allowed in Normal difficulty, but is not allowed in Hard difficulty. If you are playing in Hard then I recommend installing a mod with an autopilot function for maneuver nodes (MechJeb or kOS are what's currently allowed).
  18. Reusablility is allowed, however you cannot repurpose vehicles launched before you began attempting the challenge. The only exception is if you have clear documentation of it's launch and missions. If it was refueled you must also show clear documentation also.

 

The Challenge

You are probably wondering how to complete this challenge. The method is fairly simple: follow the guidelines for the Jool program according to the categorized contracts below, document all important aspects of your missions (use Imgur or make videos), and try to complete as much of it as you can. You don't need to complete the CHALLENGES in every difficulty, but doing them will get you more points. Craft aesthetics are not required and are up to you. Sometimes it's cool to see put appearance after functionality.

It's not absolutely required to complete every contract listed below (except for completing certain CHALLENGES), but the more you do the more functional your colony will be and the more points you will get for completing them.

Now for the categories:

    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.)
  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))
  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.
  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)

    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.
  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))
  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. 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))
  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. (+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 without having to use rockets. All vehicles should be specialized to handle the terrain of the moon (amphibious vehicles and/or seaplanes are recommended for Laythe).
  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. 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))
  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).
  5. CHALLENGE: REDUNDANCY.All of the above, completed for every base on every moon(+10 points)

    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)
  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)).
  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. 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).

    Other Things to Consider

  1. You're probably playing with a life support mod, so be careful to include enough supplies in all of your vehicles and bases.
  2. Safety is important. Make as many systems redundant as you can within a reasonable price range. Launch escape systems on crewed, escape pods, etc. (USI has some good stuff for safety and redundancy). -5 points for every kerbal that dies.
  3. Be careful, rockets are expensive. You're allowed to re-send vessels, but if a vessel crashes you lose the points that you gained from that specific vessel and cannot regain them by sending another (this does not affect points gained by completing multi-vessel contracts). 
  4. Launches from Kerbin are unlimited.
  5. Interplanetary transport vessels may stop and refuel at any destination you see fit, however I doubt anybody is going to refuel at Moho before heading off to Jool.
  6. There is no time limit, but be wary of running out of life support supplies. When playing with USI Life Support, any kerbals who run out of life support are counted as dead and suffer the same points loss, despite the fact that USI Life Support doesn't actually kill them.
  7. If you think some of the specifications for some of the vehicles are unusual or arbitrary, feel free to debate me about it. If you have a good point I will allow it to happen if you run it by me first.
  8. CHALLENGE: COMPLETIONIST. Fulfil all contracts and all CHALLENGES. (+50 points)

Scoring and Difficulty

The way you judge how well you do on this behemoth of a challenge is fairly simple, and takes into account how many points you score overall, as well as the funds you spent on the colonisation program. I'll go over difficulty first, as it influences your score with points multipliers. I will also go over game modes, since you can start in either Career or Sandbox modes.

    Difficulty Level

  1. Easy (points multiplier x1 in sandbox, x1.5 if in career.): Play in sandbox or career (sandbox recommended); RemoteTech, Community Tech Tree, and any Life Support mods are not recommended; CHALLENGES are not required. This is the difficulty level to play at if you want to use stock parts.
  2. Normal (points multiplier x2 in sandbox, x2.5 in career): Play in career or sandbox; must use life support (USI, TAC, or Kerbalism); RemoteTech and Community Tech Tree are optional; do at least 3 CHALLENGES. If you want to, you may disable the time delay on RemoteTech if you are using it.
  3. Hard (points multiplier x3): Play in career; you must use RemoteTech, and Community Tech Tree; must use life support (USI, TAC, or Kerbalism); complete all CHALLENGES for your Hard mode entry to count. You may not disable the time delay on RemoteTech; mods with autopilot functionality are recommended for dealing with maneuver nodes.

    Game Mode

  1. Depending on your difficulty level, you may start in Career mode or Sandbox mode. If you play in science mode you will be counted as sandbox.
  2. Starting in Sandbox allows you to proceed with the Jool 500 challenge immediately. You must set re-entry heating and resource abundance to atleast 100%, allow quicksaves and reloading (only for use in case of bugs), and disallow respawning of dead crew members.
  3. Starting in Career is the more challenging option, as you will have to earn funds through contracts until you can start the Jool 500 challenge. You start in normal mode, but the maximum starting science and science rewards are allowed (since science doesn't count towards score), and otherwise the same settings as a Sandbox playthrough. Funds spent on missions to anywhere other than Jool are not counted, (the same is true for using gravity assists).

    Score Calculation

  1. To calculate your score, keep track of the total cost of everything you launch from Kerbin (and subtract any funds you get back by recovering parts of launches).
  2. Add up the total number of points you get by completing the contracts and CHALLENGES, and multiply this by the multiplier given by your difficulty level.
  3. Then take subtract 5 points for every Kerbal that died during the colonization program.
  4. The larger your overall score, the better you did.

Mods

If you want to know about a particular mod, use ctrl+f to search for it on this page before making a reply asking about it. IMPORTANT: Some of these mods are not up to date with the current version, I use mods that are not current in my save and they work just fine so I didn't remove anything. If you try a mod and it's broken or has a current version on a different thread tell me so I can update/remove it.

    Recommended

  1. Kerbal Alarm Clock (Because of the amount of vessels you'll be dealing with at once)
  2. USI Life Support, TAC Life Support, OR Kerbalism (except in Easy difficulty)

    Optional

  1. All other USI mods (except Alcubierre Warp Drive) (these are highly recommended as they will enhance your colony immensely)
  2. Any visual enhancement mods
  3. Atomic Age
  4. Behemoth Aerospace Engineering
  5. Buffalo MSEV
  6. B9 Aerospace
  7. CactEye Telescopes
  8. Color Coded Cannisters
  9. Colorful Fuel Lines
  10. Community Tech Tree
  11. Connected Living Space
  12. Cormorant Aeronology Shuttle Lifting Body
  13. DarkSideTechnology
  14. Deadly Reentry
  15. DeepFreeze Continued
  16. Deep Space Exploration Vessels
  17. DMagic Orbital Science
  18. Editor Extensions Redux
  19. EvaFuel
  20. Ferram Aerospace Research
  21. Final Frontier
  22. Fuel Tanks Plus
  23. HabTech
  24. Infernal Robotics
  25. KeepFit
  26. Kerbal Historical Institute
  27. Kerbal Joint Reinforcement 
  28. Kerbal Planetary Base Systems
  29. Kerbal Stock Part eXpansion
  30. KIS/KAS (highly recommended)
  31. TRP-Hire (formerly known as KSI) (useful for hiring kerbals)
  32. Lithobrake Exploration Technologies
  33. Mark IV Spaceplane System
  34. MechJebKER, or similar mods that are purely informative
  35. Mk2 Expansion
  36. Mk3 Hypersonic Systems
  37. Moar Mk1
  38. Modular Rocket Systems
  39. Near Future Technologies
  40. NRAP
  41. Orbital Utility Vehicle
  42. Pathfinder
  43. RemoteTech
  44. RLA Stockalike
  45. SCANsat
  46. Science Revisited
  47. SpaceY and SpaceY Expanded
  48. Stockalike Mining Extension
  49. Surface Experiment Pack (requires KIS/KAS)
  50. Tantares and Contares
  51. Tarsier Space Technology
  52. Taurus HCV
  53. Universal Storage
  54. VX Series II Engine Pack (Vanguard Astrodynamics)
  55. M.O.L.E 
  56. Outer Planets Mod
  57. Any dependencies these mods have (e.g. Firespitter, ModuleManager, Community Resource Pack)

If there is a mod that you think should be added or removed from this list, please bring it to my attention along with your reasoning as to why it should be added or removed. Please also notify me if any links are incorrect or outdated.

    Banned

  1. Any mods that are not on the above list (unless I add them after being asked about them)
  2. Alcubierre Warp Drive (and other warp drive mods)
  3. KSP Interstellar Extended
  4. Extraplanetary Launch Pads (and other mods that allow you to build spacecraft off of Kerbin)
  5. Hyperedit (you are allowed to use it for testing your spacecraft, but not for any craft that are going to be used as part of the challenge)
  6. Kopernicus
  7. Any other mods that are unbalanced or cheaty in some way
  8. The Endurance Ship from Interstellar Mod, it's plasma engines have an isp of around 5000 and provide alot of thrust.

Again, please bring to my attention any mods that you feel should be added or removed from this list along with your reasoning for the requested change.

Notes/Recomendations

  1. If you are starting out with stock parts but planning on modding (with life support) later, I highly recommend sending as many probes, bases, and vehicles as you can before the mods are updated, without sending any crew. Then, when you do send the crew to Jool (which should be done as late as possible to reduce consumption of life support) use KIS/KAS to attach life support containers to your bases and vehicles. This way you don't need to wait for life support mods to update before you can send your transports or bases. Alternatively, in the case of bases, you can plan for the presence of life support storage modules and transport them once you install the life support mod.
  2. If you are planning to play in career mode I suggest making everything as reusable as possible to help you save funds. 

Submission

Submit your entry to the challenge on this thread in the form of an Imgur gallery (or multiple galleries) or a video (or more likely a series of videos).

 

That should be everything for this challenge. If some aspects seem unclear please let me know and I will attempt to explain in a more effective manner. If I have missed anything important, please also let me know and I will edit this post to amend the lack of clarity. I hope everyone who chooses to attempt the Jool 500 Kolonization Challenge will enjoy it, and I wish you all luck in what is possibly one of the most extensive kolonization programs some of you have ever tried to undertake.

Edited by JacobJHC
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  • 2 weeks later...

I've been considering taking a run at this challenge. I'd be doing it stock, probably in sandbox (I'd like to do it in career, but it would likely take me an inordinate amount of time). I'm thinking of using my heavy lift spaceplane platform as the workhorse, maybe even using it as the sole lifter/transport vehicle for the entire challenge. This of course adds another challenge: making everything fit inside Mk3 cargo bays. This means modularity will be key. I was playing around with some designs for a modular skycrane system today. Maybe this isn't be best place to share and I'll try not to make a habit of it, but I wanted to share this.

Spoiler

wduXzUM.jpg

It would be sent up in parts and assembled in orbit on site in the Jool system. Initally, it would look something like this, and would be overpowered for dropping most modules on the airless moons of Jool with the exception of Tylo (it might need a bit more fuel for some loads on Vall too). I used pairs of Jr sized docking ports for most of the connections to help ensure alignment during orbital construction. With auto-strut, the connections should be plenty strong enough. I tested it today, having assembled it in the VAB, so only one out of each pair of the docking ports was connected, and while the larger engine pods swayed a bit, it held together.

jPRdUJJ.jpg

On subsequent missions, I would send up more components, increasing its lifting capability, and enabling it to drop substantial payloads even on Tylo. This is one possible configuration (it could be upgraded even further, but I don't plan on dropping anything too large on Tylo. Likely even this configuration would never be necessary for my intents.) I'm also planning on making modular NERV engine pods for this system to allow using the auxiliary fuel tanks as a modular tanker system for transporting mined fuel throughout the Jool system. I'm kinda liking the idea of limiting myself to Mk3 cargo bay compatability, I think it will help with design direction.

Thanks for reading!

Edited by NoobTool
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11 hours ago, NoobTool said:

 

I've been considering taking a run at this challenge. I'd be doing it stock, probably in sandbox (I'd like to do it in career, but it would likely take me an inordinate amount of time). I'm thinking of using my heavy lift spaceplane platform as the workhorse, maybe even using it as the sole lifter/transport vehicle for the entire challenge. This of course adds another challenge: making everything fit inside Mk3 cargo bays. This means modularity will be key. I was playing around with some designs for a modular skycrane system today. Maybe this isn't be best place to share and I'll try not to make a habit of it, but I wanted to share this.

 

No problem I am glad that someone has finally posted a comment on the challenge. Don't worry about posting pictures in the comments when you have them in the drop boxes. I really like you skycrane designs I have never seen anyone pair Terrier and Aerospike engines before. I look forward to seeing you modular construction if you choose to do so.

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Would M.O.L.E. be an acceptable mod to use in doing this? Also part of the USI constellation is the Orion/Medusa pulse drives which have extremely high thrust/isp (To the point of making brachistome trajectories viable) Are they still considered ok?

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16 minutes ago, Viragos said:

Also part of the USI constellation is the Orion/Medusa pulse drives which have extremely high thrust/isp (To the point of making brachistome trajectories viable) Are they still considered ok?

Please correct me if I am wrong but a brachistome trajectory is a straight path towards an object, like traveling in a nearly straight line to Jool right? If so then it is not allowed.

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yes pretty much, brachistome trajectory is minimum time/maximum thrust, which is pretty much the opposite of the transfer we all know and use. Orion drives are capable of either it or close to it. Roverdude has a 13 minute transit to the mun in the video where he released it.

 

Would the M.O.L.E. mod by Angel125 be ok though? I'm kind of fond of the reconfigurable thing he does.

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I have an argument considering funds. I spoke with eloquent Jane on the original thread. The point of the challenge was to flood the system with as much stuff from kerbin as possible. The more stuff you send the better but along with this more stuff costs more funds. Therefore the more funds you spend the more completely you fulfill the challenge. Perhaps instead of penalizing for increased funds use reward players for reusable systems of crafts. Just my thoughts

Edit:

Also could one count money received from science being turned into funds through the administration building? 

Edited by Jhawk1099
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9 hours ago, Viragos said:

Would the M.O.L.E. mod by Angel125 be ok though? I'm kind of fond of the reconfigurable thing he does.

 M.O.L.E is allowed. I have added it to the list and find the mod to appear very entertaining. Using fuel tanks as living quarters sounds amazing.

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@JacobJHC Couldn't you also generate unlimited funds from sending back fuel tanks full of fuel. This could be made profitable by sending one of the largest fuel tanks into orbit with a recoverable rocket then sending it to Jool with a transfer stage that you previously used to transport something to Jool. After refueling at Jool using a Tylo assist would get the tank full of fuel back to Kerbin at only the cost of the fuel taken to get the tank itself into orbit and the percentage loss of the launch vehicle as it lands further away from the KSC

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14 minutes ago, Jhawk1099 said:

@JacobJHC Couldn't you also generate unlimited funds from sending back fuel tanks full of fuel. This could be made profitable by sending one of the largest fuel tanks into orbit with a recoverable rocket then sending it to Jool with a transfer stage that you previously used to transport something to Jool. After refueling at Jool using a Tylo assist would get the tank full of fuel back to Kerbin at only the cost of the fuel taken to get the tank itself into orbit and the percentage loss of the launch vehicle as it lands further away from the KSC

You make a good point. There is a rule about the funds being returned not counting towards the score. I am probably going to make a new scoring system to benefit those who use reusable vehicles and doesn't harm those who asparagus the crap out of every mission they have.

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20 minutes ago, eloquentJane said:

@JacobJHC I would definitely suggest reworking the rules and also the goals of the challenge. Part of why the original challenge was not very successful is because those aspects were not thought through as well as they should have been.

@Jhawk1099

I am now planning to reduce/amend the rules to make the challenge slightly easier and the scoring system will likely be redone as far as funds are concerned. If you have any ideas how it should be done I'm all ears. I might count it by launched vessel count so reusability will be favored. 

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22 hours ago, JacobJHC said:

@Jhawk1099

I am now planning to reduce/amend the rules to make the challenge slightly easier and the scoring system will likely be redone as far as funds are concerned. If you have any ideas how it should be done I'm all ears. I might count it by launched vessel count so reusability will be favored. 

Alright so half asleep me came up with the idea last night of different scoring categories as far as funds go. One would be The great Kerbal flood where how much funds you spend wouldn't count against you but the amount of debris left over would. This would encourage huge operations but still will give a challenge to remain clean. The other would be the "insert funny name about efficiency" route. This would take funds into account by the system you already have in place but no extra reward should be given to recoverable vessels as the funds they net are reward enough already. But still I have worries about both of these systems because if one goes to Jool (in career mode lets say) with a complete tech tree, a fully upgraded administration center, and the strategy that takes your science and turns it into money, one could net enormous amounts of funds. The wiki itself states that for every 1 science you could net 103 funds. And if you take into account that there are so many biomes in the system and thousands of science obtainable and then multiplied by the MPL that is a lot of money. So you could either not count this at all or count it at a reduced amount. Just my Thoughts

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How does cost factor into your score? I never saw an explanation for that. 

 

What I saw

 

Keep track of cost

Kerbals Killed *-5

Challenges and contracts completed= +whatever points

 

Resulting Equation....

Whatever points-5(kerbals killed)=score.

 

 

What does cost have to do with this?!??

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9 hours ago, W. Kerman said:

What does cost have to do with this?!??

Costs no longer counts I must have forgotten to delete that part from the rules. Sorry 'bout the confusion.

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3 minutes ago, Jhawk1099 said:

What if you make a profit? Perhaps there can be a bonus for that

Then again if that happens someone could continually send fuel or accept contracts for transmitting Jool data. Then the highest score goes down to who has the largest attention span.

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1 minute ago, JacobJHC said:

Then again if that happens someone could continually send fuel or accept contracts for transmitting Jool data. Then the highest score goes down to who has the largest attention span.

Fair point. But I think I can turn a profit just through the administration building. If I use the science packs in the allowed mods list I could generate ridiculous amounts of science and at a 1 science to 100 fund ratio it wouldn't take long. But I wouldn't worry about it until I actually manage to create a self sustaining base using USI life support. But just something to think about. Sorry if I'm being a bother

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