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Jebediah Space Program


OJT
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I searched in the forum incase anyone already submitted this challenge idea, but didn't seem to find anything, so here it goes!

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Every part in KSP has its own manufacturer. One of these manufacturers is Jebediah Kerman's Junkyard and Spacecraft Parts Co. Seeing as CEOs of humankind are sponsoring their own space programs, famous (or infamous, depending on how you look at it) kerbonaut Jebediah Kerman decided to one up them and actually fly the rockets that he built himself and reach the ends of Solar System that very few could reach.

Challenge Rules:

  •  You are only allowed to use parts made by Jebediah Kerman's Junkyard and Spacecraft Parts Co.
  •  Jebediah Kerman must be in control of the craft that you build. You are allowed to pick up some other kerbonauts with you in Hitchhiker Storage Container if you like, but the command pods must be occupied by Jeb.
  •  Any cheats, part mods, physics mods, or anything that might affect stock gameplay are forbidden. Graphic mods and telemetry mods like KER are allowed. Planet packs are allowed as long as you mark which one you have in your post
  •  Play on Normal difficulty or harder. Gamemode is up to your choice
  • Light part clipping is allowed, but don't overdo it (no fancy stuff like clipping lots of engines into one spot or something like that)
  • Did the challenge? Post proofs, screenshots, videos. You can also post the link to craft file if you like, but that isn't mandatory

At first glance, this might seem like an easy enough task... until you look at the part selection

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There is a decent selection of engines, from "Ant" to NERVA, and various 1.25 meter tanks. Unfortunately that's where pretty much all of the selection ends. There are only two command pods, both single seaters. No decouplers. Basic fin as the only aerodynamic device in your disposal. No reaction wheels and no batteries or any means of generating electricity except for engine alternators. No heat shields. No parachutes even. Long story short, you don't have much to play with

Still, with accurate planning and utilizing some unorthodox techniques like explosive staging you can build a craft that can go quite far and then some. From my first testing I managed to get to orbit and then do a Mun fly-by with a revised design. So the challenge levels will be based according to that. I advise you to do the challenges in a row, but if you feel confident you can jump levels:

PART 1: We gonna start off simple: get to orbit!

  • LEVEL 1 : Return Jeb safely back to Kerbin surface
  • LEVEL 1 +:  Land or splashdown your craft intact on Kerbin. If your craft is multi-stage design, you must land the stage with command pod

PART 2:  I assume you can easily get to orbit and return to surface by this point, so how about we go to the Kerbin's moon!

  • LEVEL 2 : Do a fly-by of Mun or Minmus and return to Kerbin
  • LEVEL 2+: Enter a stable orbit around Mun or Minmus, complete at least one orbit and then return to Kerbin
  • LEVEL 2++: Land on Mun or Minmus and then return to Kerbin
  • Extra + if you land or splashdown your craft intact on Kerbin after completing the journey

PART 3: You conquered Kerbin's SOI, so it is time to go interplanetary!

  • LEVEL 3: Do a fly-by of another planet and return to Kerbin
  • LEVEL 3+: Enter a stable orbit around another planet, complete at least one orbit and then return to Kerbin
  • LEVEL 3++:  Land on another planet and then return to Kerbin
  • Extra + if you land or splashdown your craft intact on Kerbin after completing the journey

The challenge will have two separate categories, one for Stock and one for DLC because Making History DLC adds a lot of new parts that are manufactured by Jebediah's Junkyard and I want to keep everything fair

If this gets enough traction I might make special badges for each level, but let's see how it will go first. If you have any suggestions feel free to write them! :)

If you're not sure how to find parts specifically made by one manufacturer, you can sort them out in VAB/SPH by following these steps

Spoiler

Step 1

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Step 2

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Step 3

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COMPLETION BADGES

PART 1: Level 1 and 1+

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PART 2: Levels 2 to 2+++

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PART 3: Levels 3 to 3+++

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HALL OF FAME

OJT - Level 1+ Stock, Level 2+++ Stock

Have fun!

Edited by OJT
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2 very small, minor things here.

  1. With no decouplers, we can't build multi-stage rockets.
  2. With no parachutes, every launch becomes almost nothing more than just flinging Jeb to his death.

Mun and Minmus fly-bys are absolutely doable, and you can get interplanetary with the most basic of parts.  But even at that you almost need decouplers.

Edited by Scarecrow71
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20 minutes ago, Scarecrow71 said:

With no decouplers, we can't build multi-stage rockets.

Well, there is a way around this.  With brute force.  If you activate the engine above your booster, eventually the top of the booster stage will get pretty hot, and blow up.  Viola!  There's other ways around that limitation also.

21 minutes ago, Scarecrow71 said:

With no parachutes, every launch becomes almost nothing more than just flinging Jeb to his death.

Jeb might have to use his personal parachute.  I suspect there's other ways of getting Jeb back to Kerbin as well.

 

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11 hours ago, Scarecrow71 said:

2 very small, minor things here.

  1. With no decouplers, we can't build multi-stage rockets.
  2. With no parachutes, every launch becomes almost nothing more than just flinging Jeb to his death.

Mun and Minmus fly-bys are absolutely doable, and you can get interplanetary with the most basic of parts.  But even at that you almost need decouplers.

For the first point, as 18Watt said, you can explode the booster stage with an engine of your second stage. You can also get creative and decouple through lithobraking (this strat is used in some 3 Part Challenge videos I saw on YouTube). Or figure out some other way, but I personally know these two. As I said, unorthodox techniques :wink:

For the second point, you can either exit the command pod on descent and parachute to the surface, or pack enough fuel for a powered descent Falcon 9-style. I splashed down my Mun fly-by vehicle that way, so it is , while not easy, but certainly possible

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47 minutes ago, OJT said:

For the first point, as 18Watt said, you can explode the booster stage with an engine of your second stage. You can also get creative and decouple through lithobraking (this strat is used in some 3 Part Challenge videos I saw on YouTube). Or figure out some other way, but I personally know these two. As I said, unorthodox techniques :wink:

For the second point, you can either exit the command pod on descent and parachute to the surface, or pack enough fuel for a powered descent Falcon 9-style. I splashed down my Mun fly-by vehicle that way, so it is , while not easy, but certainly possible

You are correct; I forgot about several of these techniques.

Interesting challenge to just use parts from one manufacturer.  I know you can get Mun and Minmus on just those parts; I'm curious to see if anyone takes this up and makes it elsewhere!

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Well, since I started this challenge, I might aswell post the first submission as a benchmark of sorts :D Quite a simple design

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Spoiler

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Booster stage is blown up by second stage. Engines are engaged through action group keys, because when booster stage uses up its fuel it starts to drain fuel from second stage. Turning off booster stage and then engaging second stage engine fixes this. Doing it through action groups makes this faster

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Stable orbit

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Deorbit burn

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Reentry

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Approaching KSC

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Soft touchdown

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Mission successful!

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This makes it Level 1+ achievement. I will be working on Level 2 and 3 crafts aswell

Speaking of achievements: I made some badges for the challenge completers! My Photoshop skills aren't particularly good and the badges themselves are rather simple, but I think they have the aesthetic that is representable of this challenge. If anyone wants to make better versions I will be very grateful :). Top post will be updated accordingly

PART 1 BADGES: Level 1 and 1+

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PART 2 BADGES: Levels 2 to 2+++

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PART 3 BADGES: Levels 3 to 3+++

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Hello lads. Did some work trying to build a moon-orbit capable craft, but ended up overachieving on my own plans. But let's not get ahead of ourselves

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There are lots of differences compared to the first one: Cupola instead of Mk1 Lander can, tri-engine second stage instead of one engine and a relatively massive booster with 6 Swivels and 1 Reliant in the center. Why Cupola you may ask, since Mk1 Lander is lighter? Because Cupola has a much stronger reaction wheel, which helps with attitude control, and bigger battery charge, which gives me more leeway in terms of electricity management

Ascent is different in comparison to normal rockets: it is very unstable if you start the gravity turn early due to lack of aerodynamic surfaces or strong reaction wheels, so I first fly straight up until I clear the thicker parts of the atmosphere and start the turn at around 8ish km. At that point it flies stable without any issues

Spoiler

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After I leave the atmosphere, I burn off the booster stage and complete the circularization with the second stage

Spoiler

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I reach the orbit with around 2500 m/s of deltaV, which should be enough to enter the stable orbit around Mun and return to Kerbin. So I did my transmunar burn and then entered the orbit around Mun. For both burns I used Terriers only due to their better efficiency

Spoiler

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At this point I had around 1100-1200 m/s dV left. It would be enough to either return to Kerbin or land on the Mun without return to Kerbin. And to be fair, this craft was indeed intended to just do an orbit around the Mun and return. But then I suddenly realized that because Terriers extended further than the Swivel engine due to the bigger tanks I could in theory land just hard enough to destroy both of them, which would save a lot of dry mass and possibly leave me enough fuel to return to Kerbin. So I decided why not and went for it. After deorbit burn I switched the Swivel back on, turned off the Terriers and transferred what fuel was left in the big tanks into the small central one

Spoiler

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I will not lie to you lads, landing the way I wanted took A LOT of attempts: I either landed too softly and bounced off, too hard and destroyed the whole craft, not hard enough and destroying only one of the tanks and so on so forth, you get the idea. I even managed to land once with destroying one big tank and the small central one with Reliant, but somehow the other big tank survived intact (needless to say that it flew awfully with CoM shifted from the centerline so much lmao). But eventually, after 20 minutes of seemingly non-stop quick loads, I managed it. And the work fully paid off! I had about 1200 m/s of delta V after landing which was plentiful for a return flight

Spoiler

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Return flight to Kerbin was quite trivial

Spoiler

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I did several aerobraking passes to shed off the speed and eventually entered the atmosphere

Spoiler

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As you can see, Jeb is totally enjoying the fireshow

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Initially I planned to ditch the craft and parachute Jeb to the surface. However, my choice of command pod for the mission paid off in unexpected way: Cupola turned out to be draggy enough to noticeably reduce the fall speed, to the point that I actually had just enough delta V left to attempt a well timed suicide burn... Yeah, you can see where this goes: another long session of attempts and quick loads. The fact that I was landing during the night didn't help, but at least KER readouts made it easier. Kerbin landing actually took less time to get right than Mun landing

Spoiler

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And there we have it! A Mun orbiter that inadvertedly turned into a Mun lander and returned safely to Kerbin. Which makes it a Level 2+++ craft, with extra + for landing the craft intact on the surface of Kerbin. I will be attempting to build a Level 3 in the meanwhile

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1 hour ago, Admiral Fluffy said:

Would it be fine if i used the EVA chute?

Yea, EVA chutes are fair game.  Main goal is that Jeb must return alive. Whether you land him with EVA chute or land/splashdown the spacecraft is up to you (landing the craft intact gets you higher level tho)

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