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  1. Hi there! Given the uncertainty about the forum's future, I've made a Discord server to act as a spot where we can still talk about my stuff in the event that the forum goes down. I have backed up Intrepid and Voyage, still working on the rest. They aren't hosted anywhere at this moment but in the event that the forum goes down, information about those stories will be posted here:

    https://discord.gg/2mDhSGTESk

    It is pretty barebones at the moment.

  2. Including Iridium Next, New Horizons, Haven-1 and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Recommended Mods FreeIVA (So you can fly around inside Rodan and Gaira-1 parts! Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR (Version 7.0 looks to perform a lot better) Beta versions on GitHub A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they gave me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar, @SofieBrink and @Infinite Monkeys for the help they gave me making this mod perfect! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings.
  3. I've noticed a few people on this forum play Ace Combat games (like five lol) and I also noticed that you could make threads about specific games here. Seeing as there is no dedicated Ace Combat thread, I made this for Ace Combat players to talk about... well, Ace Combat and such. How do you do the campaign, what's your go-to fighter and special weapon, etc. Ace Combat is a series of games that take place in the alternate universe of Strangereal. Strangereal's Earth has different continents and countries. The player's character is a "silent protagonist" and is always a fighter pilot from one of the fictional countries. Common traits of Ace Combat and their campaign-based gameplay involve: a wide spread of aircraft and weapons, enemy ace pilots, and giant superweapons. Not to mention the excellent storytelling (usually), graphics and music. Also, fun fact: more players play KSP than Ace Combat 7: Skies Unknown by monthly average from Steam, but roughly the same number of games have been sold for each. AC7 released five years later than KSP, however.
  4. They also haven't said something along the lines of "We're going to try to do X" and then months later be called out because X isn't there. I'll talk to you then as well.
  5. They haven't posted a roadmap and 4 years worth of trailers and feature episodes about how great the game is yet. Talk to you when they do.
  6. Is there talk in here somewhere about starting a new forum if this one gets shut down? I see talk above about backing this one up, but nothing about a new forum. I would be highly interested in having a conversation about starting up a new forum should it come to that. Moderators, cost, DBA work, front end scripting...all the pieces.
  7. Hey all! As many of you know, I'm the former KSP 1 CM (many of you knew me by the moniker of Damion Rayne back in the day.) As the first CM (next to my old talented friend CptSkunky) I still feel responsible for this community, this game, this wonderful franchise that gave me my start in the industry all those years ago. So, that being that... I just wanted to take a moment to discuss our options for Archival, if there really are any. (Which I think there are.) Firstly, I was the person who was directly responsible for choosing VBulletin5 Connect as the forum software solution and upgrade from the original forums. I was not, however, involved in the move to Invision Community which currently powers the forums as that happened well after my departure from the project. That being said, IC is in its 4.x.x versioning. This solution is a PHP/MySQL based forum solution, which means it's written in PHP and for database storage uses MySQL This is just some base level information I thought we should all know about. Now, in short, what's this mean for me? Well, I have no admin level experience with this forum software, nor do I know how its database backup options work. Not that we'd get the database backup regardless.... Now, that's all well and good but what we are actually looking at here? 206,000+ topics across 4.3 million total posts with user data for 226,873 unique users. As I said earlier getting ahold of a database backup is, as far as I know, pretty much impossible without access to the admin back end and direct access to the database itself. That, and the backups are no doubt quite large. So, that leaves us, as a community, with one option.. Pulling the sites data directly from the server while it's still operational using several tool options. Now at a concern of possibly talking about stuff the mod team wouldn't want me talking about, I've reached out to some people in private to let them know what these tools and options are. None of these things are illegal, as they're mostly used to pull down private viewing backups to your local machine. Now, if the mod team allows it, I'll go over the tools and options here later in the thread. Also, if anyone wants to, please feel free to mirror this to reddit, as we might be able to pull some talented peeps from that part of the community to help out. (I'm LadyRaineCloud over there as a note, I just don't post all that often.) Anyway, thoughts? Options? Anyone want to sit down and talk this out? Let me know!
  8. Remember folks, this thread is to talk about the future of the forums, not to rehash what has already happened, discussed ad nauseam in other threads.
  9. By "people" I assume you mean you are and can't talk for whatever reason? If so good luck
  10. While this sentiment might be true, it’s not helpful for the scope of this discussion and for the future of the forums. Let’s keep this type of talk to other threads please.
  11. This is an entire speculative timeline of KSP2 development based on Investigative Journalism done by ShadowZone, extracted from this video. A thank you goes out to @ShadowZone for doing thorough research on KSP2’s development, while remaining neutral and preserving integrity in the reporting of his finding. Recurring names and important concepts or events are in bold. Abbreviations are noted between brackets in (cursive) next to full names. Problematic events are denoted with !. All markings are applied by me and represent my own personal opinion. A PDF version of this summary is available at the bottom of this page, for easier reading. Pre-production, 2017 – 2018 (Star Theory) Take Two (T2) chooses Uber Entertainment, Later renamed Star Theory (ST), to develop Kerbal Space Program 2 (KSP2) T2 allocates 2 years and 10 million $ to ST to develop KSP2 This was supposedly seen as doable by the Studio Manager Jeremy Able)and ST Owners Bob Berry & Jonathan Mavor (referred to as ‘ST Management’ from hereon) ST Management’s plan at this time was to do a Revision of KSP1, meaning; take the original code, polish it up to modern standards, add new graphics and content and sell it as new version The creative direction, Nate Simpson, has a broader vision: a Reimagining rather than the Revision planned by ST management This would have included Interstellar and Colonies. Nate was a long-standing fan of KSP at this point Nate Simpson is able to convince T2 to approve his Reimagining ! Despite this, the timeline and budget already allocated by T2 would not be sufficient for the studio to pull of this Reimagining This is regarded as the start of a cascade of problems for KSP2 development At this time, the only engineer on the project is Principal Engineer Chuck Noble, an experienced software engineer with a degree in aerospace, aeronautical and astronautical engineering ! T2 keeps development of KSP2 highly secretive This forces ST team members to do recruiting and hiring in addition to their normal duties, hindering development ST team members are not allowed to tell potential hires what game or even what type of game they will be working on ! Due to budgetary constraints, only a few junior engineers with little to no experience are hired (senior engineers are brought onboard eventually, but much later on) All but one of these engineers had never played KSP1 before ! The junior engineers were considering building KSP2 on Unreal Engine instead of Unity, but were ordered by ST management to stick to the original code and engine (Unity) used by KSP1 As a result of this, some early prototype builds of KSP2 were done on KSP1’s user interface and graphics Early Production, 2018-2019 (Star Theory) Scope Change: Colonies, Interstellar and Multiplayer now considered “must-deliver features” ! Spring 2020 release date is communicated to the development team, and is considered Non-Negotiable This causes stress within development team, which possibly contributed to some wrong and hastily made decisions ! The decision to cram all these features into KSP1’s code, as ordered by ST management, ends up costing the engineers a lot of time People working on the project during this time estimate this resulted in around one year of wasted development time, compared to if they had been allowed to rewrite the code Multiplayer especially turns out to be incompatible with this framework ! Contact with Squad, the developers of KSP1, is prohibited (possibly by Squad upper management) This leads to nobody being available to guide the KSP2 engineers through the KSP1 code they were ordered to work with, forcing them to work in the dark and figure it out themselves The KSP2 engineers at ST would have loved to talk with the engineers at Squad, but they fear for their jobs being terminated by T2 should they do so ! This fear turns out to be warranted: a developer from ST is let go after answering a community question AFTER the game was announced, with T2 claiming it was an “unlawful disclosure” and that “communication to the public was not star Theory's decision, but the Publishers” Ultimately, the two previous points prove insurmountable and the engineers realize a significant Refactor of the code is needed to support Nate’s Reimagining ! This decision does not go down well with ST management, who do not understand the reasons behind it From this point onward, it is assumed new code is being written from scratch T2 continues to give ST pass after pass in Milestone meetings, despite people familiar with these meetings believing they should not have passed ! The most likely reason for this is that ST management had convinced T2 that they were sitting on a potential goldmine, claiming they were working on a ‘cultural successor to Minecraft’ These claims drive T2 to see Kerbals as their version of ‘Minions’ (A.N. The yellow creatures from the ‘despicable me’ movies), even planning a collaboration with a toy manufacturer Nate Simpson tries to appease both T2 and the existing KSP community by aiming to have the game be more accessible to a new audience and expand its player base, while also sticking to the core mechanics of KSP1 ! ST Management meekly goes along with the secrecy ordered by T2; one of the reasons for this being the aim to keep people familiar with KSP1 away from ‘interfering’ in the sequel They explicitly did not want KSP1 Veteran and well-known Youtuber Scott Manley to have any input in development Another reason for staying silent was that Uber Entertainment (now ST) had a bad reputation for previous games ! T2’s reasoning for keeping the project silent so long was apparently driven by a desire to avoid conflict with the community until it was too late At this point, due to the complete lack of outsider input, Creative Director Nate Simpson is basically the only person making gameplay decisions espite developing his first game at the age of 13, Nate is not an engineer; he instead has a bachelors degree in Arts (people working on the game describe him as a ‘very visual person’) ! This in turn caused a lot of focus to be placed on the visuals of the game, sometimes resulting in fundamental design and gameplay decisions to take the back seat Nate sometimes had a tendency to micromanage (something he admitted to in an interview) single elements of the game; one of which was wobbly rockets. Even before the Refactoring of the code, it was discovered the original KSP1 code could support significantly reduced wobble while also maintaining the option for joints to break under high stress ! Nate however was convinced that the difficulty from wobble and breaking joints was necessary for a fun game and made executive decision to keep them in the game Despite these flaws, Nate is considered by everyone spoken to by ShadowZone (SZ), be it someone who worked on the project or other content creators who interacted with him, to be a KSP Superfan with nothing but the community’s best interests at heart in his decision-making. The occasional disagreements between him and the engineers are attributed by the latter to Nate’s inexperience with aerospace, not to any form of malice. ! This inexperience, combined with Nate’s desire to expand the audience of the game to new players, somewhat resulted in the opposite happening; it reduced the capability of the game to serve as a teaching tool for people going into aerospace engineering and spaceflight, and overall reduced the priority of realism during development KSP2 is officially announced to very warm reception, with a release date set for the next year (2020) Content creators like Scott Manley, Matt Lowne and SZ are also brought onboard for the first time Hostile Takeover, 2019-2020 ST finally bring some Senior Engineers onboard. The Refactoring of the code is still only halfway done at this point in time ! By this time is has become clear that the release date of Spring 2020 is not achievable; despite this, ST Management continues to communicate to the team that this deadline and key features like colonies, interstellar and multiplayer are non-negotiable Chuck Noble, the only senior engineer who had been with the project since the start, leaves the team ST Owners Bob Berry & Jonathan Mavor begin negotiations with T2 to sell the studio to them, which are well underway by late 2019 ! Late 2019: Negotiations with Take Two break down and Star Theory loses the project ! ST’s Owners, Bob Berry and Jonathan Mavor, raised their price last-minute betting on T2 being willing to cash them out before finding another studio to work on KSP2, making them multi-millionaires in the process In response, T2 pulled the intellectual property from Star Theory and started a poaching attempt, offering everyone on the team to transition over to continue working on the project ! Partially due to the complete lack of emotional attachment to the KSP franchise on the part of most engineers(they still had not played ksp1 at this point) and partially due to T2’s refusal to budge when senior engineers tried to get better deals and compensation, the poaching attempt mostly failed, with only 4 engineers initially making the transition to the new studio that would become Intercept Games(IG) ! A total of around 20 people ended up making the transition eventually, but most of these were either junior engineers, artists or production people, resulting in a small and inexperienced team once again Star Theory continued to survive for a few more months, but ultimately failed to pitch new projects ideas (supposedly due to Covid cancelling an expo they were planning to attend) to publishers, resulting in their closure not much after. Technical Director Paul Furio is brought aboard the newly created IG with the mission of rebuilding the development team and setting processes in place to allow KSP2 to succeed Bumpy Road To Early Access, 2020-2023 (Intercept Games) ! T2 gives IG the stipulation to keep the old, broken code from Star Theory and work with it instead of starting again from scratch Apparently this was done because T2 management felt uneasy about ‘Refactoring’ the code yet again, so the decision was made to keep the existing code There is some debate as to the ‘broken-ness’ of the Star Theory Code; A person working on the project under Intercept Games said “they had 0% chance of releasing anything with that" about Star Theory code. A person working on the project under Star Theory, on the other hand, said with a little more time it would have worked. This person does however agree that it would have been better for IG to start again from scratch, not because of code quality but because of fresh team and still no contact to KSP1 devs. In general, everyone SZ spoke to agrees that not starting from scratch was the wrong move Not starting from scratch also meant Multiplayer remained one the biggest challenges to making the game feature-complete In an interview with Nate Simpson, it appeared that KSP2 already had working multiplayer when he said “as we've been testing it internally, I have never heard people laugh so hard”. Apparently, this ‘testing’ was actually done using a multiplayer mod in KSP1. It is however worth pointing out that KSP2 did have some form of rudimentary multiplayer by this time, inherited from ST, but it was incredibly buggy, unstable and nowhere near shippable. ! At this point, multiplayer remained a secondary objective while the main focus was still very much on art and visuals. This lack of baking multiplayer into the design remained a problem throughout this stage of development. They did however make progress during this period; later builds allowed multiple players to inhabit the same world and launch rockets together A few months after the game released into early access, the entire multiplayer team was let go. The developers claimed they were still designing the game with the thought that multiplayer would one day be a big part of it in the back of their minds, but it essentially was put on the backburner entirely Despite the old code hindering development and Covid hitting the globe, progress was finally being made and experts like Dr. Michael Dodd, a physics engineer, and Chris Adderly (also known as Nertea), a prominent KSP1 modder were brought onboard the project. ! It would still be until mid 2021 before KSP1 developers could finally join the KSP2 team. The ban on contact remained in place until then. Upon joining the team, apparently their reaction was “you should have asked us a year ago!” (which the KSP2 devs wanted to, but still weren’t allowed to) This ban may be explained by Squad not wanting KSP1 developers to be distracted from the final KSP1 updates This does not however explain why ex-Squad employees who had left years prior, like KSP1’s original creator Felipe Falange (known as HarvesteR), were never contacted ! Problems continue to become apparent as development goes on. Some of these are exacerbated or even caused by producers changing priorities for developers, often forcing them to switch between very different features This was later addressed withing IG when the ‘feature team structure’ (detailed here) was introduced. This structure was something Paul Furio has tried to establish before Early Access, but it was only established after his departure Take Two forces a release deadline of February 2023 by this time, the project is already over its allocated budget It immediately becomes apparent that all key features would not be ready in time for this deadline. It is believed there was a chance Colonies could have made it, but this was foregone a few months later In September 2022 the decision is made to go to Early Access with a stripped down sandbox version of the game ! This causes a massive upheaval of development, as the project was never intended to be released in parts. Product managers started pulling developers from their tasks and assigning them new ones, causing even more problems An example of this is an engineer who was weeks away from finishing a colony builder tool being pulled from the task and assigned to another item that had to be ticked off a project list, as colonies were shelved ! Yet another problem presents itself; software engineers, in high demand at the time, could make $200 to $250K a year at large companies like Microsoft or Amazon, but at IG their maximum yearly pay was kept at $150K due to budgetary constraints. Not only does this result in difficulties with recruiting, it also drives several people, such as Dr. Micheal Dodd, to leave the project The biggest blow comes from the departure of Eric De Feliz, a Graphics Specialist working on shaders. Nobody was present to pick up where he left off, resulting in the game being shipped with seriously unoptimized shaders GPU engineers especially were in high demand around this time, resulting in even worse optimization ! Despite being requisitioned multiple times, the IT team is not able to provide the necessary tools to test performance in time, further contributing to poor optimization and a late release of minimum and recommended specifications to the public Early Access, 2023-2024 (Intercept Games) Take Two and Private Division put their marketing into full gear, encouraging the ‘hype train’ even more An event is held in the Netherlands where content creators get their first chance to play the game. The first problems start to become apparent to the public as the creators give mixed reviews. Meanwhile, tensions are high at IG and PD. Some people are not happy with some of the decisions made, and they are aware the game is not at the level they wanted to deliver. Anxiety about community reception is large. In spite of this, steam sale numbers are put on a big screen in the conference room as they hope to breach 100K sales on day one. KSP2 Officially releases into Early Access. The game receives mixed to negative reviews, and it becomes clear the secrecy pushed by T2 has hurt the relation between developer and community A person working on the project later admits not getting community feedback was one of the biggest mistakes. They go on record to say “We wound up shipping the wrong product and not focusing on the right features” T2’s marketing campaign backfires as people start to realize the flaws of the game they bought for (nearly) full price ($50) and negative reviews start pouring in from angry and disappointed customers Sale numbers fall short of the numbers hoped for, only reaching 80K. This number does not account for the many refunds that happened ! A few weeks after the early access release, Studio Head Jeremy Ables and Technical Director Paul Furio were let go by higher-up management, which deemed them as the most expensive people in the studio. Furio left immediately while Ables stayed on a few more weeks. Michael Cook, previously Brand Manager at PD, took over the job of Studio Manager. It is also around this time the multiplayer developers were let go. Multiplayer was still janky and buggy at this point, but it was functional in some capacity. Despite this, there was a silent understanding that the layoff of the multiplayer team might have meant the feature was now shelved indefinitely. Focus shifts to bug fixing and working towards the first milestone update, later dubbed ‘For Science!’ (FS!) FS! came out in December 2023 to generally positive reviews, 10 months after the game entered early access. This was a significant delay from the internal estimate of 3 months, brought on by the shift in focus after community backlash about the state of the game. It is during this period that Furio’s cross functional feature team structure is finally implemented Studio Closure, 2024 (Intercept Games) In late April 2024, a WARN notice appeared indicating T2’s Seattle office, where Intercept Games is located, is being closed with 70 people (about the size of KSP2’s full dev team) being laid off starting June 28th. The studio went into near-complete radio silence, with the only statement made on @KerbalSpaceP’s X account “We’re still hard at work on KSP2. We’ll talk more when we can.”. This is a developing situation, and the impact of this on the future of the game is still unknown at this time. Conclusion (ShadowZone’s Opinions) KSP2 development has been plagued by a multitude of issues from the very beginning, ranging from diverging vision to corporate takeovers to mundane issues like tools not being ready in time The project was based on the wrong parameters from the start Technical decisions were made by people that had no business making them The developers were not paid accordingly There were a lot of assumptions about gameplay and mechanics that the community might have wanted that were not verified until it was basically too late The lack of open communication and extreme secrecy did severely harm to the trust of the already existing fanbase, especially after the game went into early access Speculative: the total cost of the project so far is assumed to be around 40 to 60 million dollars so far, compared to an estimated revenue from Steam of Only 30 to 40 million Notes (from ShadowZone, LinuxGuruGamer, Matt Lowne and Scott Manley) Nate Simpson should not take the blame; this was a passion project from him, and he genuinely appeared to want to deliver a great fun game for the existing KSP community, but he might have bit off more then he could chew, and made mistakes such as wobble. A big part of why he might not always have been able to deliver what he promised (despite wanting to do so) are technical and business constraints (example: modding API) Opinion from LinuxGuruGamer, Matt Lowne and Scott Manley: KSP2 can not reach completion under Take Two. The best way forward might be to focus on the modding API in the remaining time, but; mods have their limitations and they will not suffice to ‘save the game’ **PDF VERSION** KSP2 Development Timeline.pdf
  12. Greetings, fellow KSP 1 enthusiasts. This forum post is a fun one. A "give a little, get a lot" type of post. After much thought and excitement, I’ve decided to make the leap and become a KSP YouTuber! I used to deem myself too shy and reserved for that, but I decided to make the leap as you can tell. That’s one small step for a Kerbal, but one giant leap for Kerbalkind! Basically, long story short, I gave making a Kerbal Space Program video a try the day before I wrote this post (July 4th, 2024!!!!) and found that it actually felt quite natural. There I was thinking that my voice might have been a bit too grating or whatever-you-want-to-call-it for that, but upon listening back to it that day, I realized it was the contrary. So, that being said, my request is simple: send me whatever KSP video idea you have, as long as it's actually feasible, which is much different from practical, so that I can try it out! I feel like, in doing that with all of you, that might serve to be one of the best parts, if not the. Whether it’s challenges, mission concepts, or spacecraft designs, I want to hear it all. I’m ready to take on ambitious, daring, and out-of-the-box ideas that do things like play around with the boundaries of what can be done in Kerbal Space Program and such. It’s like taking a piece of your imagination and beaming it up by broadcasting it to the entire community. How legendary is that? It's a win-win: you get the perks that come with being the one who gave me my video idea, and I get the fun challenge. And, well, people need things to help them stay sane, right? Well, KSP is one of those things for sure, and I feel like what I have described would and will be a welcome supplementary addition. Got things too adventurous, crazy, simply plain dumb, or maybe even merely too involved to try out, but still want to see? I got you covered. Keep those Kerbals safe and sound. I'll do it. This is about unity... Unity Engine unity, even — coming together as a fandom and showing what happens when you pool collective genius. It’s about creating something epic together, turning the spotlight on each and every one of you who wants it, whilst giving credit where it’s due. As of writing this post, I was ready to start making KSP videos for all of you to watch short of having the channel for it created yet. But that is precisely the plan, and, as much skill as I may have with making KSP videos, I want and even need your ideas, which is why I wrote this post. So... go ahead! Type out what you want to see, and I will talk to you about it ASAP. What are you waiting for?! I'd count "Make it rain Kerbals on the KSC!!!" as a valid request and do it if that's what you asked. Your idea, my execution! Minimal effort, maximum reward! Get a shoutout! Be a part of something fun!
  13. KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in @Fractal_UK original KSP Interstellar vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal is to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. This is the KSPI-E release thread where we announce any releases of KSPI Extended If you want to chat about KSP Interstellar you can do it at our new Guilded Server (old: KSP Interstellar Discord Server ) For technical questions or Mod support, please ask them in the KPIE Support thread For talk about new development and features request you have to be in the KSPI-E develpment thread Latest Version 1.29.5 for Kerbal Space Program 1.8.1 - 1.12.2 Download older version from Here source: GitHub If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and put the GameData in your KSP Folder (allow overwrite) License Info KSPI-E code and configfiles:are distributed under KSP INTERSTELLAR LICENSE Molten Salt Reactor model from USI Core by RoverDude licensed under CC 4.0 BY-SA-NC Tokamak model from Deep Space Exploration Vessels by Angel-125 licensed under CC BY-NC SA Solid Coie NTR, Nuclear Ramjet, Nuclear Lightbulb and Nuclear Candle models and textures from Atomic Age by Porkjet all licensed under CC BY-NC SA Super Capacitator Model from Near Future Electric Mod by Nertea licensed under CC-BY-NC-SA Surface Wrapper Radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Microchannel radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Inline RCS stack by TiktaalikDreaming for Inline licensed under MIT Nuclear Ramjet Model by Lack licensed under CC-BY-NC-SA retractable RCS by BahamutoD licensed under CC-BY-NC-SA Wrapper Tanks from Kerbal Hacks by enceos license under Creative Commons 4.0 Inline Thermal Dish Relay Receiver by @steedcrugeon licenced under CC-BY-NC-SA at JX2Antenna Plasma Wakefield Particle Accelerator Ring by Sin Phi CC BY-NC-SA 4.0 at Sin Phi Heavy Industries If you think I missed something, please notify me Credits @Fractalfor developing the original KSP Interstellar @Eleusis La Arwall for most of the new Reactors, new Power Dish transmitters and Beam generators @zzzfor most of the original models/texturing @Boris-Barborisfor porting KSPI to 0.90 and fixsing many bugs @Northstar1989for providing theoretical basis for many of the new features in KSP Interstellar Extended @SpaceMouse for Magnetic Nozzle, MHD generator and EM drive engine @EvilGeorgefor programming Solar Wind collector and ISRU processing and several other ISRU processes @Cyne Daedalus Fusion Engine Model and Texture @Arivald Ha'gel for helping to fix several issues @MrNukealizer for his help in C# development work on KSPI @Snjo for making the code FSFuelSwitch public available Olympic1 for his help with the integration of KSPI with CTT KaiserSnow for providing Icons for Integration with Filter Extension InsanePlumber for converting part textures to DDS format A2K For helping get KSPI-E on CKAN Bishop149 for Helpi improve the Wiki and OP ABZB for Helping to find many bugs and developing Mk2 EXtension Mod SmallFatFetus for giving permission to use is Vasimr model michaelhester07 for creating Particle Accelerator NathanKell for creating ModuleRCSFX. Trolllception for helping new players understand the tables on the OP and MM scripts Nli2work for creating the Magneto Inertial Fusion Engine @Nansuchaofor helping to create documentation and guides for KSPI-E @th0th for providing Icons for the tech node @Tonas1997 for proving new technode nodes Recommended AddonMods Recommended Planet Packs/Star System/ Galaxy mods: Recommend Tech Tree: Recommended Tool mods: Suggested Challenges: Documentation & Tutotials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: KERBAL INTERSTELLAR EXTENDED GUIDE KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Support KSPI-E add support for the following mods
  14. Welcome to Kerbalism Hundreds of Kerbals were killed in the making of this mod. Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. Frequently Asked Questions: FAQ Current version: 3.11 What's new: New and Noteworthy Download: Github - SpaceDock - CKAN Docs & support: Github wiki - Discord - Github issues License: Unlicense (unless stated otherwise, parts might be licensed differently) KSP version: 1.5.x - 1.10.x Requires: Module Manager, CommunityResourcePack See also: Mod compatibility - Change Log - Dev Builds Download and installation Download on Github releases or use CKAN Two packages are available: Kerbalism is the core plugin, always required. KerbalismConfig is the default configuration pack. It can be be replaced by other packs distributed elsewhere. Requirements - Module Manager: must be installed in GameData - CommunityResourcePack: must be installed in GameData Third-party configuration packs Make sure to install exactly one configuration pack only. Don't combine packs unless there is explicit instructions to do so. - ROKerbalism for Realism Overhaul / RP-1 by standecco - SIMPLEX Living by theJesuit - KerbalismScienceOnly for Kerbalism with the science feature only Installation checklist for the "GameData" folder required content : - CommunityResourcePack (folder) - Kerbalism (folder) - KerbalismConfig (folder, can be replaced by a third-party config pack) - ModuleManager.X.X.X.dll (file) Mod compatibility and support Checking the mod compatibility page is mandatory before installing Kerbalism on a heavily modded game. Kerbalism does very custom stuff. This can break other mods. For a lot of mods that breaks or need balancing, we provide support code and configuration patches. However some mods are incompatible because there is too much feature overlap or support is too complex to implement. Documentation, help and bug-reporting - Tutorials and documentation are available at the Github wiki - Need help? Ask on Discord or in the KSP forums thread - You found a bug? - Maybe it's related to another mod ? Check the Mod Compatibility page. - Maybe it's a known issue ? Check the GitHub issues and ask on Discord. - You want to report a bug? - Reproduce it consistently, provide us with screenshots and the KSP.log, modulemanager.configcache and persistent.sfs files. - Report it on Github issues (preferred) or in the KSP forums thread. - You want to contribute or add support for your mod? - Check the technical guide on the wiki - Pull requests are welcome, especially for mod support configs. For code contributions, it is recommended to talk to us on Discord before engaging anything. - Read the contributing documentation - To build the plugin from the source code, read the BuildSystem documentation Disclaimer and license This mod is released under the Unlicense, which mean it's in the public domain. Some parts are released under a different license, please refer to their respective LICENSE files. It includes MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For more control, download the full KSP-AVC Plugin. What does it do? Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. All vessels, all the time Contrary to popular belief, the observable universe is not a sphere of a 3km radius centered around the active vessel. All mechanics are simulated for loaded and unloaded vessels alike, without exception. Acceptable performance was obtained by a mix of smart approximations and common sense. The performance impact on the game is by and large independent from the number of vessels. Resources This isn't your classic post-facto resource simulation. Consumption and production work is coherent regardless of warp speed or storage capacity. Complex chains of transformations that you build for long-term life support or mining bases just work. Environment The environment of space is modeled in a simple yet effective way. Temperature is calculated using the direct solar flux, the indirect solar flux bouncing off from celestial bodies, and the radiative infrared cooling off their surfaces. The simulation of the latter is especially interesting and able to reproduce good results for worlds with and without atmosphere. Radiation is implemented using an overlapping hierarchy of 3D zones, modeled and rendered using signed distance fields. These are used to simulate inner and outer belts, magnetosphere and even the heliopause. Solar weather is represented by Coronal Mass Ejection events, that happen sporadically, increase radiation and cause communication blackouts. Habitats The habitats of vessels are modeled in terms of internal volume, external surface, and a set of dedicated pseudo resources. These elements are then used to calculate such things as: living space per-capita, the pressure, CO2 and humidity levels of the internal atmosphere, and radiation shielding. Individual habitats can be enabled or disabled, in the editor and in flight, to reconfigure the internal space and everything associated with it during the mission. Inflatable habitats are driven directly by the part pressure. Life support Your crew need a constant intake of Food, Water and Oxygen. Failure to provide for these needs will result in unceremonious death. Configurable supply containers are provided. Kerbals evolved in particular conditions of temperature, and at a very low level of radiation. You should reproduce these conditions wherever your crew go, no matter the external temperature or radiation at that point. Or else death ensues. The vessel habitat can be climatized at the expense of ElectricCharge. Environment radiation can be shielded by applying material layers to the hull, with obvious longevity vs mass trade off. Psychological needs The era of tin can interplanetary travel is over. Your crew need some living space, however minimal. Failure to provide enough living space will result in unforeseen events in the vessel, the kind that happen when operators lose concentration. While not fatal directly, they often lead to fatal consequences later on. Some basic comforts can be provided to delay the inevitable mental breakdown. Nothing fancy, just things like windows to look out, antennas to call back home, or gravity rings to generate artificial gravity. Finally, recent research points out that living in a pressurized environment is vastly superior to living in a suit. So bring some Nitrogen to compensate for leaks and keep the internal atmosphere at an acceptable pressure. ECLSS, ISRU A set of ECLSS components is available for installation in any pod. The scrubber for example, that must be used to keep the level of CO2 in the internal atmosphere below a threshold. Or the pressure control system, that can be used to maintain a comfortable atmospheric pressure inside the vessel. In general, if you ever heard of some kind of apparatus used by space agencies to keep the crew alive, you will find it in this mod. The stock ISRU converters can host a set of reality-inspired chemical processes. The emerging chains provide a flexible and at the same time challenging system to keep your crew alive. The stock ISRU harvesters functionality has been replaced with an equivalent one that is easier to plan against, as it is now vital for long-term manned missions. The means to harvest from atmospheres and oceans is also present, given the importance of atmospheric resources in this regard. No life-support like mod would be complete without a greenhouse of some kind. The one included in this mod has a relatively complete set of input resources and by-products, and some more unique characteristics like a lamp that adapts consumption to natural lighting, emergency harvesting, pressure requirements and radiation tolerance. A planetary resource distribution that mimics the real solar system completes the package. Reliability Components don't last forever in the real world. This is modeled by a simple system that can trigger failures on arbitrary modules. Manufacturing quality can be chosen in the editor, per-component, and improve the MTBF but also requires extra cost and mass. The crew can inspect and repair malfunctioned components. Redundancy now becomes a key aspect of the design phase. Engines have their own failure system: limited ignitions, limited burn duration, and an overall ignition failure probability will even make your 100th moon landing feel like an achievement! Science Experiments don't return their science output instantly, they require some time to run. Some complete in minutes, others will take months. Not to worry, experiments can run on vessels in the background, you don't have to keep that vessel loaded. There are two different kinds of experiments: sensor readings and samples. Sensor readings are just plain data that can be transferred between vessels without extra vehicular activities, they also can be transmitted back directly. Samples however require the delicate handling by kerbals, and cannot be transmitted but have to be recovered instead. They also can be analyzed in a lab, which converts it to data that can be transmitted. Analyzing takes a long time, happens transparently to loaded and unloaded vessels alike, and can't be cheated to create science out of thin air. An interesting method is used to bridge existing stock and third-party experiments to the new science system, that works for most experiments without requiring ad-hoc support. Transmission rates are realistic, and scale with distance to the point that it may take a long time to transmit data from the outer solar system. Data transmission happens transparently in loaded and unloaded vessels. The resulting communication system is simple, yet it also results in more realistic vessel and mission designs. Automation Components can be automated using a minimalist scripting system, with a graphical editor. Scripts are triggered manually or by environmental conditions. You can create a script to turn on all the lights as soon as the Sun is not visible anymore, or retract all solar panels as soon as you enter an atmosphere etc. User Interface Kerbalism has a nice user interface. A planner UI is available in the editor, to help the user design around all the new mechanics introduced. The planner analysis include resource estimates, habitat informations, redundancy analysis, connectivity simulation, multi-environment radiation details and more. To monitor the status of vessels, the monitor UI is also provided. This looks like a simple list of vessels at first, but just click on it to discover an ingenuous little organizer that allow to watch vessel telemetry, control components, create scripts, manage your science data including transmission and analysis, and configure the alerts per-vessel. Modules Emulation Most stock modules and some third-party ones are emulated for what concerns the mechanics introduced by the mod. The level of support depends on the specific module, and may include: simulation of resource consumption and production in unloaded vessels, fixing of timewarp issues in loaded vessels, the ability to disable the module after malfunctions, and also the means to start and stop the module in an automation script. For Modders Kerbalism has a lot of interfaces ready for other mods to use. If you are a mod developer and want Kerbalism to play nice with your mod, please see the wiki or contact us on discord. Legalese
  15. This works for taking down satellites in low orbit after end of mission, does not work if satellite is dead unless it an independent module with an battery timer and release mechanism. And then the main computer need to reset the timer regularly. say daily, without reset the clock ticks down for an month. If computer can not talk to earth it just reset the timer for a month then stop. If power is lost the internal battery keeps this alive for say a week then deploy.
  16. Someone had made a comment about AI potentially contributing to the connection issues. I am quite ignorant as to what occurs behind the scenes. Might as well be magic. CoPilot told me it was quite possibly the case. 505 being upstream, people may experience issues at different times. Lost in the cross talk? I told CoPilot, Bing.. all of em to explain like I'm five and use as many words as possible and for some reason the forum went down.... I always include please and thank you in my prompts.
  17. История разработки KSP 2: что мы знаем? Эта история разработки KSP 2 является пересказом этого видео. Всё расследование и изыскания провел ShadowZone и вся информация, упомянутая здесь, является спекулятивной и не должна восприниматься как факт. Спасибо ShadowZone за нейтральную позицию и непредвзятость при исследовании. Имена, названия и важные события выделены жирным шрифтом. Полные названия сокращены до аббревиатур и упомянуты в скобках для дальнейшего облегчения чтения. Проблемные места в данной истории помечены «❗». Все пометки отражают только мнение автора статьи или переводчика. Данная статья является вольным переводом. Перевод выполнил atomontage. Прошу указывать как автора перевода, так и автора исходного расследования (ShadowZone) при копировании данного материала. Оригинальная статья находится здесь. Подготовка к производству, 2017 – 2018 (Star Theory) Take Two (T2) выбирает Uber Entertainment, позднее переименованную в Star Theory (ST), в качестве разработчика Kerbal Space Program 2 (KSP2) T2 выделяет 2 года и $10 миллионов ST на разработку KSP 2 Управляющий студией Джереми Эйбл, владельцы ST Боб Бэрри и Джонатан Мэйвор (в дальнейшем «руководство ST») предполагают, что этого достаточно. План руководства ST на текущий момент предполагает перевыпуск KSP 1, что подразумевает использование оригинального исходного кода, его полировку согласно современным стандартам, добавление графики, нового контента и продажу как новой версии. У креативного директора Нэйта Симпсона видение несколько шире: полное переосмысление игры, а не простой перевыпуск, запланированный руководством ST Это включает в себя межзвездные полеты и колонии На текущий момент Нэйт уже давно играет в KSP У Нэйта Симпсона получается согласовать с T2 свое видение игры ❗ Несмотря на это, выделенных сроков и бюджета на реализацию данного видения игры уже недостаточно Это рассматривается как начало каскада проблем для разработки KSP 2 На текущий момент единственным инженером в проекте является главный инженер Чак Нобл, опытный программист со степенью в отрасли аэрокосмической инженерии ❗ T2 сохраняет разработку KSP2 в полном секрете Это вынуждает команду ST заниматься поиском и наймом новых сотрудников в дополнение к своим прямым обязанностям, тормозя разработку Команде ST не разрешается сообщать кандидатам о том, над какой игрой идет работа, в каком жанре игра и что из себя представляет геймплей ❗ Из-за ограничений по бюджету получается нанять только несколько неопытных junior-разработчиков (начального уровня); опытные senior-разработчики будут со временем также наняты, но намного позже Все разработчики, кроме одного, никогда не играли в KSP 1 ❗ Junior-разработчики хотели создать KSP 2 на Unreal Engine вместо Unity. Однако, руководство ST приказало придерживаться оригинального исходного кода KSP 1 и движка Unity Как следствие, ранние прототипы KSP 2 имели графику и интерфейс первой части Ранняя разработка, 2018-2019 (Star Theory) Изменение целей: колонии, межзвездные полеты и мультиплеер теперь являются обязательными фичами ❗ Весна 2020 года объявлена команде в качестве даты выхода. Обсуждению не подлежит. Это вызывает напряжение и стресс у команды, что могло спровоцировать некоторые неверные и поспешные решения ❗ Решение руководстваST «впихнуть невпихуемое» (все заявленные фичи) в код KSP 1 стоило команде огромного количества времени По оценке работавших над проектом на тот момент людей это решение стоило команде приблизительно один год потраченного времени против написания кода с нуля Мультиплеер оказывается несовместим с текущей кодовой базой KSP 1 ❗ Любой контакт со Squad (разработчиком KSP 1) строго запрещен (вероятно, по решению самой Squad, прим. пер.: ссылка ведет на официальный Discord-сервер KSP 2 https://discord.gg/interceptgames , может не работать для тех, кого там нет) В итоге помочь разобраться в коде KSP 1 некому и команда вынуждена исследовать его самостоятельно Разработчики KSP 2 с удовольствием связались бы с коллегами из Squad, но из-за страха потери работы не стали рисковать ❗ Страх оказывается оправдан: один разработчик из ST уволен из-за того, что ответил на вопрос сообщества ПОСЛЕ того, как игра была официально анонсирована. T2 утверждает, что это было «неправомерное раскрытие информации» и что «взаимодействие с сообществом это задача Издателя, а не Star Theory». В конечном счете заявленные фичи и в частности мультиплеер оказываются непреодолимой преградой и разработчики осознают, что потребуется переписать огромную часть кода, чтобы реализовать видение игры Нэйта Симпсона. ❗ Такой подход не понравился правлению ST, которые не понимали, почему это нужно сделать На этом этапе предполагается, что разработка теперь ведется с нуля T2 одобряет все больше решений ST по части дорожной карты разработки; близкие к таким встречам люди не ожидали этого ❗ Предполагается, что наиболее вероятной причиной такого развития событий является тот факт, что ST убедила T2, что они «сидят на золотой жиле» и работа ведется над «культурным наследником Minecraft» Эти утверждения приводят к тому, что T2 начинает рассматривать кербалов как свою версию «миньонов» (желтых созданий из мультфильмов серии «Гадкий я»); постепенно планируется сотрудничество с производителем игрушек Нэйт Симпсон пытается угодить как T2, так и существующему сообществу KSP в стремлении сделать игру более доступной для новой аудитории и расширить базу игроков, сохранив при этом основные механики KSP 1 ❗ Руководство ST покорно соблюдает секретность, предписанную Т2; одной из причин этого является стремление оградить игроков KSP 1 от «вмешательства» в работу над продолжением Они явно не хотели, чтобы ветеран KSP 1 и известный ютубер Скотт Мэнли внес какой-либо вклад в разработку Еще одна причина секретности - плохая репутация Uber Entertainment (нынче Star Theory) из-за предыдущих ее игр ❗ Причиной, по которой T2 так долго хранила молчание о проекте, очевидно, являлось желание избежать конфликта с сообществом, пока не стало слишком поздно На данный момент из-за полного отсутствия участия извне креативный директор Нэйт Симпсон является, по сути, единственным человеком, который принимает решения по игровому процессу Несмотря на то, что Нэйт разработал свою первую игру в 13 лет, он не является инженером. Однако, у него есть степень бакалавра искусств (люди, работающие над игрой, описывают его как «очень визуального человека») ❗ Из-за этого огромная доля внимания была уделена визуальной составляющей игры, что, в свою очередь, порой приводило к тому, что фундаментальные решения по игровым механикам и процессу отходили на второй план Нэйт иногда слишком увлекался микроменеджментом отдельных элементов игры (о чем он позже признался в интервью), одним из которых была т.н. «макаронность» ракет (их неустойчивость и гибкость) Еще до переписывания исходного кода было установлено, что оригинальный исходный код KSP 1 в состоянии поддерживать куда большую жесткость ракет с сохранением возможности разрушения соединений под высокими нагрузками ❗ Нэйт был убежден, что «макаронность» ракет, разрушение креплений и решение связанных с этим трудностей - весело. Он принимает исполнительное решение оставить это в игре Несмотря на сказанное выше, все, с кем разговаривал ShadowZone (SZ; прим. пер.: проводивший данное расследование человек), будь то разработчики или авторы контента, общавшиеся с Нэйтом, считают его ярым фанатом KSP, который в глубине души заботится только об интересах сообщества при принятии решений. Периодические разногласия между ним и разработчиками последние объясняют неопытностью Нэйта в аэрокосмической отрасли, а не злонамеренным умыслом ❗ Эта неопытность в сочетании с желанием Нэйта расширить аудиторию игры за счет новых игроков в некоторой степени привела к обратному результату и уменьшило возможности игры служить учебным пособием для людей, увлекающихся аэрокосмической техникой и космическими полетами, а также в целом снизило приоритет реализма во время разработки KSP 2 официально анонсирована и анонс был встречен крайне тепло. Датой выхода назначен следующий год (2020) Такие авторы контента как Скотт Мэнли, Мэтт Лоун и SZ впервые привлечены к работе «Враждебное поглощение», 2019-2020 ST наконец нанимает опытных разработчиков. Переписывание кода закончено лишь наполовину ❗ К этому времени становится ясно, что установленная дата выхода (весна 2020) недостижима. Несмотря на этот факт, руководство ST ясно дает понять команде разработки, что дедлайн и ключевые фичи игры (колонии, межзвездные полеты и мультиплеер) обсуждению не подлежат Чак Нобл, единственный разработчик со стажем, кто был в проекте с самого начала, покидает команду Владельцы ST Боб Бэрри и Джонатан Мэйвор начинают переговоры с T2 о продаже им студии, которые к концу 2019 года уже идут полным ходом ❗ Конец 2019 года: переговоры с Take Two срываются и Star Theory теряет проект. ❗ Владельцы ST Боб Бэрри и Джонатан Мэйвор поднимают цену в последний момент, делая ставку на то, что T2 готова скорее купить студию, чем искать другую для работы над KSP 2, что сделало бы их мультимиллионерами В ответ на это T2 отозвала интеллектуальную собственность у Star Theory и начала попытки переманивания сотрудников, предлагая всем членам команды перейти к ним и продолжить работу над проектом ❗ Отчасти из-за полного отсутствия эмоциональной привязанности к франшизе KSP у большинства инженеров (на тот момент они еще не играли в KSP 1) и отчасти из-за нежелания T2 согласиться на более выгодные условия работы попытка найма в основном провалилась. Изначально лишь 4 инженера перешли в новую студию, которая в дальнейшем станет известна как Intercept Games (IG) ❗ Со временем в новую студию перешло порядка 20 человек, но в большинстве своем это были разработчики без опыта, художники и производственный персонал, что снова привело к формированию небольшой неопытной студии Star Theory удалось оставаться на плаву на протяжение лишь нескольких месяцев, но в итоге из-за отсутствия идей новых проектов для издателей (предположительно из-за пандемии COVID-19, что привело к отмене выставки, в которой студия планировала принять участие), что привело к скорому закрытию Технический директор Пол Фурио присоединяется к недавно созданной IG с миссией по восстановлению команды разработчиков и налаживанию процессов, которые позволят KSP 2 добиться успеха. Тернистый путь к Раннему доступу, 2020-2023 (Intercept Games) ❗ T2 требует от IG сохранить старый и сломанный код Star Theory и работать с ним вместо того, чтобы начать с нуля По-видимому, такое решение было принято по той причине, что T2 чувствовала дискомфорт из-за нужды вновь переписывать код «Сломанность» кода Star Theory - вопрос дебатов и дискуссий Человек, работавший над проектом в Intercept Games, так прокомментировал код Star Theory: «у них нет шансов что-либо выпустить с таким кодом» Человек, работавший с проектом в Star Theory, напротив сказал, что будь у них еще немного времени, все получилось бы. Однако, этот человек согласен, что было бы лучше, если бы IG начала с нуля, но не из-за качества кода, а потому что команда новая и у нее нет никакого контакта с разработчиками KSP 1 В целом все, с кем говорил SZ согласны, что запрет начать с нуля являлось неверным решением Тот факт, что разработка не была начата с нуля, означал, что мультиплеер остается крупнейшим вызовом на пути к полноценному релизу В одном из интервью с Нэйтом Симпсоном казалось, что у KSP 2 уже есть работающий мультиплеер, когда он сказал «мы тестируем его внутри студии и я никогда еще не слышал, чтобы люди так громко смеялись». Судя по всему, речь шла о мультиплеерном моде к KSP 1. Однако, также стоит заметить, что в KSP 2 также была зачаточная форма мультиплеера, унаследованная от ST. Но он был полон багов, далек от стабильности и тем более выпуска в свет. ❗ На этом этапе мультиплеер оставался второстепенной задачей в то время как основное внимание по-прежнему уделялось визуальной составляющей. Мультиплеер все еще не был заложен в геймплей и архитектуру игры и это являлось проблемой на данном этапе разработки Однако, за этот период разработчики добились некоторого прогресса; более поздние сборки позволяли нескольким игрокам находиться в одном мире и вместе запускать ракеты Через несколько месяцев после выхода игры в ранний доступ всю команду мультиплеера распустили. Разработчики утверждали, что они все еще создавали игру с мыслью, что многопользовательская игра однажды станет ее важной частью, но по сути она была полностью отложена на второй план Несмотря на то, что старый код тормозил разработку, а COVID-19 распространялся по всему миру, прогресс, наконец, был достигнут, и к участию в проекте были привлечены такие эксперты, как инженер-физик доктор Майкл Додд и Крис Эддерли (также известный как Nertea), автор множества модов для KSP 1 ❗ Лишь в середине 2021 года разработчики KSP 1 смогли наконец присоединиться к команде KSP 2. До этого момента запрет на контакты оставался в силе. После этого, судя по всему, их реакция была примерно такой: «вы должны были обратиться к нам еще год назад!» (что и хотели сделать разработчики KSP 2, но им было запрещено) Этот запрет может объясняться нежеланием Squad отвлекать команду разработки KSP 1 от разработки последних обновлений Однако, это не объясняет, почему с бывшими сотрудниками Squad, которые покинули команду годами ранее (например, с создателем KSP Felipe Falanghe, также известным как HarvesteR), никто так и не связался ❗ Проблемы продолжают становиться очевидными по мере развития проекта. Некоторые из них усугубляются или даже вызваны тем, что продюсеры меняют приоритеты разработчиков, часто вынуждая их переключаться между совершенно разными фичами Позже эта проблема была решена, когда в IG была введена «структура функциональных команд» (описанная здесь; англ. «feature team structure»). Эту структуру Пол Фурио пытался сформировать еще до Раннего доступа, но создана она была только после его ухода Take Two устанавливает дату выхода: февраль 2023 К этому времени проект уже превысил выделенный бюджет Сразу становится очевидно, что все ключевые фичи не будут готовы в срок. Считается, что колонии можно было успеть доделать, но несколько месяцев спустя это было исключено В сентябре 2022 года принято решение выпустить игру в Ранний доступ с урезанной версией песочницы ❗ Это порождает существенные проблемы в разработке, т.к. проект никогда не планировалось выпускать по частям. Менеджеры по продукту начали отрывать разработчиков от их текущих задач и поручать им новые, что вызвало еще больше проблем Примером этого является разработчик, которому оставалось несколько недель до завершения работы над инструментом для постройки колоний, и который в итоге был отстранен от выполнения этой задачи и назначен на другую. Колонии были отложены ❗ Возникает еще одна проблема: инженеры-программисты, пользовавшиеся большим спросом в то время, могли зарабатывать от 200 до 250 тысяч долларов в год в таких крупных компаниях как Microsoft или Amazon. Однако, в IG их максимальная годовая зарплата держалась на уровне 150 тысяч долларов из-за бюджетных ограничений. Это не только приводит к трудностям с набором персонала, но и вынуждает некоторых людей, таких как доктор Майкл Додд, покинуть проект. Самый большой урон был нанесен уходом специалиста по графике Эрика Де Фелиза, работавшего над шейдерами. Никто не смог продолжить его работу, в результате чего игра поставлялась с крайне неоптимизированными шейдерами Инженеры по графике в то время были также крайне востребованы, что привело к еще худшей оптимизации ❗ Несмотря на неоднократные запросы, ИТ-команда не может вовремя предоставить необходимые инструменты для тестирования производительности, что еще больше способствует плохой оптимизации и позднему выпуску минимальных и рекомендуемых системных требований Ранний доступ, 2023-2024 (Intercept Games) Take Two и Private Division запускают маркетинговую кампанию на полную катушку, еще больше стимулируя волну хайпа В Нидерландах совместно с Европейским космическим агентством (ESA) проводится мероприятие, на котором авторы контента впервые получают шанс сыграть в игру. Проблемы постепенно становятся очевидными для публики, поскольку игравшие дают неоднозначные отзывы Тем временем напряжение между IG и PD нарастает. Некоторых людей не устраивает часть принятых решений и они понимают, что игра находится не на том уровне, которого они хотели бы достичь. Беспокойство по поводу встречи игры игроками велико. Несмотря на это, цифры продаж Steam выводятся на большой экран в конференц-зале: ожидается превысить отметку в 100,000 продаж в первый же день. KSP 2 официально выходит в Ранний доступ. Игра получает смешанные и отрицательные отзывы. Становится ясно, что секретность, продвигаемая T2, навредила отношениям между разработчиком и сообществом. Человек, работавший над проектом, позже признал, что отсутствие обратной связи от сообщества было одной из самых больших ошибок. Он заявил: «в итоге мы выпустили не тот продукт и не сосредоточились на нужных фичах». Маркетинговая кампания T2 имеет неприятные последствия, поскольку люди начинают осознавать недостатки игры, которую они купили по практически цене готового продукта (50 долларов), а от разгневанных и разочарованных клиентов начинают поступать негативные отзывы Количество продаж не соответствует ожидаемым цифрам и достигает лишь 80,000. Это не учитывая большого количества возвратов ❗ Через несколько недель после выхода в Раннем доступе руководитель студии Джереми Эйблс и технический директор Пол Фурио были уволены высшим руководством, которое считало их самыми дорогостоящими людьми в студии. Фурио немедленно ушел, а Эйблс остался еще на несколько недель. Майкл Кук, ранее занимавший должность бренд-менеджера в PD, занял пост руководителя студии. Примерно в это же время были уволены разработчики многопользовательской части игры На этом этапе мультиплеер все еще был проблемным и содержал массу багов, но в некоторой степени работал. Несмотря на это, в воздухе витало осознание того, что увольнение команды мультиплеера могло означать, что эта фича теперь отложена на неопределенный срок Фокус смещается на исправление ошибок и работу над первым важным обновлением, позже получившим название «For Science!» (FS!) FS! увидела свет в декабре 2023 года через 10 месяцев после того, как игра вышла в раннем доступе, и получила в целом положительные отзывы . Это была значительная задержка по сравнению с внутренней оценкой в 3 месяца, вызванная смещением фокуса после негативной реакции сообщества на состояние игры. Именно в этот период окончательно реализуется структура функциональных команд Фурио (англ. «feature team structure») Закрытие студии, 2024 (Intercept Games) В конце апреля 2024 года появилось предупреждение WARN (прим. пер.: оповещение о сокращении), указывающее на закрытие офиса T2 в Сиэтле, где находится Intercept Games, а 70 человек будут уволены 28 июня (примерно столько же людей состояли в команде разработки KSP 2). Студия погрузилась в почти полное радиомолчание и единственное заявление было сделано от аккаунта @KerbalSpaceP в X (запрещенная на территории РФ социальная сеть): «Мы все еще усердно работаем над KSP2. Мы скажем больше, когда сможем» (англ.: «We’re still hard at work on KSP2. We’ll talk more when we can.») Примечание переводчика на состояние 03.07.2024: с тех пор многие разработчики и коммьюнити менеджеры написали прощальные посты о покидании студии (в рамках массового увольнения), а 11-го июня компания выпустила предположительно последний патч 0.2.2.0. По состоянию на 3 июля 2024 года будущее Kerbal Space Program неизвестно. Заключение (мнение ShadowZone) Разработка KSP 2 с самого начала сопровождалась множеством проблем: от расхождения во взглядах до корпоративных поглощений и повседневных проблем (таких как неготовность инструментов вовремя). Проект изначально основывался на неверных вводных данных Технические решения принимались людьми, не имеющими компетенции в соответствующей области Оплата труда разработчиков была занижена Было множество догадок и домыслов о геймплее и механиках, которые, возможно, хотело бы сообщество, но они не были проверены, пока не стало слишком поздно Отсутствие открытого диалога и строжайшая секретность нанесли существенный ущерб доверию сообщества особенно после выхода игры в раннем доступе Предположительно: общая стоимость проекта на данный момент может составлять от 40 до 60 миллионов долларов по сравнению с предполагаемым доходом в Steam от 30 до 40 миллионов. Заметки (от ShadowZone, LinuxGuruGamer, Matt Lowne и Scott Manley) Не стоит винить Нэйта Симпсона: он отнесся к проекту со всей страстью и, похоже, искренне хотел создать отличную игру для сообщества KSP. Однако, он откусил кусок, который не смог прожевать, и допустил такие ошибки в решениях как «макаронность» ракет. В целом он не смог выполнить обещания (несмотря на все желание) из-за технических и бизнес-ограничений (пример: API для разработки модов) Мнение LinuxGuruGamer, Matt Lowne и Scott Manley: KSP 2 не может быть закончена или выпущена Take Two. Наилучшим решением было бы сфокусироваться на поддержке модов в оставшееся время, однако, моды имеют свои ограничения и их недостаточно, чтобы «спасти игру». Послание от переводчика (atomontage) Будем держаться, дорогое сообщество Kerbal Space Program. Любимая игра нас объединила и, в общем-то, она никуда не делась. Long live KSP!
  18. Part of the reason I'm interested in Soviet history is because I see a lot of parallels between then and present day society. The way you guys talk about it, "profit" sounds like the present day's equivalent to "quota" in the Soviet economic system. Whether maximizing profit or meeting/exceeding the production quota, both are achieved with the sacrifice of quality and ethics.
  19. Ever since the news dropped, things here in the forum have been rather depressing. Negative, questioning what is happening, attacks on other forum members. Things have taken a turn for the worse, and it makes me sad. We were hungry for KSP2, and in spite of its problems, we played it. Fired it up, dealt with bugs, went on missions. Some people are still playing it, and are still creating oddities. @ShadowZone released a video recently where he flung the four OG Kerbals into the farthest recesses of space. spacetime development might be dead, some people are still playing and getting enjoyment. With that said, I'd like to try something new here. I'd like to have a thread where people talk about things in the game that made them feel happy or good about it. Was it some mission you flew? Or perhaps a discoverable you, um, discovered? Something the game has that you didn't realize before that made you think " all righty then!"? I will start. I've got more than 1000 hours in KSP1, but I had never flown to Jool before. I've been to all the other planets, and landed on all of them. Notice I said landed; I still have not gotten back off Eve. But in KSP2, thanks to For Science!, I flew to and landed on Pol, Bop, and Tylo. I was able to return from both Pol and Bop, while leaving a rover on Tylo. Landing that rover on Tylo was the single biggest achievement in my KSP playing time. I'd like to ask that anyone who responds here to please only talk about things in KSP2 that you either never did in KSP1, or that made you feel good about the game. Nothing negative! We have a ton of those threads already; I do not want this thread to get locked because it dives into what is wrong or that TT is evil. Positivity only!
  20. I can't stop thinking about the astronomical taxpayer costs (advanced materials, arcane manufacturing, horizontal and vertical transportation, and ground and astronaut labor) for those huge next-gen multi-layer Galium Arsenide PVs that were recently installed. A lot of items should simply be reused as is, not smelted or deorbited. Those panels would be fine on an ISS replacement or a commercial station. Once the ISS is uncrewed, give permission to qualified operations to scavenge what they can via a bidding process. Heck, let the Chinese come and get the panels. Just don't trash them, dammt Or how about making uninstalling and securing the panels and other useful hardware and materials a testbed for robotic space operations? A great way to further development of bots from Boston Dynamics, Tesla, etc. If all this talk about roboticly building ISRU, landing pads, bases, orbitals, cities, etc has any thing to it then dismantling the ISS should be doable and a great learning opportunity
  21. Here is a thought. Break it down and turn it into raw materials in orbit where it is. Then using new plans, use the raw materials to build a new station in the same place, infact also put in to place programs to catch and capture space junk and turn them into raw materials too. A solar furnace is a structure that uses concentrated solar power to produce high temperatures, usually for industry. Parabolic mirrors or heliostats concentrate light (Insolation) onto a focal point. The temperature at the focal point may reach 3,500 °C (6,330 °F), and this heat can be used to generate electricity, melt steel, make hydrogen fuel or nanomaterials. Melted metals are new and raw and lose the ageing they had devloped when they were parts. Toxic materials can be vapourised. Even with new computers the basic structures still use the same materials. So you could create something new and lasting for a fraction of the cost, it would require far less than ferrying new materials up out of the gravity well. The current sealed tube structures could be converted to workers habitats and construction could be done by remote controlled building drones to minimise the need for space walks. They aready talk about turning regolith on the Moon into building materials, this would be easier. This could even start the begining of a spacedock for ship construction in orbit.
  22. This is the KSPI-E support thread where you can ask questions on KSP Interstellar Extended If you want to chat about KSP Interstellar you can do it at our new Guilded Server (old: KSP Interstellar Discord Server ) For talk about new development and features request you have to be in the KSPI-E Development thread For any release related news or issues, please discuss them at KSPIE Release thread KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. KSPIE also introduces a modified version of the CTT (which is a hard depenancy) which add additional technodes and integrates them better with other tech nodes If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and extract/copy the GameData to your KSP Folder (allow overwrite) Recommended scale: KSPIE part are based on real world parts. For realistic balance, it is recommended to scale Kerbin to at least 2.5x or 3.2x size and if you want to get serious scale to 6.4x or 10x size. Scaling can be accomplished via Kopernicus, Sigma Dimensions, and scale preset configs are available through Rescale! Recommended Part Mods Supported Tech Trees Recommended Star System/ Galaxy mods: Recommended Tool mods: Suggested Challenges: Documentation & Tutorials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: The most recent tutorial (RUS/ ENG) KSPIE reference spreadsheet by Friznit Beamed Power Sheet Sheet Beamed Power Calculator KSPI-E Guide by flyguybc KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki Mission/Vessel Examples Neren Solar Power Station flyguybc SSTO Interstellar Adventure Video: KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Pebblebed Thermal Turbojet SSTO Demo Warpdrive antigravity tutorial Support KSPI-E add support for the following mods
  23. This challenge was continued with permission from the previous thread manager @JacobJHC LINK to the old Jool-5 thread There are over 50 pages of entries and discussion, so look and see what made it and what didn't LINK to the older Jool-5 thread There are over forty-five pages of entries and discussion, so look and see what made it and what didn't LINK to the oldest Jool-5 thread. There are hundreds of pages of entries and discussion, so look at it to see what worked and what didn't! CHALLENGE RULES Given the scale of this challenge, everyone who completes the mission successfully gets a spot in the hall of fame. 1. No cheating, including the stock debug menu cheats, HyperEdit, kraken drives, or file editing. HyperEdit is allowed for testing but get rid of that H when you fly the real mission! 2. No part-clipping of functional parts (fuel tanks, batteries, crew pods, engines, science parts, SAS) into each other. It is okay to clip structural and non-functional parts, wings, and heat shields. 3. Any number of launches are allowed to assemble the ship in low Kerbin orbit (preferably below 100km, not a hard ceiling though, but do try to stay around or below 100km at most). All launches must be flown! 4. There's funding for one main ship only so all the crew, lander(s) and other stuff has to go to Jool as one big ship. Once the ship leaves LKO, it cannot obtain more parts or fuel unless it mines and refines the fuel itself. The ship can separate once in Jool's SOI. 5. Kerbals must be in a pod or cabin (no seats) for the interplanetary journey. Seats are okay for landing and flying within the Jool system. 6. One refueling mission is allowed in the Jool system if you run out of fuel, unless your ship uses ISRU. The refueling mission can only transfer resources, not parts, to your Jool 5 craft. This mission must actually be flown! 7. On all of the landings, the Kerbal must be able to get out and walk (or swim!) around on the surface. Make sure your ladders work! 8. Use Normal difficulty or harder, except, any ComNet settings are allowed including turning it off completely. 9. All the Kerbals have to arrive back to Kerbin surface at the end of the mission, happy and alive. You are allowed to optionally send up a craft to return them from LKO. 10. Mods / DLC: STOCK: only mods which do not add parts and do not change physics are allowed. This includes any informational, planning, visual, autopilot, or automatic functions. DLC: Any and all DLC made for Kerbal Space Program are allowed. MODDED: Use of most parts mods and certain game mechanics mods are allowed. You NO LONGER HAVE TO ASK if your favorite part pack is allowed! Some parts mods are prohibited. Please see below. Specific Mods: ENTRY SUBMISSION RULES 11. Submit your challenge as an imgur album, with good captions and descriptions, as a video or series of videos, or as a thread in Mission Reports. 12. Pictures or it didn't happen! Please keep the resources tab open, as well as show the informative windows from Mechjeb or KER if you use them. Take a picture of every important moment, including transfers, dockings, landings, stagings, and refuelings. For Jeb's Level, also take pictures of the science screen when you recover your craft. Alternatively, video submissions are a great way to show everyone your mission as well. These will help future participants to see exactly how you accomplished each part! CHALLENGE LEVELS 1ST LEVEL: one Kerbonaut lands on all the moons and come back safely. Low mass and low cost and low parts sub-challenges: with stock parts and physics, how low can you go and still accomplish the mission? NOTE: Low cost submissions may not utilize ISRU, or a negative cost would be possible. (Thanks @jinnantonix!) 2ND LEVEL: two or more Kerbonauts land together on all the moons together and come back safely. 3RD LEVEL: There's not enough time left for training one crew member to be an expert on all of the moons, so five Kerbonauts must go to the mission, with at least one unique Kerbonaut landing on each moon. JEBEDIAH'S LEVEL: collect as much Science as possible! Your score is the number of science points from the Jool system only, returned to Kerbin (not transmitted). Only stock experiments count for this! To score, take pictures of the science screen(s) when you recover the data. Otherwise, the rules are the same as 3rd Level. GATECRASHER / HONORARY MENTIONS: Missions completed the mission in spirit but didn't meet every requirement. ISRU: Use of ISRU will get a note ISRU on the entry description in the hall of fame. This includes stock ore harvesting and converting as well as mods such as Kethane and Karbonite. ISRU is allowed for any level of completion. GRAND TOUR: Not officially part of the challenge, but landing on all planets and moons in the Kerbol system in one mission will earn a GRAND TOUR note and the everlasting praise of all of Kerbal kind. Rule 4 is waived, but any Kerbals on the mission cannot return to Kerbin in between any landings and you still must follow the other rules. Additional optional information to help others see how the mission was accomplished: - Which game versions did you use? - What mods did you use, if any? - How many Kerbals are on the mission? - How many launches were needed to start your mission from Kerbin? - How much did your mission cost? - Did you needed a refueling mission? - Did you bring additional stuff like satellites, rovers, etc? - Share the delta-V information too, if you tracked it! ------------------------------------------------------------------------------------------------------------------------------ Well, now this big announcement is in the Kerbal News, all the public is excited about this mission and even the Government is watching! Now it's up to you, to the engineers and to the bravest and craziest Kerbonauts of all time! Completion Badge: Anyone who has finished the challenge can add this badge to their signature. The Low Mass Feather badge is available for entries in the low mass sub challenge. Hall of Fame 1st Level- - @Laie Video here. Used a smaller-than-you'd-expect rocket with a dedicated Tylo lander and a spaceplane shell that encloses the Vall-Bop-Pol lander to make the Laythe lander. A very well done mission with a great video. - @Stratzenblitz75 Video here. Used a completely reusable mission involving a tiny mothership which orbited Tylo and tiny landers that explored the system. I should also point out that no nuclear engines or ions were used in the mission. Truly impressive. - @Ultimate Steve Videos here and here. Used a single launch in career mode sending Val to many places in the system including Vall. Very impressive how quickly the mission was thrown together and carried out. - @IncongruousGoat Album here. A simple, single launch Jool 5 mission that only uses 42 parts! Very well optimized and well done. Good job! - @chargan ISRU Gif here. Used an ISRU shuttle and hopped from Kerbin, to the Mün, to the Joolian moons, to Duna, and finished it off with a glorious vertical landing at the KSC. Excellent job! - @GRS Album here. Used a massive, creatively named mothersheep that carried landers for Laythe and Tylo, landing on Vall and Bop (AND DRES!) by itself. As an added bonus, the lonely Dres was even visited, that doesn't happen very often. Amazing job! - @Challyss Album here. Used a brute force 5 meter launch booster with two 5 meter side boosters. Once in LKO used a vector-power stage to boost to an elliptical orbit, then used a rhino powered mothership to go to Jool, where it completed the mission. - @Superfluous J V ideos here. Used a single launch to send three Kerbals to the Jool system, where the ship parked in an elliptical Tylo orbit. From there a tug took the landers to their respective moons where they *wait for it* landed. The ship then fired all three Kerbals home safely. An amazing mission and equally amazing videos. - @Xurkitree Grand Tour Thread here. A surprisingly small mission that not only landed on all the Jool moons, but also every other planet and moon in the system. The mission sent a craft out to Eeloo, which landed and returned to Jool before heading home. Once in orbit Derton was picked up by a recovery rocket and landed safely back on Kerbin. Outstanding. ISRU Video here. I don't even know where to start, Xurkitree didn't just do a Jool 5 in this mission, they did it twice. A large SSTO ISRU craft launched and refueled on Minmus before gravity assisting its way to Jool where it completed the landings and then returned to Kerbin, WHERE IT RELAUNCHED and then detached a small non-ISRU craft which carried out the landings again. A fun note was when the Laythe lander landed by computer control while the Kerbal parachuted down. Great job on your fourth Jool 5 submission! - @dvader Album here. A single launch using only chemical engines. Used several gravity assists to make the trip to Jool cheaper in terms of delta-v. Used a small but capable plane for Laythe, and a donut lander for the other moons (with extra fuel for Tylo and Vall.) Overall a very optimized mission, complete with a near KSC landing. - @fulgur Album here. A very small and well optimized mission with a smaller-than-you'd-expect mothership. Ions were used to scoot Jeb and Vall about the system to the various moons, and then left as the small mothership made its way home, getting into Kerbin orbit with only forty m/s of delta-v remaining. (Talk about close margins!) The crew were returned safely by an Aether SSTO. - @Pro100kerbonaut ISRU Mission report here. Used an SSTO spaceplane to go to Minmus to refuel, then flew off to Jool. This mission is the most impressive in how it handled the Tylo landing. Not only was the landing done using the SSTO, but it came directly from Vall without refueling at Bop or Pol. The landings were all completed flawlessly, but was destroyed in a crash landing back on Kerbin. The pilot survived though, and any landing you can walk away from... - @dnbattley Album here. A direct ascent mission to all five moons, starting with Pol and Bop, then Vall, Tylo, and finally Laythe. The tensions on this mission were very high, as Jeb began his Tylo descent on a NERVA powered craft with a TWR of .9, managing to get it above 1 just in time to pull off the landing. From there Jeb flew to Laythe where he somehow missed the ocean (this might be a KSP first) and used the craft's jets to push it into the water for an ocean launch. After struggling back into orbit, Jeb flew by Tylo back to Kerbin, using a Duna aerogravity assist to get the right trajectory (ARE YOU SERIOUS?) Upon returning to Kerbin he was able to sneak in a Minmus landing. This mission is without a doubt one of the more Kerbal ones submitted, complete with Jeb gliding the final stage down to Kerbin with his EVA chute. - @EveMaster Grand Tour, ISRU Thread here. Additional album here. EveMaster managed to complete the Jool 5 challenge with an ISRU craft, utilizing the power of two mammoth engines and a detachable spaceplane. Also went the extra few million miles and completed a grand tour! Both Bob and Jeb were on this mission, however Bill stayed behind on Eve, so only Jeb is being considered for this entry. Regardless, an excellently executed mission. - @ManEatingApe, @Jacke, @dvader, @Muetdhiver, @Rakaydos, and @Pds314 Mission thread here. What these users have completed is the first community Jool 5 mission for this specific thread, possibly the first ever. Furthermore, this mission was done in a 'caveman' style approach, meaning no maneuver nodes, tier one buildings, and launch mass restrictions. These restraints meant the main ship was built over multiple launches. The landings were carried out by a plane and three identical landers, which carried Jeb to, around, and back to Kerbin from the Jool system with excruciating precision. I highly suggest checking out this mission's thread, it's one of a kind! - @Space Nerd Album here. Using a long nuclear mothership, Jeb and Malvis conquered the Jool system in a surprisingly easy manner. An off-center Bop/Pol lander was docked onto the side of the mothership, leading to one of the more interesting mothership designs. Jeb took Laythe, Tylo, and Vall, and Malvis handled Bop and Pol. Once all the landings were done, they flew back to Kerbin and used a 10 meter heat shield to slow down and splashed into the ocean. - @ralanboyle Video here. Using a single brute force launch, a main station of sorts was put into Jool orbit,. From there a Laythe-plane was released, and upon returning from Laythe, a lander/fuel tank combo (and an extra part for Tylo) took on Tylo, then Vall, then Bop, then Pol. They forgot to put a flag on Pol, but who cares. Also, the lander was able to return to Kerbin all by itself. Quite the capable craft I'd say. The mission is edited into a very nice video, and I suggest giving it a watch if you've got the time. - @Carbonjvd Album here. Using the incredibly stylish IPV Excelsior spacecraft, Tridous Kerman flew to Minmus to refuel, where she picked up two more crew members in Minmus orbit. From there they flew to Jool, where they refueled at Bop. After the tanks were full, they hopped to Pol, then Tylo, then Bop again, then Vall. From Vall the crew hopped back to Bop for more refueling, then flew to Laythe. After converting stored ore into liquid fuel, the crew touched down on an island, then (you guessed it) flew back to Bop! (for more fuel) From this final Bop landing, the Excelsior returned to Minmus where it all began, then safely touched down on Kerbin. A stylish landing for a stylish craft. - @camacju Grand Tour. Album here. This mission is impressive as it not only visited the five moons of Jool, but also every other landable surface in the Kerbol System. The Jool portion of this mission was completed after the mothership completed the Eve portion, then used gravity assists to get to Jool. A Tylo assist put the ship on course to aerobrake at Laythe, and after landing on Laythe the lander was then reused for Tylo. The other moons were completed using a smaller lander, and the brave Kerbonaut landed back at Kerbin after quite an exciting trip. Video here. A very well edited video of a Jool 5 mission which used only liquid fuel! Launching from the runway as a spaceplane, the craft flew up before staging its rapier engines and continuing to orbit on nerva-power. The Laythe landing was done using a smaller spaceplane, and the rest of the landings were done using a very impressive lander which used only 1 nerv engine to land on all the other moons, including Tylo! The lander also served as a trip home and as a heat shield so that the brave kerbonaut could parachute to safety. This mission is beautifully summed up in the video link, and I highly suggest checking it out. A truly unique mission! Video here. Another liquid fuel only mission! This one utilized multiple relaunches of the same spaceplane to put multiple fuel tankers in orbit. From there, the craft departed for Jool after some gravity assists and once again demonstrated the unusual, difficult, and impressive use of a nerv-powered Tylo lander. The video this mission was edited into is nice and tidy as well, and I suggest watching so you can see all the work that went into it. Video here. And yet another Jool 5 mission, but this time with only one engine! A cargo spaceplane with a single rapier made multiple launches to place several fuel tankers into orbit before flying a gravity-assist-utilizing course to Jool. Once in Jool space, the Laythe landing was conducted first, and then the plane ditched its outer shell so that just the rapier engine and a few fuel tanks remained. The craft then docked to a fuel module in orbit and flew to Vall, landed, then went to Tylo where a dedicated fuel drop-tank was used with what I'll dub "backflip staging". From there the Pol and Bop landings were done, with fuel to spare. After a fiery return to Kerbin, the brave Kerbonaut, Wildard, paraglided safely into the ocean. I recommend giving this video a watch, because it's short, to the point, and an amazing display of Kerbal engineering. Grand Tour. Video here. This mission is truly a record breaker, as not only was it a Jool 5, but it is the lowest mass Grand Tour without ISRU record holder, with a take off mass of 14.447 tons, less than a Mammoth engine! To focus on the Jool 5 portion of the mission, a spaceplane made a bouncy, thrash-flippy landing, then a tiny tiny lander was used to tackle Tylo. Pol and Bop were handled by a small ion lander, and Vall was handled by a lander so small it looks like a pancake. You should definitely give this mission's video a watch, as words cannot truly describe just how insanely optimized this mission was. - @Goufalite Video here. This mission began with the assembly of a main mothership in LKO. Once complete, the ship cruised to Jool where it used gravity assists to achieve orbit. From there, the spaceplane was deployed to Laythe, but missed its target island. Never fear! The spaceplane had such high performance it was able to fly to a nearby island. Once back with the mothership, the SSTO was drained and detatched, and a capsule on its nose was undocked and docked to the Tylo lander. The Tylo lander used 2 aerospike engines to blow its way to the surface, and the final stage of the lander redocked to the mothership to be reused as the lander for Vall, Bop, and Pol. After visiting Vall and Pol, the lander flew by itself (and out of connectivity range) to Bop, where it landed and returned to Pol all on its own (Goufalite found this method was more fuel efficient). After returning to the mothership at Pol, a Tylo gravity assist sent the crew home, and both safely landed only 50 kilometers from the KSC. This mission made me nostalgic for my first Jool 5 mission, which in turn makes this mission special to me. Nice job, @Goufalite. - @king of nowhere Grand Tour. Mission thread here. This mission was done using Kerbalism, and an absolute UNIT of a mothership. Appropriately named the DREAM BIG, this ship conducted the Jool 5 challenge with dozens of farms, radiation shields, and drop ships to keep itself self-sufficient. Fighting food limitations, mod issues, solar storms, insanity and radiation damage, the crew of DREAM BIG flew throughout the entire Kerbol system planting flags on every world. The mission thread is an entertaining read, and has a video tour of the DREAM BIG spacecraft, which I highly recommend you check it out. I congratulate @king of nowhere on completing the mission, and for not losing their sanity in the process! Mission thread here. This mission was done with tremendous build constraints, and done entirely in a no-contract career mode save. Each launch was limited to 20-25 tons, meaning it took dozens of flights to finish the main ship, the Marco Polonium. The ship used many cost and weigh saving methods, including using the Laythe lander as a stage on Tylo, and by using claws instead of docking ports in some cases. The mission also visited Duna, Ike, Eeloo, Dres, and Eve (orbit) as well. This mission is one of the most entertaining ones I've reviewed (along with one of the most optimized) and I highly recommend giving it a read. Mission thread here. This mission was much like @king of nowhere's previous two in the sense that it involved Kerbalism and self-imposed building constraints. The result was a Jool 5 mission designed and flown to be as realistic as possible, and done with a maximum LKO mass of 140 tons. Bill and Bob took the Economic Downturn and its support craft to Jool and visited Tylo first, using the Seated Man lander, then made way for Laythe to deploy the Sole spaceplane, each accompanied by the space tug Right Answer. Sole's upper stage was reused as a Vall lander, while Seated Man's upper stage was used to land on Bop and Pol. For the inner three moons, great care was taken to limit the radiation damage incurred on the crew, with Bill being irradiated all the way to 95% upon his return to Economic Downturn. The return trajectory had to be tweaked a few times to prevent the capsule overheating, but Bill and Bob ultimately prevailed, and returned to Kerbin with nearly 500kg of samples. This mission is one of the few anxiety inducing submissions due to the challenges imposed by Jool's radiation belt. If you are a fan of gripping mission threads, I suggest giving this one a read. - @Lt_Duckweed Video here. This Jool 5 mission is notable for three reasons. Firstly, it is fully recoverable. Secondly, it only uses two engines, being the nerva and rapier. And thirdly, it was edited into a masterpiece of a video. This mission began with a launch just west of the KSC, and made a direct transfer to Jool. Upon Jool arrival, the elegently designed craft deployed a nerva-propelled lander, which performed the Tylo landing. After refueling at the main ship, the lander then visited Vall, Bop, and Pol with refueling trips to the main ship in between. The lander then returned to the main craft, which transfered to Laythe, completing the final landing. The craft then returned to Kerbin and came to a stop on the KSC runway, returning with it every part it launched with. I must repeat the high quality video the mission is edited into, and strongly suggest giving it a watch. - @bwest31415 Album here. This mission began with the launch of a long thin rocket which was followed by a normal transfer to Jool. Upon arrival to Jool however, inflatable heat shields were used to induce a Joolian aerobrake, a maneuver I've scarcely seen used since the addition of reentry heating to the game. The first landing to be done was Laythe, and the final stage of the lander was used to land on Vall and Tylo. The lander then left the main ship behind and traveled to Pol, then Bop, then back to Kerbin all without refueling. Jeb landed safely back on Kerbin after a toasty aerocapture, and exited the pod to take in a nice mountain view. - @18Watt ISRU, Thread here. This mission was done as both a Jool 5 and a Kerpollo submission. The mission began with a brute force launch and direct transfer to Jool. The mothership used wolfhound engines, which was good for TWR but slow when the ship was fully fueled. The ship flew first to Tylo, and after landing, the Tylo ascent stage would be reused for later landings. Next, the ship went to Bop to refuel, then to Laythe, where a staged spaceplane returned the brave Kerbonaut to the mothership. Next Val went to Vall, then the ship went to Pol and landed, before returning the crew to Kebrin, who parachuted to the surface of one of Kerbin's icecaps. - @OJT ISRU, Thread here. This mission was fully reusable* (apart from deployed fairings but we couldn't decide if that counted or not) and landed every component of the main ship back on Kerbin upon finishing the Jool system's exploration. The mission began with three launches, one for the mothership, one for the lander, and one for the SSTO spaceplane. Due to unfortunate moon placements, no gravity-assisted captures were possible and a retroburn was conducted. From there, a surprise Laythe aerocapture was conducted, saving much needed fuel. After the Laythe landing, the main ship flew to Vall, left the plane in orbit, and then landed with the lander beneath it and refueled on the surface. Next up was a Tylo landing with razor thin fuel margins, followed by Pol and Bop. It is worth noting that this mission did not repeat OJT's previous Jool 5 mission's Pol refueling process, in which the lander did numerous trips to the surface to bring tiny bits of fuel up to the main ship. With the landings complete and plenty of fuel to spare, the ship flew back to Kerbin where it landed piece by piece, with the lander being launched an SSTO parachute module. An excellent mission, and no doubt a fine achievement. - @kspfreak Video here. This mission not only visited the moons of Jool, Bop's Kraken, and in a rather small vehicle, but also visited every other moon in the entire Kerbol System! This mission's video is a fun watch, and ends with a fun paraglide back to the KSC. A mini grand tour of sorts, and very well done. - @JeDoesStuff ISRU, Video here. An SSTO submission! Coming in with a mass at just under 30 tons, JeDoesStuff showed off an incredibly refined ISRU SSTO by flaunting it around the Jool System. Included on the spaceplane are subtle but clever features to aid in launching horizontally, such as Vernier thrusters on the nose to raise attitude during takeoff, as well as a large landing gear that is only deployed to angle the craft. I haven't seen the latter of those additions on an SSTO before, so I applaud the ingenuity! The video this submission is contained within is also very well edited, resulting in a brief, yet concise viewing experience. If you're looking for a fun video to watch, or to see a razor-thin-margin Tylo landing, then this submission is for you. Low Mass - @EvermoreAlpaca Video here. Mass of 6.2 tons. Spaceplane launch, gravity assists off Kerbin and Eve to reach Jool. Landed on Laythe with the same rapier used in the launch stage, returned to orbit with an incredible TWR, scooted over to Tylo where the most bare-bones Tylo lander I've ever seen was used to land on and take off from Tylo (saved fuel by having Bill push it to the top of the mountain), flew over to Vall where the landing was done using staged batteries and a single ion engine. The Vall lander (which was also part of the Laythe lander) completed the last two landings on Bop and Pol and returned to Kerbin using many more gravity assists before preforming an aerobraking, with Bill parachuting to the space center and landing atop the RnD. - @Alpaca Z Video here. Mass of 5.8 tons. Vertical launch using a whiplash ramjet engine, which was staged prior to orbital insertion. Resonant orbits with Kerbin and Mun assists were used to set up a KEKKJ gravity assiste route to save fuel. Spider engines were used in a two-stage Laythe lander design to save weight, and EVA construction was used to rebuild craft to negate the need for decouplers or rebuild the craft (or get away with only bringing one chair). Landings were otherwise routine apart from an incident on Tylo where the lander fell on its side, requiring an intuitive solution to rebuild the craft in such a way it could use redundant engines as support pillars. The video is very well narrated and goes into much more detail regarding the craft's design and flight plan, I highly recommend watching it to get the full picture of this mission. - @camacju Video here. Mass of 5.2 tons (Current Record!). This mission not only shatters the previous record, but does so with an impeccably made video. Launch mass was saved in numerous ways, one of which involved using tiny flags in place of landing gear for the horizontal KSC Runway takeoff. EVA construction was used to reassemble the craft(s) into what was needed at any given point during the mission. The vessels flown and techniques used are difficult to describe, so I highly encourage a watch of this mission to see some of the best of Kerbal engineering. - @camacju and @Ultimate Steve Grand Tour, Video here. Mass of 7.6 tons. This is a meticulously crafted and borderline perfectly executed low mass mission. This was not only a Jool 5, but also an entire grand tour weighing not even 8 tons! The video's excellent editing allows it to speak for itself, and I highly recommend you watch this mission to see perhaps the greatest low mass mission in the history of KSP. Low Cost - @jinnantonix Video here. 34,663 funds. The thread's first low cost submission! Using a low cost launch vehicle and a K-E-K-K-J flyby route, the mission put Val and a fuel-tanker station in elliptical Laythe orbit. From there one lander tackled Laythe, and another tackled the other four moons, with an extra few stages for Tylo. It is worth mentioning that this mission used no electrical charge and relied entirely on engine gimbal and some RCS to steer. On the way back, a double Eve flyby helped slow down, so an aerocapture could be done at Kerbin, where Vall proceeded to parachute onto the VAB. - @camacju Mission here. 24,070 funds. This mission used a SRB powered launch stage and a terrier powered transfer vehicle to get the landers to Jool (after numerous gravity assists). A dedicated Laythe lander tackled the ocean-world, while a multi-stage Tylo lander tackled the rest of the moons, and returned the brave Kerbonaut Wildard Kerman to Kerbin. Before heading back however, the new space-construction method was utilized to steal a solar panel from the transfer stage, marking the first time this creative form of staging has been used. Mission here. 17,635 funds (Current Record!). This mission is a more stripped down version of @camacju's previous low cost mission. This mission featured a visit to Laythe's ocean floor, and utilized eva construction to manually remove empty fuel tanks from the mission. Additionally, eva fuel tanks were used to refill the brave kerbonaught's jetpack to enable fuel savings by extended jetpack use. Low Parts - @bayesian_acolyte ISRU, Album here. A small, single stage craft comprising of 31 parts. Bayesian_acolyte said there could have been some part count improvements, but even without it the mission still did so much with so little. This mission shows just how far ISRU can be stretched, especially with that Tylo landing. - @Majk Thread here. A simplistic Jool 5 mission consisting of only 30 parts . The mission began using a very basic launch stage, and flew to Jool using a long nuclear ship. Lander reuse enabled part count savings, and usage of the nuclear ship as an ablative heat-shield helped return Val to Kerbin's surface in one piece. - @Majk Video here. Easily the most simple Jool 5 mission completed to date, accomplished using only 9 parts (Current Record!). This mission started with the 9th part, an RTG, stowed inside the command pod before installing it in orbit. It is also worth recognizing that a clever method of timewarping in the tracking station enabled refueling to take place while utilizing only a single RTG. The submission takes the form of a short, concise, and wel narrated video, and I highly encourage giving it a watch. 2nd Level - @jinnantonix ISRU, Album here. Used a big launch with a self-refueling vector-powered lander that made multiple Laythe landings and mined ore from every moon. Two kerbals were landed on each moon and the lander was recovered at KSC. - @Kerbolitto ISRU, Album here. Excellent mission done using two space shuttles capable of refueling on moons. Absolutely amazing job. In all things I ever thought I would see happen in KSP, a space shuttle landing on Tylo was not one of them. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @PhoenixRise86 Album here. Used a mothership for the first part of the mission, then resorted to ions to get to Ike and Minmus, then safely back home. Also, this is the first 2nd level mission to not use ISRU. - @GRS: Album here. The highly anticipated Sheep v2 did not disappoint, and went above and beyond by visiting not just Jool's moons but also Kerbin's and Dres. Used massive nuclear boosters to get around the Jool system and the Tythe lander to get two Kerbals on every moon and Dres, before using the Sheep v2 to land the entire crew on Minmus and Mun. Spectacular! - @Xurkitree ISRU Video here. This modded mission utilized ISRU, a nuclear mothership, and eight aerospikes to land on all five of Jool's moons with Cerdrin and Lodous Kerman. Returned the lander and mothership to LKO where a separate rocket retrieved the crew. I highly encourage watching the video submitted, it is excellently edited and the music supports the awe of the mission. - @QF9E Thread here. This mission used a blunt-force approach by lifting off on a powerful launch stage, and made quick work of Jool's moons. The moons were all visited by one lander, which dropped various attachments that helped it land on some of the bigger moons. At the end of the mission, the three brave kerbonauts safely touched down in the ocean, and a BFR style spacecraft recovered the remains of the lander in Kerbin orbit for historical preservation. Truly an impressive mission indeed! - @Mars-Bound Hokie ISRU Mission here. Using the Anubis II SSTO, Tancan, Fernal, and Kenby Kerman flew to Minmus to refuel, then blasted off for Jool. After touching down on Laythe to refuel, the crew went for Bop, then to Tylo. After landing with no liquid fuel to spare, the Anubis II was refueled, then launched for Pol. After a risky auto-piloted landing, the ship refuel before bounding to Vall, where the crew had a group picture. Heading back to Kerbin, a mix of brute force and aero-braking was used to get the trajectory needed to get back to the KSC, and then the crew refused to ditch the plane and pulled off the legendary runway landing. - @king of nowhere Mission here. "And so I completed the Jool 5 in day 383, 1 hour and 9 minutes of a new career" are the words typed by @king of nowhere at the end of the mission thread, and fundamentally capture the astronomical accomplishment documented within it. In a career save speedrun, it was decided to focus on a Jool 5, and the mission was optimized for time rather than mass or cost. The amounts of delta-v put into each maneuver to achieve bullet-like trajectories around the Kerbolar and Jool systems is simply jaw dropping. Over the course of the flight, the La coscienza di xenon and its landers managed to plant flags on all 5 moons within a 12 day window, which I don't believe has ever been done before. If you wish to see the chronicles of a one-of-a-kind, record setting Jool 5 mission, the flight of the La coscienza di xenon is the mission thread for you. Grand Tour Mission here. @king of nowhere's second Kerbalism Grand Tour, but with radiation shielding 3 times less effective, bugs, life support issues, frantic crew members smashing fuel cells and dumping food overboard, and so much more! This mission chronicles the Nail Bolt on its tour around the solar system, finding monoliths on every world and making it back in roughly two decades. This mission thread covers the begins, rebeginnings, redesigns, quick fixes, and compromises that took place during the Bolt's journey not just to Jool's 5 moons, but to every other surface as well. This is one of the most thorough submissions the challenge has seen, and is a great resource for those considering Kerbalism entries of their own. - @Lyra Mission here. A single launch mission! Using a spaceplane for Laythe, a notably slim Tylo lander (with a reusable upper stage for Vall), and an ion lander for Bop and Pol, this mission was a pleasant, self contained romp around the Jool System. One unique aspect of this mission I've seldom seen elsewhere was the use of claws on the nuclear mothership's outer hull. This allowed the landers to not need docking ports and attach to the hull like barnacles. A very clever, mass saving decision for the landers for sure! 3rd Level - @iAMtheWALRUS Grand Tour, ISRU, Album here. Used SSTOs to launch the mission and used moon hopping to get around the Kerbol system. Very nicely done. Also, first 1.4 submission - @sturmhauke Album here. To put it in the words of the pilot them self; "A mostly reusable mission to all 5 of Jool's moons. Single launch SSTO carrier drone, with a separable mothership and 5 landers." Very well done and efficient mission. Used fuel cells to power ion crafts for Bop and Pol, sent a plane to Laythe, and conquered Tylo with a rocket lander. - @mystifeid Album here, ISRU. Used two launches to put a mothership and a universal lander into orbit. Then used left over launch stage to boost to Jool and then around the system until it ran out and was staged at Tylo. Bob landed on every moon, accompanied with a different Kerbal for every moon. Very nice mission, and even had the added bonus of a near KSC landing. - @PhoenixRise86 Album here. Used a single launch of pure rocketry, no jets, ions, or nukes used in the entire mission. This mission did the Jool 5 mission in style, with some of the most interesting landers I've ever seen, including an aerospike Laythe plane. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @jinnantonix ISRU, Video here. Of all the Jool 5 missions I have seen in this thread so far, none treat their Kerbals better than Jinnantonix has. The craft was modular in design and split into several different arrangements for various landings, and came with a gravity spin for deep space transit. Very considerate, and very awesome. - @Grogs Album here. Two launches to build the main ship in orbit, one crew launch for realism. Used a giant transfer stage to get the landers to Jool. Chemical engines pushed the landers about the Jool system, with nine Kerbals in total being involved in the mission. Once the landings were completed the mothership returned to Kerbin where a fourth launch collected the Kerbals and returned them safely to Kerbin. - @Pipcard ISRU Thread here. A well executed, eight Kerbal mission with one of the longest ships I've ever seen in this game. Excellent mission that toured the Jool System in an engaging thread. Mission was assembled in multiple parts, flew to Jool, landed on the moons (being sure to refuel on Bop and Pol when needed), EVA jetpacked off Tylo, and the crew was returned to Kerbin by a separately flown space plane. - @Kerbolitto ISRU Mission here, here, and here. Kerbolitto's second submission! Using a space shuttle with several surface experiments, a crew of eight explored the system. The Tylo landing was done with perfect margins, landing with no fuel left! This craft may also hold the record for lowest TWR launch of Bop in history, and an outpost on Laythe with a mini-plane was even constructed. Bob chose to stay behind and man the base while the crew returned home. Excellent end to an excellent mission! - @Ksp Slingshooter Album here. Assembled the main ship using multiple launches, then flew to Jool, settling in an elliptical Jool orbit with some help from a few gravity assists. From there the landers detached and flew to their moons, one by one and completed their landings. Due to some unexpected occurrences at Laythe, the Vall lander swooped in and rescued the Kerbal, taking both back to the mothership. Without enough room in the command pods for everyone, two brave Kerbals rode back to Kerbin on ladders, detaching and re-rendezvousing during timewarp. A rescue craft was launched, and met the mothership just in time, with only three minutes to transfer the Kerbals before a fiery re-entry. Truly a Kerbal mission! - @RoninFrog ISRU Thread here. Using the gloriously huge HMS Sauron, Jeb and 16 friends took to Jool in this massive SSTA. First they stopped at the Mun, then flew to Pol, then Tylo, then Vall, Laythe, and finally Bop. On the way back to Kerbin, time and fuel and the positions of the planets made a Duna landing prove itself most useful, before heading back to the Mun, and finally, back to Kerbin. This 1 stage mission has some amazing screenshots in its thread, as well as most amusing comments for each picture. If you're wanting to learn more about an ISRU approach, I suggest giving this mission a peak. - @OutInSpace Video here. Using a total of eight launches, this mission's mothership was constructed methodically, complete with an enormous pair of transfer boosters. After heading to Jool directly, the mothership flew to Tylo, Vall, and Laythe by itself, and sent an ion craft to Bop and Pol instead. After numerous attempts, the Laythe plane was finally able to show what it could do, and the 5 crew returned to Kerbin orbit, where they were picked up by a landing craft. If you want to see the nitty-gritty maneuvers used during a Jool 5 mission, I suggest you check out this mission's video. Its editing and methodicalness make it an unintentional flight-tutorial for getting to Jool. - @Entropian ISRU Mission here. Using a 5 meter tank with 5 meter tanks strapped on the side and a large cluster of mastodon engines, the craft rocketed off the pad to Minmus, where it refueled and went off to Jool. Landing on Laythe proved to a close call, with ZERO delta-v remaining upon touchdown. From there the ship bounced to Vall, Tylo, Pol, and Bop, before making a rough splashdown on Kerbin. It is worth noting that the crew did forget to put a flag on Bop. However since every other mission criteria was met and the craft was landed on Bop it is still being counted. - @GRS Grand Tour. Mission here. This time with the Sheep v4 the Jool moons were visited again, along with 60 other destinations! Relying heavily on ion power, landing after landing was accomplished visiting worlds close to the sun, around Jool, and even outer dwarf planets. So many worlds were mentioned that the Jool 5 portion is only a tiny fragment of the overall mission. There is genuinely too much in that mission to describe here, so I highly suggest you check out the most expansive sheep yet's thread! - @s_gamer101. Mission here. This mission began with the launch of an enormous reusable launch system that placed the main ship in orbit. A trip to Jool ended with a fiery aerocapture above Laythe, where two of the crew members took a small spaceplane to the surface. After a tricky fuel situation in which drop tanks were accidentally kept as huge pieces of ballasts, the Tylo tug was used as an extra stage to boost the main ship. This proved to be enough delta-v, as once the landings were completed the ship cruised back to Kerbin, where they parachuted safely to complete the mission. - @AlpacaMall Mission here. This mission began with the launch and orbital construction of the KSS-J "Orca". Engineer construction added fuel lines and removed unneeded RCS thrusters, and the craft departed for Jool with a reusable lander upper stage, with lander stages for Laythe and Tylo. The landings were completed in the following order: Laythe, Tylo, Vall, Pol, Bop. From Bop, the Orca was left to serve as a relay station while the crew module left for Kerbin. The vessel landed with all the crew and 23458 science. - @BeanThruster Album here. This mission began with the launch of Vapidity, the mothership used during the mission. Instead of going to Jool, Vapidity made its first flight to an E-class asteroid so it could refill all of its fuel tanks (it launched almost empty to save weight). After flying to Jool, the first landing took place on Tylo, before leaving the engine nacelles in case later refueling was needed. Next, the last stage of the Tylo lander was used to land on Vall, then the lander flew solo to Bop where it awaited the rest of the ship. Vapidity took the time to take a spaceplane to Laythe, then went back to low Tylo orbit to refuel. Vapidity met the Vapidlander at Bop, conducted the landing, then went to Pol to do the same. Vapidity returned to Kerbin before the crew landed using the Laythe spaceplane. In total, the crew collected 20113.6 science. - @RuBisCO ISRU Album here. This mission began with a lot of mainsail engines to push the main craft into orbit, and delivered not one, but seven Kerbals to the surface of each moon. The first visit was Pol, where cleverly built piston legs kept the refueling craft perfectly level. Next was Bop, then Vall, then Tylo, where a rover and lab were brought to the surface and returned to orbit (except Tylo where it got left behind). For the Laythe landing, the crew took down a spaceplane, as well as a helicopter and a floating lab with plane-refueling capabilities. The helicopter was used to collect science from the local area, and after being refueled, the plane returned to orbit. After the main ship was refueled on Pol, the crew returned home. - @18Watt ISRU , Mission here. This mission is nearly identical to 18Watt's previous submission, but now has accommodated a unique Kerbal for each moon, bumping it from a 1st to a 3rd level submission. Main ship refueled on Minmus before heading to Jool, refueled on small moons, and pilots Val and Billy Bobfurt flew each unique specialist to their respective moons. - @Krazy1 ISRU, Album here. This mission was done with the Principia mod, which makes gravity and orbits behave more realistically. The spacecraft used was the "2 by 4", named after its two mammoth engines and four nervs. First the craft launched to Minmus, then visited a passing asteroid, then went back to Minmus to refuel, then shot off to Jool. After the Laythe landing, there was some trouble getting to Vall due to orbital issues. After Vall came a very bouncy Tylo landing, which was followed by a Pol landing, and then a Bop landing. It is worth noting that Bop is orbiting retrograde in this mod for orbital stability. After completing the landings and experimenting with weird orbits, the 2 by 4 traveled home, refueled on Minmus to prep for landing, and then touched down safely on Kerbin with its crew of 5. ISRU, Album here. This mission utilized an orange and gray aesthetically pleasing spacecraft. Once launched into orbit, the craft refueled on Minmus, then shot off to Jool where it landed on Vall, then flew to Tylo where it performed this landing, before nearly burning on Laythe, then finished up with Bop and Pol. Upon returning to Kerbin, some excess ore was turned to fuel to save weight, and the crew splashed down 10km from the KSC. - @Kimera Industries. Mission here. This mission's mission thread chronicles the Avocado on its journey to Jool's moons and back, using appropriately named components and landers. Due to its nuclear propulsion, the escape burn was split in two, though did not go gently into that good night, and upon arriving to Jool, took use of a convenient Tylo assist to go almost directly to Laythe. From Laythe, a lander was dispatched to Vall and Pol, then the entire ship reunited and migrated to Tylo where the landing was achieved on the fifth try. Next came Gilly 2.0 Bop, where an interesting SPOILER was discovered. Upon returning to Kerbin with little to no time for caution, the cargo container and its draggy friends kept the craft from overheating during airbraking, and the crew landed to live another day. - @Geryz MODDED, Video here.Pushing past 1000 tons and assembled over 8 launches, the Hephaestus ship was made to be flashy and ludicrous, and it does a good job at it. The mission uses kerbalism simplex to add life support, while radiations are turned off. An imperfect gravity assist from Tylo added inclination and complicated the mission. A nuclear-powered ion lander was used for the minor moons, its TWR barely sufficient for Vall. Hephaestus was burned in atmosphere during reentry, leaving behind only the shielded crew pod to carry the crew to safety. Jeb's Level - @Xurkitree Grand Tour, ISRU Album Here. Collected 19,711.3 science from Jool on a girl's night out mission with no lack of gravity assists. A note from the author said that the mission greatly improved their skills in KSP and proved that fact well with the insane gravity assists they pulled off. Also first Jeb's Level on the new thread yay! - @ManEatingApe Video here. And here. And here. And here. And here. And here. Collected 16,532.0 science from Jool. There isn't anything I can say about this mission except you need to see it for yourself. Exclusively low tech was used, and collected in space science from all biomes. This mission did the near-impossible, with primitive parts, and landed all Kerbals safely back on Kerbin. - @SolarAdmiral Video here. Collected 42,296 science from the Jool System. Single launch on a cluster of three meter parts, before heading off to Jool. Started with Laythe first, landing using a floating platform. Science was collected with a small jet-powered boat. Next stop was Tylo, where a rover was used to collect science from many biomes. On Vall one landing was done, and a hop added to it before heading to orbit again. Numerous biomes collected from Bop and Pol by hopping around in their low gravities. Direct shot home and landed all seven Kerbals to tell the tale. Absolutely astounding mission! - @jinnantonix ISRU Video here. Collected 82,510 science from the Jool System. Single launch, one much smaller than you might expect. Used a plane to gather large amounts of science from Laythe, dove into Jool's atmosphere, grabbed science from almost if not everywhere, and even managed to use the Laythe plane as the final stage on the Tylo landing. Had an artificial gravity system to facilitate the kerbals, and landed back at the KSC. Honestly jinnatonix managed to do so much in this video I can't describe it all here so I suggest you just watch the video. Amazing job. - @GRS Album here. Collected 28,643 science from the Jool System. The long awaited Sheep mission that satisfied both the Kerpollo and Jool 5 requirements led by Simone Kerman that explored the Jool system and returned home Apollo style. The mission had a heavy launch and went to, around, and from Jool using a massive nuclear stage. The usage of the Scifi visual pack gave the mission a unique look as it took science from every moon (including Jool's upper atmosphere!) in style. Incredible. - @Jim123 Video here. Collected 8780.9 science from the Jool System. Single giant launch put a large nuclear mothership in orbit. Flew straight to Laythe where the landing was completed with a dual stage to orbit (and Jeb's jetpack). From there the crew went to Vall and landed, before heading to Tylo and dropping one of the most Kerbal looking Tylo landers I've ever seen to the surface. After Tylo biome hopping was used on Bop and Tylo, before a pair of service modules detached and went back to Kerbin, boosting each other home where the crew landed. Nice video. - @jost ISRU Album here. Collected 16940.2 science from the Jool system. Flew to Jool using a long nuclear mothership. From there an ion ore probe helped find ore on every moon but Laythe for the rocket lander. Laythe used a three seat plane for the landing, and even found a geyser while on the surface. Landed on Tylo with 1m/s to spare before refueling, and landed everyone safely back on Kerbin after leaving the nukes in a graveyard orbit around Kerbin. Excellent! - @Beriev Album here. Collected 49430.1 science from the Jool system. This entire mission was done in a 6.4x solar system. Launched off the pad with an absolutely enourmous rocket, fittingly dubbed the 'Absolute Unit'. Used many kicks to get out to Jool, where the ship split up to tackle the moons. For Laythe and Tylo, ascent vehicles were landed separately, before the crew arrived on-surface. Later, both sets met up at Vall, then flew to Pol, then Bop, and then to Dres. After a fun journey, the Absolute Unit returned to Kerbin, and the crew landed safely. This mission has an incredible execution and design, as well as a well-captioned Imgur album. I highly suggest giving it a look. - @Pro100kerbonaut Video here. Collected 10238 science from the Jool system. This mission was done with a rather interesting, asymmetrically balanced ship, and had quite the bouncy ride. On Tylo parkour was done, on Laythe swimming. On Vall two landings were done, and on Pol and Bop the lander bounced around. This mission used a combination of a gravity assist off Tylo and a retro-burn to capture at Jool, and upon return to Kerbin parachutes were attached to the crew section using a klaw. A fun mission with great editing. - @king of nowhere ISRU Mission thread here. Collected 105136 science. This mission was insane from its conception, with the goal to collect every single bit of science from the Jool system as possible. While this goal was not ultimately accomplished, the mission is still one of the greatest Jool 5 submissions I have ever seen. To collect science on each world, a durable lander known as the Dancing Porcupine was deployed and driven on all moons but Laythe. For Laythe, a spaceplane called Absolutely NOT Albatross was used to collect science from each biome. In fact, Absolutely NOT Albatross did even more than just Laythe. Using a multi-stage attachment, Absolutely NOT Albatross visited the lower atmosphere of Jool and returned to tell the tale. The craft's brave pilot even took an EVA report while in flight before ascending. The main ship dubbed the Flying Christmas Tree, and was capable of refueling on low gravity worlds. Upon returning to Kerbin, a craft launched to return the brave Kerbonauts to their home-world. Having visited every biome on every moon, it is no surprise that this mission amassed more science than any other Jool 5 mission before it. I highly recommend viewing this mission's main thread. Amazing job king of nowhere! Mission thread here. Collected 11395 science from the Jool System. The sheer amount of effort put into this mission cannot be overstated. King of Nowhere started this mission as a nanocristalline diamond caveman mission, which in short meant no contracts, no facility upgrades, no quicksaving, on career mode, while starting the save with severe limitations. While the mission ended up needing quick-loading, it still is eye popping to see just how much work went into it. Each launch (in the VAB) was limited to 18 tons maximum, so a work around was used by having docking ports around the base of the rocket, to which separate boosters would be docked using a runway-launched rover. This meant that many launches required multiple launches of booster attachment vessels before the rocket itself could attempt to leave the pad. After over 100 launches, the Navis Sideralis Neanderthalensis and all its cargo were ready, and the ship departed for Jool, leaving a most amusing pattern of drop tanks in its wake. Upon reaching Jool, disaster struck when the Tylo lander suffered an anomaly, and quicksaves were needed to complete the Jool 5. While at Jool, science modules were discarded after use because a lack of KSC upgrades prevented their resetting, and every aspect of the mission, from flying between moons to the landings themselves, were executed with meticulous testing and prior calculation. I cannot possibly explain everything this mission did in this little blurb, so I highly encourage anyone who wants to see some of the best Kerbal engineering I've ever seen to check out the linked mission thread above. ISRU Mission thread here. Collected 142744 science (Current Record!) from the Jool system. This mission is perhaps the greatest Jool 5 missions to ever fly. A worthy successor to @king of nowhere's previous submissions, this mission collected practically every single piece of science that the Jool system has to offer, with only a few dozen science bits unobtained. In addition, the mission visited every single anomaly in the Jool system, performed circumnavigations of every moon, and flew a two-crew craft into Jool's upper atmosphere to collect science, and deployed an aircraft carrier to Laythe. The mission's thread linked above follows the journey of the Flying Christmas Tree 2, a massive mothership capable of landing and refueling itself, Leaping Mantis, a rover designed for climbing steep grades on alien worlds, Tamarromobile, a larger rover for Tylo, Phoenix, the spaceplane for Jool, Absolutely Not An Albatross, an SSTO for Laythe, and Garibarge, the aircraft carrier for Laythe so that Kerbals could disembark from Not Albatross and collected surface samples from Laythe's ocean biomes. The mission began with Flying Christmas Tree 2 being equipped with the landers, planes, and aircraft carrier. Use this link here to see the majesty of Flying Christmas Tree 2 in all its glory -> (https://youtu.be/h61wplb0DRw?si=HlNYwxnYPkPaem2k). From there, it flew to Minmus to land and refuel, and then departed for Jool. The following efforts to circumnavigate all 5 moons and locating the anomalies require an entire thread of its own, requiring one to view and read the entirety of the mission thread linked above. Out of all the Jool 5 missions I have ever reviewed, none have exhibited such effort or gone to the extent shown here. This is not one of many Jool 5 missions, this is the Jool 5. - @OJT ISRU Mission thread here. Collected 26871.3 science from the Jool System. This mission thread contains some of the most eye-catching, visually stunning KSP screenshots I have ever seen in a Jool 5 submission. The mission itself was tested and proofed in sandbox, and consisted of a long, skinny mothership, a spaceplane, and an ISRU lander for Tylo. With the lander and plane hanging from docking points on the main ship, the craft boosted to Jool and used a Tylo flyby to capture. Visiting Vall first, the lander took around 100 days to refuel. The ship then flew to Pol where the relatively tiny lander (in relation to the mothership) flew to Pol's surface and back numerous times to refuel the main ship before it could head to Bop. At Bop a kraken was discovered, and on Tylo the crew found it refreshingly eventless. The last destination was Laythe, where the plane and lander were left in orbit so the main ship could return to Kerbin. A return craft returned the crew and science, and crew XP was had by all. - @Robin Patenall Mission thread here. Collected 61174.6 science from the Jool System. This mission began with the construction of the Emerald Star, a large and reconfigurable interplanetary vessel that required 17 launches to complete. Once built, the Emerald Star used Eve and Kerbin gravity assists to efficiently sling itself to Jool and started with Tylo. Using one of the Emerald Star's 3 drive cores to send itself down to a lower Tylo orbit, the lander successfully brought the crew to and from the Tylic surface. When the mission reached Vall, a magical anomaly was discovered, one which would prove to be only one of many odd discoveries made on Jool's moons. An SSTO found one on Laythe as well, during one of its three total landings. A monolith was found on Pol, and a deceased kraken on Bop, one which caused a crew member to lament their inability to bury it. Once the landings had been complete, the remains of the Emerald Star returned home, where it was parked in Kerbin orbit awaiting future assignment. - @problemecium Mission thread here. Collected 8755.7 science from the Jool System. This mission thread covers the finally completed tale of the Aletheia, a massive, nearly 1.3 kiloton mothership. With numerous cargo bays, it brought landers, an SSTO, a deployable space station, numerous pieces of scientific equipment, and two ARKS to return the crew to Kerbin if needed. Upon construction, Aletheia and its seven crew members proceeded to Jool, using 46% of its total fuel. The transfer section was left behind in Laythe orbit while the rest of Aletheia continued on. After Laythe came Vall, where one of the ARKS was used to refuel the Tylo lander to enable it to tackle Vall (the ARK was then joined to the deployable station and left behind). The lander then tackled Tylo, and was left behind for future use. Bop saw the discovery of a hopefully deceased Kraken, and Pol marked landing number 5. This romp unfortunately depleted Aletheia of the fuel sufficient to return to Kerbin, so the second ARK spacecraft brought the crew home safely, using a Mun assist to tweak its final trajectory. This is one of the more aesthetically pleasing Jool 5 missions, and done in career mode in a very well typed out and necromanced thread, so if you are a fan of large stylish motherships, I would recommend giving this thread a view. Gatecrashers / Honorary Mentions - @JacobJHC Grand Tour, video here. Giant single launch craft, also visited every planet and moon from the OPM planet pack. Very big. Gatecrasher because crew hasn't landed yet. - @Fraus Mission here. There's nothing that can be said about this, other than that this mission definitely had more thought put into it than any other Jool 5 I've seen. - @cqIpb Mission here. This mission was flown on an Xbox, and pushed the console to its framerate limits! cqIpl was inspired to do a Jool 5 mission after finding this thread, and despite not being able to land on Laythe due to lander instability, still had a lot of fun finishing the rest of the mission, and took a few great screenshots along the way! As of writing this, cqIpb is still new to the KSP Forums. Welcome, we're glad you're here! - @Alpaca Z, using a craft built by @Lt_Duckweed (with permission) Grand Tour, ISRU . Video here. Using a rather simply built SSTA, this mission was a simple case of flying around the entire solar system and refueling everywhere. This craft utilized air-fans, ions, vectors, and nerv engines, allowing it to be not only capable of high efficiency maneuvers, but also those requiring high TWRs. A highlight of this mission was the strategy to use EVA construction to rebuild the back of the plane to enable it to land vertically on Tylo's surface. Why bring landing legs when you have wings that could do the job just as well? This mission's video submission is also of a high quality, so I recommend giving it a view. In all, the crew of three finished their grand tour in only 15 years and 117 days! Efficient and speedy Moved to Honorary Mentions due to the fact that the crew could not exit onto Tylo's surface.
  24. This challenge was continued with permission from the previous thread manager @sdj64 LINK to the old Jool-5 thread There are over forty-five pages of entries and discussion, so look and see what made it and what didn't LINK to the older Jool-5 thread. There are hundreds of pages of entries and discussion, so look at it to see what worked and what didn't! CHALLENGE RULES Given the scale of this challenge, everyone who completes the mission successfully gets a spot in the hall of fame. 1. No cheating, including the stock debug menu cheats, HyperEdit, kraken drives, or file editing. HyperEdit is allowed for testing but get rid of that H when you fly the real mission! 2. No part-clipping of functional parts (fuel tanks, batteries, crew pods, engines, science parts, SAS) into each other. It is okay to clip structural and non-functional parts, wings, and heat shields. 3. Any number of launches are allowed to assemble the ship in low Kerbin orbit (preferably below 100km, not a hard ceiling though, but do try to stay around or below 100km at most). All launches must be flown! 4. There's funding for one main ship only so all the crew, lander(s) and other stuff has to go to Jool as one big ship. Once the ship leaves LKO, it cannot obtain more parts or fuel unless it mines and refines the fuel itself. The ship can separate once in Jool's SOI. 5. Kerbals must be in a pod or cabin (no seats) for the interplanetary journey. Seats are okay for landing and flying within the Jool system. 6. One refueling mission is allowed in the Jool system if you run out of fuel, unless your ship uses ISRU. The refueling mission can only transfer resources, not parts, to your Jool 5 craft. This mission must actually be flown! 7. On all of the landings, the Kerbal must be able to get out and walk (or swim!) around on the surface. Make sure your ladders work! 8. Use Normal difficulty or harder, except, any ComNet settings are allowed including turning it off completely. 9. All the Kerbals have to arrive back to Kerbin surface at the end of the mission, happy and alive. You are allowed to optionally send up a craft to return them from LKO. 10. Mods / DLC: STOCK: only mods which do not add parts and do not change physics are allowed. This includes any informational, planning, visual, autopilot, or automatic functions. DLC: Any and all DLC made for Kerbal Space Program are allowed. MODDED: Use of most parts mods and certain game mechanics mods are allowed. You NO LONGER HAVE TO ASK if your favorite part pack is allowed! Some parts mods are prohibited. Please see below. Specific Mods: ENTRY SUBMISSION RULES 11. Submit your challenge as an imgur album, with good captions and descriptions, as a video or series of videos, or as a thread in Mission Reports. 12. Pictures or it didn't happen! Please keep the resources tab open, as well as show the informative windows from Mechjeb or KER if you use them. Take a picture of every important moment, including transfers, dockings, landings, stagings, and refuelings. For Jeb's Level, also take pictures of the science screen when you recover your craft. Alternatively, video submissions are a great way to show everyone your mission as well. These will help future participants to see exactly how you accomplished each part! CHALLENGE LEVELS 1ST LEVEL: one Kerbonaut lands on all the moons and come back safely. Low mass and low cost and low parts sub-challenges: with stock parts and physics, how low can you go and still accomplish the mission? NOTE: Low cost submissions may not utilize ISRU, or a negative cost would be possible. (Thanks @jinnantonix!) 2ND LEVEL: two or more Kerbonauts land together on all the moons together and come back safely. 3RD LEVEL: There's not enough time left for training one crew member to be an expert on all of the moons, so five Kerbonauts must go to the mission, with at least one unique Kerbonaut landing on each moon. JEBEDIAH'S LEVEL: collect as much Science as possible! Your score is the number of science points from the Jool system only, returned to Kerbin (not transmitted). Only stock experiments count for this! To score, take pictures of the science screen(s) when you recover the data. Otherwise, the rules are the same as 3rd Level. GATECRASHER / HONORARY MENTIONS: Missions completed the mission in spirit but didn't meet every requirement. ISRU: Use of ISRU will get a note ISRU on the entry description in the hall of fame. This includes stock ore harvesting and converting as well as mods such as Kethane and Karbonite. ISRU is allowed for any level of completion. GRAND TOUR: Not officially part of the challenge, but landing on all planets and moons in the Kerbol system in one mission will earn a GRAND TOUR note and the everlasting praise of all of Kerbal kind. Rule 4 is waived, but any Kerbals on the mission cannot return to Kerbin in between any landings and you still must follow the other rules. Additional optional information to help others see how the mission was accomplished: - Which game versions did you use? - What mods did you use, if any? - How many Kerbals are on the mission? - How many launches were needed to start your mission from Kerbin? - How much did your mission cost? - Did you needed a refueling mission? - Did you bring additional stuff like satellites, rovers, etc? - Share the delta-V information too, if you tracked it! ------------------------------------------------------------------------------------------------------------------------------ Well, now this big announcement is in the Kerbal News, all the public is excited about this mission and even the Government is watching! Now it's up to you, to the engineers and to the bravest and craziest Kerbonauts of all time! Completion Badge: Anyone who has finished the challenge can add this badge to their signature. The Low Mass Feather badge is available for entries in the low mass sub challenge. Hall of Fame 1st Level- - @Laie Video here. Used a smaller-than-you'd-expect rocket with a dedicated Tylo lander and a spaceplane shell that encloses the Vall-Bop-Pol lander to make the Laythe lander. A very well done mission with a great video. - @Stratzenblitz75 Video here. Used a completely reusable mission involving a tiny mothership which orbited Tylo and tiny landers that explored the system. I should also point out that no nuclear engines or ions were used in the mission. Truly impressive. - @Ultimate Steve Videos here and here. Used a single launch in career mode sending Val to many places in the system including Vall. Very impressive how quickly the mission was thrown together and carried out. - @IncongruousGoat Album here. A simple, single launch Jool 5 mission that only uses 42 parts! Very well optimized and well done. Good job! - @chargan ISRU Gif here. Used an ISRU shuttle and hopped from Kerbin, to the Mün, to the Joolian moons, to Duna, and finished it off with a glorious vertical landing at the KSC. Excellent job! - @GRS Album here. Used a massive, creatively named mothersheep that carried landers for Laythe and Tylo, landing on Vall and Bop (AND DRES!) by itself. As an added bonus, the lonely Dres was even visited, that doesn't happen very often. Amazing job! - @Challyss Album here. Used a brute force 5 meter launch booster with two 5 meter side boosters. Once in LKO used a vector-power stage to boost to an elliptical orbit, then used a rhino powered mothership to go to Jool, where it completed the mission. - @5thHorseman Videos here. Used a single launch to send three Kerbals to the Jool system, where the ship parked in an elliptical Tylo orbit. From there a tug took the landers to their respective moons where they *wait for it* landed. The ship then fired all three Kerbals home safely. An amazing mission and equally amazing videos. - @Xurkitree Grand Tour Thread here. A surprisingly small mission that not only landed on all the Jool moons, but also every other planet and moon in the system. The mission sent a craft out to Eeloo, which landed and returned to Jool before heading home. Once in orbit Derton was picked up by a recovery rocket and landed safely back on Kerbin. Outstanding. ISRU Video here. I don't even know where to start, Xurkitree didn't just do a Jool 5 in this mission, they did it twice. A large SSTO ISRU craft launched and refueled on Minmus before gravity assisting its way to Jool where it completed the landings and then returned to Kerbin, WHERE IT RELAUNCHED and then detached a small non-ISRU craft which carried out the landings again. A fun note was when the Laythe lander landed by computer control while the Kerbal parachuted down. Great job on your fourth Jool 5 submission! - @dvader Album here. A single launch using only chemical engines. Used several gravity assists to make the trip to Jool cheaper in terms of delta-v. Used a small but capable plane for Laythe, and a donut lander for the other moons (with extra fuel for Tylo and Vall.) Overall a very optimized mission, complete with a near KSC landing. - @fulgur Album here. A very small and well optimized mission with a smaller-than-you'd-expect mothership. Ions were used to scoot Jeb and Vall about the system to the various moons, and then left as the small mothership made its way home, getting into Kerbin orbit with only forty m/s of delta-v remaining. (Talk about close margins!) The crew were returned safely by an Aether SSTO. - @Pro100kerbonaut ISRU Mission report here. Used an SSTO spaceplane to go to Minmus to refuel, then flew off to Jool. This mission is the most impressive in how it handled the Tylo landing. Not only was the landing done using the SSTO, but it came directly from Vall without refueling at Bop or Pol. The landings were all completed flawlessly, but was destroyed in a crash landing back on Kerbin. The pilot survived though, and any landing you can walk away from... - @dnbattley Album here. A direct ascent mission to all five moons, starting with Pol and Bop, then Vall, Tylo, and finally Laythe. The tensions on this mission were very high, as Jeb began his Tylo descent on a NERVA powered craft with a TWR of .9, managing to get it above 1 just in time to pull off the landing. From there Jeb flew to Laythe where he somehow missed the ocean (this might be a KSP first) and used the craft's jets to push it into the water for an ocean launch. After struggling back into orbit, Jeb flew by Tylo back to Kerbin, using a Duna aerogravity assist to get the right trajectory (ARE YOU SERIOUS?) Upon returning to Kerbin he was able to sneak in a Minmus landing. This mission is without a doubt one of the more Kerbal ones submitted, complete with Jeb gliding the final stage down to Kerbin with his EVA chute. - @EveMaster Grand Tour, ISRU Thread here. Additional album here. EveMaster managed to complete the Jool 5 challenge with an ISRU craft, utilizing the power of two mammoth engines and a detachable spaceplane. Also went the extra few million miles and completed a grand tour! Both Bob and Jeb were on this mission, however Bill stayed behind on Eve, so only Jeb is being considered for this entry. Regardless, an excellently executed mission. - @ManEatingApe, @Jacke, @dvader, @Muetdhiver, @Rakaydos, and @Pds314 Mission thread here. What these users have completed is the first community Jool 5 mission for this specific thread, possibly the first ever. Furthermore, this mission was done in a 'caveman' style approach, meaning no maneuver nodes, tier one buildings, and launch mass restrictions. These restraints meant the main ship was built over multiple launches. The landings were carried out by a plane and three identical landers, which carried Jeb to, around, and back to Kerbin from the Jool system with excruciating precision. I highly suggest checking out this mission's thread, it's one of a kind! - @Space Nerd Album here. Using a long nuclear mothership, Jeb and Malvis conquered the Jool system in a surprisingly easy manner. An off-center Bop/Pol lander was docked onto the side of the mothership, leading to one of the more interesting mothership designs. Jeb took Laythe, Tylo, and Vall, and Malvis handled Bop and Pol. Once all the landings were done, they flew back to Kerbin and used a 10 meter heat shield to slow down and splashed into the ocean. - @ralanboyle Video here. Using a single brute force launch, a main station of sorts was put into Jool orbit,. From there a Laythe-plane was released, and upon returning from Laythe, a lander/fuel tank combo (and an extra part for Tylo) took on Tylo, then Vall, then Bop, then Pol. They forgot to put a flag on Pol, but who cares. Also, the lander was able to return to Kerbin all by itself. Quite the capable craft I'd say. The mission is edited into a very nice video, and I suggest giving it a watch if you've got the time. - @Carbonjvd Album here. Using the incredibly stylish IPV Excelsior spacecraft, Tridous Kerman flew to Minmus to refuel, where she picked up two more crew members in Minmus orbit. From there they flew to Jool, where they refueled at Bop. After the tanks were full, they hopped to Pol, then Tylo, then Bop again, then Vall. From Vall the crew hopped back to Bop for more refueling, then flew to Laythe. After converting stored ore into liquid fuel, the crew touched down on an island, then (you guessed it) flew back to Bop! (for more fuel) From this final Bop landing, the Excelsior returned to Minmus where it all began, then safely touched down on Kerbin. A stylish landing for a stylish craft. - @camacju Grand Tour. Album here. This mission is impressive as it not only visited the five moons of Jool, but also every other landable surface in the Kerbol System. The Jool portion of this mission was completed after the mothership completed the Eve portion, then used gravity assists to get to Jool. A Tylo assist put the ship on course to aerobrake at Laythe, and after landing on Laythe the lander was then reused for Tylo. The other moons were completed using a smaller lander, and the brave Kerbonaut landed back at Kerbin after quite an exciting trip. Video here. A very well edited video of a Jool 5 mission which used only liquid fuel! Launching from the runway as a spaceplane, the craft flew up before staging its rapier engines and continuing to orbit on nerva-power. The Laythe landing was done using a smaller spaceplane, and the rest of the landings were done using a very impressive lander which used only 1 nerv engine to land on all the other moons, including Tylo! The lander also served as a trip home and as a heat shield so that the brave kerbonaut could parachute to safety. This mission is beautifully summed up in the video link, and I highly suggest checking it out. A truly unique mission! Video here. Another liquid fuel only mission! This one utilized multiple relaunches of the same spaceplane to put multiple fuel tankers in orbit. From there, the craft departed for Jool after some gravity assists and once again demonstrated the unusual, difficult, and impressive use of a nerv-powered Tylo lander. The video this mission was edited into is nice and tidy as well, and I suggest watching so you can see all the work that went into it. Video here. And yet another Jool 5 mission, but this time with only one engine! A cargo spaceplane with a single rapier made multiple launches to place several fuel tankers into orbit before flying a gravity-assist-utilizing course to Jool. Once in Jool space, the Laythe landing was conducted first, and then the plane ditched its outer shell so that just the rapier engine and a few fuel tanks remained. The craft then docked to a fuel module in orbit and flew to Vall, landed, then went to Tylo where a dedicated fuel drop-tank was used with what I'll dub "backflip staging". From there the Pol and Bop landings were done, with fuel to spare. After a fiery return to Kerbin, the brave Kerbonaut, Wildard, paraglided safely into the ocean. I recommend giving this video a watch, because it's short, to the point, and an amazing display of Kerbal engineering. Grand Tour. Video here. This mission is truly a record breaker, as not only was it a Jool 5, but it is the lowest mass Grand Tour without ISRU record holder, with a take off mass of 14.447 tons, less than a Mammoth engine! To focus on the Jool 5 portion of the mission, a spaceplane made a bouncy, thrash-flippy landing, then a tiny tiny lander was used to tackle Tylo. Pol and Bop were handled by a small ion lander, and Vall was handled by a lander so small it looks like a pancake. You should definitely give this mission's video a watch, as words cannot truly describe just how insanely optimized this mission was. - @Goufalite Video here. This mission began with the assembly of a main mothership in LKO. Once complete, the ship cruised to Jool where it used gravity assists to achieve orbit. From there, the spaceplane was deployed to Laythe, but missed its target island. Never fear! The spaceplane had such high performance it was able to fly to a nearby island. Once back with the mothership, the SSTO was drained and detatched, and a capsule on its nose was undocked and docked to the Tylo lander. The Tylo lander used 2 aerospike engines to blow its way to the surface, and the final stage of the lander redocked to the mothership to be reused as the lander for Vall, Bop, and Pol. After visiting Vall and Pol, the lander flew by itself (and out of connectivity range) to Bop, where it landed and returned to Pol all on its own (Goufalite found this method was more fuel efficient). After returning to the mothership at Pol, a Tylo gravity assist sent the crew home, and both safely landed only 50 kilometers from the KSC. This mission made me nostalgic for my first Jool 5 mission, which in turn makes this mission special to me. Nice job, @Goufalite. - @king of nowhere Grand Tour. Mission thread here. This mission was done using Kerbalism, and an absolute UNIT of a mothership. Appropriately named the DREAM BIG, this ship conducted the Jool 5 challenge with dozens of farms, radiation shields, and drop ships to keep itself self-sufficient. Fighting food limitations, mod issues, solar storms, insanity and radiation damage, the crew of DREAM BIG flew throughout the entire Kerbol system planting flags on every world. The mission thread is an entertaining read, and has a video tour of the DREAM BIG spacecraft, which I highly recommend you check it out. I congratulate @king of nowhere on completing the mission, and for not losing their sanity in the process! Mission thread here. This mission was done with tremendous build constraints, and done entirely in a no-contract career mode save. Each launch was limited to 20-25 tons, meaning it took dozens of flights to finish the main ship, the Marco Polonium. The ship used many cost and weigh saving methods, including using the Laythe lander as a stage on Tylo, and by using claws instead of docking ports in some cases. The mission also visited Duna, Ike, Eeloo, Dres, and Eve (orbit) as well. This mission is one of the most entertaining ones I've reviewed (along with one of the most optimized) and I highly recommend giving it a read. Mission thread here. This mission was much like @king of nowhere's previous two in the sense that it involved Kerbalism and self-imposed building constraints. The result was a Jool 5 mission designed and flown to be as realistic as possible, and done with a maximum LKO mass of 140 tons. Bill and Bob took the Economic Downturn and its support craft to Jool and visited Tylo first, using the Seated Man lander, then made way for Laythe to deploy the Sole spaceplane, each accompanied by the space tug Right Answer. Sole's upper stage was reused as a Vall lander, while Seated Man's upper stage was used to land on Bop and Pol. For the inner three moons, great care was taken to limit the radiation damage incurred on the crew, with Bill being irradiated all the way to 95% upon his return to Economic Downturn. The return trajectory had to be tweaked a few times to prevent the capsule overheating, but Bill and Bob ultimately prevailed, and returned to Kerbin with nearly 500kg of samples. This mission is one of the few anxiety inducing submissions due to the challenges imposed by Jool's radiation belt. If you are a fan of gripping mission threads, I suggest giving this one a read. - @Lt_Duckweed Video here. This Jool 5 mission is notable for three reasons. Firstly, it is fully recoverable. Secondly, it only uses two engines, being the nerva and rapier. And thirdly, it was edited into a masterpiece of a video. This mission began with a launch just west of the KSC, and made a direct transfer to Jool. Upon Jool arrival, the elegently designed craft deployed a nerva-propelled lander, which performed the Tylo landing. After refueling at the main ship, the lander then visited Vall, Bop, and Pol with refueling trips to the main ship in between. The lander then returned to the main craft, which transfered to Laythe, completing the final landing. The craft then returned to Kerbin and came to a stop on the KSC runway, returning with it every part it launched with. I must repeat the high quality video the mission is edited into, and strongly suggest giving it a watch. - @bwest31415 Album here. This mission began with the launch of a long thin rocket which was followed by a normal transfer to Jool. Upon arrival to Jool however, inflatable heat shields were used to induce a Joolian aerobrake, a maneuver I've scarcely seen used since the addition of reentry heating to the game. The first landing to be done was Laythe, and the final stage of the lander was used to land on Vall and Tylo. The lander then left the main ship behind and traveled to Pol, then Bop, then back to Kerbin all without refueling. Jeb landed safely back on Kerbin after a toasty aerocapture, and exited the pod to take in a nice mountain view. - @18Watt ISRU, Thread here. This mission was done as both a Jool 5 and a Kerpollo submission. The mission began with a brute force launch and direct transfer to Jool. The mothership used wolfhound engines, which was good for TWR but slow when the ship was fully fueled. The ship flew first to Tylo, and after landing, the Tylo ascent stage would be reused for later landings. Next, the ship went to Bop to refuel, then to Laythe, where a staged spaceplane returned the brave Kerbonaut to the mothership. Next Val went to Vall, then the ship went to Pol and landed, before returning the crew to Kebrin, who parachuted to the surface of one of Kerbin's icecaps. - @OJT ISRU, Thread here. This mission was fully reusable* (apart from deployed fairings but we couldn't decide if that counted or not) and landed every component of the main ship back on Kerbin upon finishing the Jool system's exploration. The mission began with three launches, one for the mothership, one for the lander, and one for the SSTO spaceplane. Due to unfortunate moon placements, no gravity-assisted captures were possible and a retroburn was conducted. From there, a surprise Laythe aerocapture was conducted, saving much needed fuel. After the Laythe landing, the main ship flew to Vall, left the plane in orbit, and then landed with the lander beneath it and refueled on the surface. Next up was a Tylo landing with razor thin fuel margins, followed by Pol and Bop. It is worth noting that this mission did not repeat OJT's previous Jool 5 mission's Pol refueling process, in which the lander did numerous trips to the surface to bring tiny bits of fuel up to the main ship. With the landings complete and plenty of fuel to spare, the ship flew back to Kerbin where it landed piece by piece, with the lander being launched an SSTO parachute module. An excellent mission, and no doubt a fine achievement. - @kspfreak Video here. This mission not only visited the moons of Jool, Bop's Kraken, and in a rather small vehicle, but also visited every other moon in the entire Kerbol System! This mission's video is a fun watch, and ends with a fun paraglide back to the KSC. A mini grand tour of sorts, and very well done. - @JeDoesStuff ISRU, Video here. An SSTO submission! Coming in with a mass at just under 30 tons, JeDoesStuff showed off an incredibly refined ISRU SSTO by flaunting it around the Jool System. Included on the spaceplane are subtle but clever features to aid in launching horizontally, such as Vernier thrusters on the nose to raise attitude during takeoff, as well as a large landing gear that is only deployed to angle the craft. I haven't seen the latter of those additions on an SSTO before, so I applaud the ingenuity! The video this submission is contained within is also very well edited, resulting in a brief, yet concise viewing experience. If you're looking for a fun video to watch, or to see a razor-thin-margin Tylo landing, then this submission is for you. Low Mass - @EvermoreAlpaca Video here. Mass of 6.2 tons. Spaceplane launch, gravity assists off Kerbin and Eve to reach Jool. Landed on Laythe with the same rapier used in the launch stage, returned to orbit with an incredible TWR, scooted over to Tylo where the most bare-bones Tylo lander I've ever seen was used to land on and take off from Tylo (saved fuel by having Bill push it to the top of the mountain), flew over to Vall where the landing was done using staged batteries and a single ion engine. The Vall lander (which was also part of the Laythe lander) completed the last two landings on Bop and Pol and returned to Kerbin using many more gravity assists before preforming an aerobraking, with Bill parachuting to the space center and landing atop the RnD. - @Alpaca Z Video here. Mass of 5.8 tons. Vertical launch using a whiplash ramjet engine, which was staged prior to orbital insertion. Resonant orbits with Kerbin and Mun assists were used to set up a KEKKJ gravity assiste route to save fuel. Spider engines were used in a two-stage Laythe lander design to save weight, and EVA construction was used to rebuild craft to negate the need for decouplers or rebuild the craft (or get away with only bringing one chair). Landings were otherwise routine apart from an incident on Tylo where the lander fell on its side, requiring an intuitive solution to rebuild the craft in such a way it could use redundant engines as support pillars. The video is very well narrated and goes into much more detail regarding the craft's design and flight plan, I highly recommend watching it to get the full picture of this mission. - @camacju Video here. Mass of 5.2 tons (Current Record!). This mission not only shatters the previous record, but does so with an impeccably made video. Launch mass was saved in numerous ways, one of which involved using tiny flags in place of landing gear for the horizontal KSC Runway takeoff. EVA construction was used to reassemble the craft(s) into what was needed at any given point during the mission. The vessels flown and techniques used are difficult to describe, so I highly encourage a watch of this mission to see some of the best of Kerbal engineering. - @camacju and @Ultimate Steve Grand Tour, Video here. Mass of 7.6 tons. This is a meticulously crafted and borderline perfectly executed low mass mission. This was not only a Jool 5, but also an entire grand tour weighing not even 8 tons! The video's excellent editing allows it to speak for itself, and I highly recommend you watch this mission to see perhaps the greatest low mass mission in the history of KSP. Low Cost - @jinnantonix Video here. 34,663 funds. The thread's first low cost submission! Using a low cost launch vehicle and a K-E-K-K-J flyby route, the mission put Val and a fuel-tanker station in elliptical Laythe orbit. From there one lander tackled Laythe, and another tackled the other four moons, with an extra few stages for Tylo. It is worth mentioning that this mission used no electrical charge and relied entirely on engine gimbal and some RCS to steer. On the way back, a double Eve flyby helped slow down, so an aerocapture could be done at Kerbin, where Vall proceeded to parachute onto the VAB. - @camacju Mission here. 24,070 funds. This mission used a SRB powered launch stage and a terrier powered transfer vehicle to get the landers to Jool (after numerous gravity assists). A dedicated Laythe lander tackled the ocean-world, while a multi-stage Tylo lander tackled the rest of the moons, and returned the brave Kerbonaut Wildard Kerman to Kerbin. Before heading back however, the new space-construction method was utilized to steal a solar panel from the transfer stage, marking the first time this creative form of staging has been used. Mission here. 17,635 funds (Current Record!). This mission is a more stripped down version of @camacju's previous low cost mission. This mission featured a visit to Laythe's ocean floor, and utilized eva construction to manually remove empty fuel tanks from the mission. Additionally, eva fuel tanks were used to refill the brave kerbonaught's jetpack to enable fuel savings by extended jetpack use. Low Parts - @bayesian_acolyte ISRU, Album here. A small, single stage craft comprising of 31 parts. Bayesian_acolyte said there could have been some part count improvements, but even without it the mission still did so much with so little. This mission shows just how far ISRU can be stretched, especially with that Tylo landing. - @Majk Thread here. A simplistic Jool 5 mission consisting of only 30 parts . The mission began using a very basic launch stage, and flew to Jool using a long nuclear ship. Lander reuse enabled part count savings, and usage of the nuclear ship as an ablative heat-shield helped return Val to Kerbin's surface in one piece. - @Majk Video here. Easily the most simple Jool 5 mission completed to date, accomplished using only 9 parts (Current Record!). This mission started with the 9th part, an RTG, stowed inside the command pod before installing it in orbit. It is also worth recognizing that a clever method of timewarping in the tracking station enabled refueling to take place while utilizing only a single RTG. The submission takes the form of a short, concise, and wel narrated video, and I highly encourage giving it a watch. 2nd Level - @jinnantonix ISRU, Album here. Used a big launch with a self-refueling vector-powered lander that made multiple Laythe landings and mined ore from every moon. Two kerbals were landed on each moon and the lander was recovered at KSC. - @Kerbolitto ISRU, Album here. Excellent mission done using two space shuttles capable of refueling on moons. Absolutely amazing job. In all things I ever thought I would see happen in KSP, a space shuttle landing on Tylo was not one of them. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @PhoenixRise86 Album here. Used a mothership for the first part of the mission, then resorted to ions to get to Ike and Minmus, then safely back home. Also, this is the first 2nd level mission to not use ISRU. - @GRS: Album here. The highly anticipated Sheep v2 did not disappoint, and went above and beyond by visiting not just Jool's moons but also Kerbin's and Dres. Used massive nuclear boosters to get around the Jool system and the Tythe lander to get two Kerbals on every moon and Dres, before using the Sheep v2 to land the entire crew on Minmus and Mun. Spectacular! - @Xurkitree ISRU Video here. This modded mission utilized ISRU, a nuclear mothership, and eight aerospikes to land on all five of Jool's moons with Cerdrin and Lodous Kerman. Returned the lander and mothership to LKO where a separate rocket retrieved the crew. I highly encourage watching the video submitted, it is excellently edited and the music supports the awe of the mission. - @QF9E Thread here. This mission used a blunt-force approach by lifting off on a powerful launch stage, and made quick work of Jool's moons. The moons were all visited by one lander, which dropped various attachments that helped it land on some of the bigger moons. At the end of the mission, the three brave kerbonauts safely touched down in the ocean, and a BFR style spacecraft recovered the remains of the lander in Kerbin orbit for historical preservation. Truly an impressive mission indeed! - @Mars-Bound Hokie ISRU Mission here. Using the Anubis II SSTO, Tancan, Fernal, and Kenby Kerman flew to Minmus to refuel, then blasted off for Jool. After touching down on Laythe to refuel, the crew went for Bop, then to Tylo. After landing with no liquid fuel to spare, the Anubis II was refueled, then launched for Pol. After a risky auto-piloted landing, the ship refuel before bounding to Vall, where the crew had a group picture. Heading back to Kerbin, a mix of brute force and aero-braking was used to get the trajectory needed to get back to the KSC, and then the crew refused to ditch the plane and pulled off the legendary runway landing. - @king of nowhere Mission here. "And so I completed the Jool 5 in day 383, 1 hour and 9 minutes of a new career" are the words typed by @king of nowhere at the end of the mission thread, and fundamentally capture the astronomical accomplishment documented within it. In a career save speedrun, it was decided to focus on a Jool 5, and the mission was optimized for time rather than mass or cost. The amounts of delta-v put into each maneuver to achieve bullet-like trajectories around the Kerbolar and Jool systems is simply jaw dropping. Over the course of the flight, the La coscienza di xenon and its landers managed to plant flags on all 5 moons within a 12 day window, which I don't believe has ever been done before. If you wish to see the chronicles of a one-of-a-kind, record setting Jool 5 mission, the flight of the La coscienza di xenon is the mission thread for you. Grand Tour Mission here. @king of nowhere's second Kerbalism Grand Tour, but with radiation shielding 3 times less effective, bugs, life support issues, frantic crew members smashing fuel cells and dumping food overboard, and so much more! This mission chronicles the Nail Bolt on its tour around the solar system, finding monoliths on every world and making it back in roughly two decades. This mission thread covers the begins, rebeginnings, redesigns, quick fixes, and compromises that took place during the Bolt's journey not just to Jool's 5 moons, but to every other surface as well. This is one of the most thorough submissions the challenge has seen, and is a great resource for those considering Kerbalism entries of their own. - @Lyra Mission here. A single launch mission! Using a spaceplane for Laythe, a notably slim Tylo lander (with a reusable upper stage for Vall), and an ion lander for Bop and Pol, this mission was a pleasant, self contained romp around the Jool System. One unique aspect of this mission I've seldom seen elsewhere was the use of claws on the nuclear mothership's outer hull. This allowed the landers to not need docking ports and attach to the hull like barnacles. A very clever, mass saving decision for the landers for sure! 3rd Level - @iAMtheWALRUS Grand Tour, ISRU, Album here. Used SSTOs to launch the mission and used moon hopping to get around the Kerbol system. Very nicely done. Also, first 1.4 submission - @sturmhauke Album here. To put it in the words of the pilot them self; "A mostly reusable mission to all 5 of Jool's moons. Single launch SSTO carrier drone, with a separable mothership and 5 landers." Very well done and efficient mission. Used fuel cells to power ion crafts for Bop and Pol, sent a plane to Laythe, and conquered Tylo with a rocket lander. - @mystifeid Album here, ISRU. Used two launches to put a mothership and a universal lander into orbit. Then used left over launch stage to boost to Jool and then around the system until it ran out and was staged at Tylo. Bob landed on every moon, accompanied with a different Kerbal for every moon. Very nice mission, and even had the added bonus of a near KSC landing. - @PhoenixRise86 Album here. Used a single launch of pure rocketry, no jets, ions, or nukes used in the entire mission. This mission did the Jool 5 mission in style, with some of the most interesting landers I've ever seen, including an aerospike Laythe plane. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @jinnantonix ISRU, Video here. Of all the Jool 5 missions I have seen in this thread so far, none treat their Kerbals better than Jinnantonix has. The craft was modular in design and split into several different arrangements for various landings, and came with a gravity spin for deep space transit. Very considerate, and very awesome. - @Grogs Album here. Two launches to build the main ship in orbit, one crew launch for realism. Used a giant transfer stage to get the landers to Jool. Chemical engines pushed the landers about the Jool system, with nine Kerbals in total being involved in the mission. Once the landings were completed the mothership returned to Kerbin where a fourth launch collected the Kerbals and returned them safely to Kerbin. - @Pipcard ISRU Thread here. A well executed, eight Kerbal mission with one of the longest ships I've ever seen in this game. Excellent mission that toured the Jool System in an engaging thread. Mission was assembled in multiple parts, flew to Jool, landed on the moons (being sure to refuel on Bop and Pol when needed), EVA jetpacked off Tylo, and the crew was returned to Kerbin by a separately flown space plane. - @Kerbolitto ISRU Mission here, here, and here. Kerbolitto's second submission! Using a space shuttle with several surface experiments, a crew of eight explored the system. The Tylo landing was done with perfect margins, landing with no fuel left! This craft may also hold the record for lowest TWR launch of Bop in history, and an outpost on Laythe with a mini-plane was even constructed. Bob chose to stay behind and man the base while the crew returned home. Excellent end to an excellent mission! - @Ksp Slingshooter Album here. Assembled the main ship using multiple launches, then flew to Jool, settling in an elliptical Jool orbit with some help from a few gravity assists. From there the landers detached and flew to their moons, one by one and completed their landings. Due to some unexpected occurrences at Laythe, the Vall lander swooped in and rescued the Kerbal, taking both back to the mothership. Without enough room in the command pods for everyone, two brave Kerbals rode back to Kerbin on ladders, detaching and re-rendezvousing during timewarp. A rescue craft was launched, and met the mothership just in time, with only three minutes to transfer the Kerbals before a fiery re-entry. Truly a Kerbal mission! - @RoninFrog ISRU Thread here. Using the gloriously huge HMS Sauron, Jeb and 16 friends took to Jool in this massive SSTA. First they stopped at the Mun, then flew to Pol, then Tylo, then Vall, Laythe, and finally Bop. On the way back to Kerbin, time and fuel and the positions of the planets made a Duna landing prove itself most useful, before heading back to the Mun, and finally, back to Kerbin. This 1 stage mission has some amazing screenshots in its thread, as well as most amusing comments for each picture. If you're wanting to learn more about an ISRU approach, I suggest giving this mission a peak. - @OutInSpace Video here. Using a total of eight launches, this mission's mothership was constructed methodically, complete with an enormous pair of transfer boosters. After heading to Jool directly, the mothership flew to Tylo, Vall, and Laythe by itself, and sent an ion craft to Bop and Pol instead. After numerous attempts, the Laythe plane was finally able to show what it could do, and the 5 crew returned to Kerbin orbit, where they were picked up by a landing craft. If you want to see the nitty-gritty maneuvers used during a Jool 5 mission, I suggest you check out this mission's video. Its editing and methodicalness make it an unintentional flight-tutorial for getting to Jool. - @Entropian ISRU Mission here. Using a 5 meter tank with 5 meter tanks strapped on the side and a large cluster of mastodon engines, the craft rocketed off the pad to Minmus, where it refueled and went off to Jool. Landing on Laythe proved to a close call, with ZERO delta-v remaining upon touchdown. From there the ship bounced to Vall, Tylo, Pol, and Bop, before making a rough splashdown on Kerbin. It is worth noting that the crew did forget to put a flag on Bop. However since every other mission criteria was met and the craft was landed on Bop it is still being counted. - @GRS Grand Tour. Mission here. This time with the Sheep v4 the Jool moons were visited again, along with 60 other destinations! Relying heavily on ion power, landing after landing was accomplished visiting worlds close to the sun, around Jool, and even outer dwarf planets. So many worlds were mentioned that the Jool 5 portion is only a tiny fragment of the overall mission. There is genuinely too much in that mission to describe here, so I highly suggest you check out the most expansive sheep yet's thread! - @s_gamer101. Mission here. This mission began with the launch of an enormous reusable launch system that placed the main ship in orbit. A trip to Jool ended with a fiery aerocapture above Laythe, where two of the crew members took a small spaceplane to the surface. After a tricky fuel situation in which drop tanks were accidentally kept as huge pieces of ballasts, the Tylo tug was used as an extra stage to boost the main ship. This proved to be enough delta-v, as once the landings were completed the ship cruised back to Kerbin, where they parachuted safely to complete the mission. - @AlpacaMall Mission here. This mission began with the launch and orbital construction of the KSS-J "Orca". Engineer construction added fuel lines and removed unneeded RCS thrusters, and the craft departed for Jool with a reusable lander upper stage, with lander stages for Laythe and Tylo. The landings were completed in the following order: Laythe, Tylo, Vall, Pol, Bop. From Bop, the Orca was left to serve as a relay station while the crew module left for Kerbin. The vessel landed with all the crew and 23458 science. - @BeanThruster Album here. This mission began with the launch of Vapidity, the mothership used during the mission. Instead of going to Jool, Vapidity made its first flight to an E-class asteroid so it could refill all of its fuel tanks (it launched almost empty to save weight). After flying to Jool, the first landing took place on Tylo, before leaving the engine nacelles in case later refueling was needed. Next, the last stage of the Tylo lander was used to land on Vall, then the lander flew solo to Bop where it awaited the rest of the ship. Vapidity took the time to take a spaceplane to Laythe, then went back to low Tylo orbit to refuel. Vapidity met the Vapidlander at Bop, conducted the landing, then went to Pol to do the same. Vapidity returned to Kerbin before the crew landed using the Laythe spaceplane. In total, the crew collected 20113.6 science. - @RuBisCO ISRU Album here. This mission began with a lot of mainsail engines to push the main craft into orbit, and delivered not one, but seven Kerbals to the surface of each moon. The first visit was Pol, where cleverly built piston legs kept the refueling craft perfectly level. Next was Bop, then Vall, then Tylo, where a rover and lab were brought to the surface and returned to orbit (except Tylo where it got left behind). For the Laythe landing, the crew took down a spaceplane, as well as a helicopter and a floating lab with plane-refueling capabilities. The helicopter was used to collect science from the local area, and after being refueled, the plane returned to orbit. After the main ship was refueled on Pol, the crew returned home. - @18Watt ISRU , Mission here. This mission is nearly identical to 18Watt's previous submission, but now has accommodated a unique Kerbal for each moon, bumping it from a 1st to a 3rd level submission. Main ship refueled on Minmus before heading to Jool, refueled on small moons, and pilots Val and Billy Bobfurt flew each unique specialist to their respective moons. - @Krazy1 ISRU, Album here. This mission was done with the Principia mod, which makes gravity and orbits behave more realistically. The spacecraft used was the "2 by 4", named after its two mammoth engines and four nervs. First the craft launched to Minmus, then visited a passing asteroid, then went back to Minmus to refuel, then shot off to Jool. After the Laythe landing, there was some trouble getting to Vall due to orbital issues. After Vall came a very bouncy Tylo landing, which was followed by a Pol landing, and then a Bop landing. It is worth noting that Bop is orbiting retrograde in this mod for orbital stability. After completing the landings and experimenting with weird orbits, the 2 by 4 traveled home, refueled on Minmus to prep for landing, and then touched down safely on Kerbin with its crew of 5. ISRU, Album here. This mission utilized an orange and gray aesthetically pleasing spacecraft. Once launched into orbit, the craft refueled on Minmus, then shot off to Jool where it landed on Vall, then flew to Tylo where it performed this landing, before nearly burning on Laythe, then finished up with Bop and Pol. Upon returning to Kerbin, some excess ore was turned to fuel to save weight, and the crew splashed down 10km from the KSC. - @Kimera Industries. Mission here. This mission's mission thread chronicles the Avocado on its journey to Jool's moons and back, using appropriately named components and landers. Due to its nuclear propulsion, the escape burn was split in two, though did not go gently into that good night, and upon arriving to Jool, took use of a convenient Tylo assist to go almost directly to Laythe. From Laythe, a lander was dispatched to Vall and Pol, then the entire ship reunited and migrated to Tylo where the landing was achieved on the fifth try. Next came Gilly 2.0 Bop, where an interesting SPOILER was discovered. Upon returning to Kerbin with little to no time for caution, the cargo container and its draggy friends kept the craft from overheating during airbraking, and the crew landed to live another day. Jeb's Level - @Xurkitree Grand Tour, ISRU Album Here. Collected 19,711.3 science from Jool on a girl's night out mission with no lack of gravity assists. A note from the author said that the mission greatly improved their skills in KSP and proved that fact well with the insane gravity assists they pulled off. Also first Jeb's Level on the new thread yay! - @ManEatingApe Video here. And here. And here. And here. And here. And here. Collected 16,532.0 science from Jool. There isn't anything I can say about this mission except you need to see it for yourself. Exclusively low tech was used, and collected in space science from all biomes. This mission did the near-impossible, with primitive parts, and landed all Kerbals safely back on Kerbin. - @SolarAdmiral Video here. Collected 42,296 science from the Jool System. Single launch on a cluster of three meter parts, before heading off to Jool. Started with Laythe first, landing using a floating platform. Science was collected with a small jet-powered boat. Next stop was Tylo, where a rover was used to collect science from many biomes. On Vall one landing was done, and a hop added to it before heading to orbit again. Numerous biomes collected from Bop and Pol by hopping around in their low gravities. Direct shot home and landed all seven Kerbals to tell the tale. Absolutely astounding mission! - @jinnantonix ISRU Video here. Collected 82,510 science from the Jool System. Single launch, one much smaller than you might expect. Used a plane to gather large amounts of science from Laythe, dove into Jool's atmosphere, grabbed science from almost if not everywhere, and even managed to use the Laythe plane as the final stage on the Tylo landing. Had an artificial gravity system to facilitate the kerbals, and landed back at the KSC. Honestly jinnatonix managed to do so much in this video I can't describe it all here so I suggest you just watch the video. Amazing job. - @GRS Album here. Collected 28,643 science from the Jool System. The long awaited Sheep mission that satisfied both the Kerpollo and Jool 5 requirements led by Simone Kerman that explored the Jool system and returned home Apollo style. The mission had a heavy launch and went to, around, and from Jool using a massive nuclear stage. The usage of the Scifi visual pack gave the mission a unique look as it took science from every moon (including Jool's upper atmosphere!) in style. Incredible. - @Jim123 Video here. Collected 8780.9 science from the Jool System. Single giant launch put a large nuclear mothership in orbit. Flew straight to Laythe where the landing was completed with a dual stage to orbit (and Jeb's jetpack). From there the crew went to Vall and landed, before heading to Tylo and dropping one of the most Kerbal looking Tylo landers I've ever seen to the surface. After Tylo biome hopping was used on Bop and Tylo, before a pair of service modules detached and went back to Kerbin, boosting each other home where the crew landed. Nice video. - @jost ISRU Album here. Collected 16940.2 science from the Jool system. Flew to Jool using a long nuclear mothership. From there an ion ore probe helped find ore on every moon but Laythe for the rocket lander. Laythe used a three seat plane for the landing, and even found a geyser while on the surface. Landed on Tylo with 1m/s to spare before refueling, and landed everyone safely back on Kerbin after leaving the nukes in a graveyard orbit around Kerbin. Excellent! - @Beriev Album here. Collected 49430.1 science from the Jool system. This entire mission was done in a 6.4x solar system. Launched off the pad with an absolutely enourmous rocket, fittingly dubbed the 'Absolute Unit'. Used many kicks to get out to Jool, where the ship split up to tackle the moons. For Laythe and Tylo, ascent vehicles were landed separately, before the crew arrived on-surface. Later, both sets met up at Vall, then flew to Pol, then Bop, and then to Dres. After a fun journey, the Absolute Unit returned to Kerbin, and the crew landed safely. This mission has an incredible execution and design, as well as a well-captioned Imgur album. I highly suggest giving it a look. - @Pro100kerbonaut Video here. Collected 10238 science from the Jool system. This mission was done with a rather interesting, asymmetrically balanced ship, and had quite the bouncy ride. On Tylo parkour was done, on Laythe swimming. On Vall two landings were done, and on Pol and Bop the lander bounced around. This mission used a combination of a gravity assist off Tylo and a retro-burn to capture at Jool, and upon return to Kerbin parachutes were attached to the crew section using a klaw. A fun mission with great editing. - @king of nowhere ISRU Mission thread here. Collected 105136 science. This mission was insane from its conception, with the goal to collect every single bit of science from the Jool system as possible. While this goal was not ultimately accomplished, the mission is still one of the greatest Jool 5 submissions I have ever seen. To collect science on each world, a durable lander known as the Dancing Porcupine was deployed and driven on all moons but Laythe. For Laythe, a spaceplane called Absolutely NOT Albatross was used to collect science from each biome. In fact, Absolutely NOT Albatross did even more than just Laythe. Using a multi-stage attachment, Absolutely NOT Albatross visited the lower atmosphere of Jool and returned to tell the tale. The craft's brave pilot even took an EVA report while in flight before ascending. The main ship dubbed the Flying Christmas Tree, and was capable of refueling on low gravity worlds. Upon returning to Kerbin, a craft launched to return the brave Kerbonauts to their home-world. Having visited every biome on every moon, it is no surprise that this mission amassed more science than any other Jool 5 mission before it. I highly recommend viewing this mission's main thread. Amazing job king of nowhere! Mission thread here. Collected 11395 science from the Jool System. The sheer amount of effort put into this mission cannot be overstated. King of Nowhere started this mission as a nanocristalline diamond caveman mission, which in short meant no contracts, no facility upgrades, no quicksaving, on career mode, while starting the save with severe limitations. While the mission ended up needing quick-loading, it still is eye popping to see just how much work went into it. Each launch (in the VAB) was limited to 18 tons maximum, so a work around was used by having docking ports around the base of the rocket, to which separate boosters would be docked using a runway-launched rover. This meant that many launches required multiple launches of booster attachment vessels before the rocket itself could attempt to leave the pad. After over 100 launches, the Navis Sideralis Neanderthalensis and all its cargo were ready, and the ship departed for Jool, leaving a most amusing pattern of drop tanks in its wake. Upon reaching Jool, disaster struck when the Tylo lander suffered an anomoly, and quicksaves were needed to complete the Jool 5. While at Jool, science modules were discarded after use because a lack of KSC upgrades prevented their resetting, and every aspect of the mission, from flying between moons to the landings themselves, were executed with meticulous testing and prior calculation. I cannot possibly explain everything this mission did in this little blurb, so I highly encourage anyone who wants to see some of the best Kerbal engineering I've ever seen to check out the linked mission thread above. ISRU Mission thread here. Collected 142744 science (Current Record!) from the Jool system. This mission is perhaps the greatest Jool 5 missions to ever fly. A worthy successor to @king of nowhere's previous submissions, this mission collected practically every single piece of science that the Jool system has to offer, with only a few dozen science bits unobtained. In addition, the mission visited every single anomaly in the Jool system, performed circumnavigations of every moon, and flew a two-crew craft into Jool's upper atmosphere to collect science, and deployed an aircraft carrier to Laythe. The mission's thread linked above follows the journey of the Flying Christmas Tree 2, a massive mothership capable of landing and refueling itself, Leaping Mantis, a rover designed for climbing steep grades on alien worlds, Tamarromobile, a larger rover for Tylo, Phoenix, the spaceplane for Jool, Absolutely Not An Albatross, an SSTO for Laythe, and Garibarge, the aircraft carrier for Laythe so that Kerbals could disembark from Not Albatross and collected surface samples from Laythe's ocean biomes. The mission began with Flying Christmas Tree 2 being equipped with the landers, planes, and aircraft carrier. Use this link here to see the majesty of Flying Christmas Tree 2 in all its glory -> (https://youtu.be/h61wplb0DRw?si=HlNYwxnYPkPaem2k). From there, it flew to Minmus to land and refuel, and then departed for Jool. The following efforts to circumnavigate all 5 moons and locating the anomalies require an entire thread of its own, requiring one to view and read the entirety of the mission thread linked above. Out of all the Jool 5 missions I have ever reviewed, none have exhibited such effort or gone to the extent shown here. This is not one of many Jool 5 missions, this is the Jool 5. - @OJT ISRU Mission thread here. Collected 26871.3 science from the Jool System. This mission thread contains some of the most eye-catching, visually stunning KSP screenshots I have ever seen in a Jool 5 submission. The mission itself was tested and proofed in sandbox, and consisted of a long, skinny mothership, a spaceplane, and an ISRU lander for Tylo. With the lander and plane hanging from docking points on the main ship, the craft boosted to Jool and used a Tylo flyby to capture. Visiting Vall first, the lander took around 100 days to refuel. The ship then flew to Pol where the relatively tiny lander (in relation to the mothership) flew to Pol's surface and back numerous times to refuel the main ship before it could head to Bop. At Bop a kraken was discovered, and on Tylo the crew found it refreshingly eventless. The last destination was Laythe, where the plane and lander were left in orbit so the main ship could return to Kerbin. A return craft returned the crew and science, and crew XP was had by all. - @Robin Patenall Mission thread here. Collected 61174.6 science from the Jool System. This mission began with the construction of the Emerald Star, a large and reconfigurable interplanetary vessel that required 17 launches to complete. Once built, the Emerald Star used Eve and Kerbin gravity assists to efficiently sling itself to Jool and started with Tylo. Using one of the Emerald Star's 3 drive cores to send itself down to a lower Tylo orbit, the lander successfully brought the crew to and from the Tylic surface. When the mission reached Vall, a magical anomaly was discovered, one which would prove to be only one of many odd discoveries made on Jool's moons. An SSTO found one on Laythe as well, during one of its three total landings. A monolith was found on Pol, and a deceased kraken on Bop, one which caused a crew member to lament their inability to bury it. Once the landings had been complete, the remains of the Emerald Star returned home, where it was parked in Kerbin orbit awaiting future assignment. - @problemecium Mission thread here. Collected 8755.7 science from the Jool System. This mission thread covers the finally completed tale of the Aletheia, a massive, nearly 1.3 kiloton mothership. With numerous cargo bays, it brought landers, an SSTO, a deployable space station, numerous pieces of scientific equipment, and two ARKS to return the crew to Kerbin if needed. Upon construction, Aletheia and its seven crew members proceeded to Jool, using 46% of its total fuel. The transfer section was left behind in Laythe orbit while the rest of Aletheia continued on. After Laythe came Vall, where one of the ARKS was used to refuel the Tylo lander to enable it to tackle Vall (the ARK was then joined to the deployable station and left behind). The lander then tackled Tylo, and was left behind for future use. Bop saw the discovery of a hopefully deceased Kraken, and Pol marked landing number 5. This romp unfortunately depleted Aletheia of the fuel sufficient to return to Kerbin, so the second ARK spacecraft brought the crew home safely, using a Mun assist to tweak its final trajectory. This is one of the more aesthetically pleasing Jool 5 missions, and done in career mode in a very well typed out and necromanced thread, so if you are a fan of large stylish motherships, I would recommend giving this thread a view. Gatecrashers / Honorary Mentions - @JacobJHC Grand Tour, video here. Giant single launch craft, also visited every planet and moon from the OPM planet pack. Very big. Gatecrasher because crew hasn't landed yet. - @Fraus Mission here. There's nothing that can be said about this, other than that this mission definitely had more thought put into it than any other Jool 5 I've seen. - @cqIpb Mission here. This mission was flown on an Xbox, and pushed the console to its framerate limits! cqIpl was inspired to do a Jool 5 mission after finding this thread, and despite not being able to land on Laythe due to lander instability, still had a lot of fun finishing the rest of the mission, and took a few great screenshots along the way! As of writing this, cqIpb is still new to the KSP Forums. Welcome, we're glad you're here! - @Alpaca Z, using a craft built by @Lt_Duckweed (with permission) Grand Tour, ISRU . Video here. Using a rather simply built SSTA, this mission was a simple case of flying around the entire solar system and refueling everywhere. This craft utilized air-fans, ions, vectors, and nerv engines, allowing it to be not only capable of high efficiency maneuvers, but also those requiring high TWRs. A highlight of this mission was the strategy to use EVA construction to rebuild the back of the plane to enable it to land vertically on Tylo's surface. Why bring landing legs when you have wings that could do the job just as well? This mission's video submission is also of a high quality, so I recommend giving it a view. In all, the crew of three finished their grand tour in only 15 years and 117 days! Efficient and speedy Moved to Honorary Mentions due to the fact that the crew could not exit onto Tylo's surface.
  25. That is wildly exaggerated, TBH. Your typical interplanetary transfer is in tens of km/s. A 2RPM rotation involves a rotation around a point 250m from the center of mass (this can be more or less than 500m of cable, depending on your counterweight, naturally) and has velocity w.r.t. combined CoM of only 50m/s. This is well within the mid-course correction burns you'll be doing anyways. Likewise, loss of gravity, while disorienting, is about as dangerous as riding on a drop tower at an amusement park. You do still have the spin of the rocket itself, but it's likely to be a fairly stable rotation and the resulting centrifugal effects will be minor enough for this to be at worst comparable to a slip-and fall on flat ground. You can never exclude a risk of injury in any sort of a fall, but you can also slam your hand closing a hatch, so you know. What is a real risk is the cable snap-back. Back of an envelope estimate, a lot of materials you'd consider for a cable would stretch by about ~10% before failing. You want a good safety margin, so you're probably going to be looking at a little less than 5%. Call it a 10m stretch from CoM, where the cable's most likely to snap. A fully-fueled Starship is 5kT, which means you're looking at 1/2 * 50MN * 10m = 250MJ of energy stored in the cables. It's not a LOT, but it's enough to get the tip of the cable flying at you at a decent speed. (Yes, I know the energy is split between multiple cables, but so is the mass of the cable you have to get moving...) With a very rough estimate of 20T of cables in there, you'd get something like 50m/s average speed, but the tip is likely to be traveling closer to the speed of a bullet. The odds of that tip hitting the ship are not zero, and it will absolutely slice clean through. There are safety measures you can take. The tension wave will propagate at the speed of sound through steel, which is on the order of a few km/s. That technically gives you enough delay for emergency severing of the cable. If you put accelerometers everywhere along the length of the cable, you can cut all the cables from the ship, causing both ends to snap together instead, resulting in very low chance of any part of the cable hitting the ship with significant velocity. You obviously want this system to be rock solid, but what emergency system isn't? And we are looking after a catastrophic failure, which is very unlikely to begin with. We build suspension bridges using essentially the same tech. All of that said, when people talk about testing a centrifuge on ISS, people do talk about small radius centrifuge. As mentioned earlier in this thread, we do now have strong evidence that even a sub-5m radius centrifuge is viable for artificial gravity with a trained crew. Especially if you don't mind ramping up the speed over a few days when the trip starts, and winding it down on arrival. And that is an entirely different structure. Something with a revolution period of about 4 seconds and compact enough to fit in the inner hull of the Starship. If we're going to see artificial gravity on a trip to Mars, that is far more viable than any tethered design. And it's also something we can comfortably test on the ISS with very reasonable expense. I mean, it's still a full sized module requiring some amount of orbital assembly with current launchers, but again, if we're looking at testing this for interior of a Starship, the best way to test it would be to assemble one within the Starship, dock it to ISS, and just keep it docked for a few months. What better proof of Starship's capability to take a crew to Mars could you possibly ask for?
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