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  1. I visited various celestial bodies, both in stock and modded KSP 1, and yet Duna is the place I find myself always returning to: relatively small dV required to reach it, enough gravity for quick surface traversal, atmosphere thin enough to allow brutal reentries but at the same time just so thick enough to fly and even land planes. Pretty much everything I could do on Duna I did it: from simple fly-bys to non-refuelable SSTOs to even circumnavigating the entire planet on land With the release of KSP 2, total redesign of Duna and (future) addition of all the new game mechanics, I plan to again thoroughly explore the Red Planet. But, instead of doing it all myself, I decided to share the fun with others! Proudly introducing... The Mastery thread will consist of various challenges/achievements that you will need to complete in order to get on the respective list. Challenges must be done in order from start to finish. Depending on the future updates and new gameplay mechanics new challenges will be added, or the old ones adjusted. Rules might also be modified accordingly Rules: Usage of potential physics exploits is forbidden: no cheats or Kraken drives of any kind If you use any mods that affect stock gameplay (whether it is new parts, changed rigidity configs or otherwise), state them. These submissions will be marked as Modded General construction of the vessels is up to you: use any part you want, as long as you keep within the broad requirements of each challenge (satellites must have antennas, Rovers must have wheels, you get the idea) All crafts must be launched from Kerbin (unless specified) Post proofs of your mission: screenshots or videos. If you have a lot of screenshots, place them under a spoiler Don't mix up the missions: there must be one submission per mission and the missions must be flown one at a time State the Game Version that the mission was flown on If you have concerns or questions about the ruling - ask away! Let's get down to the Challenges. And before you ask: most of the Challenge names are inspired by various works of fiction about Mars 1. Destination Duna Pretty straightforward: build an Unmanned Probe and perform a fly-by of Duna. Very broad definition of "Probe" here: you don't need to have antennas or means to generate electricity. As long as it has a Probe Core and it fly-bys Duna - you're in 2. Otherworldly Connection Build an Unmanned Satellite and enter Duna orbit. Satellite must have an antenna strong enough to reach Kerbin and have means to generate power. Take Ike's SOI into consideration when you plan the orbit! 3. Transmitting Live From Duna Set up a Relay Satellite constellation in Duna's orbit. There must be at least 3 satellites in the constellation. Each Satellite must have a Relay antenna strong enough to reach Kerbin and have means to generate power. You can either launch new satellites or add some to the one you've sent in Challenge 2, as long as the Satellite from Challenge 2 satisfies the aforementioned requirements 4. First Landing Launch an Unmanned Lander (like Viking) and land it intact on Duna. Lander must have an antenna that can reach the Relay satellites, means to generate electricity and some sort of landing legs. Whether you choose to use already provided lander legs or make some of your own from structural parts is up to you 5. Desolation Road Design an Unmanned Rover, send it to Duna and demonstrate its functionality by covering some distance in it. Rover must have an antenna that can reach the Relay satellites, means to generate electricity and at least 3 wheels 6. Bring It Home Design an Unmanned Lander that can land on Duna and then subsequently return it intact to Kerbin. If the Lander is multi-stage, the stage with Probe Core must be returned. Otherwise the requirements are the same as in Challenge 4 7. Strangers in a Strange Land Land a Kerbal (or Kerbals) on Duna and then bring him (or them) back. The method (Direct ascent vs. Orbit rendezvous) is up to your choice. If you send multiple Kerbals, all of them must return home: leave no one stranded! 8. Come Fly With Me Design a Duna Plane and demonstrate its ability to navigate its skies. Plane must have wing parts and be able to land and take off horizontally. Plane can either be Manned or Unmanned. If Manned, all Kerbals must later return home (either via Plane or other means). If Unmanned, the Plane must have an antenna to reach the Relays and have means to generate electricity. Extra kudos if it can return intact back to Kerbin More to be added... Good luck and have fun!
  2. I require a Duna lander since I am not very good at making rockets and I can't find a good Duna lander and rocket, and it would help very much if someone could refer me to one. Disclaimer: STOCK ONLY
  3. April 7th, 1974 They'd done it. The Soviets had landed a man on the Moon, and returned him safely to the Earth. His name: Alexei Leonov. After Apollo 17 returned to Earth in 1972, the world thought the space race was over. America had been to the Moon nine times, and landed 12 men there, and the Soviets weren't even close to orbiting it. Yet, on that fateful morning, the Soviets put themselves back into the space race. Any doubts that congress had about NASA immediately vanished, and president Richard Nixon immediately ordered a renewal of the American space program. The Apollo Applications program (AAP) was re-opened, and a new program was created for the revived space race: Apollo-Mars. There were three goals for Apollo-Mars: Establish a long term presence and begin the expansion of Skylab, create a long-term lunar presence with a space station and surface base with a re-usable lander, and as the most ambitious goal of the program, land a man on Mars in the early 1980s. Just as President Kennedy had set the goal for the U.S. to land on the Moon 13 years ago, America had set another ambitous goal. And so, the new race was on. ------------------------------------------------------------------------------------------------------------- To celebrate one year of foruming, I have decided to redo my very first mission report, Apollo-Mars! This time it will have a more in depth story to it, as well show what the Soviets are up too. Did anybody ask for this? No. But I'm doing this anyways. With the knowledge I've gained from other mission reports, this will be 10,000 times better than the old thread. So enjoy!
  4. Dust Storm Chapter 1- Grains of Dust After arriving at Dunian base "Red Dawn", Bob and Jeb settled in the main habitat module, to take a rest after a difficult night.. But we all know that there is a kerbal, that never sleeps, you probably guessed who it is. The journey starts here... Bob crawled out of his bed, arguing about his lost sleep, putting on his dusty space suit.. Airlock opened and he looked at happy, energetic face of Jeb. Jeb got himself to the rover, that he was super happy to drive, since they arrived.. So did Bob. Bob knew, if Jeb is going to do something, there will definetly be at least one of these things- Casualties,Explosions and weird bugs.. So, Jeb to kill of all the chances of Bob escaping, switched on the electric engine and rushed though the sandy dunes of Duna! After a little trip, Jeb found a little plain, he wanted to take some pictures from there, but he forgot his camera, altough the urge to stop there, was still there. And we all know.. That if there is an urge, there is a reason... But his idea to troll Bob a bit, quickly turned into hell for Jeb.. Bob walked around, took samples, digged soil,walked around, took samples, digged soil,walked around, took samples, digged soil,walked around, took samples, digged soil and over and over again.. Jeb couldn't take it anymore and just called back, saying that they are losing time here.. Bob went back to the rover, with tired, yet satisfacted face... And then, Bob felt asleep... Jeb didn't payed much attention to that, he just carried on riding the rover! But then, when he almost arrived, Bob suddenly was woken up, just to make a company for Jeb. Bob, opened his eyes lazily, looking at excited face of Jeb.. But than, he looked around and saw the beutiful glazing sun of Duna.. But then, disaster striked... Suddenly, the wheels suddenly stopped moving and scared the landscape of Duna, with a weird line... Jeb's frozen gloves quickly slipped.. Jeb fell off the rover, hitting the ground hard.. Bob hold on for his dear life.. Jeb was thrown out! Bob, unlike Jeb, reacted quickly and have hit the manual brakes.. Bob mumbled into microphone.. Hearing the dead silence.. Feeling the worst thing-being abandoned.. The freezing desert that is Duna. If takes, never gives back... It took Bob's faith in his good future.. Bob raged in his weakness over situation! Jeb feared, he was never familiar with this feeling, now he is, more than that, it was the most powerful feel he ever had! But then he looked back and then gazed at the wall of sand and rust... Jeb and Bob rushed to the most covered place-behind the rover! But then, the rover begins to be shaked by the wind.. Jeb, now was a real being.. You know he is usually thinked as a person who can only act, but not feel.. Now, he was fearful, just like any kerbal out there.. My grandfather used to tell to me.- You know how to understand if you are dead or alive? Pain.. If you are still in agonizing pain, you are alive.. So, yes. Life is pain. Calm is death. But Jeb, had something every living being has....The power to not give up! This is the strongest power in the world! So he stood up, in pain and blood, but alive.. So, Bob pulled motionless Jeb to the rover.. His plan was to push the rover, that was broken all the way to the base.. The sandstorm stopped.. Bob was already tired.. But he tried anyway.. Trying when you can't is like bashing your fist over a stone wall, at first it seems useless, but it has result if repeated lots of times.. Although, Bob lost it.. He suddenly turned.. Suddenly both Bill and Bob understood.. ---------------------------------------------------------------------------------------------------------------------------------------- For the atmosphere: (neccesarry to listen) That is it for now folks! I am especially interested in opinions of @Kuzzter and @KSK! And i am interested in all the opinions you have! GGLmao i spent 13 hours on this... Me If this thread won't have attention:
  5. Considering Duna is a Mars analogue, I feel that the atmosphere is too thick. In the game you can get most craft down with a few parachutes and a couple of engine bursts. There was even a time that a rover I built landed safely with one inline parachute and no engines. Meanwhile irl, landing on Mars is a hassle. Parachutes can only really slow you down to 100m/s (200mph) and the rest of the descent needs to be powered. There’s gameplay reasons to make Duna’s atmo thinner as well. It could be kinda like a stepping stone. The first legitimately dangerous landing that the player makes in campaign mode.
  6. When entering Duna's (or any other planet) SOI, should I plan to do my capture burn on the bright side of the planet or the dark side? I think one of them is more efficient but I forgot which one.
  7. Hey! Some of you may know me, some of you may not. I've been on these forums for a while, and I always wanted to do a mission report, but wasn't really sure what to do it on. At the same time, I always wanted to do a big Artemis-style "Mun-to-Duna" program, but I'd always run out of motivation. Putting them together, I decided that writing a mission report would give me the motivation I needed to do what I want. Without further ado, I give you Per Aspera Ad Astra Background: The report will be split into two parts. Part 1, "Per Aspera" will focus on the return to the Mun. Part 2, "Ad Astra", will focus on the exploration of Duna. The space agency this report focuses on is called KASA, and it's the national space agency of the Kerbal States. They went to the Mun with an Apollo-style program, but haven't returned since. Their main focus now is Space Station Harmony (Kerbal equivalent of the ISS), cooperating with Roskerbmos, the space agency of the Rusk Federal Union. First Post Later Today!
  8. PROJECT CITADEL purpose: -Kerbal XP and science space station -First space station on Duna orbit for the kotius program T H E C I T A D E L crew capacity: 29 power generation: a pair of OKEB-250 "Ares" ROSAs from NF solar modules: 6 (+ crewed spacecraft) artificial gravity modules: 2 landers (occasionally and/or ascent stages): 1 etc. etc. I ran out of module ideas after getting a Duna lander mods used: Tantares spacecraft NF solar, NFLV, NF props, NF spacecraft SSPEr ReStock
  9. Hello everyone, AtomicTech here! I started this challenge over on the KSP 2 Modding Society and I figured that I'd bring it over here to the forums! Image from Penumbra's Submission over on the KSP2MS Discord Server. For this challenge, should you choose to accept, you'll take an aircraft of your design and construction over to our rusted neighbor, Duna, and show off its capabilities! You'll need to adhere to the following challenge constraints: No infinite fuel or electricity. No orbital placement cheats. Your spacecraft must survive Duna entry, descent, and landing. After landing, it must take off and travel at least 10 KM. (Note: The way to measure this is up to you; I recommend you take some sort of rover or small SRB-powered rocket to travel to your landing point .) Kraken drive-powered submissions will be considered separately. Winners will be chosen March 11th, 2023; your imagination is the limit!
  10. Crimson Vanguard Mission. Objective: taking screenshots of Duna. Crimson Vanguard is a probe desined to serve a communication relay above Duna for future mission on the surface of Duna or Ike. It is launched on a Krocket III rocket. On the pad: Somewhere above the ocean Somewhere very high above the ocean. Or was it above a continent? Transfer to duna (requires a mid-course correction of achieve target's interception.) Into the interplanetary space! Duna is visible. Closing in! Above duna. End orbit AP-130KM / PE-69KM. No fuel left.
  11. This was supposed to be easy. It was not. Some things that went wrong: Docking ports destroy the ship when undocked. Unless you do it while time warping, then they only add 500dV to one side.. My lander somehow had yaw controls reversed. Had to land without SAS and make the rendezvous using the unwieldy return stage. Orbits keep changing when not in time warp, rendezvous was difficult. Trajectory when returning from Duna did not work at all. Had to exit Duna SoI before setting up the Kerbin encounter. Full vidio is available here: https://www.twitch.tv/videos/1748896188
  12. Mission 1: Manned Mun Landing and Return Pretty standard Mun mission profile that ran with a few hiccups. Stage 1 stayed tenaciously attached until I did a quick time warp. A phantom spin in my translunar injection stage caused me to be a bit short for my landing stage (ran out of fuel about 100 meters off the surface), so I wound up balancing on the engine bell of the return stage for the landing. The craft: I wound up providing a lot of feedback to the development team via the feedback form in the game launcher (hint: if you start KSP 1 in Steam while running KSP 2, it give you the launcher and you can provide feedback mid-game that way) during the rocket construction, map planning, and flight. There's a lot that needs work, but I was able to get the mission done on the second try. Here's the flight report after landing back on Kerbin: Here's the feedback I provided for others' reference, in no particular format or order: So far, so good. Looking forward to seeing how things progress over the next days and weeks! I'm diving right back in to keep playing now. <3
  13. As we all know here, Ingenuity became the first aircraft to achieve powered flight on Mars. It also became the first rotorcraft to fly on another celestial body. NASA, however, did consider winged aircraft first. There was ARES proposal that was ultimately abandoned in favor of Mars Phoenix program. There were Earth high-altitude research drones with adorable name "Mini-Sniffers" (pictured below) that could theoretically be adapted for Mars flight. And there is also a prototype solar glider Sky-Sailor developed by ETH Zürich that could be developed into a fully fledged mission if funding is provided Thankfully, we are not limited by either budget or feasibility of such missions in KSP and, therefore, for this challenge, we will develop a Duna airplane Mission Profile: The plane will be stored inside a fairing and launched from Kerbin towards Duna. After reaching Duna, the plane will separate from main rocket and enter the planet's atmosphere and glide as far as it can before it either crashes or lands softly on the surface Construction Rules: Only Stock parts are allowed, for both Plane and the Launch Vehicle Plane must be able to fit inside a 3.75 meter fairing. Fairing can NOT be made wider than its base, which means you will need to get creative with wing shapes or robotics in order to make the Plane fit Plane must be either an unpowered glider or be powered by electric props. Depending on that, your submission will be labeled either Unpowered or Powered Plane can be either Manned or Unmanned, that is up to your preferences If the Plane is Manned, the Kerbals aboard must survive the landing. Whether you choose to bail out and pull the parachute, attempt a soft landing or use the plane as an impact absorber is up to you, as long as all kerbals survive If the Plane is Unmanned, your save file must have CommNet enabled like on Normal difficulty. Don't forget to put an antenna on the Plane and couple of relays around Duna beforehand Plane cannot have any means to recharge its batteries: no solar panels/fuel cells/RTGs and whatnot With that being said, you can keep the Plane fully charged for the transfer from Kerbin to Duna. Just make sure all recharging means are discarded before atmospheric flight phase Launch Vehicle must use 3.75 meter fairing to store the Plane Significant part clipping is only allowed for Plane fuselage optimizations. Minor part clipping of wings and control surfaces of the Plane is allowed, but don't overdo it. No part clipping for Launch Vehicles EDIT: I think the thread name already makes it pretty clear, but just in case: the Plane must have wing parts. Wingless gliders won't be accepted Specific requirements for Powered submissions: Plane can only use no more than 100 electric charge to power the props. Rest of the flight must be performed unpowered Props can NOT be offset in any way. Prop offsetting can significantly reduce energy usage to the point of actually generating electric charge, essentially making an infiniglider. So, for the purpose of fairness, props can only be placed "normally" without additional fine adjustments Challenge rules: The whole stack must be launched from KSC Only the Plane is allowed to enter Duna's atmosphere: non-essential equipment like transfer stages must be detached before atmospheric entry. You are, however, ALLOWED to do a braking burn and even enter Duna's orbit altogether if you want to, as long as you don't skim the atmosphere while doing it. As soon as you're ready for the Duna flight, all non-essential equipment must be discarded After entering the atmosphere, you are NOT allowed to escape back to space: once you're in - you're gliding through the air until the end There will be three scoring criteria: weight of the Plane, weight of the entire Launch Stack and Distance travelled. You must include a screenshot of the first two criteria from VAB/SPH with data shown, some screenshots from the mission itself and a final screenshot of the landing site. Third criteria might be tricky to measure in pure stock KSP, so I recommend Persistent Trails that can track your flight trajectory and distance : just start logging your glide as soon as you hit Duna's atmosphere and then make a screenshot of your travelled distance. Alternatively, you can try out @linuxgurugamer's edit of Persistent Trails: this one will start recording automatically as soon as you enter the atmosphere! Third option, if you prefer to play without mods, is to use KerbNet to mark your entry point and then calculate the distance by hand (check @18Watt's submissions for an example on how to do it) Speaking of mods: Mods that affect gameplay (physics changes or new parts) are not allowed. Information mods like KER and graphics mods are allowed Submissions: OJT Unpowered, Unmanned. Plane Mass - 931 kg; Launch Stack Mass - 66.439 tons; Distance - 596.421 km Unpowered, Manned (2 Kerbals). Plane Mass - 1722 kg; Launch Stack Mass - 62.794 tons; Distance - 754.295 km Unpowered, Unmanned. Plane Mass - 707 kg; Launch Stack Mass - 61.325 tons; Distance - 24478.43 km 18Watt Powered, Unmanned. Plane Mass - 804 kg; Launch Stack Mass - 125.562 tons; Distance - 1189.709 km Powered, Unmanned. Plane Mass - 804 kg; Launch Stack Mass - 125.662 tons; Distance - 1509.905 km Unpowered, Manned (1 Kerbal). Plane Mass - 1188 kg; Launch Stack Mass - 126.188 tons; Distance - 12593.132 km Powered, Manned (1 Kerbal). Plane Mass - 1435 kg; Launch Stack Mass - 66.82 tons; Distance - 1946.392 km linuxgurugamer Unpowered, Unmanned. Plane Mass - 4330 kg; Launch Stack Mass - 418.639 tons; Distance - 1808.855 km Unpowered, Unmanned. Plane Mass - 4330 kg; Launch Stack Mass - 418.639 tons; Distance - 2792.045 km kerbalboi Unpowered, Unmanned. Plane Mass - 1065 kg; Launch Stack Mass - 235.333 tons; Distance - 9148.058 km Good luck!
  14. InSight Lander (INSIGHT) The Interior Exploration using Seismic Investigations, Geodesy and Heat Transport (InSight) robotic lander by Klockheed Martian for Kerbal Space Program. By zer0Kerbal, originally by @Matheo G adopted with express permission and brought to you by KerbSimpleCo See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Klockheed Martian Ltd (KM/L) Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom (BOOM) On Demand Fuel Cells (ODFC) TweakScale (TWK) Other mods by Matheo G New Shepard (NSHPD) TESS Ariane 6 (S3L) InSight Lander (INSIGHT) Supports Either 3 Module Manager /L Module Manager Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Matheo G for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  15. So basically, I installed Scatterer for KSP, and it looks pretty good! But there is a problem, Duna looks terrible. Basically, the only way to describe it is that the orange atmosphere fills the crevasses and makes Duna look like it has bright orange stripes running through it. Also, this might be the reason, but I didn't use CKAN to install Scatterer, I just extracted the ZIP File.
  16. I've built a station that's meant to be for a long-term mission to Duna. I want to add an extra docking port to it, so I docked a rocket to it with an SEQ-24 Cargo Storage Unit containing a Clamp-O-Tron Docking Port. I have an engineer on the station, but for some reason I can't take it out of the storage unit to place on the side of the station. How could I go about doing this?
  17. you see my image this. I think revealed proof SSTV Signal Pyramid in the Duna this... Really top secret it's a SSTV Signal Pyramid. SSTV Signal Pyramid explain things (topleft-topright) : LOGO = KSP logo have rockets emit light fire. IKE = you can see it's Ike moon in the Duna. 4 KERMAN ASTRONAUTS = left-right, Jebediah Kerman, Bill Kerman, Bob Kerman and Valentina Kerman. not sure it was not an alien but kerman is an alien? SECRET SATELLITE = unknown, I don't know what it's a weird object (right-top). MOHO, EVE AND KERBIN = there's 3 planets but you can see 3 planets. SSTV'S PYRAMID = it's a hill shaped-like pyramid there's noise sound. so, you really sick your ears with headphones. DUNA! = you know this Duna is red planet in the Kerbol System. *oops, I forgot wrong it's numbers. just fixed : 'start 1 -> 2 -> 3 -> 4 finish' Notice : Sorry, I seriously meticulous reveal what it.
  18. "The future of Kerbality is going to bifurcate in two directions: Either it's going to become multi-planetary, or it's going to remain confined to one planet and eventually there's going to be an extinction event." - Elon Kerman Duna Outpost Mission Architecture Challenge Those baleful words spoken by Elon Kerman at a recent event featuring his latest rocket design inspired the Kerbal Federation to fully support an effort to establish a continuously Kerballed outpost on Duna. In order to accomplish this goal, Elon Kerman has offered an unlimited supply of his company's latest heavy lifter, with some restrictions and requirements. The basic requirement is to land a minimum of 4 kerbals on Duna before Year 5, Day 1, and then to develop and implement the mission architecture for a permanently Kerballed outpost on Duna before Year 10, Day 1. There is already one prototype of the heavy lifter on its way to the VAB and will be ready with payload for launch pad roll-out on Day 40. New lifters will be delivered on a regular, fixed schedule. Excitement is high for this endeavor but in order to keep hardware contractors satisfied, achieving certain mission objectives will benefit the campaign's public opinion and ensure the rocket supplier will continue to provide new lifters beyond Year 10 Day 1. Rules Launch Vehicle The lifter is of your design and must not vary throughout the challenge. This lifter is referred to as the Standard Launch Vehicle (SLV). All mission hardware and all fuel used for interplanetary transfers must be launched using the SLV. The only exception to this rule is for ferrying crew to Low Kerbin Orbit (LKO), which is defined as Apoapsis between 75km - 180km. Ready to launch lifters with installed payloads are prepared based on design and determined by Nominal Payload Mass (NPM). The NPM is the maximum payload that the SLV can deliver to LKO, without using any fuel of the payload itself. A payload may be used to perform final orbital insertion, but payloads cannot be deployed or activated until above 70km. Launch pad SLV roll-out rate is calculated as: NPM * 8 for non-reusable or NPM * 6 for reusable designs. For example, a reusable SLV with a NMP of 30t will have a 180 day delivery cycle. A non-reusable SLV with the same NMP will have a 240 day delivery cycle. In order to qualify as "reusable", recovered launch stages must have comprised of at least 50% of the vehicles original lift-off mass (including payload). Recovery of spent stages can be passive or active but must be demonstrated successfully at least once. There are no fuel transfers from the SLV to payload. Payload fairing is not part of payload mass, unless it leaves LKO. Any part that leaves LKO is NPM. Any type of shuttle can be used to deliver crew to LKO and there is no limit on how many crew shuttle missions can be launched, however only crew may be launched on these missions; no fuel or any other supplies may be transferred on crew launches. Habitation/Life Support Habitation: Any crewed mission exceeding 10 days will require extra habitation space for the crew to work and maintain their senses. This means short trips like launches to LKO, trips between Duna's orbit and surface and brief excursions on Duna's surface do not require any extra space. However, trips between Kerbin and Duna and long-term stays on Duna's surface will require extra habitation space for each crew member. Crewed mining, rescue/contingency missions in Kerbin/Duna/Sol orbit also need habitation space if their missions exceed 10 days. Habitation space is modeled by providing one extra kerbal seat for each kerbal. For example, a long term mission with a crew of four will require a vessel with seats for eight Kerbals. Life Support: Any mission exceeding 10 days will also require life support supplies. Life support supplies can be modeled with stock parts by using the Ore resource. If life support is modeled in this way, supplies (Ore) will need to be included in the SLV launches. None of the Ore that is designated as life support can be utilized for ISRU production and any Ore harvested for ISRU cannot be used as life support. Ore (life support mass) should be jettisoned as it is "consumed". Life support mass for each kerbal is calculated as: 0.04 Ore / day / kerbal. This means for a typical transfer from Kerbin to Duna with four crew will require 45 units of Ore as life support for the journey. Life support includes electrical needs. For stock, any module that lands on Duna or Ike require three days of power to survive the night if using solar power. This is modeled in stock by having a minimum of 2400 EC units on board or using fuel cell/PK-NUK generators with minimum output of 2.2 EC/minute. EVA limitation: The EVA suit has a maximum of one Kerbal day (6 hours) of life support. A Kerbal exceeding that is counted as a fatality. Alternately, any mainstream life support mod can be used to manage life support/EVA limits and electrical needs. For reference, the mass value for Ore equivalence and EC needs are based on "TAC Life Support" values. Mods that render Kerbals "inert" (i.e. "DeepFreeze) as an alternative way to move crew around effectively turn Kerbals into cargo: Crew in this state do not accumulate "Mission Value" points. Crew in this state do not count towards requirements for the "Interplanetary expertise" achievement. Freezer pods (parts that store the Kerbals) do not count towards any Achievement or as Habitation space. Mission end rules All SLV missions that are launched before Year 10 Day 1 count towards achievement points. As long as the SLV/payload is launched before Year 10, Day 1, it is part of the 'implement' step of the primary goal, but that mission must be successful in order to earn the achievement. (Note, there is a handy Duna transfer window on Year 10, Day 20). All Kerbals on the surface of Duna on Year 10, Day 1 must be returned to Kerbin (or be returnable) safely in order to earn their Mission Value points. ('Over-stressed crew' 4 year rule applies) You may "play it out" so that all kerbals are safely recovered, or demonstrate that they can be returned safely, but either way no kerbal may be stranded. Document your 'mission architecture' in a post describing the launch schedule beyond Year 10, Day 1 which will keep the outpost active. Other rules Any nuclear/NERVA engine that is launched cannot enter either Kerbin's or Duna's atmosphere at any time once it has been activated. This means that any vessel with a nuclear engine that has been activated cannot aerobrake or land/disposed of at either Duna or Kerbin. Nuclear propulsion modules are required to use propulsive or gravity assist captures at Duna and Kerbin. (Kerbals are already green enough.) The continuously Kerballed outpost requires a minimum of two kerbals on Duna at all times after the initial landing of four Kerbals. If a Kerbal is left at the outpost alone (for any reason) for more than 10 days, they suffer 'Over-stressed crew' penalty. A Kerbal may be left alone at the Outpost without suffering from "Over-stressed crew" penalty, as long as there is another Kerbal within driving distance. This rule can be ignored once "Contingency Plans" is achieved, permitting the outpost to be remain 'crewed' by one Kerbal. The outpost may be comprised of one or more modules and may be located anywhere on Duna's surface. Not all modules need to be occupied, but there must always be at least one kerbal on Duna after the initial landing. ISRU can be used on Minmus, Duna or Ike or with asteroids. All ISRU missions must be part of the SLV launch schedule. Any balanced mod is acceptable. Please list all part/gameplay mods used. Game difficulty settings: 'Enable Comm Network' ON, 'Re-entry heating' 100%. Advanced settings: 'Part pressure limits' ON, 'Part g-force limits' ON, 'Kerbal g-force limits' ON. External Command Seats do not count towards habitation space and cannot be used for landing or launching on Duna/Ike or for interplanetary transfers. Rescue/contingency missions may ignore this rule, but any crew utilizing a command seat to land on or launch from Duna/Ike will void their score for Mission Value. Over-stressed crew penalty: Crew member resigned from KSC due to stress. Any crew receiving this will suffer a 50% Mission Value penalty. If you look carefully on the EVA suit label, it has the warning "Must be not be used for atmospheric flight!". If a Kerbal is subjected to atmospheric flight (excluding EVA thrusters, jumps, etc.), they suffer 'Over-stressed crew' penalty. Vacuum-only use is fine. Any kerbal fatality for any reason will void that kerbal's Mission Value score. Extraplanetary Launchpad and other extra-Kerbin / orbital construction mods are prohibited. All parts and spacecraft must be launched from Kerbin. Stock alternate launch sites are permitted. "Basic rover": A rover that utilizes external command seat(s). "Pressurized rover": A rover that uses crewed module parts for crew quarters. "Contingency Plans": Complete achievements "Backup plan", "Duna Space Station", "Duna Space Bus", and "Positive uplink". Note that the spacecraft for each achievement must be unique, or for modular designs must remain viable, at all times. Primary Scoring Mission Value: Based on how many Kerbal-days spent on Duna before Year 10 Day 1 (eg. two kerbals on Duna for 100 days equals 200 kerbal days on Duna). Calculated as: ("Kerbal days on Duna before Year 5 Day 1" * 2 ) + "Kerbal Days on Duna from Year 5 Day 1 until Year 10 Day 1". Four-year rule: Crew members need to be recovered on Kerbin within 4 years of being launched or receive the 'Over-stressed crew' penalty. This rule can be ignored once "Contingency Plans" is achieved. Mission Efficiency: Based on how much Mission Value can be earned per launch. Calculated as: Mission Value / total NMP value of all launches. Note, this is not the accumulated payload mass of all launches but simply the NMP of the SLV * number of launches before Year 10 Day 1. Achievement Scoring Note that the spacecraft for each achievement must be unique, or for modular designs must remain viable, at all times. Crew safety (add all that apply): Interplanetary expertise: All crewed interplanetary missions have at least two crew on board. (+1) Backup plan: Duna outpost has a backup ascent system to return all kerbals to Duna orbit separate from the primary Duna ascent module. (+2) Emergency Evac: if the 'Backup plan' ascent system is utilized with any kerbal on board. (+3) *Note any kerbal(s) on board during the Emergency Evac will suffer the 'Over-stressed crew penalty'. Mission robustness (add all that apply): Duna Space Station: Place a space station in orbit around Duna. The space station must have room for minimum of 3 kerbals (Habitation rule applies). (+1) Duna space bus: Deliver a fully reusable shuttle service to Duna that can ferry at least four crew between Duna's surface and Ike's surface (refueling permitted). (+2) *Provided missions do not exceed 10 days, 'Habitation space' rule does not apply. Deep space transit: Implement a fully reusable crew transfer vehicle that can complete a Kerbin <-> Duna round trip without refueling (either direction). Must be capable of carrying a minimum of 4 crew. (+3) Science value (add all that apply): Deep space laboratory: Duna outpost must include at least one Science Lab module. If 'Duna Space Station' is scored, it must also include a Science Lab module. (+1) Early mission prestige: Safely return at least two kerbals to Kerbin's surface from a Duna mission before Year 5 Day 1. At least one of the crew members must have walked on either Ike or Duna and return a surface sample with them. (+2) Biome diversity: Return surface samples from at least five of Duna's biomes. (+3) *This can be done all at once or separate. If scored, "Early Mission Prestige" sample does not counts toward the five. Advanced mission objectives (add all that apply): Kerbin space station: Using SLV launch(es), place a space station in orbit around Kerbin. The station must support at least 4 kerbals and may be used as a staging platform for crew to and from Duna, although not required. (+1) Positive uplink: Place a minimum of three relay satellites in orbit around Duna and one around Ike. One of the Duna satellites must be in polar orbit. This also requires Advanced game setting 'Require Signal for Control' ON. (+2) Advanced deep space transit: If 'Deep space transit' is scored, it must support a minimum of 5 kerbals and refuel only in Duna SOI (travels from Duna -> Kerbin -> Duna without refueling) (+3) Surface Mobility (add all that apply): At least 50% of the Duna crew have access to a seat in a Basic Rover during their outpost surface mission. (+1) Every crew member has access to a Pressurized Rover seat. (+2) The outpost is land-mobile/Pressurized Rover (Habitation rule applies). (+3) Negative Publicity (add all that apply): "Can we do this?" Less than four crew land on Duna before Year 5 Day 1. (-1) "We will never forget them.." For every kerbal fatality for any reason (-1) each to max of (-5) "Perhaps we should make cookware instead" More than 5 kerbals are lost (deduct ALL but 1 Achievement point) Outpost Success Rating You have taken on a mammoth undertaking and have earned your retirement on the Duna outpost! Adding all Achievement points: 29-30: The outpost delighted the Federation with your exceptional achievement. Your retirement will be luxurious! 26-28: The outpost succeeded...extremely well. You can now retire in elegant estates! 24-27: The outpost succeeded. The Federation is pleased by your efforts. You will live comfortably! 19-23: The outpost was a success. You have met the minimum standards set by the Federation, but your life will not be easy! 14-18: The outpost survived...barely. You will be living in tents. Few supply ships will come your way! 8-13: The outpost failed...The Federation will no longer send supply ships. You are on your own! 1-7: The outpost failed...dismally. The Federation debtors' prison is your new home! "You need to live in a dome initially, but over time you could kerraform Duna ... So it's a fixer-upper of a planet." - Elon Kerman Helpful info and links: Thanks to @Mad Rocket Scientist for this planning spreadsheet. Plug in your SLV's NPM and watch the magic! Thanks to @michal.don for developing these great timelines (.PDF) which present easy to read launch window and transit information. The Alex Moon Launch Window Planner which uses an advanced model of the solar system to produce pork-chop plots. (Mmmm.. pork chops). There are 4 Hohmann transfer windows before Year 10 Day 1. Some notes on this challenge.. This is inspired by and is largely based on this challenge, now long retired. Similar success can be achieved by using larger or smaller NPM lifter designs. It's all about mission execution.. In order to earn maximum Achievement points, sacrifices to Mission Value will be made. Overall leaderboard ranking based on: Achievement score * Mission Efficiency or something similar (may include a balance modifier). "But my SLV is 100% reusable with rapid turn around." It still takes time to build the payload and install it. A reusable SLV with NMP of 65t will have 9 launches. A reusable SLV with NMP of 30t will have 21 launches. There are benefits to using a life support mod over simulating with Ore. For example, they include build aids in the VAB/SPH for determining LS needs. Many also include recyclers, purifiers and greenhouses. If used carefully, these may provide an edge in Mission Value. Mission Report Threads: @michal.don : My take on the "Duna Outpost Mission Architecture" challenge @Kerbolitto : Duna Outpost Mission Architecture, Kerbolitto's stuff @dire : DOMA Arigato, Duna! Completed Entries: Here lists the esteemed, brave and dedicated adventurers who have brought Elon Kerman's dreams to reality... @jinnantonix Mission Value: 157380 NPM: 31 tons (21 launches) Efficiency: 157380 / (31*21) = 249.8 Achievements: 29 Mission Plan: https://imgur.com/a/AjdNjto Video Video Video Video Video Using stock parts plus TAC Life Support, this mission highlights high capacity crew modules with awesome aesthetics. Some of the scenes from the videos and images make my computer's fan kick in just thinking about the part-counts! This appears to be a pretty high bar for the first completed entry and was obviously a big effort not only in playing but designing and even producing videos, which I highly recommend checking out. @jinnantonix Mission Value: 153,574 NPM: 31 tons (21 launches) Efficiency: 153,574 / (31*21) = 235.9 Achievements: 25 Videos: Standard Launch Vehicle, Transit 1, Transit 2, Transit 3, Transit 4, Transit 5 This very well planned and beautifully executed mission is a work of true "architecture", by taking advantage of the terrain and a polar landing site to maximize life support efficiency. Elon... are you watching? Death Engineering Mission Value: 62464 NPM: 40 tons (16 launches) Efficiency: 62464 / (40*16) = 97.6 Achievements: 26 Images Images Images Images Images TAC-LS entry using some Near Future modules for outpost parts and all-nuclear interplanetary transfer mechanics.
  19. Hello, i just wanted some ideas for Duna lander, becuase i tried to make one, but all of my attempts were unsuccesfull. The final product is wobbly as hell and the landing struts are very unstable, engine efficienty is very poor. I want a lander that can fit and dock. Don't worry i have both DLC's because i'm attracted to this game! I got to the mun like 67 times and it's getting boring, so i wanna go to Duna, but my spacecraft is very unstable, wobbly and inefficient. You can give me any ideas you want, i am an ace at maneuvering and redenzvous. Thank you!
  20. Hey everyone! I'm SiriusRocketry, and this mission report came about after a corrupted save file killed my abortive Jool V attempt. I've been struggling with staying committed to stock KSP, as my litany of barely-started mission reports on the forum can attest, so I was looking for a fresh challenge. I'd heard of the JNSQ planet pack on the grapevine, and after a bit of inspiration from both @septemberWaves's Constellation mission challenge and @Misguided Kerbal's JNSQ and BDB modded mission report One Small Step, I decided to embark on a new quest; creating a Kerbalized Orion program to take kerbals to the Mun and Duna, in JNSQ's scaled up Kerbol system. This is your regular old sandbox save, etc, etc. THIS IS NOT A REPLICATION. Although the craft and missions may look similar, I am in no way, shape or form attempting to recreate the exact profiles of the Orion missions. Mods, in case anyone's bothered (running on KSP 1.8.1):
  21. Hi, this is my first post. I'm a newbie in KSP, I've been playing it only for about 5 weeks! Yesterday, I completed my first interplanetary trip. I visited Duna, and I landed near the end of the ice cap, then, Jeb drove a rover from the end of the ice to the beginning of the red terrain. The trip was amazing. The white ice gradually blends with the red terrain. Let see some pictures. Screenshots
  22. Hi! I am trying to make a mod to add Sojourner and pathfinder. this is my first attempt to make any modification i hope i will succeed. so far i made a probe module in blender, i will try to add separate panels, X-ray spectrometer and wheels. I want also in future to create other parts of existing missions
  23. @RoninFrog is doing another challenge! So he needs a spot to dump all his stuff so it doesn't clutter the challenge thread! This challenge is the... It is a pretty intense challenge covering the first ten years of the game, with launch mass limits, life support, rocket construction time, and transfer window management. Hm! First, I need to create the save I will be using. "Game difficulty settings: 'Enable Comm Network' ON, 'Re-entry heating' 100%. Advanced settings: 'Part pressure limits' ON, 'Part g-force limits' ON, 'Kerbal g-force limits' ON." Okay, I've never played with part G-force limits and I don't even know what 'Part pressure limits' does, so here goes, I guess! Unexciting screenshot of game settings: Here's a collection of all the crafts launched: So here's what's up next. I need a Standard Launch Vehicle to loft my payloads to orbit. "One prototype of the heavy lifter ... will be ready with payload for launch pad roll-out on Day 40. New lifters will be delivered on a regular, fixed schedule." The schedule is calculated as one launch vehicle every "NPM (Nominal Mass Payload) * 6" days. The first Duna launch window is in 220 days, so if I want to launch two payloads, I will nead a NPM of 30 tons. Now it's time for designing! First two payload designs: First launch setting out for Minmus: Well, that's all for today! Tomorrow I will hopefully land on Minmus and refuel, if all goes well.
  24. Duna Incubator's Habitat The pre-alpha release is available on SpaceDock ! My first KSP mod. Right now, it is a preview of a work in progress. But you can still try it. Dependencies Compatibility License Known issues FAQ
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