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The main idea of this patch is to reduce the complexity of MKS while still keeping its main features. It makes MKS less difficult to use and more suitable for interstellar bases. Please notice, this is on very early development. The new production chain: Download GitHub (alpha, use at your own risk) Dependency Modular Kolonization System Support USI Life Support (Strongly Recommended) Extraplanetary Launchpads (Strongly Recommended) Stock-alike Station Parts Expansions Sandcastle Kerbal Planetary Base System Planetside License: MIT If anyone want to participate in the development, feel free to let me know!
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I've got the Kerbalism mod running, as well as the USI-Kolonization mod. The problem is that Kerbalism modifies the game so that Kerbals require Food and Oxygen as resources to survive, and Kerbals do not produce waste. In the USI-Life Support mod, Kerbals require Supplies, and produce a waste product Mulch. USI greenhouses take Mulch and turn it back into Supplies. I'm looking for a way to modify it into a compromise - Greenhouses produce Food instead of Supplies, and Kerbals still produce Mulch. Were I more confident in my abilities, I'd do a find>replace to turn "Supplies" into "Food" in the USI files, but I really don't want to screw up my savegame.. Any suggestions?
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Link to the old thread: http://forum.kerbalspaceprogram.com/index.php?/topic/135965-jool-500-kolonization-challenge/&page=1 Before I get into the rules and everything (which I mostly copied over from the original thread). I am still in the process of editing it to comply with KSP 1.2. Rules Mods are allowed and some are required for certain difficulty levels, but some (of course) are banned for balance reasons. No cheating (e.g. the f12 menu, hyperedit, any other similar cheats). Re-entry heating and resource abundance must be set at atleast 100%. If a mod is removed from the list of allowed mods (which is unlikely), you may keep any craft that use it that were created before the mod's removal, but you may not launch any new craft with parts from that mod. Calculate your score according to the system outlined near to the end of this post. There is no cost limit. If you need to get some of your kerbals through recovery contracts you may not use any part of the recovery spacecraft as part of this challenge. You may also farm money from other planets and moons to collect enough funds to hire Kerbals. You are allowed (and encouraged) to mine resources from Jool's moons for use in the colony. You can send fuel back to Kerbin to generate money to help hire Kerbals or pay for vessels. Part clipping is allowed, but don't do things like hiding 12 fuel tanks inside 1 fuel tank (or other similarly cheaty things). Kerbals can't respawn, and there is a penalty for them dying. You must end up with 500 kerbals inhabiting the Jool system. If any die, you must send more to complete this goal. Reverting flights and quickloading is allowed, except for career more submissions. For career mode quickloading can be used only to undo kraken attacks. Make sure your landers are safe! Kerbals can not be sent to Jool in the bases they will inhabit, or in rovers or other vehicles. Dedicated crew transports should be built and are encouraged. There must be atleast one ship (not part of a base) capable of returning at least 25 Kerbals to Kerbin orbit. Methods of minimizing costs without cheating (such as sending some of the vehicles in the cargo space of crew transports) are entirely acceptable and are the reasons behind some of the vehicle specifications. FOR ANYONE USING THE ATOMIC AGE MOD: The turbojet is banned due to the fact that it doesn't consume any resources other than intake atmosphere. This may change if this engine gets a depletable fuel source, but for now it is banned in this challenge. FOR REMOTETECH USERS: Disabling the time delay is allowed in Normal difficulty, but is not allowed in Hard difficulty. If you are playing in Hard then I recommend installing a mod with an autopilot function for maneuver nodes (MechJeb or kOS are what's currently allowed). Reusablility is allowed, however you cannot repurpose vehicles launched before you began attempting the challenge. The only exception is if you have clear documentation of it's launch and missions. If it was refueled you must also show clear documentation also. The Challenge You are probably wondering how to complete this challenge. The method is fairly simple: follow the guidelines for the Jool program according to the categorized contracts below, document all important aspects of your missions (use Imgur or make videos), and try to complete as much of it as you can. You don't need to complete the CHALLENGES in every difficulty, but doing them will get you more points. Craft aesthetics are not required and are up to you. Sometimes it's cool to see put appearance after functionality. It's not absolutely required to complete every contract listed below (except for completing certain CHALLENGES), but the more you do the more functional your colony will be and the more points you will get for completing them. Now for the categories: Satellite Network and Probes Each moon, as well as Jool itself, should be explored by machines in advance of sending kerbals. Also, the colony will need a satellite network for communication. Send a resource scanner to a polar orbit of each moon and scan for ore. You may reuse the same probe for all moons, logic being once you scan it you have the records of where the ore is. (+1 point per moon) (+3 points per moon if each moon has a seperate scanner.) Send at least 1 lander probe (max. mass: 3 tonnes, or 5 tonnes for Tylo) to each moon and transmit some science data back to Kerbin. (+1 point per moon; science from every biome gives an extra +2 points per moon (rovers are permitted)) Send at least 3 communication satellites to each moon as well as in orbit of Jool, to provide a communication network for your kerbals. At least one of these must be capable of transmitting data back to Kerbin, or to a satellite in Jool orbit that can transmit back to Kerbin). Stock relay networks are allowed and encouraged but Remote Tech users may use Remote Tech if they want and there is no penalty for doing so. CHALLENGE: GROUND COVERAGE. Ensure that the entire surface of the moon is accessible by satellites. This requires 3 satellites equally spaced in equatorial orbit with line of sight to each other, and 3 satellites equally spaced in polar orbit with line of sight to each other. (+9 points per moon) Bases and Outposts For a colony to be a colony, it must have permanent residents. You must have space for a minimum of 50 kerbals on each moon (rovers do not count, these living spaces must be stationary), and a minimum of 10 kerbals at any one outpost. (There's no real difference between outposts and bases, 'outpost' just suggests a smaller base than usual). But in the end atleast 500 kerbals must be somewhere in the Jool system. Launch and land your bases in advance of sending your kerbals. Send at least 1 base to each moon (though more are recommended). It's best to send your bases as modules rather than assembling them on the surface. +3 points for each biome; +3 additional points if every biome has a base (including the Sagen Sea on Laythe); +1 point for every 10 kerbals your base can support (not necessarily all at once, not including the 10 that are required in each base. Requires life support mod); +1 additional point if the base has at least 1 science lab; (points are awarded per base)) Life support replenishment is not required at each base, but can be useful where the biome's resources allow it. (+1 point for partial replenishment of life support; +3 points for full replenishment of life support; (points are awarded per base)) Transport between bases and moons can be a hassle, so it helps to have a place to refuel. (+1 point for ability to replenish fuel, +3 points for ability to replenish uranium and xenon; (points are awarded per base)) CHALLENGE: COLONIAL PLANNING. Have a base or outpost in every biome on every moon, have fuel and/or life support replenishment on every moon at at least one base, and have space for at least 100 kerbals in bases on every moon. (+50 points) Rovers and planes The ability to transport kerbals and equipment between your various bases is important for a colony. You should send a number of transports to each moon so that kerbals can move around the surface. All vehicles should be specialized to handle the terrain of the moon (amphibious vehicles and/or seaplanes are recommended for Laythe). Previously rockets weren't allowed, but dedicated point to point rockets are fine as well (assuming you can budget fuel to them). Short-range scouting rovers (or boats) (max. mass: 10t) are a must-have. Send at least 1 to every base. They must be small and lightweight, and must be able to generate power, carry at least one and at most six kerbals, and be equipped with a few science experiments. (+3 points for each base that gets a small rover/boat (you can send any combination of rovers and boats to your Laythe bases, as long as each base has at least 1)) Resource transportation vehicles are not required but encouraged. Each should be able to carry a resource container at least the size of the Rockomax X200-32 Fuel Tank. It would be convenient to make these vehicles modular. Send at least 1 container for all relevant resources (life support, fuels, etc) to every base, and at least 1 resource transports to move them around. (resources not generated/consumed at a base do not need containers; +7 points for each fully implemented resource transport system at a base; (points are awarded per base)) Long-range transports (rovers, boats, or planes) are required for your colony to be a success. Send at least 2 to each moon. Each should be able to transport at least 5 kerbals. (+1 point for each long-range transport vessel that can carry atleast 1 short range vehicle (+1 point per vehicle carried). Ideally they should also be able to generate power. (+4 points for each long-range transport; +1 additional point if it can carry two resource transports; +3 additional points for any fuel-using transports that can replenish that fuel; +1 additional point for transports that have a science lab). CHALLENGE: STARSHIP. In addition to the transports mentioned in #4, send at least one point-to-point transport rocket capable of boosting at least 15 tons of cargo between bases on each moon (3 tons for Laythe and Tylo). Each should be capable of generating power. (+2 points per point-to-point rocket). CHALLENGE: REDUNDANCY. All of the above (excluding #5), completed for every base on every moon(+10 points; +15 points if including #5) Space Transport Building this colony is great, but useless if your kerbals can't get between the moons, or from Kerbin to the Jool system. Construct a fleet of spacecraft to take kerbals from Kerbin to the Jool system or between moons. Each interplanetary vessel should carry up to 100 crew members, and ideally should have a significant cargo capacity. No limit on the amount of transport vessels. (+5 points per transport; +1 point per 10 tonnes of cargo mass; crew do not all need to be sent to Jool at once, as the transports can make any number of trips between Kerbin and Jool. (but please don't get ridiculous, actually you can get as ridiculous as you want it's Kerbal Space Program) Large freight transports are going to be important for your colony. Each should be a highly specialized vehicle able to lift or drop at least 50 tonnes of cargo from the surface of the moon it is sent to (or 25 tonnes for Laythe and Tylo). Each freighter should be able to get into a stable orbit of that moon with a full load of cargo (50 tonnes),and return to their moon's surface with another full load (50 tonnes) of cargo. Send at least 1 to every moon. (+10 points for every transport; +1 point for every 10 tonnes of cargo capacity to/from the surface of that moon; +4 points for ability to replenish fuel; (points are awarded per transport)). You will need transport for colonists between the moons as well. You can integrate this into the freight transport system or interplanetary transport system.(+2 points per freighter-compatible module that can transport 10 kerbals) or you can make rockets specifically for this purpose. Each rocket should be able to transport at least 10 kerbals to/from any of the moons without being refuelled until it lands or is refueled in orbit. Send at least 1 to Jool. (+8 points for each crew transport rocket; +4 additional points for each rocket with the ability to replenish fuel). NOTE: You can also set up a system to ferry Kerbals to an orbiting transport ship so that you don't need to fly from one moon's surface to the next. CHALLENGE: ADVANCED TRANSPORT. Rather than docking freighters from different moons to transfer their cargo in space, every freighter (still a minimum of 5 overall) must be able to transport cargo between any two moons without refuelling in space (the most difficult journey is probably Laythe to Tylo, but it depends how you build the freighters). (+45 points). CHALLENGE: ORBITAL HABITATION. To enhance your crew transfer, make a station in orbit of each moon (that can support at least 20 kerbals which count towards you 500) and replace your every-moon-capable rockets with a lander specific to each individual moon (must be able to take at least 20 kerbals to/from the station in moon orbit) (+35 points). Other Things to Consider You're probably playing with a life support mod, so be careful to include enough supplies in all of your vehicles and bases. Safety is important. Make as many systems redundant as you can within a reasonable price range. Launch escape systems on crewed, escape pods, etc. (USI has some good stuff for safety and redundancy). -5 points for every kerbal that dies. Be careful, rockets are expensive. You're allowed to re-send vessels, but if a vessel crashes you lose the points that you gained from that specific vessel and cannot regain them by sending another (this does not affect points gained by completing multi-vessel contracts). Launches from Kerbin are unlimited. Interplanetary transport vessels may stop and refuel at any destination you see fit, however I doubt anybody is going to refuel at Moho before heading off to Jool. There is no time limit, but be wary of running out of life support supplies. When playing with USI Life Support, any kerbals who run out of life support are counted as dead and suffer the same points loss, despite the fact that USI Life Support doesn't actually kill them. If you think some of the specifications for some of the vehicles are unusual or arbitrary, feel free to debate me about it. If you have a good point I will allow it to happen if you run it by me first. CHALLENGE: COMPLETIONIST. Fulfil all contracts and all CHALLENGES. (+50 points) Scoring and Difficulty The way you judge how well you do on this behemoth of a challenge is fairly simple, and takes into account how many points you score overall, as well as the funds you spent on the colonisation program. I'll go over difficulty first, as it influences your score with points multipliers. I will also go over game modes, since you can start in either Career or Sandbox modes. Difficulty Level Easy (points multiplier x1 in sandbox, x1.5 if in career.): Play in sandbox or career (sandbox recommended); RemoteTech, Community Tech Tree, and any Life Support mods are not recommended; CHALLENGES are not required. This is the difficulty level to play at if you want to use stock parts. Normal (points multiplier x2 in sandbox, x2.5 in career): Play in career or sandbox; must use life support (USI, TAC, or Kerbalism); RemoteTech and Community Tech Tree are optional; do at least 3 CHALLENGES. If you want to, you may disable the time delay on RemoteTech if you are using it. Hard (points multiplier x3): Play in career; you must use RemoteTech, and Community Tech Tree; must use life support (USI, TAC, or Kerbalism); complete all CHALLENGES for your Hard mode entry to count. You may not disable the time delay on RemoteTech; mods with autopilot functionality are recommended for dealing with maneuver nodes. Game Mode Depending on your difficulty level, you may start in Career mode or Sandbox mode. If you play in science mode you will be counted as sandbox. Starting in Sandbox allows you to proceed with the Jool 500 challenge immediately. You must set re-entry heating and resource abundance to atleast 100%, allow quicksaves and reloading (only for use in case of bugs), and disallow respawning of dead crew members. Starting in Career is the more challenging option, as you will have to earn funds through contracts until you can start the Jool 500 challenge. You start in normal mode, but the maximum starting science and science rewards are allowed (since science doesn't count towards score), and otherwise the same settings as a Sandbox playthrough. Funds spent on missions to anywhere other than Jool are not counted, (the same is true for using gravity assists). Score Calculation To calculate your score, keep track of the total cost of everything you launch from Kerbin (and subtract any funds you get back by recovering parts of launches). Add up the total number of points you get by completing the contracts and CHALLENGES, and multiply this by the multiplier given by your difficulty level. Then take subtract 5 points for every Kerbal that died during the colonization program. The larger your overall score, the better you did. Mods If you want to know about a particular mod, use ctrl+f to search for it on this page before making a reply asking about it. IMPORTANT: Some of these mods are not up to date with the current version, I use mods that are not current in my save and they work just fine so I didn't remove anything. If you try a mod and it's broken or has a current version on a different thread tell me so I can update/remove it. Recommended Kerbal Alarm Clock (Because of the amount of vessels you'll be dealing with at once) USI Life Support, TAC Life Support, OR Kerbalism (except in Easy difficulty) TRP-Hire (Makes hiring kerbals significantly cheaper for career mode submissions) Optional All other USI mods (except Alcubierre Warp Drive) (these are highly recommended as they will enhance your colony immensely) Any visual enhancement mods Atomic Age Behemoth Aerospace Engineering Buffalo MSEV B9 Aerospace CactEye Telescopes Color Coded Cannisters Colorful Fuel Lines Community Tech Tree Connected Living Space Cormorant Aeronology Shuttle Lifting Body DarkSideTechnology Deadly Reentry DeepFreeze Continued Deep Space Exploration Vessels DMagic Orbital Science Editor Extensions Redux EvaFuel Ferram Aerospace Research Final Frontier Fuel Tanks Plus HabTech Infernal Robotics KeepFit Kerbal Historical Institute Kerbal Joint Reinforcement Kerbal Planetary Base Systems Kerbal Stock Part eXpansion KIS/KAS (highly recommended) TRP-Hire (formerly known as KSI) (useful for hiring kerbals) Lithobrake Exploration Technologies Mark IV Spaceplane System MechJeb, KER, or similar mods that are purely informative Mk2 Expansion Mk3 Hypersonic Systems Moar Mk1 Modular Rocket Systems Near Future Technologies NRAP Orbital Utility Vehicle Pathfinder RemoteTech RLA Stockalike SCANsat Science Revisited SpaceY and SpaceY Expanded Stockalike Mining Extension Surface Experiment Pack (requires KIS/KAS) Tantares and Contares Tarsier Space Technology Taurus HCV Universal Storage VX Series II Engine Pack (Vanguard Astrodynamics) M.O.L.E Outer Planets Mod Any dependencies these mods have (e.g. Firespitter, ModuleManager, Community Resource Pack) If there is a mod that you think should be added or removed from this list, please bring it to my attention along with your reasoning as to why it should be added or removed. Please also notify me if any links are incorrect or outdated. Banned Any mods that are not on the above list (unless I add them after being asked about them) Alcubierre Warp Drive (and other warp drive mods) KSP Interstellar Extended Extraplanetary Launch Pads (and other mods that allow you to build spacecraft off of Kerbin) Hyperedit (you are allowed to use it for testing your spacecraft, but not for any craft that are going to be used as part of the challenge) Kopernicus Any other mods that are unbalanced or cheaty in some way The Endurance Ship from Interstellar Mod, it's plasma engines have an isp of around 5000 and provide alot of thrust. Again, please bring to my attention any mods that you feel should be added or removed from this list along with your reasoning for the requested change. Notes/Recomendations If you are starting out with stock parts but planning on modding (with life support) later, I highly recommend sending as many probes, bases, and vehicles as you can before the mods are updated, without sending any crew. Then, when you do send the crew to Jool (which should be done as late as possible to reduce consumption of life support) use KIS/KAS to attach life support containers to your bases and vehicles. This way you don't need to wait for life support mods to update before you can send your transports or bases. Alternatively, in the case of bases, you can plan for the presence of life support storage modules and transport them once you install the life support mod. If you are planning to play in career mode I suggest making everything as reusable as possible to help you save funds. Submission Submit your entry to the challenge on this thread in the form of an Imgur gallery (or multiple galleries) or a video (or more likely a series of videos). That should be everything for this challenge. If some aspects seem unclear please let me know and I will attempt to explain in a more effective manner. If I have missed anything important, please also let me know and I will edit this post to amend the lack of clarity. I hope everyone who chooses to attempt the Jool 500 Kolonization Challenge will enjoy it, and I wish you all luck in what is possibly one of the most extensive kolonization programs some of you have ever tried to undertake. Completed Colonies - @jinnantonix Playlist here. 3082 Points.
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I've tried to install USI Kolonization on my system but every time it crashes on start up. if i remove the Umbra folder the game starts up just fine. I've tried removing other mods in case this is a memory issue, but that doesnt seem to make much difference. Any help anyone could offer would be helpful. Thank you.
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Introduction "Kerbal Mods Overhaul" (KMO) is nothing more than a set of patches initially made to cope with the personal desire to simplify/modify a number of very popular mods, MKS in primis, in order to bring a slightly different gameplay experience to KSP. KMO has initially been made exclusively for myself, however, since the number of patches has greatly increased over the time, I have eventually decided to make a public release of this mods overhaul for anyone that may be interested in such a reconfiguration work. Disclaimer This mod is NOT an updated version of MKS-LITE, it should rather be seen as a new gameplay experience for standard MKS (and related mods) with fewer resources, a simplified production-chain, changed part functionalities and full support for ExtraplanetaryLaunchpads resources, production chain, Survey Stations and Workshops. Thus, this mod is NOT a tutorial mod for MKS beginners (that was the main purpose of MKS-Lite). If you just want to play an easier version of MKS in order to get your hands dirty and get to understand some basic mechanics, RoverDude has already implemented an optional patch that allows you to disable the requirement for machinery and get a gameplay experience closer to the one provided by MKS-Lite. In addition to that, this mod does not include any part, asset, config file or anything else from any other mod. Kerbal Mods Overhaul (KMO) is currently WIP. Patches and Changes I would like to make this mod as much configurable as possible, thus, I will try to add any suggestion/request into a patch, either optional or not. Please, ask for patches for supported mods only (see below). You may also ask me to create a patch for stock parts, however, the changes have to be related in some ways to the mods reconfigured by KMO. This is a non-exhaustive list of the main patches and changes applied by KMO (v0.4): You can opt-in or out some patches in order to get a personalized gameplay experience in accordance with your personal taste (PatchManager required). See the individual .cfg files if you want to know more about the part specific overhaul. Example of a fully self-sufficient planetary base below in Spoiler. You can see how the colonization parts have been reconfigured and appreciate the new gameplay design, which allows you to create smaller and easier-to-run bases. Supported Mods Below you can find core and optional mods supported by KMO. Core mods are the ones for which my reconfiguration work has initially been made for and so they have the biggest amount of patches available. Optional mods nicely complete the gameplay experience (you should NOT install them ONLY if you have some serious RAM/hardware issues). Core mods: Modular Kolonization System (MKS) made by RoverDude USI Life Support (USI-LS) made by RoverDude ExtraplanetaryLaunchpads (EL) made by skykooler and taniwha PatchManager made by linuxgurugamer (you need it in order to enable/disable optional patches) Optional mods: OSE Workshop (KIS Addon) made by ObiVanDamme and Aelfhe1m* KeridianDynamics Vessel Assembly made by EleusisLaArwall *If you install this mod, also consider installing Kerbal Attachment System (KAS) and Kerbal Inventory System (KIS), both made by KospY, winn75 and IgorZ. Notice: Always Remember to install all dependencies for the mods you use! Installation You can either: Download KMO from Spacedock and then copy and paste the content of GameData into your KSP GameData folder. OR, Download it directly from CKAN! Notice: This mod includes version checking using 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 a more comprehensive version checking experience, please download the KSP-AVC Plugin. Notice 2: The latest version of KMO (v0.4.1) works only in KSP 1.4+ and with EL 6.0+ installed. Changelog Licensing Kerbal Mods Overhaul (KMO) by 534443 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
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Jool 500: The Ultimate Kolonization Program Most KSP players have heard of the Jool 5 challenge, which involved landing on each of Jool's moons with a single launch and with a different kerbal on each moon. Well, with the release of version 1.1 and the incredible performance improvements that are coming with this new update, I feel like it's time for something bigger. So I present to you the Jool 500 Kolonization Challenge. The idea of this challenge is to take five hundred kerbals to colonise all 5 of Jool's moons, in the most complete way possible. Although there is a way of scoring points (I will get to that later), the main challenge of this mission is the scale of it. It is not enough to simply launch 5 massive crew transports and land each of them on a moon. It is not even enough to bring a base and a rover along too. No, the goal of this challenge is to create a self-sustaining civilization in the Jool system. There are a number of different aspects of any colonisation program (satellite networks, resource gathering/transport, etc), and those wishing to undertake this challenge must consider them all. I am developing a guide for the challenge in sync with my own attempt at it. That guide can be found here. Rules Mods are highly encouraged, and some are required for certain difficulty levels, but some (of course) are banned for balance reasons. No cheating (e.g. the f12 menu, hyperedit, any other similar cheats). Re-entry heating and resource abundance must be at 100%. If a mod is removed from the list of allowed mods (which is unlikely), you may keep any craft that use it that were created before the mod's removal, but you may not launch any new craft with parts from that mod. Calculate your score according to the system outlined near to the end of this post. There is no cost limit, but cost of missions does affect score so keep track of it. Money spent acquiring kerbals is not counted for this challenge, but if you need to get some of your kerbals through recovery contracts you may not use any part of the recovery spacecraft as part of this challenge. You are allowed (and encouraged) to mine resources from Jool's moons for use in the colony. You can send fuel back to Kerbin to generate money, but this profit is not deducted from your total expenditure. Part clipping is allowed, but don't do things like hiding 12 fuel tanks inside 1 fuel tank (or other similarly cheaty things). This rule is rather lenient, just don't do stuff that seems super cheaty. Kerbals can't respawn, and there is a penalty for them dying. You must end up with 500 kerbals inhabiting the Jool system. If any die, you must send more to complete this goal. Reverting flights and quickloading is only allowed on test flights, or if a bug causes your ship to crash. Any times you crash or break something due to your own mistakes (or being too trusting in MechJeb's autopilot) that damage is permanent (so redundancy is recommended). Kerbals can't be sent to Jool in bases, rovers, or other vehicles that would not initially be crewed in a real mission. Instead, you must make specific interplanetary transports for your kerbals. Methods of minimizing costs without cheating (such as sending some of the vehicles in the cargo space of crew transports) are entirely acceptable and are the reasons behind some of the vehicle specifications. You should check the rules fairly frequently (at least in the early stages of this challenge) because rules, mod lists, and (less likely but still possible) methods of gaining points are all subject to change in accordance with what I feel is adequate for the challenge. Use of strategies in the admin building that make launches cheaper is not allowed. FOR ANYONE USING THE ATOMIC AGE MOD: The turbojet is banned due to the fact that it doesn't consume any resources other than intake atmosphere. This may change if this engine gets a depletable fuel source, but for now it is banned in this challenge. FOR REMOTETECH USERS: Disabling the time delay is allowed in Normal difficulty, but is not allowed in Hard difficulty. If you are playing in Hard then I recommend installing a mod with an autopilot function for maneuver nodes (MechJeb or kOS are what's currently allowed). If you find a way of exploiting some of the rules to generate almost unlimited points for minimal funds (I don't think it's possible but I could be wrong) please inform me of it so that I can make corrections, and don't use this exploit as it would ruin the entire scoring system. The Challenge You are probably wondering how to complete this challenge. The method is fairly simple: follow the guidelines for the Jool program according to the categorized contracts below, document all important aspects of your missions (use Imgur or make videos), and try to complete as much of it as you can. You don't need to complete the CHALLENGES in every difficulty, but doing them will get you more points. Also, please try to make your spacecraft look nice. You won't be scored on it, but I feel that a good aesthetic makes people more interested in what you're doing in the game. It's not absolutely required to complete every contract listed below (except for completing certain CHALLENGES), but the more you do the more functional your colony will be and the more points you will get for completing them. Now for the categories: Satellite Network and Probes Each moon, as well as Jool itself, should be explored by machines in advance of sending kerbals. Also, the colony will need a satellite network for communication. Send a resource scanner to a polar orbit of each moon and scan for ore. Each moon needs a separate resource probe. (+1 point per moon) Send at least 1 lander probe (max. mass: 3 tonnes, or 5 tonnes for Tylo) to each moon and transmit some science data back to Kerbin. (+1 point per moon; science from every biome gives an extra +2 points per moon (rovers are permitted)) Send at least 5 communication satellites (max. mass: 2.5 tonnes) to each moon as well as in orbit of Jool, to provide a communication network for your kerbals. Each satellite requires at least 4 antennas (with RemoteTech, at least one of these must be capable of transmitting data back to Kerbin, or to a satellite in Jool orbit that can transmit back to Kerbin). At least 3 for each moon must have orbital inclinations greater than 30 degrees, and/or eccentricities greater than 0.4. (+1 point per complete satellite network, +3 additional points for completing all 6 satellite networks) CHALLENGE: GROUND COVERAGE. Ensure that the entire surface of the moon is accessible by satellites. This requires 4 satellites equally spaced in equatorial orbit with line of sight to each other, and 4 satellites equally spaced in polar orbit with line of sight to each other. (+9 points per moon) Bases and Outposts For a colony to be a colony, it must have permanent residents. You must have space for a minimum of 50 kerbals on each moon (rovers do not count, these living spaces must be stationary), and a minimum of 10 kerbals at any one outpost. (There's no real difference between outposts and bases, 'outpost' just suggests a smaller base than usual). Launch and land your bases in advance of sending your kerbals. Send at least 1 base to each moon (though more are recommended). It's best to send your bases as modules rather than assembling them on the surface. (+10 points for every base with at least 8 different and useful modules; +3 points for each biome; +3 additional points if every biome has a base (including the Sagen Sea on Laythe); +1 point for every 10 kerbals your base can support (not necessarily all at once, not including the 10 that are required in each base); +1 additional point if the base has at least 1 science lab; (points are awarded per base)) Life support replenishment is not required at each base, but can be useful where the biome's resources allow it. (+1 point for partial replenishment of life support; +3 points for full replenishment of life support; (points are awarded per base)) Transport between bases and moons can be a hassle, so it helps to have a place to refuel. (+1 point for ability to replenish fuel, +3 points for ability to replenish uranium and xenon; (points are awarded per base)) CHALLENGE: COLONIAL PLANNING.Have a base or outpost in every biome on every moon, have fuel and/or life support replenishment on every moon at at least one base, and have space for at least 100 kerbals in bases on every moon. (+50 points) Rovers and planes The ability to transport kerbals and equipment between your various bases is important for a colony. You should send a number of transports to each moon so that kerbals can move around the surface without having to use rockets. All vehicles should be specialized to handle the terrain of the moon (amphibious vehicles and/or seaplanes are recommended for Laythe). Short-range scouting rovers (or boats) (max. mass: 10t) are a must-have. Send at least two to every base. They must be small and lightweight, and must be able to generate power, carry at least one and at most six kerbals, and be equipped with a few science experiments. (+3 points for each base that gets a pair of small rovers/boats (you can send any combination of rovers and boats to your Laythe bases, as long as each base has at least two)) Resource transportation vehicles are going to be needed to keep your colony running. Each should be able to carry a resource container at least the size of the Rockomax X200-32 Fuel Tank. It would be convenient to make these vehicles modular. Send at least 1 container for all relevant resources (life support, fuels, etc) to every base, and at least 2 resource transports to move them around. (resources not generated/consumed at a base do not need containers; +7 points for each fully implemented resource transport system at a base; (points are awarded per base)) Long-range transports (rovers, boats, or planes) are required for your colony to be a success. Send at least 3 to both Bop and Pol, and at least 5 to Laythe, Vall, and Tylo. Each should be able to transport at least 10 kerbals, and should be able to transport two short-range scouting vehicles and one resource transport (with resource container). Ideally they should also be able to generate power. (+4 points for each long-range transport; +1 additional point if it can carry two resource transports; +3 additional points for any fuel-using transports that can replenish that fuel; +1 additional point for transports that have a science lab). CHALLENGE: REDUNDANCY.All of the above, completed for every base on every moon, and with twice as many of every type of transport. (+35 points) Space Transport Building this colony is great, but useless if your kerbals can't get between the moons, or from Kerbin to the Jool system. Construct a fleet of spacecraft to take kerbals from Kerbin to the Jool system. Each interplanetary vessel should carry up to 100 crew members, and ideally should have a significant cargo capacity (at least the size of the largest MK3 cargo bay). Maximum of 5 large transports. (+5 points per transport; +1 point per 10 tonnes of cargo mass; crew do not all need to be sent to Jool at once, as the transports can make any number of trips between Kerbin and Jool (but please don't get ridiculous)) Large freight transports are going to be important for your colony. Each should be a highly specialized vehicle able to lift or drop at least 50 tonnes of cargo from the surface of the moon it is sent to (or 25 tonnes for Laythe and Tylo), and have the crew capacity for at least 3 kerbals. Each freighter should be able to get into a stable orbit of that moon with a full load of cargo (50 tonnes), to transfer to rendezvous with other freighters in Joolian orbit, and return to their moon with another full load (50 tonnes) of cargo. Send at least 1 to every moon. (+10 points for every transport; +1 point for every 10 tonnes of cargo capacity to/from the surface of that moon; +4 points for ability to replenish fuel; (points are awarded per transport)) You will need transport for colonists between the moons as well. You can integrate this into the freight transport system (+2 points per freighter-compatible module that can transport 10 kerbals) or you can make rockets specifically for this purpose. Each rocket should be able to transport at least 10 kerbals to/from any of the moons without being refuelled until it lands. Send at least 2 to each moon. (+8 points for each crew transport rocket; +4 additional points for each rocket with the ability to replenish fuel). CHALLENGE: ADVANCED TRANSPORT. Rather than docking freighters from different moons to transfer their cargo in space, every freighter (still a minimum of 5 overall) must be able to transport cargo between any two moons without refuelling in space (the most difficult journey is probably Laythe to Tylo, but it depends how you build the freighters). (+45 points) CHALLENGE: ORBITAL HABITATION. To enhance your crew transfer, make a station in orbit of each moon (that can support at least 20 kerbals) and replace your every-moon-capable rockets with a lander specific to each individual moon (must be able to take at least 20 kerbals to/from the station in moon orbit), and 5 inter-Joolian transports (each must be able to take at least 50 kerbals between the space stations without needing to land anywhere). (35 points) Other Things to Consider You're probably playing with a life support mod, so be careful to include enough supplies in all of your vehicles and bases. Safety is important. Make as many systems redundant as you can within a reasonable price range. Launch escape systems on crewed, escape pods, etc. (USI has some good stuff for safety and redundancy). -20 points for every kerbal that dies. Be careful, rockets are expensive. You're allowed to re-send vessels, but if a vessel crashes you lose the points that you gained from that specific vessel and cannot regain them by sending another (this does not affect points gained by completing multi-vessel contracts). Launches from Kerbin are unlimited, but keep an eye on prices. There is no time limit, but be wary of running out of life support supplies. When playing with USI Life Support, any kerbals who run out of life support are counted as dead and suffer the same points loss, despite the fact that USI Life Support doesn't actually kill them. If you think some of the specifications for some of the vehicles are unusual or arbitrary (like cargo bays in the interplanetary crew transports), try looking closer at what the intended vehicle would enable you to do and how it might be used to make things cheaper. CHALLENGE: COMPLETIONIST. Fulfil all contracts and all CHALLENGES. (+500 points) Scoring and Difficulty The way you judge how well you do on this behemoth of a challenge is fairly simple, and takes into account how many points you score overall, as well as the funds you spent on the colonisation program. I'll go over difficulty first, as it influences your score with points multipliers. I will also go over game modes, since you can start in either Career or Sandbox modes. Difficulty Level Easy (points multiplier x0.75): Play in sandbox or career (sandbox recommended); RemoteTech, Community Tech Tree, and any Life Support mods are not recommended; CHALLENGES are not required. This is the difficulty level to play at if you want to use stock parts. Normal (points multiplier x1 in sandbox, x1.4 in career): Play in career or sandbox; must use life support (USI, TAC, or Kerbalism); RemoteTech and Community Tech Tree are optional; do at least 3 CHALLENGES. If you want to, you may disable the time delay on RemoteTech if you are using it. Hard (points multiplier x1.75): Play in career; you must use RemoteTech, and Community Tech Tree; must use life support (USI, TAC, or Kerbalism); complete all CHALLENGES for your Hard mode entry to count. You may not disable the time delay on RemoteTech; mods with autopilot functionality are recommended for dealing with maneuver nodes. Game Mode Depending on your difficulty level, you may start in Career mode or Sandbox mode. Starting in Sandbox allows you to proceed with the Jool 500 challenge immediately. You must set re-entry heating and resource abundance to 100%, allow quicksaves and reloading (only for use in case of bugs), and disallow respawning of dead crew members. Starting in Career is the more challenging option, as you will have to earn funds through contracts until you can start the Jool 500 challenge. You start in normal mode, but the maximum starting science and science rewards are allowed (since science doesn't count towards score), and otherwise the same settings as a Sandbox playthrough. Funds spent on missions to anywhere other than Jool are not counted, but if you plan on using any parts of those spacecraft to facilitate the Jool 500 challenge then you must count the funds spent on that spacecraft (the same is true for using gravity assists). Score Calculation To calculate your score, keep track of the total cost of everything you launch from Kerbin (and subtract any funds you get back by recovering parts of launches). Add up the total number of points you get by completing my contracts and CHALLENGES, and multiply this by the multiplier given by your difficulty level, and then by one million (1000000) to get your Score Magnitude (e.g. if you had a total of 512 points at the Easy difficulty level, your total is 0.75x512x1000000=384000000). Divide that Score Magnitude by the amount of funds you spent to get your overall score for the Jool 500 Colonisation Challenge (e.g. if you had 384000000 Score Magnitude and you spent 1000000 funds then your overall score is 384000000÷1000000=384). The larger your overall score, the better you did. Keep in mind that spending more funds is not always a bad thing, so long as those funds get you additional points that you would not have gotten previously. Mods If you want to know about a particular mod, use ctrl+f to search for it on this page before making a reply asking about it. Required Kerbal Alarm Clock (I only say required because of the amount of vessels you'll be dealing with at once) USI Life Support, TAC Life Support, OR Kerbalism (except in Easy difficulty) Optional All other USI mods (except Alcubierre Warp Drive) (these are highly recommended as they will enhance your colony immensely) Any visual enhancement mods Atomic Age Behemoth Aerospace Engineering Buffalo MSEV B9 Aerospace CactEye Telescopes Color Coded Cannisters Colorful Fuel Lines Community Tech Tree Connected Living Space Cormorant Aeronology Shuttle Lifting Body DarkSideTechnology Deadly Reentry DeepFreeze Continued Deep Space Exploration Vessels DMagic Orbital Science Editor Extensions Redux EvaFuel Ferram Aerospace Research Final Frontier Fuel Tanks Plus HabTech Infernal Robotics KeepFit Kerbal Historical Institute Kerbal Joint Reinforcement (highly recommended) Kerbal Planetary Base Systems Kerbal Stock Part eXpansion KIS/KAS (highly recommended) KSI (useful for hiring kerbals) Lithobrake Exploration Technologies Mark IV Spaceplane System MechJeb, KER, or similar mods that are purely informative Mk2 Expansion Mk3 Hypersonic Systems Moar Mk1 Modular Rocket Systems Near Future Technologies NRAP Orbital Utility Vehicle Pathfinder RemoteTech RLA Stockalike SCANsat Science Revisited SpaceY and SpaceY Expanded Stockalike Mining Extension Surface Experiment Pack (requires KIS/KAS) Tantares and Contares Tarsier Space Technology Taurus HCV Universal Storage VX Series II Engine Pack (Vanguard Astrodynamics) Any dependencies these mods have (e.g. Firespitter, ModuleManager, Community Resource Pack) If there is a mod that you think should be added or removed from this list, please bring it to my attention along with your reasoning as to why it should be added or removed. Please also notify me if any links are incorrect or outdated. Banned Any mods that are not on the above list (unless I add them after being asked about them) Alcubierre Warp Drive (and other warp drive mods) KSP Interstellar Extended Extraplanetary Launch Pads (and other mods that allow you to build spacecraft off of Kerbin) Hyperedit (you are allowed to use it for testing your spacecraft, but not for any craft that are going to be used as part of the challenge) Kopernicus Any other mods that are unbalanced or cheaty in some way Again, please bring to my attention any mods that you feel should be added or removed from this list along with your reasoning for the requested change. Notes If you are starting out with stock parts but planning on modding (with life support) later, I highly recommend sending as many probes, bases, and vehicles as you can before the mods are updated, without sending any crew. Then, when you do send the crew to Jool (which should be done as late as possible to reduce consumption of life support) use KIS/KAS to attach life support containers to your bases and vehicles. This way you don't need to wait for life support mods to update before you can send your transports or bases. Alternatively, in the case of bases, you can plan for the presence of life support storage modules and transport them once you install the life support mod. Submission Submit your entry to the challenge on this thread in the form of an Imgur gallery (or multiple galleries) or a video (or more likely a series of videos). That should be everything for this challenge. If some aspects seem unclear please let me know and I will attempt to explain in a more effective manner. If I have missed anything important, please also let me know and I will edit this post to amend the lack of clarity. I hope everyone who chooses to attempt the Jool 500 Kolonization Challenge will enjoy it, and I wish you all luck in what is possibly one of the most extensive kolonization programs some of you have ever tried to undertake.
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Kolonization Suits An extension to Scart91's Class Suits While playing KSP with USI's Kolonization installed, I noticed that the extra classes it adds were registered in TextureReplacer. Because I did not want every kerbal to go unidentified, I created an extension to Scart91's Class Suits mod that has customized suits for the 9 extra classes that Kolonization introduces (it also has a tourist suit). By using Scart91's suits as a base, a simple hue shift in Photoshop, and some custom icons, 9 beautiful suits were added to the Kerbal wardrobe. Take a look below. From left to right, Quartermaster, Medic, Farmer, Geologist, Biologist, Mechanic, Technician, Miner, Kolonist, Engineer, Scientist, and two pilots wearing the tourist suits (it's IVA only, though, because tourists aren't allowed to leave the ship), plus the new Scout suit (added in v1.1). Update 1.1 now includes custom icon for Portrait Stats! Download The download includes the new suits, as well as the originals from Scart91. Extract into Gamedata, and launch the game. YOU MUST HAVE USI KOLONIZATION AND TEXTURE REPLACER REPLACED INSTALLED. If not, this is a pretty way to waste 27mb. Then, at the space center scene, click the TextureReplacer button in the toolbar, and assign each suit to the respective class. Click "reset defaults" in the suits configuration window in game to see the changes after upgrading to the latest update, 1.1b Spacedock License Do what you like, but please give credit to Scart91 (for the original class suits) and I (for the added ones). If there are any issues don't hesitate to message me here on the forums.
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I am running ksp real solar system with kolonization mod USI Life Support with all the mods it recommend realism over haul and so on. The problem i have is the screen that shows the amounts of food and water you have never goes down. When I open the life support window it shows how much time you have and counts down and you kerbal dies like it is intended to do. I want to know if anyone else has this problem or know how to fix it. I am running version 1.2.2 and running ksp x64. On a side note I had this problem when the only mod I had installed was kolonization.
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I am running ksp real solar system with mods USI Life Support and kolonization with all the mods it recommend realism over haul and so on. The problem i have is the screen that shows the amounts of food and water you have never goes down. When I open the life support window it shows how much time you have and counts down and you kerbal dies like it is intended to do. I want to know if anyone else has this problem or know how to fix it. I am running version 1.2.2 and running ksp x64. On a side note I had this problem when the only mod I had installed was kolonization.
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Hi there, I've been searching for days and can't seem to find anything on this. I've gotten back into KSP after a few years break and I can't for the life of me figure out how to access the planetary stockpile (I believe this is from the Kolonization mod; i have 55 mods installed!) . I remember there used to be a window you could open that would show you the global stockpile of the planet you were on. Could someone enlighten me? thanks! Wouldn't you know it I found it.... please delete this thread sorry about that. Or keep it up for someone else with the same question? Answer is that you need to enable the Kolonization button in the mini menu that you get on your screen, and then click on it to open the Kolonization window, then select the planetary logistics tab.
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Okay I have a question, and maybe the mod dev can answer this.. But everytime I use Umbra Space Industries Kolonization, Konstuction, and Life Support, I always seem to have issues. and it gets wrose when There's an Update for USI Tools I'm just wondering what is the correct way to install these m mods? I mean, what is the correct way to install these mods in Order? Should it be The Tools first, then the colornization then the Konstruction, or is there any particular order in General? Any insight would be helpful.. Space_Coyote