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Kerbin 3 Challenge Contract: Can't complete


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As described in the title, I began the Kerbin 3 Challenge tonight: Landing on the Mun, Minmus and back to Kerbin in Career Mode 1.04.

I used this design: (top-down) capsule, decoupler, landing stage, docking ports, transfer stage. I parked the transfer stage in orbit of the Mun and Minmus and landed with the lander on the surfaces of the moons.

The contract window shows that the landings on the Mun and Minmus are approved.

So, when leaving Minmus, I didn't bother docking with the transfer stage again and directly headed back to Kerbin.

First try: re-entered Kerbin just with the capsule, the propulsion stage dropped before. Landed safely (in water, though...), the final objective did not comply.

Second try: I thought maybe the whole ship that made it to the surfaces has to be returned. So I kept the propulsion stage and got it down in one piece after a hair-raising re-entry (water again). Still no objective completion...

So my question is: Am I doing sth wrong? Is this to be played with an SSTO design? Of course in my design the above described ship was lifted to orbit with an ascent stage.

I can only imagine two more options here:

1: The transfer stage has to be part of the return to kerbin as well. Technically not possible to land because too heavy for just one parachute.

2: Not allowed to land in water?

Mods: KER, KAC, Contracts Window, DistantObjectEnhancement, TransferWindowPlaner, Chatterer, PortraitStats

OS: Win7 x64

Edit: Option 2 is correct: don't splash down. Thanks to Polecat for the clarification.

Edited by moppaking
problem has been solved
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As described in the title, I began the Kerbin 3 Challenge tonight: Landing on the Mun, Minmus and back to Kerbin in Career Mode 1.04.

I used this design: (top-down) capsule, decoupler, landing stage, docking ports, transfer stage. I parked the transfer stage in orbit of the Mun and Minmus and landed with the lander on the surfaces of the moons.

The contract window shows that the landings on the Mun and Minmus are approved.

So, when leaving Minmus, I didn't bother docking with the transfer stage again and directly headed back to Kerbin.

First try: re-entered Kerbin just with the capsule, the propulsion stage dropped before. Landed safely (in water, though...), the final objective did not comply.

Second try: I thought maybe the whole ship that made it to the surfaces has to be returned. So I kept the propulsion stage and got it down in one piece after a hair-raising re-entry (water again). Still no objective completion...

So my question is: Am I doing sth wrong? Is this to be played with an SSTO design? Of course in my design the above described ship was lifted to orbit with an ascent stage.

I can only imagine two more options here:

1: The transfer stage has to be part of the return to kerbin as well. Technically not possible to land because too heavy for just one parachute.

2: Not allowed to land in water?

Mods: KER, KAC, Contracts Window, DistantObjectEnhancement, TransferWindowPlaner, Chatterer, PortraitStats

OS: Win7 x64

Doing it wrong.

Splash-downs don't count. Gotta smack kirba firma.

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OK, thanks Polecat. Since I have a saved game prior to re-entry, I will direct my capsule to solid ground later this day and let you guys know if it worked.

Don't forget to MAINTAIN STABILITY FOR 10 SECONDS! Forgot this one before - had to restart landing.

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I don't think so. I am sure I finished this with a splash down, and it did compete so I'm guessing it's the 10s stability criterion tbarcello mentioned that's causing it.

It's dependant on the wording. If the objective says land on kerbin then you must land on solid ground.

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Finally I can bring light into the darkness :D

Polecat was right, I landed another try on solid ground and the contract was complete! Big thanks for this hint.

Don't forget to MAINTAIN STABILITY FOR 10 SECONDS! Forgot this one before - had to restart landing.

I hear you, but this usually is explicitely mentioned in the contracts sub-goals which is not the case here. Plus, I sat there, some 30 seconds after splash down, raging that the contract did not finish and the capsule was perfectly stable (SAS) for the time being. If stability for 10 secs was the criterion it must have been triggered for sure.

By the way, it was sufficient to have only the capsule on the ground 'cause this time the propulsion stage broke apart on re-entry as I didn't care much, just wanted to quickly verify Polecats solution.

In the end, why is it crucial to have the capsule on proper land? I mean Kerbin is Kerbin, with its oceans, mountains... :) No splash-down should be pointed out in the sub-goal description imo. To be fair, it says "...finish on the surface of Kerbin..." in the title but this could still be mistaken...

Edited by moppaking
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  • 8 months later...
On 9/15/2015 at 1:06 PM, moppaking said:

By the way, it was sufficient to have only the capsule on the ground 'cause this time the propulsion stage broke apart on re-entry as I didn't care much, just wanted to quickly verify Polecats solution.

Actually specifically just a single part must reach each state and end up on Kerbin. I'm not 100% sure but that part may have to be from the "command modules" tab in the VAB.

Source: I'm doing a grand tour and the only thing that's actually landed everywhere is a mk1 lander can, but the contract is still showing all the checkmarks.

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