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Where the Naughty Kerbals go..


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Kerbals are a peace loving people.. united in their endeavour to ignite still yet bigger rocket engines, and scrape the stars. However.. there remains a few.. trouble makers, that would disrupt this glorious pursuit, and bring shame upon Kerbal society.

For these few, the consequences of their naughtiness are assured. I bring you, the Munar Detention Center.

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additional images: http://imgur.com/a/RTbZX

400km above the surface of Mun, and with a capacity for 16 of the most naughty of the naughty Kerbals, the Munar Detention Center is equiped with state of the art, double locking, mechanically sealed doors.

24 hour camera surveilance

Self sustaining habitat, producing oxygen and fresh food.

And No Way Out... (mwahaha)

And so to the point. In the hope of having the masterful creativity of this community blow my mind yet again, I submit the challenge of creating still more extensive, and secure detention facilities for all those naughty Kerbals.

There are few conditions, but principally your facility ought to hold its inmates in secured areas, that is to say, there must be a means by which you can allow and restrict access to their habitats. In my case I used robotics to open and close doors, but this need not be your solution, I invite creativity.

A detention facility full of rockets is not necessarily a secure one, and therefore your space prison may not have any rocket engines of its own. Some RCS for maneuvering is fine, but it otherwise must be towed into position by another vehicle. Creativity in this area is welcome also, just nothing beyond a few rcs thrusters on the main body of the facility.

I have a few mods involved in my construction, most obviously the home module, robotics and lazor cam. Also equipped are such things as chatterer and engineer. As such there is no need to remain stock in your effort, however please declare any mod usage that has a significant bearing on your submission.

Points and Scoring.

While there are elements of this challenge that lend themselves to a points scoring system, there are others that do not. Nevertheless I offer the following:

All designs receive a base score equal to the number of naughty Kerbal inmates, and are then subject to the following multipliers:

orbiting Kerbin- x1

orbiting either moon of kerbin x2

orbiting Duna or Eve x3

orbiting any of the other planets x4

orbiting any of the other moons x5

Update* Due to interest, I will amend these scores to include surface prison colonies.

Same multipliers apply, with additional x1.5 for a surface based prison colony.

But if you put your prison on a surface and staff it with guards, consider their need to come and go from time to time :)

There are still other more subjective elements to judge, and in that case I open up the task to participants to offer views on each other`s submissions.

Factors such as, creativity in security, structure and aesthetic, cannot be given a points value so easily.

Nevertheless, let`s enjoy each other`s creativity, and enjoy the challenge!

Entries:

drakesdoom - Jool Balloon holding cell- 20 points

SkyRender - Falstaff Prison, Mun - 41 points (+5 Bonus for the solitary confinement cells, I enjoyed that haha)

Edited by soranno
entries update
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I didn't locks to hold kerbals in so I dropped so cowardly traitors in a karmony module onto Jool with just a balloon to keep them at a ~25k altitude.

4gn3vm.jpg

It was a good thing I didn't trust those welds, some of them wiggled out and then lost their grip and fell.

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There were 4 originally, I can account for 1 KIA who fell off, but there only seems too be two inside now. I can't imagine he escaped from that altitude, there are no rockets or engines of any kind and 25k is the highest the balloon can go.

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Eh, why not? I like designing.

falstaff.jpg

Here, in low Munar orbit, is Falstaff Prison. Features, from top to bottom, include:

1. The Administrative Module, where prisoners are processed and where the only available docking port on the entire prison-station can be found.

2. The comms relays and passageway to the Warden's office. All connections in this prison are done via docking ports and empty fuselages, with the idea that Kerbal prisoners never leave the confines of the prison.

3. The Warden's office. It's nice and spacious, as befits the Warden.

4. The passageway to the prison block, where the photovoltaic panels are set up.

5. The prisons themselves. Maximum capacity for Falstaff is 18 prisoners.

6. The "work" area of the prison, where space ship license plates are manufactured. Contains 5 crew cabins, meaning all prisoners can be working at once.

7. The long corridor leading down to the solitary confinement cells.

8. The solitary confinement block. Contains five cells for five very naughty Kerbals.

I guess, since prisoners are all that counts and since only the habitats have any prisoners, that makes my score 18*2 = 36.

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I never thought of putting my inmates to work.. and I could certainly use a bunch of space number plates

Putting a prison colony on a distant planet`s surface is something I`ve been looking at for a while, in principal only Eve. Seems to me, even the most gifted of the naughty kerbals couldn`t come up with a way to get themselves off Eve with only the colony materials.

It would be simple enough matter of dropping colony modules, but I`ve been trying to desing a system that can drop several home modules into the Eve atmosphere, get them through deadly (re)entry heat, and then separate and land all modules together once at low altitude. My initial tests on Kerbin have been promising.. but I get side tracked :)

I would hope then to also put a station above the colony to receive inmates and monitor the colony, and fit it out with a bunch of `descent pods` or somesuch to make the drops.

Updating OP with entries- many thanks for joining in!

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This was exactly my plan, Soranno. Would it still count? I was planning a prison colony on Eve, with a droper station above it in geosyncronious orbit above the prison on the surface. It is true, there is no running away from a station in space, But using a whole planet seems more fitting, and any form of thrust I send to the plannet will never be enough to escape. Even if they collected the engines over time... But my question is, if it is a two part system, with only a monitorying and processing station above it, will it still count?

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Go for it, I`d love to see.

I`ll amend the original post.. let`s say, base score, x same multipliers, with additional x1.5 for deployment on the surface.

and in the case of a surface facility, it seems fine to have only the naughty kerbals down below, and monitoring done from orbit, maybe even preferable from the point of view of letting the guards come and go.

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You could have a sort of disposable prison, set it up for a collision with the sun, and put all your bad kerbals on it, and then when it hits the sun they'll all die. Make it so they can get released for good behavior, and can be brought back to kerbin or a station somewhere.

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  • 3 months later...

Welcome to K.O.P. AKA Space-catraz

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Welcome to K.O.P. or the Kerbal Orbital Prison. This prison is designed to be self sufficient and live escape to be practically impossible.

General Population Area and Facilities

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The Prison is Equipped with the HOME living modules, which includes a Gym, Game Room, and Greenhouse for hobby gardening and botany.

Prisoner Cells

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The Prisoner Cells are designed that in the event of a minor or major breakout, one or all of the cells may be forcibly jettisoned away from the prison, the onboard probe body is designed to pilot the cell into a suicide dive into the Kerbin Atmosphere to burn up using reentry heat, in the unlikely event that the cell survives reentry the probe body is designed to pilot to impact with the ground, to prevent any likelihood of survival, a special decoupler has been placed in within the cell's ROUND-8 Toroidal fuel cells, if the probe body detects that impact speed alone may be insufficient to destroy the cell and it's occupant, the decoupler will activate, driving itself into the fuel tanks forcing a detonation.

Guard Section and Upper Tower

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In the event of a full scale prison break, the station itself is designed to be decoupled from the Guard Section and Upper Tower, in this event, the guards retreat to the guard section, and the guard int he Cupploa activates the separation sequence, this causes all cells to be jettisoned, and the main station body to be jettisoned. Probe Bodies on each section are designed to pilot their respective pieces into suicide reentry angles to burn up on reentry. The station like the cells contains a special decoupler that will detonate the nuclear reactor, by using it's explosive force to peirce the wall of the reactor causing detonation in the event the dive speed is insufficient to cause detonation alone.

The guard section is purposefully not equipped with parachutes or any kind of equipment to provide for save reentry, this is done for security purposes in the unlikelihood that prisoners gain control of the main tower, the tower contains enough supplies to allow the guards inside to await rescue by the KPD station and it's emergency team.

The main guard tower is also equipped with a decoupler that will, when activated, completely destroy the guard tower. Each of the sections of the station, Guard Tower, Main Body and Prisoner Cells each contain a self destruct device of sorts to prevent anyone from escaping the facility alive.

Docking Area and Greenhouse/Life Support

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In addition to the air converters required for this challenge, the station's primary lifesupport is the greenhouse, which is the primary provider of oxygen and food for the prison, the air converters are back ups in the event of failure in the green house's systems. above that is the docking area which allows for prisoner transfer and/or guard transfer and reinforcements.

Execution Facility and Nuclear Reactor

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The Nuclear Reactor is the primary power providing system, with a Solar back up, and battery tertiary back up. The Prison is also equipped with an Execution chamber for Death Row inmates, the Execution device is the Kerbal Unreconstitutionalizer, which essentially vaporizes the Prisoner and renders him into base components one of which is Kethane.

Kerbal Police Department Backup tower and Watch Station

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Nearby is the KPD Station, which allows for a full set of guards to reinforce the guards on the Prison station, doubling the amount of guards per prisoner in addition to back ups in less then 10 minutes.

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Distance Between Watch Station and Main prison oscillates between 100m to 150m, back up can reach prison in 7 minutes by Police Shuttle.

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Kerbal Police Vessel docked at KPD station, which has the ability to dock several police vessels, the Police vessel is equipped with Spotlights, Quantum Strut Guns and KAS Grappler, so that the police vessel can recover prisoners in the unlikely event they manage to go EVA, or reprogram the cell's guidance computer, this police vessel can interdict any potential escapees and return them to the prison.

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Emergency Back up guards can reach Prison in 7 Minutes, bringing the guard ratio up to 2:1 with 4 Backups, not counting a single guard left to man the KPD station.

Prisoner to Guard ratio 1:1 with 3 back ups, and a Tower Guard manning the control cupola

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-Æ

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http://imgur.com/9UZIwQb that is the link to the giga-prison photos I used hyper-edit to move it up there and it can hold up to 211 naughty kerbals I think of the structural bits as recyclers to feed the kerbals and they recycle the things that go down toilets, I included 4 docking ports even though nothing is going to dock, every door can be locked individually with infernal robotics, bob is on board because he was responsible for the death of bill,
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