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Stockless Space Program


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We've all seen plenty of stock challenges. We're all quite familiar with the stock stuff. Now it's time for something different. It's time for . . .

the

STOCKLESS SPACE PROGRAM!!!

THE RULES:

  1. Absolutely no stock parts (unless specific exeptions have been made)
  2. Stock look-alike mods are frowned upon
  3. All entries will be judged on the challenge criteria by a panel of 3 judges
  4. All entries will also receive points based on community voting (as per challenge scoring criteria)

And that's it!

Rather than just one challenge, we will take submissions and do a new one at least once a month, so chime in and share your suggestions for the Stockless Space Program!

Mod Stipulations:

Cheaty mods like mainsails modded to be lightspeed engines - banned

MechJeb - allowed

Stock lookalike mods (think KSPX) - discouraged but allowed

August Challenge:

The challenge for August will be: Modular Munbase

Challenge rules:

Base must be at least 3 segments.

Base must be able to be reconfigured into multiple layouts (transport vehicle not required, but bonus)

Base must be placed in LKO in more than 1 launch and landed on the Mun in more than 1 landing attempt.

Scoring:

Completion - 800 pts

Each additional module - 100 pts

Transporter vehicle - 75 pts

'3 for 3' (three launches, 3 landings, no failures*) - 75 pts

Completing challenge on Minmus - 50 pts

'Systems down' (fly without mecheb, kerbal engineer, etc.) - 25 pts

Community scoring (by popular voting):

Coolest looking base - 150 pts

Most Functional base - 150 pts

Easiest to assemble (as tested** by willing community members) - 100 pts

This is a fan-based challenge. If you would like to suggest alterations to the challenge, scoring, or volunteer yourself as a judge, you may do so at your will.

*This refers to nothing breaking and no reverts from the time you launch the first module (not including test flights) to the landing and docking of the third. You are entitled to as many test flights as required before making such an attempt.

**.craft file must be made available for download to be eligible for this award.

As always: "Pics or it didn't happen . . . ". The more screenshots (or even a video) you post, the more points we can throw at you.

Fan suggested ammendments:

Fuel lines, parachutes, and docking ports will be allowed unless someone can point out a mod that has these. To allow weight saving, I'll say yes to stock struts too.

Edited by Captain Sierra
some common sense changes
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What about launch clamps?

I'll start working on this soon :) Sounds like fun.

Decouplers and structural pieces = homemade clamp. Though I am still looking for a mod with good girder-like pieces that are the same size as stock. That is my only problem. That and the HOME mod is proving to be uncooperative. I may switch to Fustek, lack luster labs, or THSS for this one.

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Already got it. Like a pro, I copied the Fuel line part folder to the parts folder in my KSP Stockless install and deleted the Squad folder. I already installed those. Problem with them is the maker put WAY too much detail into the modeling and not enough in the textures. As a result, they can be FPS destroying if used to liberally.

EDIT: I believe KOSMOS has girders. Also, I found an old original FusTek mod for docking ports from .625 (probe size) to 3.75 (KW novapunch size). Stock docking ports are gonna get 86'd within about 24 hours. Everything but fuel lines.

Edited by Captain Sierra
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Decouplers and structural pieces = homemade clamp. Though I am still looking for a mod with good girder-like pieces that are the same size as stock. That is my only problem. That and the HOME mod is proving to be uncooperative. I may switch to Fustek, lack luster labs, or THSS for this one.

Oh! Good idea that.

I'll try and keep my creative hat on from now on..

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Well, I actually built this a few days ago before seeing this challenge so there are a FEW stock parts, but not many. If I had known, I could have easily exchanged them for non-stock parts. If nothing else, it'll give some of the other competitors some ideas. Enjoy.

Yes, it's small but that was on purpose. The goal was to keep the part count relatively low, pack a lot in a small package and just as importantly, make it mobile. This is basically a test base for what I'll be taking to Eve and Duna. And yes, this entire base moves (when it's empty of fuel). Simply daisy-chain behind the 'tractor' and drive on.

Mods used:

B1

Bobcat Home

Kethane

Multiwheels

Romfarer's robotic arms

RBI Tracks

KAS Winch system

and probably one or two others but can't think of them.

Images:

1. This is the heart of the base. It's the 'tractor.' It's a Kethane drilling rig with the 16000 kethane tank and 2 small drills, robotic arm, tracks and B1 lights. It's purpose is to fetch base pieces (I don't use Jeb and my my landings, tho usually less than 1km away, have to be retrieved) and move the base when needed. The arm serves 2 purposes. Not to lift things but more to 'connect' to pieces that may need the landing gear changed, etc. It's also handy for lifting the tractor when the docking ports don't quite match up.

2. Moving pieces: Here's a shot of the tractor moving the solar array (yep, the panels are stock) Note the multiwheel gear on the underside of the array. That's what makes it mobile. Because I also had some issues with the tracks and wheels going in opposite directions when the tractor was hooked up, I put both of the 'gear' wheels in the same direction and added a B1 white light to the 'front' of each base module and a red light on the rear so I could easily spot which port I needed to connect the tractor to.

3. The base core. Bobcat's basic habitat module with yes, stock engines. Note the 3 multiwheel gear on the underside. Again mobile. Ladders, RCS and lights from B1. There was a docking port on this side but it got snapped off when I expanded the habitat. Lesson learned. The one on the other side survived. Also notice I put the ladder right above the landing legs. Another bad choice. Kerbals can get out but have to really work to get back in.

4. A few of the gang in front of twin Home converters. No, I can't convert the nonexistant Mun atmosphere. But, it's there for housing and fuel storage. Was a lot easier lifting it than full tanks of fuel. Also note the small Kethane tank and Kethane generator. There's a matching on on the other side.

5. Again, a couple more stock parts, the fuel tank and RCS tank but, I needed a small fuel tank to hook the Kethane converter to and not knowing about this I picked a small one. You'll notice that Jeb is standing on a platform. This is one of two winch stations. Since I don't use Lazor, this is mainly used for refueling visiting ships.

6. Twin Bobcat reactors. Every Kerbal needs radiation. Note another Kethane generator. This also shows the stats for the base. Note the gobs of electric. Since this was a test base, I wanted to be able to turn on the lights, drills, atmos converters and Kethane converter and see how much power it all drew. Good news, the solar array kept up with all of it (No, I was too lazy to calculate that before launching therefore, I overkill.) and one reactor EASILY replaced the solar array.

7. And for those wondering how I got them there... upside down. All of them. I rebuilt this launch vehicle under each base module. Just a couple of notes, that's a 'Skipper' under the shroud and two of the Home fuel tanks make the core of the lander. This launch vehicle easily got all of them to the Mun with fuel to spare. It'll take a good bit more to get to Duna and Eve.

8 & 9 Just a couple more shots.

And for those who want TRUE mobility, one of my previous non-stock bases en-route to a new Kethane site.

Tractor.png

Moving.png

Core.png

Converter.png

Winch.png

Reactors.png

Upside.png

Tractor2.png

Candy1.png

Chain.jpg

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Anyone got any suggestions for mods with good airplane landing gear? firespitters seem to bend and twist a lot under heavy loads. The same plane that crashes and burns on the runway will takeoff drama-free with the stock landing gear.

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Anyone got any suggestions for mods with good airplane landing gear? firespitters seem to bend and twist a lot under heavy loads. The same plane that crashes and burns on the runway will takeoff drama-free with the stock landing gear.

TV Aerospace has resized landing gear. :)

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Anyone got any suggestions for mods with good airplane landing gear? firespitters seem to bend and twist a lot under heavy loads. The same plane that crashes and burns on the runway will takeoff drama-free with the stock landing gear.

Plane? Are you orbiting your base by SSTO? I may have to add bonus points for that. XD

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Well, I actually built this a few days ago before seeing this challenge so there are a FEW stock parts, but not many. If I had known, I could have easily exchanged them for non-stock parts. If nothing else, it'll give some of the other competitors some ideas. Enjoy.

Yes, it's small but that was on purpose. The goal was to keep the part count relatively low, pack a lot in a small package and just as importantly, make it mobile. This is basically a test base for what I'll be taking to Eve and Duna. And yes, this entire base moves (when it's empty of fuel). Simply daisy-chain behind the 'tractor' and drive on.

Mods used:

B1

Bobcat Home

Kethane

Multiwheels

Romfarer's robotic arms

RBI Tracks

KAS Winch system

and probably one or two others but can't think of them.

Images:

<megasnip>

Wow. I never said it had to be functional (but there are awards for that) but that is awesome. B9 looks surprisingly good as bases.And the HOME legs do wonders. This teaches some good lessions to take with others so anyone doing this, follow his example. I should have my own submission done in the near future. I had to do some .config editing on HOME to make it work. Expect a base by me in a few days (gotta get it to the Mun, or Minmus)

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Plane? Are you orbiting your base by SSTO? I may have to add bonus points for that. XD

That was the plan. I'm sending the first core base module by rocket though. Subsequent pieces are going to be ferried up to Munar orbit by an SSTO though - for fun...

Here my completely non-stock launcher for the core (not a single squad part):

1eq7bFl.png

And a design candidate for SSTO delivery of vital base amenities (once I've found some decent landing gear, not a single squad part):

ONQQ2qs.jpg

I actually landed a module on the moon last night but only when I was taking screenies did I notice that I included a stock antennae and sat dish :'( needless to say, that was my cue for going to bed :sticktongue:

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Wow. I never said it had to be functional (but there are awards for that) but that is awesome. B9 looks surprisingly good as bases.And the HOME legs do wonders. This teaches some good lessions to take with others so anyone doing this, follow his example. I should have my own submission done in the near future. I had to do some .config editing on HOME to make it work. Expect a base by me in a few days (gotta get it to the Mun, or Minmus)

Actually, I got bored. So, I'm working on my 'official' entry. That was must me goofin off with Bobcat Home.

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Ok, this post may get rather lengthy. If you don't like reading, just head to the pretty pictures. There's lots of them. If you read my previous post in this thread, you'll see the similarities. All except for the Kethane rig, are newly built. It was the template.

Official Submission: Rovers? HAH!

First, I may have goofed. I read the rules and was under the impression that the base was to be stockless. And, mine is. So much so, there's not even a stock strut on it. However, in my confusion, I used my mostly stock launch vehicle. It wasn't until I'd built ALL of my base modules and had the first 3 on Minmus that I realized perhaps the launch vehicles needed to be stockless too. Faced with starting over from scratch or spending HOURS rebuilding launch vehicles under my base modules, I hope I reached an acceptable compromise. Since all of my launch and landers are identical, I built a 'proof of concept' stockless launch platform and took the most challenging module, the power plant, with it. I hope you find that acceptable. Pics of it are at the end. If not, was fun building this monster and thanks for a great challenge idea. On with the show.

My base is built on a few simple premises, keep it mobile, keep it functional and make it look good... with zero stock parts. Oh, and make rovers crunch when it runs over them. With that in mind, here's the results. Be sure to read the notes at the end and grab the craft files if you want to experiment with your own.

Mods used:

B9: http://kerbalspaceprogram.com/0-19-1-b9-aerospace-pack-release-2/

Anvil Rockets: http://kerbalspaceprogram.com/anvil-rockets/

RBI Tracks: http://kerbalspaceprogram.com/?p=18654

Kosmos: http://kerbalspaceprogram.com/kosmos-tks-spacecraft/

Kethane: which I can never find the link for

Bobcat Home: http://kerbalspaceprogram.com/0-18-1-h-o-m-e-start-kit/

Romfarer's Robotic Arms: http://kerbalspaceprogram.com/robotic-arms-pack/

Modular Multi-wheels: http://kerbalspaceprogram.com/modular-multiwheels-and-omniwheels-v0-6-tt-plugin-for-ksp-0-20-and-0-19/

Greenhouse: http://kerbalspaceprogram.com/greenhouse/

KAS Winches: http://kerbalspaceprogram.com/?p=3998

KXPX: The offset adapter which isn't in the stock any more/yet.

and possbly others I can't remember.

Part count: 303 (more or less and yea, it lagged my lil machine but it was still playable)

Introducing: The tracked base!

Or, did I just run over a rover?

Built entirely on RBI Tracks this base both moves and serves as a Kethane drilling platform and habitat. Powered by a Bobcat nuclear reactor at night and Kosmos solar arrays during the day as well as a Kethane backup generator, it has more than an ample amount of juice to power all of it's activies. Shown here in just one arrangement of it's 'base' configuration, it uses B9 shielded docking ports on the rear and Kosmos ports on the front. The crew tractor at the center serves as the docking hub.

Base.png

Eppur si Muove

More than just a base, this thing is mobile. Shown here in 'train' configuration, each tractor can be docked in series and driven to the destination as one unit. Prior to setting off for the sunset it's advisible to point the lead vehicle in the correct direction first. Turning, though can be done in limited form, is NOT advised.

Mobile.png

Train.png

Party Mobile

With room for up to 18 Kerbals there's more than enough bodies to really screw up a project.

Crew.png

It's own Transporter

Even fully loaded with fuel and Kethane, this monstrosity is still completely mobile. Best of all, expansion doesn't need no stinking rover to hook parts together, these bad boys move on their own.

Loaded.png

Gas Station

And, with a mobile winch station, it can easily fill the role of a ground based refueling station or a horizontal bungee jumping platform.

Winch2.png

Better explosions

Because this thing is not some puny rover, it doesn't just blow up, it detonates in proper fashion. Even through the vacuum of space, they'll hear it on Kerbin.

Puny.png

Flies easy

And who needs landing gear? These tractors ARE landing gear.

Squishy.png

The Modules

Module 1, the Excursion/Light Recovery Tractor.

Why? Because rovers are for sissies. The Excursion is designed to be small, agile and able to move a crew of 4 across the terrain WELL above the level of some squat rover. This is a vehicle you have the valet park one minute and go mud running the next. Since none of these tractors have thermoelectric generators, it's other role is to dock with it's larger cousins and help power them with it's solar arrays should they need to move longer distances. It also has a KAS winch with grappling hooks and leads other tractors in recovery operations. Finally, it's equipped with a Kethane detector just in case the puny satellites missed something.

Excursion.png

Module 2, the Crew Tractor.

One of the larger tractors in the fleet, this unit houses 12 Kerbals in coffin sized bunks. Using B9 shielded docking ports, it's the hub of all activities. It also includes blast shields on the windows for those 'planned' explosions.

Crew Tractor.png

Module 3, the Kethane Tractor.

This beast holds 16,000 Kethane and has twin drills. With this kind of capacity, you'll be drilling dry holes in no time. It's also equipped with a robotic arm and, because of it's sheer mass when loaded with Kethane, assists the Excursion tractor in recovery operations. It holds a crew of 2.

Kethane.png

Here's an example of the Kethane tractor using it's robotic arm and the Excursion Tractor acting as a wedge to recover a disabled power unit. (not one of my finer landings). Let's see some tiny rover pull THAT off!

Wreck.png

Module 4, the Power Unit.

Equipped with not just big but MASSIVE solar arrays, these were created in the days of Kommunism when destroying the planet twice over wasn't nearly enough. This top-heavy beast simply arcs with electricity. It's also equipped with a nuclear reactor and no place to store spent fuel rods. It'll definitely lite you up. Also included is a Kethane backup generator for when the nuke goes critical.

Power.png

PowerDeployed.png

Module 5, the Converter.

Because breathing Kethane is hazardous, this tractor is a self-contained conversion unit that turns it into safe, harmless rocket fuel. Capable of holding a small amount of fuel, oxidizer and mono-propellant, it's also the main tractor used in mobile refuelling situations. Docked to the Excursion unit and the Fuel Tanker, you simply drive up to the visiting ship and filler-up.

Convert.png

Module 6, the Tanker.

Holding 6,000 units of fuel alone in it's twin Bobcat Home Admin modules, it's a powder keg just waiting for a match. The good news, even fully loaded with fuel it can still move away fast enough to make sure you're on the edge of the crater it creates.

Tanker.png

Module 7, the Green House.

The twin greenhouse tractor eats batteries like a Kerbal on Kake. Before you even launch, you better plan to be in sunlight and have those array's deployed as soon as possible. Along with the totally useless function of feeding Kerbals, it does generate a tiny amount of mono-propellant.

Green.png

Module 8, the Cargo Tractor.

For all of you who INSIST on sissified wheeled rovers, here's the perfect place to hide them so no one will notice. It's also equipped with a Romfarer Canadarm and if you're lucky and they don't explode the minute you turn on the magnet, you just drop the rovers inside, close the hatch and nobody is the wiser.

Cargo.png

Because rovers are for sissies

If you're looking for a base where you can miss by a kilometer and STILL land beside it, this beast is it. Big, brawny and packed with explosive power, nothing says, 'rovers are puny' quite like this.

Last.png

Proof and Notes

3 for 3 shots

3 launches, 3 landings. No reversals. If you notice in the 3rd shot some wreckage, that's from landing the crew module. I landed a bit too hard and popped 3 engines off the lander. But, I was able to detach the tractor and scoot out from under it unscathed.

3431.png

3432.png

3433.png

Proof of concept stockless launch vehicle

Actually, in some ways, it was better than my stock one. I laned on Minmus only to realize I hooked the fuel lines to the center tanks up backwards, they were still full. It's built on smaller Anvils, B9 parts and some Kosmos enginesI kinda grabbed at random. The hub of the lander is Home fuel tanks and the girders are Kosmos. It does use stock fuel lines and struts.

Proof1.png

Proof2.png

Proof3.png

Notes:

-DO NOT LEAVE THIS THING IN TRAIN MODE. You have been warned. Even knowing it would do it, I had to edit my quicksave once and lift this thing 2 meters because I switched out of it and when I switched back the lead tractor was on the ground and the rear one was buried up to it's tracks. Seriously, the explosion sent parts into Minmus orbit. Furthermore, the longer the chain, the greater the risk of what I call 'cracking the whip.' More on that below.

-DO NOT LEAVE PANELS DEPLOYED. You have been warned. They may splode for no reason.

-USE CAUTION WITH THE BIG SOLAR. Play with it in a big area before you hook it to anything. Learn what the two deploy buttons do. It's clearance above other tractors is pretty tight.

-RAISE THE CHEATER WHEELS BEFORE LANDING Under the front docking tube of each tractor is what I call a cheater wheel. It allows me to lift the nose of the tractor a little bit in order to try to match docking ports. On Minmus, you won't need them as the 'suction' of docking ports lifts the tractors. Using them on Minmus can even cause problems and flip the tractor into the air. They deploy that hard and fast. The reason I laid the power unit over was because I forgot I had them down and landed on the side of a hill. Since it has 2 of the tubes, there are 2 wheels which made it unbalanced and it promptly rolled onto it's side.

-Watch for whip cracking. See screenshot at the end for a very LIGHT example of this. When multiple tractors are docked and you either dock another or switch in and out of tractors there is an effect that can lift the end tractor well into the air. This is some crazy bug or screwed up game mechanic. It lifts them high enough that they'll slam back down and break things. I call it cracking the whip. There's usually a central tractor where whipping originates. Be aware of it and try not to attach too many tractors in a chain to it. If you're careful, you can attach them all in a train as I did, just make sure you break them apart in the middle when you're done.

-The greenhouse. I wasn't joking. This appears to be a fairly new mod and there's no way to turn it off. It chews batteries like crazy and the instant you hit the launch pad, it's ON. It'll take some planning to get it where you're going, but the tractor drone command module has over 8k battries. You can get to orbit and deploy the panels, just don't waste any time. Once in orbit, I left them open till just before landing.

-BEFORE YOU LAUNCH These were all built horizontlly. Therefore, look for the two docking ports on top of the tractor. You'll have to 'control' from here on the launchpad to get your navball correct. ALSO, these tractors launch upside down. Therefore, when you separate the lander you'll have to again, 'control from here' on the proper docking port and rotate 180 degrees in order to point the engines in the right direction.

-I do not use mechjeb. I realized a while back it was having all the fun. Therefore, if you slap jeb on these and try to launch you probably won't get past the first stage separation. Stop jeb from auto separating and SLOWLY separate the first stage manually. After that, it should be ok to turn it loose. On the Cargo Tractor, be sure to stop it before the final stage. That was a new way of releasing tractors from my lander that got rid of the top docking port.

-Docking ports. Unless you're a purist and want to remain stockless, get rid of those stupid Kosmos ports on the front of each tractor. The 'guide fins', while fine in space, are a nuisance on the ground.

I know there are other things I'm forgetting to mention that are important but, that's the fun part of discovery... watching it all explode.

The craft files. Take note these may not be exactly the way I launched. I often made minor changes to the units and forgot to save before launching. You may need to tweak them a bit. They all fly easy and land well, especially on Minmus where mistakes corrected by a short burn. There should be more than enough examples tho for you to tinker with making your own.

http://www.datainterlock.com/Kerbal/StocklessChallenge.zip

Cracking the whip, a very light example.

Whip.png

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