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Titanic Tylo Fuelmobile


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Hey guys,

I'm a huge KSP fan, been playing for a while now. Thought I might contribute to the fun with a little challenge of my own:

After the recent discovery of vast deposits of platinum, titanium and various other valuable metals under the surface of Jool's moon Tylo, the IPMC (InterPlanetary Mining Corporation) jumped at the opportunity and started development of the Kiner I - a specialised Tylo mining ship.

Your space program has conveniently discovered that the Kiner I is designed to land on Tylo, mine, refuel on Tylo, launch and dock with the orbiter. Thanks to the IPMC's server password being 'guest' your space programme also knows that they don't have sufficient remaining funds to develop the land based Tylo Refueler required to make the Kiner missions possible.

Thus, your space programme plans to sell Tylo-based liquid fuel and oxidizer at exorbitant prices. It's simple: the more fuel you get to Tylo, the more cash your space programme rakes in. The mission objectives are as follows:

  • Get as much liquid fuel and oxidizer to Tylo. That means a massive lander (Appropriate fuel to oxidizer ratio)
  • The lander must be mobile so that it can deliver the fuel to the mining vessel.
  • Once depleted, the lander can be left on Tylo, although it would be a bonus if it had some sort of self-destruct function to prevent competing space programmes from stealing your design.

As the chief designer and mission controller it is your job to accomplish this.

Level 1:

Mission Objectives

Level 2:

Mission Objectives+self destruct

Level 3:

  • Mission Objectives+self destruct
  • Due to IPMC being untrustworthy scum, the transaction will need to take place on Tylo. That means bring a Kerbal along and once the fuel has been sold blast him off Tylo back to Kerbin. The bucketloads of cash will need to be stored in 4 Mystery Goo Containers.

Level 4:

  • Mission Objectives+self destruct
  • Due to IPMC being untrustworthy scum, the transaction will need to take place on Tylo. That means bring a Kerbal along and once the fuel has been sold blast him off Tylo back to Kerbin. The bucketloads of cash will need to be stored in 4 Mystery Goo Containers.
  • To monopolise on this opportunity, your space programme needs to get to Tylo before any others. That means getting there in under 300 days.

MASTER:

  • All of Level 4
  • Single Launch

You will be scored against others in your level by how much fuel you landed on tylo (less the return modules fuel in levels 3 and up)

Oh and do any level on vanilla KSP and you get boosted up a level! If you do Master on vanilla ksp... well, uh... can I have your babies?

osteoblast_tylo_4.png

Good luck!

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If anyone is curious, this is what it looks like to land 28 tons on Tylo one-way.

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Though I would recommend bringing along a little more fuel for a wider margin. In sum, it takes about 1.5 orange tanks full of fuel to land a 25 ton thing.

This post isn't an entry into the competition, I'm just hoping I can give some people a bit of visual aid in the scale of craft they may want to build before Whackjob gets here.

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