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101 Misson Ideas


Clockwork13

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The title of this thread grabbed my attention, but the list sucks, sorry.

RCS to orbit? Escape SOI with ions? WTH is that? Those aren't missions; those are challenges.

Maybe you should start over.

Actually, using an RCS to get into orbit is pretty easy. Escaping Kerbins SOI with ion engines is also easy if you have enough engines and fuel.

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Actually, using an RCS to get into orbit is pretty easy. Escaping Kerbins SOI with ion engines is also easy if you have enough engines and fuel.

This is all irrelevant.

My point is:

What you do is the mission, e.g. Land on Minmus.

How you do it is the challenge, e.g. Land on Minmus with your RCS pack.

This is a mission for example:

9. Set up a small colony on Laythe

This is a challenge, as is almost everything else in this thread:

12 Build a space station using only space planes to deliver parts to it
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That will get boring quick. Which is more fun, landing on the Mun, or landing on the Mun without landing legs?

Been there, done that. The game didn't always have landing legs: back in 0.14 I first landed on the Mun, using only what I had to land on - the engine. When I say landed, I... impacted the ground with force which resulted in spontaneous explosive rapid unplanned disassembly. But it's just as easy as landing with the legs, to be honest.

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I have already done all this. But here is one

Land near the sea level of eve and then take off and reach into orbit with no rockomax engines.

Is that even possible? .-.

It's hard enough leaving Eve from it's highest mountain by using a ship with rockomax engines spammed all over it...

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  • Set up a rescue craft around Kerbin with enough delta-V to reach anywhere, and with enough empty seats to pick up stranded kerbalnauts.

Think magic space bus (Mrs Frizzle has been mentioned once before), but sitting in orbit ready to go ... just in case. I think my mission will be to set one up that can orbit any body in the 'Verse and return home safely. I'm thinking it should have a minimum of 4 empty seats, hitchhiker can, but maybe more. At mimumum it should be able to get to orbits around Duna and Eve (seperately), collect anyone stranded, return to Kerbin, then find a way to get them down to ground safely. Individual escape pods? Land the whole bus in one shot? I don't know. Thats up to you.

Edited by mellojoe
i is speelling guud
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So this is what I have planned for my game:

Do a mission to Moho utilizing an Eve gravity assists for inbound and outbound legs.

Do a manned mission to Eeloo (haven't done that yet)

Do a mission to Dres, rover around the canyon (haven't done that either)

In all three of the missions, I plan on using the same hitchhiker can for both the transit and the surface mission.

Land a Kerbal on Eve, rover them around to the landed science packages, collect data, leave and go home to Kerbin.

Make a 7-Kerbal ascent vehicle for your Laythe Base

Make a mobile base for Eve and Tylo.

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A mission is simple. You're never going to get structure and purpose until you get to projects and programmes ;-0 Seriously, it's when you try to put together a whole series of missions to in a common style and 'sensible' sequence that you get anything really interesting. Chucking big fireworks at the sky is the easy part!

Programme profile:

Establish a space-station around each planet in the system (and their moons, if you wish). Map every body (including moons), land on each at least once (where possible) and visit each 'anomaly', if any are present. Each station to have a tender capable of acting as local tug/rescue vehicle and a lander capable of descent and re-orbit (not Jool, obviously!). Station, tender and lander to have 1 crew each (min). Station to also provide 'off-duty' accommodation for each crew member (hitchhikers are fine, external seats don't count!). Any crew on transfer missions (eg; refuelling) must also be accommodated at the origin/destination station(s). Any flights over 3 days also require 'off-duty' accommodation (separate module - 1 Kerbol in a 3-person pod still needs somewhere to stand-up and stretch a bit).

All ships must include remote guidance units/probe cores and be capable of uncrewed operation. Any crewed mission must be preceeded by (at least one) uncrewed. No landing can be carried out before mapping - doesn't have to be the complete body but does have to survey the landing-site. No suicide missions!

Do all this while minimising (one or more of), a) cost, B) part count, c) launch-mass, d) number of launches, e) number of different vehicles - whichever you choose is totalled across everything you fly (or drive, in the case of rovers).

Required mods - FAR, DREC, TAC LS, RT2, SCANSat.

Forbidden 'cheats' - hyperedit, part-clipping; both only where they don't make sense in 'real life', such as one engine inside another, etc.

Plus now, of course, you can build a rock-garden for each station :-)

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