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Challenge: Mun Base (MASSIVE!)


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Can you get it to the Mun?!

Description: Donald Krump, multi-billionaire and owner of various casinos and resorts throughout Kerbin, has teamed up with Richard Kerbson (sorry, couldn\'t resist the temptation) of Kergin Galactic, to build a Resort and Casino on the Mun. Under the umbrella of PDK Industries (Pretty Darn Kerbal!), they have created the ultimate resort and casino, but can\'t get the darned thing into even Kerbin orbit. All planning was done on a paper napkin at a local bar and grille, the Jebadiah present. He seems to think it can be done. His sketches point to the fact, and cannot be denied.

Challenge: Get this monstrocity into both Kerbin and Munar orbit, and land it safely on the Mun. Then return the three intrepid Kerbonauts back to Kerbin safely.

Parts used: Nova\'s pack.

Limitations: None, except CFG edits. Post your modified craft file to this thread, so I can play with it. I\'ve spent the last 8 hours trying to get this thing even in Kerbin orbit, all to no avail. I even cheated with a CFG edit, but the darn thing goes out of control during the initial gravity turn. I\'ve deleted all the RCS thrusters, as well as the extra engines. I\'ve also delete all but (I think) 4 of the fuel lines going to the central thruster. If I\'m wrong about that, feel free to alter it as necessary.

The MechJeb model is installed by default, and note that you may have to configure the staging a bit differently. There IS a return stage, but the current staging of the .craft file is in the default state. You\'ll need to configure stages 0, 1, and 2 differently to return to Kerbin (Got a little lazy there).

*Edit* include both craft file and persistence file, so I can marvel at your creativeness!

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Does the Orbital Construction plugin count as \'Instant Orbit\'? Because damn, that will definately have more than three stages. Hell, have the DockingNode in a Munar orbit, if that works. Should do, after all its supposed to teleport to within 10 Km, at whatever speed the DockingNode is going, in whatever direction the DockingNode is going. I think.

You could build a Munar city with that [and a Cray-2 to siphon some processing power from.]

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Does the Orbital Construction plugin count as \'Instant Orbit\'? Because damn, that will definately have more than three stages. Hell, have the DockingNode in a Munar orbit, if that works. Should do, after all its supposed to teleport to within 10 Km, at whatever speed the DockingNode is going, in whatever direction the DockingNode is going. I think.

You could build a Munar city with that [and a Cray-2 to siphon some processing power from.]

If this is aloud, make sure you are facing it. As in, it is in sight of you. If not, you\'ll teleport inside the ocean, wasting the fuel tanks you brought up.

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Heh, at this point, I don\'t care. I\'ve tried every possible combination of ascent stages, and only one of them comes close without CFG editing (which I resorted to in the end). Once I got the dern thing into orbit with a CFG edit, I was on my way to the Mun, when the Kraken found me.

If you can do it without the Orbital Construction plugin, +10 points, but no demerits if you use it. I just want to know if it can be done (especially the landing part). If landing is possible, then I\'ll want to revisit getting this thing into orbit. There should be tons of fuel left, IIRC, even if you do land it. I had a slightly smaller version that made it there and back again with enough fuel to return to the Mun (just not land).

BTW: Can you point me to that plugin? I know the Instant Orbit plugin, but haven\'t been able to get it to work properly.

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Also, I just noticed in the picture that some of the fuel lines for the outer rings didn\'t carry over (must have modified something and accidentally deleted them). So you may have to edit those fuel lines as well. Everything should feed into the central core.

If someone can make this work reliably, I will slightly modify the lander/resort so I can leave it behind and return to Kerbin. I\'m just interested if this ... kerbosity ... is even possible.

Can\'t wait for docking. Will make these kinds of things easier.

Hmm, I need to make a 'Munar Colony' dome habitat to try and land :D. Put my modding skills to the test!

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Heh, at this point, I don\'t care. I\'ve tried every possible combination of ascent stages, and only one of them comes close without CFG editing (which I resorted to in the end). Once I got the dern thing into orbit with a CFG edit, I was on my way to the Mun, when the Kraken found me.

If you can do it without the Orbital Construction plugin, +10 points, but no demerits if you use it. I just want to know if it can be done (especially the landing part). If landing is possible, then I\'ll want to revisit getting this thing into orbit. There should be tons of fuel left, IIRC, even if you do land it. I had a slightly smaller version that made it there and back again with enough fuel to return to the Mun (just not land).

BTW: Can you point me to that plugin? I know the Instant Orbit plugin, but haven\'t been able to get it to work properly.

Note that the Orbital Construction plugin involves repeated rendevous with an orbiting vessel using multiple ships. The only appeal is that you could make a vessel so much larger. You have to get the parts up to the DockingNode by rocket. Its time consuming and difficult. I don\'t see why a single launch vessel should get more points.

http://kerbalspaceprogram.com/forum/index.php?topic=10185.0

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Heh, at this point, I don\'t care. I\'ve tried every possible combination of ascent stages, and only one of them comes close without CFG editing (which I resorted to in the end). Once I got the dern thing into orbit with a CFG edit, I was on my way to the Mun, when the Kraken found me.

I normally only play with stock, but what is the total mass of the base you are trying to put on the Mun?

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Note that the Orbital Construction plugin involves repeated rendevous with an orbiting vessel using multiple ships. The only appeal is that you could make a vessel so much larger. You have to get the parts up to the DockingNode by rocket. Its time consuming and difficult. I don\'t see why a single launch vessel should get more points.

http://kerbalspaceprogram.com/forum/index.php?topic=10185.0

Thanks. Looks interesting!

I normally only play with stock, but what is the total mass of the base you are trying to put on the Mun?

I have no idea off-hand, as I haven\'t tried to calculate it (I\'m good with general relativity math, but more Newtonian stuff kerbalizes my brain :P).

However, I did figure out something I was doing wrong getting this behemoth into orbit: After a few failed attempts, I started utilizing the MechJeb, without realizing it was causing 90% of my problems with the Auto-Ascent. Tonight, I ran it through a few simulations to see what it was doing, and where it was causing problems. Once I figured that out, I could get the thing into orbit finally on manual control!

Although the final mission was fraught with disaster upon disaster (took 43 days to reach the Mun!), I\'m proud to say that Jebediah Kerman has successfully pretty much put the casino and resort on the Mun. Now he\'s just waiting to get Bill and Bob pried apart (they\'re huddling in the corner of the capsule, crying like babies about the landing), so he can return home.

Full disclosure of Jeb\'s diary about the mission will come tomorrow evening or Thursday, along with screenshots. It was quite an adventure, and very Kerbal!

*Edit* But I\'ll leave you with a parting shot, taken from Jeb\'s iPad 3, which he tethered to some unused fiber optic cables, fishing line, and dukt tape, just before landing. And no, there is no way in the Kerbal equivalent of HELL that I was going to try to land that thing manually!

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I have a new challenge for all people hwo has a good computer.

My hardware is:

i7 950 overclocked at 4,2 Ghz

12 GB Ram DDR3

Nvidia Gtx 590 Overclocked

SSD Revodrive

I prevent you, It´s extremlly slowly at the start, but 20 seconds avter launch, it became normally fast.

In this case I present you my craft designed only for people loking for a VERY HIGH sat.

Normally a craft has 20 kbs, but these one has 125 kbs

antena6.png

antena1.png

antena2.png

antena3.png

antena4.png

antena5.png

You can download it here:

www.inytal.com/inytec/KSP/Antena.craft

Good luck

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That is just ...

... insane very Kerbal! Well done!

You should post the craft file. I\'d be interested in giving it a whirl myself.

And what on Kerbal\'s green Kerbin gave you the idea to do something so ... Kerbal?!?

Thanks :D

I figured out what to use my munbase for. http://kerbalspaceprogram.com/forum/index.php?topic=10477.0 It took a lot of time and patience. Enjoy...

I\'d post the craft file but it is over 170kb, the launch lags something out of this world, the craft is almost impossible to fly and advancing stages is a nightmare :-[ I\'ll have to re-make it...

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LOL!!!

+10 to you, sir!

I will await your remake of the craft! If the board won\'t support the upload, I can send you an email address you can send it to or a place to upload it. It\'s a very interesting design. I was looking at recreating it last night from your pictures, but the staging was so far off I usually exploded or dropped the wrong stage at inappropriate times.

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It might be a while until i refit this craft so here is the .craft file. It has all the issues listed above. The fuel management is off and you will most likely have to slow down when separating stages. Other than that, good luck. ;)

That is...unless you want to see munbase01e. It took me half a day to realize that one was never gonna reach the Mun. S:|

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