The first round of the Bay12 Reality Kerbal Space Program has drawn to a close, and the Heavy Foot of Government has fallen squarely on the little green shoulders of the KSP administrative staff. While great progress was made in the initial surge of activity surrounding the Kerbal Space Program, those in charge are no longer content to pour unlimited amounts of money into the KSP in the vague hopes of something good coming from the program.
Thus, rules and requirements have been put in place to direct and incentivize the exploration and exploitation of space. These rules are subject to balance changes/tweaks as we proceed.
Missions are now open ended. If you think you can achieve a mission, you are free to go for it. You may want to use some cheap ships to grab some low hanging fruit and beef up your budget before going for the more difficult choices.
We begin with a budget of $250,000 (Kerbits).
How it works:
When your turn begins, you will do the following:
1. Post the Mission and Target you intend to achieve. (i.e. If you wan to put a kerman on the moon, your mission would be Lander and your target would be Mun.) Each launch may have only one mission and target. Any other objectives you achieve during the launch are incidental (see incidentals below).
2. Build a vehicle to accomplish that goal.
3. Screenshot the vehicle along with the kerbal engineer window showing the total cost of the vehicle in the vehicle assembly bay or spaceplane hangar.
4. Launch your mission, document your progress.
5. Post the results, including the vehicle cost and a screenshot of the final mission log (F3). If your vessel is unmanned, or your manned vessel has landed at a safe location, you may end flight. If your manned vessel is not in a safe
location, do not end flight! Unsafe kerbonauts must be rescued. See below for definition of safe/unsafe locations.
You may perform only one launch during your turn, not including recovery/utility vehicles.
Sorry for all the spoilers. There is a lot of stuff here!
For your turn, you must choose a MISSION and a TARGET. These must be declared before you begin, and they are your measure of success. Mission types cannot be mixed. A lander cannot also be a base, for example. You must choose a single mission type and target for each turn. If you achieve objectives other than what you declared during your turn, they are counted as incidentals.
Once a mission type is accomplished, subsequent rewards for that mission type are reduced by 50%. This means that after performing a munar landing, landing on Duna would return only half the reward for the lander portion. This 50% reduction is one-time only. Repeating a previously accomplished mission/target combination will reduce the reward by 10% per repetition to a minimum of 30%, though exploiting this system by repeating the same missions over and over could have consequences.
Example: A munar landing has already been performed, and now we plan a Duna landing. The munar landing reward was $5,000(mun target) + $80,000(lander mission) = $85,000. For the Duna landing we recieve the full reward for Duna as the target ($30,000) plus 50% of the lander reward ($40,000) = $70,000. If we perform a second Duna landing, the reward is reduced by a further 10% as this is the first repetition so we would receive 40% of the duna reward (-50% because we have performed a Duna targeted mission before, -10% because we have performed this specific combination of mission/target before) which gives us $12,000 and 40% of the lander reward (same reason. -50% off the top because we've done a lander mission before, -10% because we're repeating the specific combination) $32,000 = $44,000
Missions which require the craft to return must land at or near a 'safe' location. Should you miss the landing, you must recover the personnel and bring them back to KSP to qualify as a successful mission. If you need to build a recovery vehicle to do so, that is within the rules. See Vehicles section below.
Science: Any mission marked *Science* has special requirements. The craft undertaking this mission must include the new Graphotron 2000 science computer as well as a Double-C Accelerometer, PresMat Barometer, GRAVMAX Negative Gravioli Detector, and a 2HOT Thermometer. All scientific instruments must be activated prior to encounter with the target. To end the mission, the craft must land at KSP or be retrieved by a vehicle and brought to the tracking station for data download by a Kerman. The craft may alternatively be brought to an established base on another planet/mun, or to a station in orbit for data download and transmission. Unmanned surface rovers need not be returned.
Comms: Unless otherwise stated, any craft (Manned or unmanned) remaining within the SOI (sphere of influence) of Kerbin(including the mun and minmus) must include at least one Communotron 16 lightweight antenna. Any craft leaving the Kerbin SOI must include at minimum one Communotron 88-88 High-Gain antenna.
Vehicle Cost Return: Following a successful mission, we will recieve half of the overall mission vehicle cost returned as an investment in our ongoing success. Failed missions will result in no reward, and possibly in penalties and fines for extreme failures (i.e. dropping hazardous material onto the surface of Kerbin, or the death of a Kerbonaut.)
Reusable Craft: A reusable spacecraft/spaceplane which is returned to KSP launch center may be used on subsequent missions without incurring extra cost. In this case, when reusing this craft you should record the current fuel levels and 'end flight' to remove it from the world and load the craft in the VAB to prep it for launch again. Doing this, you will incur costs only for the fuel difference. Fuel costs $10 per fuel unit, monopropellant and oxidizer are free. This method can also be used to refuel ground vehicles which are intended for refueling/recovering stranded craft or other uses. Ending flight on these reusable craft is intended to keep from cluttering the KSP launch center. If your craft is not 100% reusable and requires slight repairs (repacking parachutes, reattaching recovered boosters, etc) you may pay 10% of the difference in cost to perform these repairs. This is only applicable to parts which are recoverable, such as detachable solid rocket boosters with parachutes which might land safely. Note that you do not actually have to recover these parts, that is assumed to happen behind the scenes.
An Operation is an objective which will require multiple missions to accomplish. Examples include orbital assembly of a multi-part station, deployment of multiple satellites, or an apollo-style mun mission.
To start an operation, you must give it a name and declare all stages of the operation ahead of time. For an apollo-style mun mission this would be:
Stage 1: Munar Orbit
Stage 2: Munar Lander
Stage 3: Orbital Rendezvous (lander linking up with orbital stage for return, crew transfer, etc)
Three missions, ending when the craft returns to the KSP launch center.
Operations also covers the construction and docking of multi-module space stations or bases on other planets. In these cases, you must declare all intended modules of the station or base before beginning the operation. If you chose, you may complete an entire operation yourself or allow others to assist you.
Operations are subject to veto if it is felt that they are too ambitious or premature, or if it is believe that the budget will not handle the costs incurred. If a veto is called for, it will be put to a general vote over 48 hours and requires a 2/3rds majority to veto the operation.
Operation rewards are awarded at the end of the final mission. Operations also handle vehicle cost return differently. At the end of the operation, 10% of the average cost of all vehicles used in the operation multiplied by the number of vehicles is rewarded upon final mission success.
Participation in operations is voluntary, as some operations can span multiple turns and each turn is allowed only one launch.
Vehicles are separate from the mission/target structure. Reusable and semi-reusable vehicles can be purchased as one-time payments equal to their cost plus a 1000b shipping and assembly fee. This can be something simple like a taxi to move kerbonauts around to something complex like a recovery vehicle to bring wayward probes and command pods back to KSP. (Pending the addition of kerbal attachment system, physical recovery of craft is not currently feasible but possible)
Vehicles can be returned to the assembly bay for retrofits. Doing this means you must return the vehicle to the KSP launch center and end flight to remove it from the world. You may then load that vehicle in the assembly bay and make changes to its design, paying only the difference between the two designs. Refits may not exceed 15% of the original vehicle price.
When not in use, vehicles can be 'mission end'ed to keep from cluttering up the launch area. Stored vehicles can be brought back out by launching them from the spaceplane hanger at no additional cost provided no changes are made. If the only change is fuel levels for refuelling vehicles, you may 'buy' additional fuel at $10 per unit, monopropellant and oxidizer are free. I will keep track of our vehicle inventory in the OP.
Each kerbonaut's training costs a flat fee of $2500. This fee is returned upon the safe return of a kerbonaut to the KSP launch center or other safe location for the end of a flight.
Since KSP lacks any kind of overall clock, a 'master clock' will be placed in solar orbit. This craft will serve as the overall mission timer for things like crew rotation and endurance testing, so all time will reference this master clock.
Achievement Bonuses are one-time awards for reaching a milestone. These bonuses are awarded when they are achieved, regardless of mission success/failure.
Test vehicles are the other exception to the 'one launch per turn' rule. Any vehicle assembled for the purposes of testing a design must be labeled as such "Test Launcher" or whatever is appropriate. Such vehicles were not intended to actually perform a mission, and are assembled with diagnostic and testing materials built in. Due to the testing equipment and haphazard construction, they are not structually sound enough for launch or missions, but this also means that they cost only 10% of the normal vehicle cost. Loss of testing vehicles incur no penalties but loss of test pilots and crew does incur penalties as normal. Test vehicles may not leave the KSP launch area or rise
above suborbital altitudes.
Pad Testing:
If your test vehicle is not intended for even a test launch but is simply being used to test something on the pad then it costs nothing. Pad tested vehicles may not leave the launch pad (on purpose, anyway). Loss of life will still incur penalties.
A 'safe' landing location is one which is within 1km of any established surface base. Any mission (including science missions) may be ended at any safe location rather than returning all the way to kerbin.
Research Points are accumulated from space labs, stations, and bases on other worlds. Certain missions may also reward us with Research Points or simply unlock certain technologies. Alternatively, Research Points can be sold off for more money as you contract the lab personnel and data to outside agencies. Research projects will be unveiled as we play and points are earned.
All missions except base/spacestation construction missions which are performed with an unmanned probe core have their total rewards reduced by 50%. This does not include the vehicle cost return or any achievemnt bonuses, only the mission/target reward.
If, during the course of your flight, you achieve an objective other than that which you intended it is considered an incidental. It counts as an objective completion for tracking purposes but only rewards you 20% of the reward you would normally recieve. This incidental reward is awarded regardless of the success of the main objective so long as there is no terminal mission failure (ie, you crash or something). This means that if you set out to land on duna but only managed to orbit it and return, you would NOT get the reward for duna landing but you would get 20% of the reward for a duna orbit.
Sub-orbital Flight - Sub-orbital flight testing can only take place on Kerbin. Several of our boys in the lab would like some proper scientific instruments carried to sub-orbital altitudes. This is a one-time only mission. *Science*
Reward: 20,000
Orbit - Orbit a target.
Reward: 40,000
Lander - Land on a target safely and perform some SCIENCE. *Science*
Reward: 80,000
Rover - Land a self-propelled vehicle on a target for scientific data collection. *Science* (Need not return, may transmit to orbital ship/satellite or base on same planet. Do not end flight on rovers after mission completion.)
Reward: 85,000
Space Lab - Establish an orbital lab with at least 1 Kerman aboard for scientific discovery.
Reward: 100,000; +1 Research Point per year after 1 year.
Space Station (Small) - Establish a small space station. Station must be deployed with a single launch and may not be expanded.
Reward: 120,000; +1 Research Point on mission completion, + 1 per year after 1 year.
Space Station (Module) - See operations.
Reward: 60,000; +1 Research Point after the 2nd module is attached, + 1 per year after 1 year.
Base (Small) - Establish a small base on another planet or mun. Base must be deployed with a single launch.
Reward: 140,000; +2 Research Points on mission completion, +1 if within 500m of an Anomaly
Base (Module) - See operations.
Reward: 80,000; +2 Research Points after attachment of 2nd module, +1 on completion if within 500m of an anomaly. Some anomalies will unlock special technologies once a research base is established.
Rendezvous - Orbital rendezvous and docking. This can be for any useful purpose, such as refuelling an orbital fuel depot or performing krew rotation for krew who have been in orbit for greater than 3 months. Target for these missions will be whatever SOI the rendezvous craft is in. Docking with a station around Duna would mean the target is Duna, for example.
Reward: 10,000
Rescue - Rescue your fellow Kerbonauts! Rescue a stranded or unsafely landed Kerbonaut.
Reward: 15,000
Kerbin N/A N/A
Mun 5,000 2,500
Minmus 10,000 5,000
Jool N/A 12,500
Laythe 25,000 12,500
Tylo 25,000 12,500
Vall 25,000 12,500
Bop 20,000 10,000
Pol 30,000 15,000
Duna 30,000 15,000
Ike 30,000 15,000
Eve 35,000 17,500
Gilly 30,000 15,000
Moho 35,000 17,500
Dres 25,000 12,500
Eeloo 12,500 11,000
Sun N/A 10,000
20KM Sub-Orbital 2,500
60KM Sub-Orbital 5,000
First Orbit 10,000
First Spacewalk 2,500
First Satellite 5,000
First Geosynchronous Orbit 5,000
First Moon Landing 15,000
First Planet-fall 15,000 (Other than Kerbin)
Satellite Network 10,000
First Rendezvous 10,000
(penalty reporting is on the honor system for things like land-falling debris)
Land-falling debris outside of KSP launch center -2,500 per mission incident
(Debris falling from abover 50km is considered to have burned up in the atmosphere)
Hazardous Materials Landfall -10,000
(Any hazardous waste such as a NERVA engine, RTG)
Crew Death (Explosion) -10,000
Crew Death (Lost to the Void) -20,000
EVA Death -2,500
Mission Log:
Turn 1: ??
Feel free to suggest other mods or rules changes.
You can go ahead and start posting to discuss planned missions and requesting turns. Turns will go to people in the order they are requested with the exception of people who registered but did not get a turn in KSPR1, who will go first if they request a turn.
Turn Order:
Turn 0: Girlinhat (Never got a turn in the last game, so first you go)
Turn 1: Dutchling
Turn 2: Karlito
Turn 3: LordSlowpoke
Turn 4:
(Did I miss anyone wanting a turn?)
Modpack:
https://dl.dropbox.com/u/9910241/KSPR2_Pack.zipInitial Save:
https://dl.dropbox.com/u/9910241/KSPR2_Initial.zipedit1: fixed weird formatting error
edit2: updated mod list, added pack download and turn order