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About xendelaar

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    Spacecraft Engineer

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  1. Cool approach. Isn't the 1.3 patch being released this month? Better hurry up soldier Have fun!
  2. We're still not out of the woods Here's a small update of my current challenge. In my previous update, I unlocked the terrier node which made things way more interesting. I used the terrier to perform Mun and minmus flybys and the EVA reports came rolling in. Within an hour or two, I scienced every drop of EVA juice from all biomes. I chose to unlock the basic science node with all my science points. Making a profit is still pretty difficult, but I managed to make a small yet steady profit. With the science jr module unlocked It was time to step things up a bit. I designed a new ship that could land on minmus and performed experiments on every biome. I made money by performing "plant flag" missions, "get science from the surface" and "get science from space around xxx" missions. The money I received in advance from these missions was almost enough to fund the missions. The rest was profit! I spent hours visiting all biomes on Minmus. Eventually I had enough funds to upgrade the launch pad. I thought I would be out of the woods from here on out, but that wasn't the case. With the new launch pad I could build bigger ships. But bigger ships are also more expensive, which meant less profit. The upgrade did make things bit more easy though, because I could increase the delta v budget a bit. My next upgrade was propulsion systems tech node. I figured I could make smaller ships this way. I did help a bit, but I did have higher expectations... After that I unlocked stability for the cones and next I unlocked Fuel systems so I could build bigger ships with 30 parts. With al these techs unlocked I visited the mun and started harvesting science on this surface. I visited three biomes in two separate missions and received a lot of funds for accepting the "exploring the Mun" contract. After I landed back on kerbin I received an "explore Duna" contract, which would give me ~75K worth of funds! I could really use this kind of cash so I accepted the contract. This wasn't a very smart decision, as you will see in a bit. I designed a ship with approximately 7200 m/s delta v. It could, in theory perform a returm mission to Ike! I launched the vessel and used the launch window planner mod to time my transfer burn. Without a manoeuvre node this is still pretty difficult. I didn't know if I had an encounter with the red planet. I had to "F5-F9" a lot to get a proper encounter, but I finally got one: I tried to land on Ike, but due to all the previous correction burns (because i didn't have a manoeuvre node) I didn't have enough fuel to get home, so instead I just got the science from the upper atmosphere on Duna and got ready to journey to Kerbin once again. Once I was back again in orbit around the star, things became more difficult. I was in an elliptical orbit around the sun and I didn't know how to calculate my way back home. So I had to find an encounter by trial and error... many.. many errors. But.. After an hour or so I found an encounter and we almost home. Man, was I overjoyed when I saw the ship passing through kerbins' SOI again! Landing the ship on kerbin yielded many science points and funds! What should I do next? With many science points and funds, comes great responsibilty. What should I upgrade next? Building Upgrade: Tracking station/ contract building: so I can make a proper flight plan and visit Ike and Gilly? VBA: so I can make bigger ships? Tech centre: so I can finally take surface samples I don't think I will upgrade the VBA. WIth my current techs I'm able to get to Ike and back so that has no priority. What would you guys pick? Tech node upgrade: heavy rocketry: for the poodle and skipper electrics: so I can use solar power. use the OCTO to send scientist to ike and stuff for more science? What would you guys pick?
  3. Thanks for yet another interesting report. The layout is again very pleasing to the eyes. Your ship designs are really cool and differ from my normal designs. I think I will borrow some of your ideas if you don't mind.( I will borrow them with or without your consent , it's going to happen). Why did you land on the Mun first? Isn't it easier to land on Minmus instead? Never mind, after watching the video I noticed you've got enough techs to over-design your ships. How did you pinpoint the clever landing spot on minmus with only the wiki page? I have to give an update on my own mission, but like you said.. it's a lot of work.... Can't wait to read your next update.
  4. You've been busy. Beautiful shot once again
  5. Thanks. And i can't imagine how you unlock those techs without leaving the planet.
  6. Hi everybody, I started a new career game (v1.2) and put all reward slider (Funds, Science and Reputation) at 10%. My goal: to unlock the entire tech tree with the difficulty on ultra hard mode! In this thread I will report on the progress of my mission. I've already been working on the career for a couple of days and I didn't take pictures of all large events, so my apologies if my story looks a bit inconsistent. I will not report on every single contract I've accepted, since that would become real boring, really fast. Instead, I will just talk about the approach I've used and talk about some cool stuff that happened along the way. So let's get started, shall we? The beginning With all slider on 10%, money is a real issue. I had to carefully select contracts, because many of them did not return any profit. Landing my ship near the space station is also very important. This way, I could minimize profit loss from the ship recovery. I would also try to use single stage ships as long as possible. My first goals was to unlock basic rocketry, and Engineering 101. Getting science was pretty difficult with the reward slider on 10%. After several missions I saved enough science, from biome hopping, to unlock basic rocketry and Engineering. This also unlocked more contracts. With liquid rockets unlocked, I could start collecting the science near the KSC. I earned money by performing: Tourist missions Crew report missions Test stuff in flight Flying sub orbital tourist missions was very profitable ( ~1300 Funds/ mission). I just flew straight up and landing near the KSC again.Crew report missions near particular zones were less profitable because of distance I landed from the space station. I used these missions to collect the science on different biomes! In a short period I retrieved most of the science from Kerbin's biomes, which wan't much ( ~ 8 science points or something). I would have to visit the moons in order to progress any further. However, I wasn't able to get to the mun with my current available techs, so I asked the people on this forum to help me out. Many people had great ideas of increasing my science output and there were even two designs posted that would give me a Mun flyby ( thanks to @Cunjo Carl and @Streetwind for the help!). I eventually chose Streewind's design because of its simplicity. I really recommend everybody to check cunjo carls design as well. It's really something special and way past my designing capabilities. This is the Munshot, designed by Streetwind I used it to perform a Mun Flyby: After the Mun flyby I almost had enough science points to get the survivability tech unlocked. I was lucky to find a contract that gave me 1 science point after completion which is quite a big deal on ultra hard mode. Now I could unlock the barometer! With the barometer, I visited most of the biomes again to get all science points (0,4 per biome). After that, I started performing missions to earn funds to upgrade the astronaut complex, which costs 150k... I performed many test XXX mission, which gave me approximately 2000 funds per mission. I have to admit.. performing these missions over and over was a bit boring. After many of flight hours, I finally saved enough dough to upgrade the facility. I then put Jeb into polar orbit and from there we started performing EVA reports on all biomes we flew over. This gave me ~0,6 science points per biome! Hurray for me! My next goal was getting enough science points to unlock the Terrier! That thing is essential for space travel! But 45 science points is very expensive price to pay, so we'll have to think of a way to up our science output. Luckily I didn't have to think for long... After several contracts, I received a test a terrier on the launch pad mission!! Naturally I was overjoyed! I didn't accomplish the mission, but instead.. I made a rocket that hopefully could get into orbit around the mun (and perhaps minmus?). I shamelessly used part clipping to make the ship more compact. It had approximate 5200 m/s delta v. We flew towards the mun and successfully into orbit. We even had enough juice to get home! From here, Jeb made tons science points on EVA reports while skimming the surface. I don't have any pictures of this mission. We then flew home and received many juicy science points After that, we refuelled the vessel and flew towards minmus, the science goldmine of the solar system. Here, Jebb also made several Eva reports and then headed back towards the KSC. I had enough science points to unlock advanced rocketry and could ditch the terrier contract. After unlocking the tech, I optimized the ship and squeezed an extra 600 m/s delta v out of it, making it able to land on Minmu. I also received a contract for landing on minmus which would give me ~35k funds : Now, I've got enough science points (69) to unlock the tech. I'm still not sure what I'm going to choose. I'm thinking of picking Basic Science, because of the science jr module. I could also wait and save up to unlock the spark or skipper What do you guys think? Thanks for reading!
  7. The contract exploit is very clever. I will definitely use that. I don't know if I'll use the kerbal landing exploit though.. abandoning space ships is an expensive thing to do at the moment. Does the reliant version really get to reach minmus and land? That's very impressive. Instead of landing, i could orbit the moon and biome hop with the eva suit! That would be a great way to get all of science. Your train of thought makes sense. The way i see it I could either beeline towards: 1. the terrier in combination with launch pad upgrade. I would be able to land on all the biomes of minmus that way. However..without eva.. biome hopping is not going to work. So on second thought this option isn't a very clever one hehe. Or 2. Take The austronaut complex upgrade and go for survivability and stay on the planet and get all the scraps of baro science i can find. Also i would retrieve science points from Eva's i from space and flybys. 3. Go for the austronaut upgrade and take general rocketry, build @Cunjo Carlcontraption and eva biomehop the poop out of minmus. It's going to be option 2 or 3 i think. Money wise, things are going to get better soon, i think. During my flyby mission i received my first "get the science around kerbin "contract. If i could put a kerbal into space with an antenna i could get free cash untill i run out of electricity. With an alternator and some fuel i could really increase my income! Also, i read that beelining towards the sciencelab would be a smart thing to do. I think that's true, but generally i dislike the sciencelab since it's sooo overpowered. With the lab i don't even have to go outside kerbins SOI to unlock the whole tech tree. Maybe this is not the case in my current situation so we'll see if I'm going to use the lab eventually.
  8. So here's a small update. I tried @Streetwind's design first since this was the most easy craft to build. It took me a couple of tries but after a couple ascends I finally had an encounter with the Mun. Here's a small impression of the mission. When I landed I gained 3,8 science points which brings me to 15 science points in total! This raises another question... which tech should I choose next. The one with the barometer (survivability) would increase the science output on the short run, but general rocketry would open up the path to a Terrier engine with advanced rocketry. With the terrier I could visit even more planets...but adv. rocketry costs 45 science points.. decisions, decisions ... I'm leaning towards survivability... any thoughts?
  9. Hi guys, here are my replies to most of your suggestions and questions. I didn't use your Individual quotes to make my post a bit shorter, so forgive me if the asnwers seem a bit unclear. I will try to work on the suggestions tonight. ------------------------------ @bewing: 2 eva’s on kerbin per biome.. thanks for the tip! That’s another 0,2 science points per biome! I didn’t know that was possible! @Blaarkies : actually, I tried the 10% challenge before, but stopped when I couldn’t get any profit from the contracts. I started the 20% challenge afterwards and profits then became “sky high” again. It was a great career-run! I just love the science grind. now.. almost 6 months later, the 10% idea started itching again and here we are… on the forum, begging for pro-tips hehe. Thanks for the tip on upgrading the runway before the launch pad! I never thought about it that way. I also didn’t know about the new biome the VAB generates when upgrading it. Darn these decisions!! @Cunjo Carl: I don’t mind using some offsetting to help me in my cause. To me, that’s not really cheating, but I understand that other people frown upon such ideas. The idea of upgrading the astronaut complex first is a very interesting one. An EVA report on several mun biomes and kerbin biomes would be great. I will have to check what the science yield will be. In any case I won’t be upgrading the VAB… that upgrade is around 450K credits! I would have to perform 500 tourist jobs in order to get that thing built. No thanks haha Your 6 fpr xendelaar 4 ship looks really creative. You’re pushing the envelope here man! Awesome! I hope I have some spare time this evening to try your design. It sounds really complicated! I have been thinking of making a mission report of this challenge, but I still don’t know if I can overcome this money and science “valley” I’m currently in. Besides that, I don’t know how to make a report on performing 50+ repetitive contracts before anything interesting happens. Ah well.. we’ll see. J I’m glad you like the idea though! I will sure spam you when I find a nice way of reporting my experiences. Your reports are always very nice to read, but I don’t think I have the skills to “copy”your format. J @Streetwind: thanks for the idea! It’s a shame your first design didn’t work! Thanks for the effort though Your second design is a beauty btw! Very clean and easy to reproduce! I will definitely try this design ASAP! @IncongruousGoat : thanks for the info, but I don’t have the FT200-400 or 800 unlocked yet.:) @bewing again: I did visit most of the KSC biomes the first days. With a thermometer, EVA and crew report it yields approximately 1 science point. I didn’t use the eva-jump-report method yet, so I will be visiting these biomes again soon! Science points for the win! @Cunjo Carl: the “Xendelaar Mun shot” (catchy name btw ;)) is out of this world hehe! OMG that thing looks hideous haha. How did you come up with this thing. It so creative! Must have taken hours to come up with a working iteration! I love it. I will watch your video later this evening. I can’t wait I really want to know more about the story mission exploit and the eva kerbal free entry glitch! Please post or PM the details
  10. your reports are still very pleasent to the eyes. it must take ages to write and "draw" them. The world first rewards are quite luctrative indeed. Even with the reward slider on 10%! A flyby to the mun would easely yield in 4k of kredits! i wouldn't lose that much money on a trip.
  11. Wow. So many great replies! It makes me feel warm and fuzzy inside when i read all the great suggestions everybody's giving. This community is the greatest! I'm currently swamped at work so i dont have time to reply properly at the moment.. or even play ksp for that matter. I will answer most questions in a day... i hope. Thanks again for all the suggestions. I thought my mission was a lost cause. You guys made my day!
  12. Hi there, Brief Is it possible to perform a Mun or Minmus flyby with only the first two nodes of the tech tree unlocked (Engineering 101, Basic Rocketry)? Also, all buildings and launch sites haven't received any upgraded yet either. According to my maths it’s impossible to get enough delta v and thrust to get to the mun with only 30 parts and a 18 tonnes weight limit. But I’ve seen people do things on this forum/and KSP that blew my mind, so I’m hoping some creative out of the box thinker can help me out here. Background I just started a career game with the reward sliders (rep, science and reward/earnings) set to 10%. I finished an “all sliders on 20%” career game recently and that was really doable. The sliders on 10% however, changes everything! With these settings, the game is really difficult. The science rewards from biomes on kerbin are really low and it's really challenging to find a way to make profit on contracts. I found a way to make some profit with sub orbital tourist flights, but my current income rate is too darn low and it gets rather boring after a while. After two evenings playing (~ 6 hours) I earned 60k worth of kredits. I’m planning to upgrade the launch site first, since it’s fairly cheap and I could really use a higher weight limit. It would be better if I had more science so I could build more efficient rockets though, but the science reward of a biome on kerbin only yields ~1 science ( with 1 thermometer, 1 crew report and an eva report). So it would be great if I could get to the moons of kerbin somehow to increase my science output. Hope you guys can help. Any tip would be welcome!
  13. breathtaking shots!
  14. This will be my last mission update. We left from Eeloo and headed towards Dress. Here, we planted @cratercracker special Dres Flag on top of the monolith. After refuelling we plotted a course for Ike. We used the atmosphere of Duna to brake the Carry all to get captured . After that we directly got captured by the gravity well of Ike. Luck had nothing to do with it. Landing on Ike was easy. Next on the list was Duna. We ascended from the surface of Ike and flew towards the Red planet. Landing was a bit tricky because we landed on a steep slope a couple of times. After several tries we found a relative flat surface where we could plant a flag Our final destination was off course Kerbin. We tried to land near the space station, which worked out pretty well. Here we planted our last flag: There you have it folks! MY FIRST GRAND TOUR. It took us approximately 60 kerbal years, we made about 8.000.000 Kredits (from convenient missions that would pop up) and earned 3500 science points. If I would ever start over, I would definitely make a couple of changes: I would make a Carry all with a little more thrust. Getting off Moho with a local TWR of 1.1 was a pain in the ass. I would have a bit more delta V for the carry all with the Tylo and Laythe vessel attached. I would make dedicated tugs to haul the Eve and Laythe lander into the atmosphere. Now I used the carry all which made predicting the atmospheric trajectory nearly impossible because of its weird dimension. I would use more reaction wheels. The carry all was a bit flip happy when landing on a slope. Thanks for reading. Have a great day
  15. Awesome report.