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About ManEatingApe

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  1. @Wanderfound Neat challenge, I look forward to seeing what devious designs people can come up with! To get the ball rolling, I'm going to be a little cheeky and re-use a craft I made earlier for this challenge. Simple design, but not the most efficient as there's a little extra mass used for some science experiments in the service bay and some excess LF. 2,463 m/s dV in LKO (Sorry, don't have a photo of the ship's mass, you'll have to extrapolate ) Back at KSC (by way of Laythe)
  2. Nooooooo...don't do it! Nah, just kidding, to me KER feels like a minor convenience. A player of your experience is perfectly capable of calculating the dV figures in a spreadsheet (or a slide rule ) this just makes it quicker. OTOH the terror of not knowing if you're going to run out of fuel can be part of the fun! @GoSlash27 had the nice idea to upgrade the Tracking Station first, rather than the Launchpad. I like this alternative approach. Even staying within the 18 ton limit you should be able to make manned Duna with 2 or 3 launches docked together. That feels much more elegant than my brute force approach where I floundered around in interplanetary space for years!
  3. @jonny Nice work, cost and mass records in a single mission!
  4. Next instalment: Dres and Eeloo. Using just the basic parts from 90 science nodes and under, was able to combine both missions into a single launch within the 140 ton limit Tweaking the fuel flow - the Dres mission required less dV so we could plunder some fuel from it to reach LKO. The level 2 VAB provides basic actions groups, as a convenience "lights" are overridden to run all science experiments and "brakes" collects the results into the science container, so just 2 keystrokes handle all the science for each biome. Dres Approach Eeloo Flag Ceremony The return aero-brake from Eeloo exceeded 15g! Full Album Summary after 6 missions: Launch Pad Level 3 VAB Level 2 Tracking Station Level 2 Mission Control Level 2 Astronaut Complex Level 2 Research and Development Level 2 There wasn't enough cash to upgrade R&D to level 3, so I still have one building upgrade available. However I don't really feel restricted - the newly available 160 and 300 science nodes are powerful enough. Next up will be a Jool 5 mission.
  5. Here's the first part of my attempt. Interestingly science and funds are not an issue so far. The "World's First" awards provide plentiful cash and I feel that most of the planets can be visited using low-tech chemical engines (except Eve of course!) To begin with I created a fresh "Moderate" career and started a minimal Caveman using just 3 missions (details here) to unlock most of the nodes. The bulk of the science points came from a Minimus rover on the 3rd mission. The 4th mission was more interesting; a manned Mun return mission with Caveman restrictions. This was something I've never attempted before, as normally by the time you've unlocked the necessary nodes you've already nearly finished the Caveman. However before venturing further afield I really wanted to upgrade a building. Valentina successfully made it there and back again, allowing me to upgrade the Launch Pad to Level 2 and assemble this monstrosity: Despite the crude appearance it has 7,000 m/s dV in LKO. I budgeted: 1000 m/s for Kerbin -> Duna transfer 2,500 m/s for futzing around with orbits due to lack of maneuver nodes 3,500 m/s for Duna ascent, Duna -> Ike transfer and return journey By virtue of spending far too much time playing KSP I happen to know the 1st Duna transfer window time and velocity by heart, so even without patched conics the initial intercept attempt orbit was reasonably close. Some years and 1,900 m/s later, many carefully timed prograde, radially and normal burns resulted in a intercept! The rest of the mission was straightforward from that point. First landed on Duna and upgraded the Tracking Station to unlock patched conics. Next using our fancy new conics, landed on Ike and upgraded the Mission Control to provide maneuver nodes Finally returned to Kerbin and upgrade the VAB to level 2. Full Album here: To summarise, after 5 missions the building situation is: Launch Pad Level 2 Tracking Station Level 2 Mission Control Level 2 VAB Level 2 My current plan for the next stage of the challenge is to send concurrent missions to Dres and Eeloo (these planets are very similar so the exact same craft design should suffice) then unlock: Astronaut Complex Level 2 Launch Pad Level 3 Research and Development Levels 2 and 3 This will leave things in a good position to visit the Joolian system and the trickier inner system planets.
  6. Just for fun, built a SESSTLAB (Single Engine Single Stage to Laythe and Back). Hmm...might need to work on that acronym 32 tons on the runway, using a single RAPIER. Just under 2,500 m/s dV in LKO. The tried and tested K-E-K-K-J gravity assist sequence flings us to Jool for about 1,250 m/s total. A reverse Laythe gravity assist then captures us into Jool orbit cheaply. Quick tea break on Laythe... ...then off back home. We have 1,000 m/s remaining in LLO. Not enough for a direct return to Kerbin, however we can use the magic of Tylo to fling us out of the Jool system and drop our PE all the way down to Kerbin for about 700 m/s. Our Tylo PE was only 3.6 km; fortunately we didn't encounter any mountains! We're still going too quickly to aero-brake directly into Kerbin orbit, so we use a Kerbin gravity assist to slow down a little first. Then we can capture (just) on a 2nd pass and return to the KSC with an entire 5 units of Oxidiser left over (such extravagance!) Full album for the curious
  7. @sevenperforce Is a dual mode engine like the RAPIER ok? For crafts that manage to escape Kerbin you could have a separate leaderboard with AP above Kerbol
  8. Excellent, got it! That 1st interplanetary mission is going to be entertainingly tricky Although I'm formulating a cunning plan to make progression easier...
  9. Interesting challenge @5thHorseman might give it a try! So just checking that I understand the rules correctly, in the following scenario the upgrades would work like: Land on Mun (no upgrade for 1st body) Return from Mun (no upgrade as not a planet) Land on Minimus (hurray - upgrade right away, even before returning to Kerbin) Return from Minimus (no upgrade as not a planet) Land on Duna (yay - another upgrade) Return from Duna (congrats - another upgrade) ...and so on It can get a little tedious! FWIW sometime in the last few game updates the ability to run science experiments as a custom action group was added. The science container is also available so with 2 keystrokes you can run and collect all science. Still have to wait until level 3 VAB though...
  10. Our fledgling space program is off to a flying start, but has run into a minor issue - all our pilots are dead, missing or stuck in Kerbin orbit, drifting helplessly out of control. Somewhat understandably new recruits have become thin on the ground, colleagues are avoiding your gaze and there's a rumour that you're about to be demoted to assistant intern. You have ONE last mission to redeem yourself, go from zero to hero, and restore the space program to glory. Using the limited funds, science, engineers and scientists at hand rescue all 3 of our vagabond pilots and 2 innocent tourists then return them safely to Kerbin. Instructions Download the linked save file into a fresh game of your choice. Save Valentina, Jedtrey, Macbert, Karen and Nedcan Notes Spend wisely - you have funds for a modest craft and enough science to unlock 1 more node. Act quickly - some of our pilots may be on an escape trajectory... Other craft may have a slight tendency to explode during re-entry. Despite all precautions some craft may contain nuts. Rules Wheaton rule - No cheating or debug menu shenanigans Stock only (with the exception that Audio, Visual and informational only mods like KER are fine) No hiring any new pilots - in this scenario, all applicants have been scared off and are citing implausible new careers such as "Manatee Whisperer".(However you might be able to retrieve some pilots before sending the rescue mission.) Your craft can separate into multiple craft after launch, but only 1 launch is allowed Creative use of EVA jetpacks is encouraged but limit yourself to max 1 refill from pods Submit screenshots or a video documenting your adventure There will be 2 leaderboards ranked by cost and weight respectively, and also special spot prizes for especially Kerbal or creative solutions ...really just have fun though! Thanks to @jonpfl for letting me borrow and tweak his save game from this thread. My own entry is here: Leaderboard: ? ? ?
  11. Either stick something heavy on the end you want to point forward (usually a heatshield or engine) or better yet add some fins to the back. (You can check COM in the VAB when you're assembling a craft) For something as small as your pod a pair of basic fins should be enough. You want it to resemble a dart - heavy at the front, fins at the back.
  12. Good news - the situation is not that bad, and it'll be fun to rescue each craft. TL;DR We can use each pilot's EVA thrusters to help their situation. So let's triage, we have 3 ships in a variety of stable, sub-orbital and escape trajectories, each drifting out of fuel. Valentina ("Untitled Space Craft") - currently in Mun's SOI but on a escape trajectory of both the Mun and Kerbin. If we let Valentina escape Kerbin's SOI it will be a real nuisance to go rescue her from Solar orbit. Solution: Go on EVA Engage RCS and thrust retrograde Either capture into Kerbin orbit or Mun orbit. Kerbin orbit will make future rescue easier but make sure your PE is outside the Mun's influence - you don't want to get ejected later. We'll go rescue Valentina later - she can float happily in her suit until then Jedtrey ("Untitled Space Craft") - in a 73km x 176km Kerbin orbit with no fuel. Solution: Wait until the ship is at AP Go on EVA with Jedtrey Let go of the ladder and engage RCS Headbutt ..erm nudge the pod retrograde until your PE is below 70km (anything < 70km will do but the lower you can manage the faster it will be) Warp until you're in the atmosphere, then point retrograde (the blunt end of your ship first for maximum drag) Use 4 x phsyics warp to speed up the process Each pass through the atmosphere will gradually lower your AP and PE - eventually you'll re-enter - this will take many many passes so be patient Macbert (Passenger 1) - on a 66 km x 659 km sub-orbital trajectory. Hmm...since we're sub-orbital our orbit will eventually decay and we'll re-enter - however your craft looks like its COM is too far forward - it will be stable pointy end first and this could cause problems (exploding). If Passenger1 keeps exploding then go on EVA and nudge into a stable orbit (PE > 70km). The order I'd suggest is: Stabilise Valentina's orbit Stabilise Macbert's orbit (or re-enter) Rescue Jedtrey - he in turn can then go rescue Valentina and Macbert.
  13. Great! Once you've uploaded drop the link here or PM me (whichever you prefer)
  14. @jonpfl Your situation has the potential to be turned into a fun challenge! Would you mind uploading your save file to somewhere like Dropbox, so we could take a look
  15. That made me laugh out loud - I got some strange looks from people nearby! I love the idea of anti-records to inspire creativity. There's so many different great approaches in this thread. I'm also pretty sure we can improve on the normal records too - a low mass mission < 30 tons should be doable. Also by using only 5219 m/s @jonny showed that an SSTBAB (Single Stage to Burbarry and Back) is within the realms of possibility for anyone crazy enough to try. Thanks for the tip! Just to check you mean go K-E-K-K-J-E -> To infinity and beyond? (I'm also following your gravity assist conversation with interest)