Cunjo Carl

Speedrun v1.2

13 posts in this topic

       Real-time All-flags Speedrun v1.2         (WIP)
 

** Sorry in advance if it's not displaying properly. Try zooming out by pressing Ctrl - until it looks right!
 

          all_the_flags.png      

One year ago I staked blood sweat and tears on a wager that you could plant flags on everything in a single sitting of KSP career mode.  Though I had to claw my way to the finish line (curse you Laythe) I proved it was possible in only 8 hours.

Now we have version 1.2 with its wonderful conveniences. Flow priority! Rigid Joints! Loadmetas!! It's time to relight that torch and get back in the fighting ring. I hear a sub-6hour calling.

Join me on my epic quest to reinvent the run for v1.2 and hammer down that time. And I do mean epic quest, I'm expecting nothing less than skeletons and harpies.

 - Fly fast
 

Rules:
• Plant a flag on everything and return
• No serious clipping
• 255 part max
• No kraken drives
 

Broad overview:
Part 1: The Shallows            Gathering resources in the Kerbin system
Part 2: Misc.                         Planting flags on all the easy planets
Part 3. Eve                           The unfair last boss of KSP
Part 4. Jool                           Jool 5 challenge on the clock
 

Comments and suggestions are heartily welcomed!

 

I'll be sharing this journey using the power of gifs! Go ahead, click the spoiler box to see a show of the flags from the previous run plus gifs, pure and distilled, from the World Wide Web of 1999.

Spoiler

 

twirlystar.gif

hamster3.gifhamster3.gifhamster3.gif

twirlystar.gif

ezgif_com_optimize_7.gif

twirlystar.gif

hamster3.gifhamster3.gifhamster3.gif

twirlystar.gif

                                                                        The many flags of the original speedrun!

 

                                                                                          I did warn you :)



Part 1: The Shallows

What's going on:
We have a lot to accomplish while still on the shallow side of the shoal! Most pressing is we need about 2M credits and 2K science. This is easy enough if we gobble up story contracts and the delicious Minmus science, but how to do it quick? Ideally we'll be able collect all the goodies we'll need within the first hour, and I think that's still in reach!
Saddly, the immolative staging that gave the v1.0 run its incredible early speed has been removed. To make matters worse, the invaluable materials bay is now locked behind a couple layers of science. Finally, the previous megaload of 5 Minmus biomes has been spread out in an unfortunately sensible way. To our advantage is rigid joints, a higher available part count and the experiment storage unit. Not really a fair trade, but it's a long speedrun, we can spend a few minutes unfurling our sails.

 

 Goal: First let's get access to the terrier and science bays, while drumming up enough cash to upgrade the launch pad.

 

The Fancy First Flier: A Charming Dead-end

We could make our first stride towards this goal by using the first launch to its fullest abilities. Using some charming tricks, we can lift 4 mystery goo containers up to space, and land far enough away from KSC to break every record all in one shot! How can we do this without any decouplers for staging? It turns out the truss struts make excellent decouplers when rocket fire is applied to them. By sticking a truss strut between stages, the bottom stage will blow off when the top stage fires. Handy! The problem is they're very draggy, so we can only really use this trick for the first set of stages. Above that, we'll rely on the lower stages to eventually just blow away on their own.

We have enough mass for 11 'Flea' SRBs, which we need to divvy into stages quite carfeully. Too few rockets and we lose to gravity, too many and we lose to drag! We'll use a big cluster to burst up to 300m/s, then a few thrust-limitted rockets to steadily maintain this speed up to 8km, and finally, and finally a series of single staged rockets to push faster and faster all the way up to space! Along the way, we'll gobble up science. Nomnomnom.

Once we get to space though, we'll need to come back, and a pod with an empty SRB attached will just nose-dive and hit the ground at 500m/s- way too fast for the little parachute to do any good. We can use the basic fins as wings to save us though! They'll decelerate our reentry, and guide our decent. They work so well that the final stage can actually fly like a glider on its way back down. It's fun! I suppose we shouldn't dally though.

Only trouble is, if we put fins on our pod we'll need fins at several key places throughout the rocket to keep it stable on the way up. This setup is far from optimized, but it does the job consistently enough.

The setup nets us 170k funds and 61 science in only 5 minutes!

                                                                                                                                                                                                         Kerbin_Bar.png

 

ezgif_com_optimize_2.gif          

The Fancy First Flier


Pictures:
1. "Thanks, I've got it."
2. (VAB) Carefully balanced thrust
3. Burst off the launch pad!
4. Toodle out of the soup
5. Single rockets push us to space!
6. Woh, space is high
7. Basic fins for decelerating
8. Basic fins for flying
9. Enjoying gliding
10. Empty SRB provides 'crumple zone'
11. Success!
12. +61 Science, +170k funds

 

.... So...

Why am I not jumping for joy? Well, 5 minutes is actually a long time for 60 science. We'll be needing it by the truckload soon! I think this ship is a little dead-end, and that's ok. There'll be lots of hits and misses while striving for that final goal. It's fun to learn from and enjoy all the little detours along the way. Science marches on!

  These are the first steps of a very long journey- I'm looking forward to it!

 

 

Edited by Cunjo Carl
1 person likes this

Share this post


Link to post
Share on other sites

This post is doing strange things to the forum layout.

Share this post


Link to post
Share on other sites
53 minutes ago, eloquentJane said:

This post is doing strange things to the forum layout.

Strange, yet very pleasing to the eyes! I like it.

And good luck with the challenge. It sounds like a difficult one.

By the way, do you consider Moho as an easy visit? 

Share this post


Link to post
Share on other sites
30 minutes ago, xendelaar said:

Strange, yet very pleasing to the eyes! I like it.

uxS4G25.png

So am I the only one seeing it show up like this?

I can't even use the horizontal scroll bar to see what's going on, it cuts off half of the post.

Share this post


Link to post
Share on other sites
14 hours ago, xendelaar said:

Strange, yet very pleasing to the eyes! I like it.

And good luck with the challenge. It sounds like a difficult one.

By the way, do you consider Moho as an easy visit? 

 I suppose I always do things a little strange, it keeps life interesting! It is indeed a tricky challenge, but very rewarding to work towards and exciting to actually run. I hope it makes for an interesting read.
Yep, here we count Moho as an easy one, along with Eeloo, Duna, Ike and Dres. Just for the record, it definitely wasn't easy the first time I went there!

 

 

13 hours ago, eloquentJane said:

So am I the only one seeing it show up like this?

I can't even use the horizontal scroll bar to see what's going on, it cuts off half of the post.

No, you're definitely not the only one it'll show up like that for, but I am concerned it won't let you scroll! I'll take it the horizontal scroll bar in your screenshot doesn't work?

So a bit of why it looks like that, since Imgur stopped working I've had my heart set on presenting something a news letter format. I've always liked the look, and I feel like it works well. Unfortunately in this forum you need to size tables in terms of pixels, not em or (getting fancy) frame %, which makes them hang off the edge on many resolutions. I knew this in advance, and just figured scrolling could suffice despite the funny look. Given it doesn't in your case, could I ask you to try one other thing?

Simply pressing Ctrl - (zoom out) a couple times should make it display correctly, though on most browsers you'll need to zoom back to normal afterwards. If even that doesn't work, please let me know, and I'll just edit it back to a normal format. In any case, thanks for giving it a look and letting me know the troubles you had!

 

 

Edited by Cunjo Carl
wording
1 person likes this

Share this post


Link to post
Share on other sites
6 minutes ago, Cunjo Carl said:

No, you're definitely not the only one it'll show up like that for, but I am concerned it won't let you scroll! I'll take it the horizontal scroll bar in your screenshot doesn't work?

It does work, but it doesn't seem to scroll far enough to show the whole post.

 

6 minutes ago, Cunjo Carl said:

Simply pressing Ctrl - (zoom out) a couple times should make it display correctly

Thanks, I'll keep that in mind.

Share this post


Link to post
Share on other sites
This week, we make our first bid at the early game science rush.
5.5min - 180 science - 255k funds

 

1
Humble Hopper

cap.png
ezgif_2_86b9675e39.gif

     Concept:
     • Hop off the launch pad and gobble up science

     Lessons Learned:
     • We can get the thermometer and barometer from a
            single launch

     Results:
     • 1 min - 27 science - 35k funds 
 

 

2
Mesosphere Meanderer

cap.png
ezgif_2_47e8485fbb.gif

     Concept:
     • Take a leap to space to reap its higher science

     Lessons Learned:
     • Though fun and effective, this mission took longer than I
              expected.
     • Will probably replace it with a pair of shorter missions
     • Using rockets to cushion landings has been
              wonderfully consistent in v.1.2.

     Results:
     •  3.5 min - 126 science - 220k funds

3    
Bay 'n Booster     

Cap.png
ezgif_2_7b5ed6b5ff.gif

     Concept:
     • Use the newly earned materials bays for easy science

     Lessons Learned:
     • Easy and effective, this mission can probably be scaled up
             for greater science.

     Results:
     • 45 sec - 26 science - 0 funds


 

 

Though not optimized, this is definitely a solid enough start to move forward! We're about 5 minutes in and already have access to the Thumper, the Terrier and autostruts along with plenty of money in the bank to upgrade facilities and make a launch. Next stop is orbit, Mun and Minmus for some more cash, assuming we're ready and the storyline missions haven't changed too much.

KSP Storyline Mission Mechanics: Then and Now
 

              

      

       v1.0.5
o  Collect science data
o  Launch our first vessel
o  Escape the atmosphere
-> Get to Orbit
   o  Dock in orbit *D
   o  Return to Kerbin from orbit *:P
   o  EVA in Kerbin orbit *A
   -> Flyby the Mun
        o  Gather Science from Mun
        o  EVA in Orbit of Mun *A
        -> Orbit Mun
             -> Flyby Minmus
                o  Gather Science from Minmus
                o  EVA in Orbit of Mun *A
                -> Orbit Minmus
                   o  Flyby Sun
                   o  Explore Ike
                   -> Explore Duna
                        ... Explore missions go on ...

 

 

 


 
   Key
-> ("Critical Path") All missions in the indent beneath this become available when accomplished
o  ("Optional") Will add itself to the list of available missions

*A  = only if you upgraded your astronaut complex
*D  = only if docking ports have been researched
*:P = (particularly gets in the way!)

You will get a single mission at random from the list available.

Reloading the moment the mission is chosen will reroll the dice,
so it was common to save and reload in several specific places.


If you accomplish one of the goals without a mission, the mission will not appear. I call it "poisoning the mission".

If a mission is offered but you miss it, it's gone... FOREVER. Which was a huge problem in casual play.

Additionally, non-story "Plant a flag" missions open when you orbit a given place.

Alright! Time to retest the system. Are you ready? I'm ready.

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

 

                      

 ** I WASN'T READY!! It's so complicated :confused: 

        v1.2.2
o  Collect science data
o  Launch our first vessel
o  Escape the atmosphere
-> Get to Orbit (Clears optional intro missions)
   -  EVA in Kerbin orbit *A
   -  Rendezvous in orbit *P
   -> Return to Kerbin from orbit
      -  EVA Near Mun *A (required for land on Mun)
      o  Gather Science from Mun (required for land on Mun)
      o  Return from flyby of the Mun
      -> Flyby the Mun
          -  Dock on Kerbin *D
          -  Rendezvous in Orbit of Mun *P
          -  Transfer Kerbal in Orbit of Mun *A *P
          o  Return from Mun Orbit
          -> Orbit the Mun
               o  Plant flag on Mun *A
               o  Walk on Mun *A
               o  Return from being landed on Mun
               -> Land on Mun
                   -> Return from Mun surface (Clears optional Mun missions)
                      o  Collect Science from Minmus
                      o  Return from Minmus flyby ??probably
                      -> Flyby Minmus
                          -  EVA near Minmus *A
                          o  Return to Kerbin from orbit of Minmus
                          -> Orbit Minmus
                              - Dock two vessels in Orbit of Minmus *D
                              - Rendezvous in Minmus Orbit of Minmus
                                 ... likely land/flag missions ...
   Key
-> ("Critical Path") All missions in the indent beneath this become available when accomplished. These often appear with optional missions tacked on.
-  ("Hogs") When it becomes available will typically supersede critical path missions. If many hogs are available, game will choose randomly from any level. They often appear with other missions tacked on from the same level, including (rarely) critical path missions.
o  ("Optional") Will be cleared by specific higher level missions. Some can place themselves in higher level lineups. Rare to see alone with other optional missions.

*A     = Only if you upgraded your astronaut complex
*P     = Waits to show up until you've made progress in missions (Minmus)   or have any two facilities upgrades excluding the astronaut complex. Some combinations inbetween also seem to flag them.
*D     = Only if docking ports have been researched
:P     = Everything is getting in everything's way!


You will get a mission with 1-3 objectives chosen randomly from a given level.

Reloading the moment the mission is chosen will reroll the dice.

The more items are in a single mission, the more each item is worth.

If you accomplish one of the goals without a mission, the mission will not appear. I call it "poisoning the mission".

Additionally, non-story "Plant a flag" missions open when you orbit a given place.

 

resized_solobar.png

And those are the mechanics we're working with/against in the early game. The lists were gathered experimentally so some minor matters may be amiss, but they should be mostly on. By far the most important change is the "Land on the Mun" mission that was added to the critical path for v1.2, which will force a huge departure from the v1.0.5 run. The Mun is a much harder place to land than Minmus, so we'll probably tweak the first missions to push for even more science and funds early on at the cost of a few minutes.

Upcoming Objectives:
1. Get an astronaut complex before orbiting Kerbin. Do *not* upgrade R&D or Tracking facilities.
2. EVA in Kerbin orbit and return using the mission.
3. Go to Mun following missions until flag planted. Do not return.
4. Go to Minmus following mission until in orbit. Finally upgrade R&D and Tracking facilities
5. Ignore missions from here, we'll coast on money from World's Firsts. Do Mun/Minmus science.

              Next week: Charting a course to the Mun.

 

But for now, we can boggle at the enormously profitable, erroneously easy missions that are available if only you know where to look.

image.png

 

Edited by Cunjo Carl
Still still figuring out the new story mission setup....

Share this post


Link to post
Share on other sites

We'll be making most of our money through the lucrative but commmmplicated story missions, but we'll also earn some quick petty cash from World's Firsts as well! Here's the breakdown:

World's First Funds

Right at Home Goodies
  • Speed records (9.6k each)  25, 80, 250, 790, 2500 m/s
  • Distance records (9.6k each)  1, 3, 10, 32, 100 km
  • Altitude records (9.6k each) .5, 2, 7, 22, 70 km
  • First launch, First science, etc. ~8k total
     
Kerbin Goodies
  • Reach Space 16k
  • Orbit Kerbin 24k
  • Return from Kerbin orbit 24k
  • Leave Kerbin SOI 26.5k
  • Sun Flyby 38k
Mun Goodies
  • Mun Flyby 26k
  • Mun Orbit 25k
  • Mun Suborbit 26k
  • Mun Landing 31.2k
  • Mun Escape 18.7k
Minmus Goodies
  • Minmus Flyby 29k
  • Minmus Orbit 27.8k
  • Minmus Suborbit 29k
  • Minmus Landing 34.8k
  • Minmus Escape 20.8k


I did one more round of optimizing on the first 3 missions, and finally got to do the first bits of speedrunning.

 

collage_2.jpg 4_crop.jpg


 

The first 3 missions are all variations of the theme: "Hop a bit and grab some science". Mission 4, shown on the right, takes us up to high orbit to get science, accrue funds and clear some pesky storyline missions out of the way.

A low 3 minutes came fairly easily for the first 3 missions, and 7min for the orbit-in/return-from high space. The total for all 4 missions came to 10min - 415science - 540k funds. The
video misses about 30 science by reentering backwards and burning off the wrong bits of the spaceship... Woops! Fortunately, those parts weren't mission critical for now. The times could be shaved down about 20-30% through optimization and practice, but I'm quite happy with it for now.

 

100by576_1.jpg

                                                                                                                                                                                                               

 

100by576_2.jpg

 

 

From here the only way to go is up, up up to the Mun. We have two options: 1 Avoid upgrading more than 1 facility (besides the astronaut complex) to force the game to give us only the missions we want, or 2 Upgrade whatever we want and save/reload our way past the bad missions. Back of the envelope calculations estimate ~2-4minutes of time lost to saving/reloading, or alternatively ~2-4minutes of time lost from not having the upgrades... Which is better? Sounds like a fun experiment.... for next week :) . For now, here's the mission and the possible ships.


Mun Mission: Flyby, Return Science, EVA, Orbit, Land, Walk, Plant Flag, Return.

 

Low Tech

image.jpg

Save a few minutes scraping together science on Mission 4 (high orbit), and use them to upgrade facilities to our hearts content. Mission gathering will require lots of save/reload. Ironically, this ship would net the highest science of all contenders.


 

Low Parts

image.jpg

Only upgrade the launch pad, and strike forward without landing legs, action groups, and other 'essentials'.
 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
 

Low Mass

image.jpg

Only upgrade the VAB and cram the Mun lander into the tiniest ship possible with low science returns, its trial run was well behind the other two.
 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Place your bets, and we'll see the winner next week.

 

 

Share this post


Link to post
Share on other sites

I would say MOAR SCIENCE... But that's me :D

Share this post


Link to post
Share on other sites

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.  

Share this post


Link to post
Share on other sites

Posted (edited)

Sorry for the late responses, my browser wound up crashing and dumped my post-in-progress. Rewriting took longer than expected... Very nice to hear from you though!

@Benjamin Kerman Totally agreed! The upcoming Minmus mission should make easy work of ~2.5kscience. Until then, each passing mission can make science about 2-4 times faster than the one before, so a bit of gentle scrimping in the beginning is nice. This brings up an interesting question: how much science is best in the end? What tech should we aim for?

@xendelaar Thanks, I'm glad you've been enjoying! I spend longer writing reports than I do actually flying, but I enjoy making these for their own sake so it works out well in the end. World's firsts are great, but for any given World's First you can get about 6-10x the cash for performing the same action through a well chosen mission. It's a little crazy. Good luck with your 10% run- I'm rooting for you! I like the report you've been putting together by the way. My vote's for the sci. jr, but I think you could succeed with anything given what you've made it through already! (see Xendelaar's mission here: All Reward Sliders at 10% Challenge)

 

 

ezgif_2_fb98beab77.gif  We have a mission flag! ezgif_2_fb98beab77.gif

optimized_flag.png

 

Huge thanks to @cratercracker for making these. It's feels grand having such a nice looking flag to use- After all the express intent of the challenge is to run around planting these things everywhere!

 

 

 

Just as a recap, this first part of the speedrun centers around: 1. Getting the Ball Rolling, 2. Making money (2M), 3. Making Science (3k)

   The Mun story missions are a wonderful and tantalizing way to make our money. Tantalizing, that is, in the sense of the Greek comedy of Tantalus straining for his grapes. It seems like every time I finally figured out the story mission system, another unexpected nuance would pop up and ruin the show! This time I have it though... I must. It took 2 weeks but there's finally a good ship and path for making it all work.

   In fact, there's 3 good ways for making it work, and the race between our 3 ships was a surprisingly tight one. Low Science took the early lead with its copious deltaV and 30m/s safe landing speed. Bit by bit though, Low Parts eked its way into the front its 2 minute build time, and silly but effective 2-part lander. But then, as if on cue, KSP seemed to change the likelihood of various missions, and suddenly Low Mass' quicker mission gathering shot it into victory in the first round. It was so neck-and-neck I couldn't help but give each design its due itteration. Much to my amazement, each upgraded nicely and the 3 stayed in a dead lock. How could I choose? Fortunately, I remembered the cautionary tale of the hungry donkey locked with indecision between 2 identical bales of hey- sometimes you gotta just pick... But which one? ...

Low Parts Wins the Mun Mission Money Maker Race! *few!*

What can I say? It was the most fun to fly. Funnily enough, in the final reckoning keeping the VAB un-upgraded (the original point of Low Parts) didn't save that much time, but the general design seemed to work well, and the mission-choice diagram for its path is blissfully simple. Want scary? Check out Low Mass' optimal mission-choice diagram:

Spoiler

 
                                               Flyby                                                                          Flyby + Sci
           .-------------------------.-------|---------------.                                   .---------------------- |
           |                                |                            |                                   |                             |

      Orbit + EVA            Orbit + Sci               Orbit                          Orbit +EVA                Orbit
      (skip Sci)                (skip EVA)                    |                            (skip EVA)               (Skip EVA)
         |                                |                        EVA+Sci                            |                             |
         \                               /                               \                                 /                             |
            Land + 2x Return                                  Land + 1x Return             Land + 2x Return + surface science

The Low Mass route needed to make a bit of extra cash to make up for not getting quite as much science. This is the result! It was very difficult to remember while running, I'm glad I get to abandon it :)
 

 

Here's a video, just for the curious to poke around. I apologize for the blinking while time-warping on Kerbin... no way around it at the moment. There's nothing hugely unexpected, but you may find it interesting to see the updated versions of the first 4 ships (first 3 minutes), which are finally feeling nice and crisp in the latest edition. The Mun mission starts at 10:30, and there's a stitch in the video at 15:00 where I decide to try a different path through the missions, skipping the orbit missions entirely and making the money back on a killer land/return trip. It worked well, and I'll stick with it moving forward.

The music came from Krelez' assembly of uncopywrited (and well credited) chiptunes, in this case Random Chiptune Mix 2. I'm also keeping these videos to only be viewable embedded in the forum to keep it on the up-and-up. I normally do my own royalty-free music mixes, but Krelez' high paced boop-be-doop barrages are downright electrifying to run to, and I hope an enjoyable background for casually watching as well.

 

 

On to Minmus!
KSP's minty-blue science playground has plenty of nice landing spots, but which one is best? I took a caveman adventure to find the best landing place for our expedition, and found this little gem:

 

Laythe_Overview_mini_png.png   minmus_jump.jpg

  Laythe_map_rounded_corners.jpg

(image care of KSP wiki)

These 5 Biomes should handily yield the ~1.5kscience we're yet to collect, and on this route all of them have flat ground in a convenient line. No more squinting trying to line up with the patterns of rocks and catch phantom biomes. These swaths of science are downright football fields. But along those lines, how should we travel between the biomes? A fast-landing lander or a high speed megarover are the obvious answers, but which will work better?  Tune in next week to find out!  *ahem*

 

Edited by Cunjo Carl
3 people like this

Share this post


Link to post
Share on other sites

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 :wink:, 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.

Share this post


Link to post
Share on other sites
On 3/18/2017 at 4:31 AM, xendelaar said:

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 :wink:, it's going to happen).

Happy to be of service! ^_^

On 3/18/2017 at 4:31 AM, xendelaar said:

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.

This is actually a really involved one. You're absolutely right, Minmus is much (much) much easier to land on first. It has dramatically lower deltaV requirements, better science returns, closer biomes, flatter ground, and lower surface gravity. In short, it's great! Unfortunately we can't quite make all the money we need from World's Firsts alone, so we need to pad them out with money from story contracts, and those go to Mun first (I think it's because the Mun has a much easier SOI to hit, so the developers figure it'll be a better first mission for new folk. ). Going to Minmus first unfortunately seemed to get rid of many of the more lucrative optional Mun missions, which I originally thought I needed. Now I'm not so sure about that... If this could be rerouted through Minmus first (and find some way of not stunting our money making), we could probably save 2-4 minutes! Not a huge amount given my goal for the full run is 6 hours, but the early minutes definitely feel longer :) .

 

On 3/18/2017 at 4:31 AM, xendelaar said:

How did you pinpoint the clever landing spot on minmus with only the wiki page?

I've happened to have spent a fair amount of time bumming around Minmus, which made the hunt a lot easier. Of all places, it turns out to be right next to where I staged the video for this challenge. If you happen to check it out, fair warning, it's very silly:

 

On 3/18/2017 at 4:31 AM, xendelaar said:

I have to give an update on my own mission, but like you said.. it's a lot of work.... :)

Absolutely no pressure or hurry, but I'm totally looking forward to it! Your mission is just on the edge of possible, which makes it completely fascinating to me. I like the format you chose by the way! It's simple, and let's the content do the walking, which is perfect for the material at hand. Just in case it happens to be useful, here's some nice resources I found for image processing:

Spoiler

I don't think you'll need most of these, but I figured I'd just toss in all the resources I've found that are simple / work well.

 

JPG, PNG and GIF compression, color-balancing, bordering, etc:
https://ezgif.com/optijpeg

Image hosting:
https://postimage.io/


Picture editing and cropping:
http://www140.lunapic.com/editor/

Gif Making:
http://gifcreator.me/

 

Collage making
https://www.photocollage.com/

 

 

Edited by Cunjo Carl
1 person likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now