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TJPrime

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Everything posted by TJPrime

  1. So a while ago, like, 2011, a "Hover Challenge" was set to see who could hover for longest in the most stable position. Because the game has evolved, with new parts and physical characteristics - not to mention the fact that the forum now supports images and you don't have to download them - I'll go ahead and create a more updated and pleasing version! So, with that bit out of the way, let me introduce... You can call it "Everyday I'm Hoverin'" if you want Now the rules are very simple: - Hover for as long as you can in any form of VTOL - If your horizontal speed exceeds 60 m/s, then it won't be classed as hovering and you will be disqualified - The point above which you hover can be anywhere within the KSC grounds. So if you're over the highlands or the water, then you're out - Try to stay under the 2,000m limit - Screenshots/video of the following events are needed: - The craft at rest (after 'launching' it) - Lift off - (optional) sustained flight - landed (command pod must survive) - Time in the air - Dropping parts are allowed, while parachutes aren't (although you can use them as an abort mechanism) - The craft must use fuel to suspend itself - RCS, Liquid fuel, Oxidizer. In other words, no inifinigliding. - Xenon gas is the only fuel you can't use So how about some examples? Well, I have one - just a modified stock VTOL (replaced the nose cones with a launching platform) Oh, yeah, mods... let's see here... - Anything that adds visuals/100% pointless but fun stuff (Distant Object, Final Frontier, Planet Shine, ect.) - KW rocketry - B9 Aerospace Anything else isn't allowed, although leave suggestions for mods below and I'll see what I can do... There isn't a points system, so it's just an entry challenge. However, there are separate categories for entry, depending on fuel type (Liquid fuel, liquid fuel & oxidizer, RCS / Jets, Rockets, RCS) Rocket entries: TJPrime - failed to give end flight results Jet entries: The_Rocketeer; The Kestral Jumper - failed to give end flight results RCS entries: None, as of yet
  2. Solar panels: Near Future Electrical Station parts: fuztek station parts (good for sandbox); station science (good for career/science modes); google it, lots to be found Probe parts: AIES is probably your best bet - bunch of new probe parts, plus some rockets
  3. I'm actually working on some scenario packs - I'll be happy to make a small munar base for the kids. I take that it needs to be all stock and no mods?
  4. I have an idea for the challenge, but just two things needed to be clarified: - when you say 'use the same lifter', do you mean 'use a sub-assembly' or 'don't recover/revert the flight'? - if you mean the second one, is refueling allowed?
  5. Done! Really can't be bothered to mention the mods - too many of them in my KSP folder! It's a little top heavy Not the best idea Jeb... Ok... never mind... Finally, after a little bit of breaking physics with hack gravity, I got it upright and sort of looking like a grill NEW CHALLENGE: Drive to the mountain range near the KSC! Everybody does it!
  6. Do you have a link? After a quick look on google, the only mod that I saw was for 0.16
  7. I can see the standard one being possible, but I do think that Hard core is impossible. If you can prove it to be within 14 minutes, I'll take this bake
  8. Can we have the option to use those mods and not be required to use them? Other than that, reserved for entry.
  9. Seems like an interesting challenge. I was thinking of starting up a YouTube series with hard mode on. So reserved for entry Also, with the 'allowed mods', couldn't you add 'any mod that makes the game harder'? You could add bonus challenges with planet factory, for example.
  10. Nobody has yet given an actual entry for anything yet. So I'll come in and give an entry. And here are the details: Name of the rocket: Wobbler I Username: TJPrime Maximum speed: 2056 m/s (orbital velocity at 240km) Weight: 312.58t Delta-V:enough to reverse it's 240km orbit Maximum cargo weight: ~50t Cost: 132,018 funds And now for a screenshot or two... or lots... along with a gif.... And because I'm entering for the 'best looking rocket' above everything else (even though I'm in everything for now)... Sub-assembly download, if it wishes to work: https://drive.google.com/file/d/0B44QK57vx5oCX0VQX3RwSF94dHM/view?usp=sharing
  11. Phil, while I don't know the answer to your questions, I'd like to say that this is better off in the Science Labs or The Space Lounge. You might find some better results there
  12. Background Any HOCgaming fan will probably know about this; it is his new series, where he launches 100 kerbals... You know what? I'll let his video explain what his ambition for this series is: However, I have a few tweaks to his challenge to make it not the last project, but the "not quite last project". Such tweaks will give all players the chance at this challenge - new or old. The story (because I don't want to copy Harv too much) It may have seemed like a normal day. Like any other, the kerbals were experimenting with new technology for a contract they've been supplied with. This particular piece of technology had a fatal flaw; a flaw that could cause kerbin to become inhospitable, yet so small that nobody had noticed it. If not handled with care, a chain reaction in kerbins atmosphere would eliminate all oxygen, apart from oxygen stored at the kerbal space center for missions. The R&D department were experimenting with the new device. Gandalf Kerman, one of the clumsiest kerbals, was set the task of researching it and creating a reverse engineered version. And then, in that split second, an explosion caused the whole R&D building to collapse. The device's flaw was no realized; the air around the now-destroyed R&D building was turning into a new gas; which they called 'Boomium'. The researchers who escaped the facility in time knew that boomium was toxic, and that they had a limited time to save kerbal kind: just 42 kerbals days. Immediately, they thought up of a plan. They planned to send 100 kerbals into the kerbol system to colonize other planets and moons, as well as an asteroid. They planned on setting up new homes to wait out the boomium, which was thought to explode itself into annihilation, making kerbin re-habitable and the kerbals could live there and launch rockets once again. However, this process would take many years... And with that, I present to you... Challenge summary: - launch ships into orbit around kerbin, along with 100 kerbals and transfer them to the other bodies - when you have successful got kerbals on every body in the solar system, return any surviving kerbals to kerbin Now, while Harv goes all stock, I am giving you the option to use these mods: - KW rocketry - Deadly Re-entry - Kethane OR Karbonite - Kerbal alarm clock - Any form of visual pack (EVE, Distant Object, ect.) - Mechjeb - Kerbal Engineer - FAR/NEAR - KAS - TAC life support - RSS/RO (Real Solar System / Realism Overhaul) - Remote Tech - Planet factory - with any planet pack All other mods are prohibited. However, if you want to use a mod that is similar to these packs, just ask and I'll say if you can use it or not. FAQ So how do we win? I have chosen to make it so that there is no point system. I will do it similar to the The Untimate Jool-5 Challenge - where I have the name, version, mods used, and anything else mentioned. Where is your entry? Currently, I don't have an entry. However, I know it is possible. Think: Harv launched everything in 20 hours - about 3 kerbal days. 42 days.... yeah.... While I work on my entry, I will say that Harv is my proof-of-concept. I have a question not on the FAQ because you only put two down Just ask me it! Post a reply, message me, however you wish to contact me, I will try to get back if I notice it. Entries: No entries yet... Be the first to enter the challenge! Oh, and I'll work on this for a while if you have a suggestion and I like the idea!
  13. I'm up for it, though I think this could be more like other challenges, so that it includes a leader-board and points system. For example: Points= T * S + D + M T = time to complete the tech tree (Earth time in hours) S = number of ships flown (includes failed missions, but not test flights) D= Difficulty (Easy = 1, Normal = 2, and so on) M = mods (mods that make it hard = 1-3 (depending on difficulty); mods that make it easy = -1 - -3 (depending on how easy it is); stock = 0) So lets say I took 4 months, 17 days and 5 hours (1157 hours), flew 23 ships, had it set onto Hard mode and used stock, that's 1157 + 23 + 4 = 1184 points Not saying you have to, but it's just a nice little touch on any challenge
  14. I already liked the mod when I saw the logo But on a slightly more serious note, this seems awesome! Is this a 5 day countdown?
  15. Well, the masses of those asteroids are fairly similar to their class. Not that I disagree with you or anything
  16. When you hit it, then for a fraction of a second, you have landed on it. PHYSICS!
  17. Very interesting challenge, but I think you might as well say "Stock only"
  18. occ, I know you're relatively new (one or two months) to the forums, so I'll put this lightly: This challenge is a bit on the impossible side. There is perhaps no-where in the entire kerbal system that has that sort of slope. I'd hate to say this, but there is a good chance this thread will be locked by a moderator. You could try again, but have a look at this first. You might be able to save this from a lock down, too!
  19. Never been to gilly before legitimately. I'd do this if I wasn't doing something else!
  20. Mysterious UFO confirmed at the north pole (this is my second easter egg find, btw, after the mun arches) A glimpse of something in the snow: Bill planets a flag: And walked over 1km: Next challenge: The KSC has decided it was time to do some experiments in munar orbit. Send an unmanned single-launch space station to low munar orbit (if you are skilled enough, dock some kerbals to that thing)
  21. I've got some designs in mind, spaceplanes and rockets. So here is my series of craft: SpacePlane mk1 This space plane was designed as a SSTO, with two rapiers and a good amount of fuel. It also has a docking port on the back to allow, as the name suggests, docking. The main issue with this is that it has poor thrust to get it up high enough and it's hard to get it above 4km. It's not really an SSTO, it's an SST3KM (single stage to 3KM)
  22. Updated. Didn't realize I put hyperedit in the allowed mods. I was hyped over the 0.25 update. I've also put in a bonus for using life support.
  23. Sort-of-hello, Mike! Don't break anything - that's Danny's job!
  24. Dres is probably one of the most unexplored bodies in the kerbol system. It's always been . How many challenges involve Dres? No recent ones.So, I put forward to you all.... The Dres & Kidna Challenge - A replica of the dawn mission! Two things you might not know about: - Dawn (you might know, actually) - Kidna Kidna, because NONE of you will know, is an asteroid in a similar orbit to Dres. As a class E asteroid, it has intrigued scientists for centuries. In-game, it is called LJF-099. In the save file below, the Kidna asteroid lies... Save file: Kidna Dawn, as some of you may know, is a mission to explore Ceres (which Dres is an analogue of) and a large asteroid - Vesta. It is active and after investigating the asteroid, it is on it's way to Ceres and arriving in 2015. So, your mission, if you choose to accept it, is to send a probe to investigate these two bodies before sending a manned mission to Dres. POINTS: Initial probe +10 for Ion propulsion +10 for a Kidna flyby +10 for a Dres orbit +5 for going to Kidna before Dres +50 for doing it in career mode +200 for re-directing it to kerbin +(x) for it looking cool Manned mission +50 for getting into orbit +100 for not using nuke engines (Isp > 700) +10 for a landing +1 for every kerbal that is on the lander +2 for each lander simultaneously landed on Dres from a single ship* +25 for return to Kerbin +(x) for it looking cool +100 for any life support +10 for a single launched ship triple initial points for use of life support *you can dock things in kerbin orbit, but once it's out of Kerbin SOI, nothing can go there unless you make it a permanent space station around Dres MODS Allowed: KW rocketry Life support mods NovaPunch All of the NEAR future packs If you want to use a mod, ask me and I'll put it in
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