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Wild Cobra

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Everything posted by Wild Cobra

  1. Not too hard. I've already been assembling a station in orbit. One of my launched included seven escape crafts capable of seven Kerbals each, and a larger tug than required. It also has six Mk3 passenger modules. I could easily rearrange the parts on the launched vessel. I may or may not, but here is my current station with seven launches so far: Here are three screenshots of the vehicle that can be easily modified to fit the challenge requirements:
  2. Well, here is what I thought was an optimized time for three parts until I saw Killakrust's post. 6:27:44: Do I get to compete im my own challenge?
  3. Holy crap... I was testing three part combinations for apoasis only, and got one past Minmus orbit, so I tried to orbit Minmus. I did it! Too bad I didn't document it. Next challenge?
  4. Good luck with that. Without an aerodynamic nosecone, I think it's impossible.
  5. Wow, nice. Better than I was expecting. I was thinking a power source would be required. Blows my first and second successful launches away. Looks like three parts and 11:55:28. The Twin Boar will take you that far. I just didn't have enough fuel to make the <50k orbit, without a second tank. That's why I required the < 50k orbit. My first success was six parts and 10:41:16. My second I used five parts and 10:44:52. I ran out of electricity on an unsuccessful launch, so I added a PB-NUK. I also used a nose cone, but apparently, it isn't needed. Since it blows mine away, here is my first successful attempt: http://imgur.com/a/GEpbP It wouldn't let me submit a second so soon.
  6. OK, hopefully this is new enough and popular with the new 1.05. The challenge is to make a orbit with no more than a 50 km apoasis, with the fewest parts count. Those all tying with the fewest parts count will be ranked by the fastest mission time to achieve the objective. All stock 1.05 parts, and no cheats. Mods that offer only visual or navigation, data, etc are OK as long as it doesn't alter what a person with only stock parts can do. I have completed this with a single digit parts count ship in under 11 hours of mission time. I know it can be done. Of course to get there fast, you must have a good trust to weight ratio. I probably could have made it faster, but throttled back keeping my ship under 6 G's while in the atmosphere. I burned off parts on my first attempt due to heat. Ends midnight 12/30/15. I have my screenshots that I will release within a week, and also try to do better after I see some initial entries. Leaderboard 2 parts: 1) 2) 3) 3 parts: 1) 03:41:35 killakrust 2) 09:55:28 RocketPropelledGiraffe 3) 4 parts: 1) 07:54:04 Andiron 2) 3) 5 parts: 1) 2) 3)
  7. I have a silly question. Why is the a Caveman challenge, and not a Kaveman challenge?
  8. My Tower us attached to a 1920 x 1200 monitor, and I use a window accepted by KSP rather full screen. Same with my laptop, which is 1920 x 1080. I think I am using 1600 x 900 on both.
  9. I have done so little in KSP with 1.05 since updating, but when i went to my Mun Lander on the Mun, it seemed to respond faster. It's 1395 parts: If you like large part counts, here is the ship file with the rockets and staging below it: http://s000.tinyupload.com/index.php?file_id=99906451759609978311 Don't forget to check the action groups. the solar panel one misses toggling 5 of the panels, and half the panels snapped in at the wrong angle, which I missed. Wasn't important for me to fix. Also, I used a custom flag. It is the only thing not stock. All parts are 1.04 stock otherwise. I assume when loaded in the VAB, the flag is reset, but I don't now.
  10. LOL... Before I launched my entry for the "Mun Rocked Challenge," I tested my lander on the runway, deployed the drills, and mined ore. Never thought of trying to save money though. It was just a test.
  11. I'm going to try this. I think I can figure out how to expand my science without upgrades. Makes it hard though. So... Today is my starting time. - - - Updated - - - Ut-oh... With the new 1.05.1024 uploaded, and a dozen or so more parts, does this change things?
  12. Well, I did this before I went to sleep, so technically, it was yesterday. My entry that so far is remaining in first place for the Mun Rocked challenge was equipped as an ore extractor and fuel converter. After filling the fuel and ore compartments, I launched it back into orbit. To get it there, I filled it up before landing, because it was a "mass landed" on the mun competition. Anyway, now I have two tankers in Munar orbit in need of fuel for when other craft need it. The slideshow is of me completely refilling one, and giving the second one some fuel. My next step is to land where Rover III is at. It only has around 6.5% ore, but I have Kerbonauts that have been in that small tin can for weeks! I'll wait for daylight though.
  13. If anyone is interested, after filling with ore and topping off my fuel tanks with processed ore, I launched the Monster back into Munar orbit. I then rendezvoused one of my two fuel tankers with it, and am currently filling it back up. By the time I docked it, I only had 58.93 fuel and 120 oxidizer left. I sure cut it close on fuel. I feared I would run out of fuel. Yes, I messed up on an earlier transfer. I had to make some oxidizer only on the Mun. Since I split fuel it 50/50 with the two tankers, I'll have the same shortage with it. I used the maneuver feature for every burn until I was in docking range. I normally just have fun just doing it without the fancy toys. I should be ably to fill the first, and about half the second one. I may just send a third one to Munar orbit, just to fill up, because I can refill three with two trips then. I'm going to post this in the "What did you do in KSP today" thread when done. http://forum.kerbalspaceprogram.com/threads/29533-What-did-you-do-in-KSP-today
  14. I like the idea of making fuel from water, but then we would need hydrogen for a fuel too. This would be great for planets with water or ice, and lots of sun. I know this is the wrong place, but when it comes to stock challenges, we need larger parts. The new rocket NASA is building is 8.4 meters in diameter! NASA: Space Launch System
  15. You should load the ship in the SPH and launch it from the runway.
  16. You might like this link: https://www.flickr.com/photos/projectapolloarchive/albums - - - Updated - - - I started reading the first of it. they didn't have things like LED indicators back then. I wonder how many indicator lamps the G forces and vibration combined, cause lamp filaments to break? - - - Updated - - - LOL... Verb four zero noun two zero... Fxxx it?
  17. I see a huge difference in framerate with RCS on or off as well. But then, for these large vessels I'm making, I use 24 of them on a Rockomax Brand Adapter 02, then typically have 16 or more of these assemblies. But RCS on or off also makes a difference.
  18. In post 17, I listed the Passmark results of my systems CPU with hyper-threading on and off. I see an improvement by disabling it. You might want to D/L a benchmark tester, and try it on yours. My overall CPU performance is up by 6.89%, according to Passmark, by disabling hyper-threading. It might make a difference for you.
  19. A question for you experts. I have windows 7 on my tower with the i7-4790. I was getting loads of memory hard faults. I did three things, and barely see them any more. Went from 8GB of CAS11 memory to 32 GB of CAS9, turned off my hyper-threading in the CPU, and set my page file system to zero. I assume my hard faults cleared up with the page file system setting, which I would have never done without going to 32 GB. I didn't notice any performance difference in KSP except for the hyper-threading change. Did the page file setting help, or should I it back to recommended? I have no problems running my computer for the course of the day, and I turn it off at night.
  20. OMG... I sent my Survey Rover 33 days ago. Those poor Kerbals were cooped up in there that long. Anyway, I drove the rover to my mining operation and let them enter the huge mining lander.
  21. The one file will affect them all. It will not take effect until you either exit and start the game again, or when you do F12 and reload the database. C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\Squad\Parts\Electrical\1x6SolarPanels PART { name = solarPanels4 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advElectrics entryCost = 3800 cost = 380 category = Utility subcategory = 0 title = OX-4L 1x6 Photovoltaic Panels manufacturer = Probodobodyne Inc description = The OX-4 is similar in design to the SP series solar panels, but without the heavy casing. Includes passive radiators on the reverse side for better heat dissipation. attachRules = 0,1,0,0,1 mass = 0.0175 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 // = 3200 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 // 1/3 the default MODULE { name = ModuleDeployableSolarPanel animationName = solarpanels4 resourceName = ElectricCharge chargeRate = 1.64 retractable = false Change false to true } }
  22. That would be nice to have a built in button for panels, extractors, etc. I've been using action groups.
  23. If anyone is interested, I downloaded Passmark and tested my system with hyperthreading on and off. Look at the increase in floating point math and physics which the game likely uses intensely. An overall increase of 6.89% but 11.71% and 14.75% in these two areas.
  24. It's about 1/10th speed. Hate to see people try it with a lesser CPU than I have.
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