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Reavermyst

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Posts posted by Reavermyst

  1. I think along side this, there should be two things. Difficulty and a scoring system for said contracts. Also, they should consider the "Costs" that would go into the program such as cost of parts, fuel, and supplies. They could go as far as Kerbal salary, but I think that would make the game a tad TOO serious. ANYWHO....

    The first bit I want to talk about is Influence. This is pretty much your space programs reputation with the world and "corporate entities," for lack of a better term, and determines just how much money they would be willing to invest in your space program. As you complete these missions, you're scored based on various factors such as Kerbal survival, speed, cost, etc. This score determines just how much more this entity would trust you in future missions. This little detail would open up "factions" of sorts and can even make that second space center a possible competitor in the space race(IE you do bad, they get the contracts and not you). Influence would also influence the Kerbal Recruitment rate. If your space center has a bad reputation, then Kerbals will be less likely to visit that recruitment office. Of course to balance that out, using Jeb, Bob, and Bill would need to be discouraged in some kind of fashion(IE if Kerbal salary was a thing, they would be the most expensive since they're all just simply that awesome). Otherwise, your space program would thrive on just those three to cut costs.

    Difficulty would determine how hard it is to make money, produce science, and gain/lose influence rates. The easiest difficulty would start your space program out with more money, lower influence requirements for contracts and kerbonaut recruits. The easiest difficulty would mean a higher starting budget, higher rates of influence gained and lower rates on losses, and the influence requirements to open up contract opportunities. The hardest difficulty is pretty much the opposite of this and is designed for the most awesome of all kerbonauts with higher costs to everything, lower influence gain and higher influence loss, and mortal Jeb, Bob, and Bill because the truly awesome don't need to lean on immortal Kerbals to get the job done! ((On an added note, if things like deadly re-entry become official features, having the option to toggle these before starting would be very convenient.

    But yeah, added depth but nothing too serious to add further meaning to career mode. Also adds a way of FAILING HORRIBLY to the point of having a game over state by having no way of going on missions. Sandbox would be your playground, Career would be your tug towards the reality, not a drop off a cliff into stabby rocks of reality(unless you're hardcore and play on the hardest difficulties for sheer masochistic bliss), but a nice relaxing lounge that lets you use your think muscles a bit more to a void losing your space program to poor funding... or bad reputations because you like lobbing nukes at K2....

  2. Theoretically, you can get that by finding the one planet with the highest Delta-v requirement and aim for that. So I suppose aiming for an Eve lander would make for a fairly universal set up.

    rZRPDv8.png

    So 12,000(11,500 according to the wiki) would be your Delta-v goal for a universal lander according to this chart! That is, if you plan on leaving Eve. Eve has the highest Gravity of all the planets(with a landable surface) at 5 times the gravity of Kerbin. landing would be hard enough, but leaving is a different story. Not impossible, just tough.

    If that proves to be to high a budget for a reasonable lander, then about 4,000 Delta-v(Over Tylo, but under Kerbin) would be the next best thing!

  3. You seem to misunderstand. I'm not saying this isn't challenging in terms of difficulty, what I mean by it not being a challenge is that there's no structure. There's no rules, scoring, nothing that would constitute this as a challenge. Now, if it was no mod, then it would be a challenge since there is a limitation in the design! It has been proven to work as Harv(HOCGaming on youtube, not to be mistaken as Harvester) has displayed on his test flight series a working pod racer made of only mod parts, so you wouldn't have to worry about people griping that it's impossible. So your challenge CAN work, but it needs to be structured like one in order for it to be considered a challenge in this sense.

    As for difficulty, I'm a rocket guy so I would have a hard time with it. The no rules only make it easier, but I'd personally still struggle none the less.

  4. This is pretty straightforward if all you're going to do is go up, dock and de-orbit.

    Just wait till KSC is about 1-2 minutes from passing under the An or Dn before launching, and use a a north-westerly heading if it's the An, and South-westerly if it's the Dn. The math for the heading is pretty simple, if you take a look here: http://forum.kerbalspaceprogram.com/showthread.php/24623-Tutorial-Video-Krash-Test-Kerbals-How-to-science%21?p=387855&viewfull=1#post387855

    Just in head cheese math, I'm thinking an azimuth heading around 320 for northerly, and 220 for southerly. You'll only need about 300-400m/s additional delta-V compared to a regular easterly launch, and probably another 2-300 after your RV to push the probe Pe down into atmo...aerobraking can do the rest.

    Definitely a ways of approaching it if you understand how to apply your mathematics in KSP, but I suppose your videos would assist in that if he really wants to go the no-mod route! And if he does so, I'll be pretty impressed! Well, not that I'm easily impressed enough by the very notion of folks being able to do these things with math. I can barely opperate a calculator to convert the distance between Alpha Centari and Sol down to Kerbal standards of measurement!

  5. Yeah, I'm with Kahlzun on this one. There's little number of players who actually kept the previous versions on their drives for this challenge to be considered feasible. I didn't get KSP until .19 so, the only ways for me to get that is to either beg someone who does have it or pirate it. Honestly, I'd rather just pass on this challenge completely than do either of those...

  6. This would be tricky to accomplish but doable! The main trick is to have plenty of Delta-v available for both your launch stage(s) and your orbital stage(s) to put your craft on a similar orbital direction and to match the inclination. This means turn Westward and fight gravity on your way into orbit which will take a lot more Delta-v than your typical eastward launch. If you're up for the challenge, you could try to match inclination during your launch, but in my honest opinion, it'll be simpler to pop a maneuver node down and do it in orbit. It takes a lot more Delta-v to do so, but it's easier to accomplish on a mental standpoint. You don't need to worry about the eccentric orbit of your target, in fact, that makes it even easier! All you'd have to do is circularize your orbit on the same inclination(preferably in a much lower orbit), then pop up a maneuver node to figure out when the object will be at or near it's periapsis in order to conserve fuel for your transfer. From there, it should be the same old rendezvous scenario!

    As Chris mentioned, don't be afraid to get mechjeb to make these maneuver nodes for you. It'll save you lots of time and even help you determine where the Ascending and Descending nodes are really located in your orbit which is extremely important in determining the correct time and direction of your inclination burn. Shoot, if you just want the issue resolved regardless of HOW it gets done, you can let the auto-pilot do all the hard parts! But that's entirely your call.

    (Note: my sense of direction may be terrible, as I can't tell if the red line on the navball means north or south. If The red line is north, then flip my directions around! I got it right the first time, then ignore this!)

  7. nautical terminology has always been associated with space(in a basic sense), and the anchoring system is mainly used to work with the Airships to Jool mod which allows you to keep an airship from floating in a random direction when performing specific tasks like picking up heavy loads and refueling reusable SSTOs(in style of course!)

    But anyway, I've been facing an issue with KAS making my ships move very strangely. whenever I move the navball, my ship shifts on it's vertical axis slightly before making it's move. When ASAS is enabled, the machine shakes violently and in turn increases my drag exponentially. I ended up spending well over 5000 Delta-V just to get into LKO! No for reference, I have my orbital launch down to a science, so I wouldn't expect it to be a big deal. Now the reason I'm targeting KAS for this is because the moment I removed it from my game, everything went back to normal. Any theories on why this would happen?

  8. There's a lot of questions for this challenge.

    SRBs don't seem to show up on Mechjeb's Delta-V meaning I could take a SRB to high altitude and expend a little less than 3k Delta-V for the orbit turn. should SRBs be outlawed?

    Also, What is the target orbit? Everyone is going for whatever orbit they can get rather than a target that would even the playing field. Extremely skilled pilots can get into a circular 85km orbit and use less Delta-V because of that. others, however, would likely waste Delta-V on correction burns

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