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Found 10 results

  1. This contains my entry for the Caveman Challenge 1.11 (its about completing the tech tree without upgrading buildings) Below I will explain my missions and strategy to accomplish this. The "Diamond" level of the Caveman Challenge is just career mode with the following limitations No upgrading any buildings Custom difficulty Every slider on the lowest/harshest setting Except for science gains at 20% Details can be found on the Caveman challenge topic You win when all Tier 5 tech tree nodes have been unlocked That sounds simple enough,
  2. With @Speeding Mullet's blessing I am honored to present the fourth iteration of the KSP Caveman Challenge: KSP Caveman Challenge Facility upgrades are forbidden. Terrible runway and launchpad. Part count of thirty and vehicle mass limit of 18.0 tons. No fancy patched conics, no maneuver nodes and no Deep Space Network. Abhorrent fear of technology as primitive as can be. Acquire 1188 Science Points to unlock twenty nodes of the technology tree. Challenge Rules: Stock career mode (DLC expansions allowed*) Include pictures of your S
  3. This is a caveman Nano Crystaline Diamond level run with Both MH&BG DLC's. I already completed Diamond, but I wanted to try something a bit nuttier, so here comes my NCD run. Settings are as follow : Rules are the usual caveman ones, no upgrades and unlock all T5 tech to complete the challenge. It's been in the works for while now, but I'm close to reaching, and this will kick the run into high gear. The first part reports will be short & concise, after miniaturisation we'll try fun things with more detailed reports & albums. An other thing is that testing ide
  4. KSP Caveman Celestial Navigation KSP Caveman have an abhorrent fear of technological devices. Never Trust A Computer You Cannot Bash! So KSP caveman get by with what we have. Using instinct along with trial and error. Navigating interplanetary beyond Kerbin's backyard is sketchy. No maneuver nodes makes an intercept risky. We have had KSP Caveman reach Duna but most are hesitant and stick with visiting Mun or Minmus. The goal is to expand the KSP Caveman's set of tools for navigating beyond Kerbin. It should be possible to use the equ
  5. Daredevil Spaceplane The "Daredevil Squadron" is home to the boldest pilots on kerbin since shortly after the invention of powered flight. It is therefore a natural recruiting place for the new spaceprogram. Unfortunately technological progress is not as fast as some of those pilots would like it to be and there is a growing fear that manned spaceflight with all the proper precautions, safety concerns and design delays for capsules is coming too late for some of the pilots. And for those kerbals who live in a cockpit, taking familiar risks in flight is much more appealing than
  6. Daredevil Satellite Launcher While work on crew capsules for spaceflight is progressing slowly and cost overruns are common, the recent probes prompted a debate on whether it is cheaper to simply stick to an unmanned spaceprogram for now. Fearing for their future opportunities, a few daredevil pilots brought about the idea of reusable planes as a means to launch small satellites. The idea is, that a manned plane launches one or two mini satellites, and then safely lands back in the vicinity of the KSC. While more economically thinking kerbals call the concept a wasteful public
  7. Mun Flyby After the spectacular success of the Daredevil Pilot who went to space in his plane cockpit using nothing else than solid boosters, there has been increasing pressure on the KSC to be less hesitant and more daring. The work on a liquid fuel engine had numerous setbacks and the public is growing impatient. So a special group has been tasked with the design of a Mun flyby probe using current technologies. The lower to the mun we can get, the better for appeasing the public. The challenge Your challenge, should you accept it, is to reach an periabsis as
  8. KSP Caveman Challenge 1.2 Facilities upgrades are forbidden Crappy runway and launchpad Part count of thirty and vehicle mass limit of 18.0 tonne No fancy patched conics, no maneuver nodes or no Deep Space Network Abhorrent fear of technology as primitive as can be Acquire 1188 Science Points to unlock twenty nodes of the technology tree. Rules: Stock career mode Include pictures of your Science Archives No mods that alter game play No cheat menus or any other shenanigans Science Points have many sources just deta
  9. I finally managed to build a reasonable craft for Eve Space Program that can get to Eve orbit with about 1300-1400 m/s dV left. In career mode, with only Tier 3 and 4 parts. Craft file here, uses OhioBob's Eve Optimized Engines. After several attempts, my best effort is in this video here. The biggest challenges of the current incarnation of the Eve Space Program mod are the lack of biomes outside of the KSC, and the distance of most survey contracts; the KSC is a quarter of a world away from where the game puts those surveys. This leaves part tests, science grinding around KSC, and a ful
  10. KSP Caveman Challenge 1.1 Facilities upgrades are forbidden! Crappy runway and launchpad. Part count of thirty and vehicle mass limit of 18.0 tonne. No fancy patched conics, maneuver nodes or any other luxuries. Acquire 1188 Science Points to unlock twenty nodes of the technology tree. Do you have what it takes to be a KSP Caveman? Rules: stock career mode Include pictures of your Science Archives No mods that alter game play No cheat menus or any other shenanigans Include screen capture of your career diffi
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