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  1. With @Speeding Mullet's blessing I am honored to present the fourth iteration of the KSP Caveman Challenge: KSP Caveman Challenge 1.7.x 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 Science Archives No mods that alter game play (mods used for graphics, radio chatter, ect. are fine) Use of the KER mod is not permitted No use of Mods or Cheat Menu in separate games No cheat menus or any other shenanigans No kraken/ladder drives or similar contraptions Science Points have many sources just detail the method for the majority of Science Points acquired *The Making History/Breaking Ground expansion pack will be allowed, but will be split into a separate category from stock. Users who complete the challenge using the expansion pack will not receive as many kudus and will not be eligible for the "Order of the Trilobite." Use of the mission builder is prohibited. Help Resources: This thread is perhaps the single largest compilation of previous attempts and useful information, but here are some other places you should check out. Difficulty Levels: Talc Apatite Vanadium Topaz -Easy Career - -Normal Career - -Moderate Career- -Hard Career- You had better do impressive quick The minimum amount of flare. A tool's hard edge can Happy shiny caveman. work of this soft rock career. make all the difference. ----------------------------------------------- ------------------------------------------------ --------------------------------------- ---------------------------------------- 1. Stevie the Crusher 1. Stevie the Crusher 1. Stevie the Crusher 1. Stevie The Crusher 2. Minimal Minmus 2. dvader 2. Minimal Minmus 2. dvader 3. joshhudson 3. Martian Emigrant 3. The Dunatian 3. Minimal Minmus 4. dvader 4. Minimal Minmus 4. 4. Sirad 5. IncongruousGoat 5. GoSlash27 5. 5. Challyss Corundum Diamond Nanocrystaline Diamond Order of the Trilobite This career would not wear For the caveman that are Hard Caveman. The ancient trilobite. down a tough caveman. brilliant and possess fire. Good luck, you'll need it. Awarded to the most dedicated See below images: See below images: See below images: cavemen of the known world. [⬇See below image ⬇] --------------------------------------------- --------------------------------------------- --------------------------------------------- 1. dvader 1. dvader 1. IncongruousGoat 2. Minimal Minmus 2. Minimal Minmus 2. dvader 3. 3. Muetdhiver 3. zanie420 4. 4. 4. Badges:
  2. 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 ideas for the caveman Jool5 challenge gave me new fun ideas for a caveman run, instead of repeating what I did in the diamond run. Ladder rides, on pad assembly and interplanetary cavemen will all be happening for sure ! The run diary so far has been : NCD#1 : Science on the pad & runway, jumping for EVA's NCD#2 : First launch NCD#3 : Roller till termometer, then with it. Doing the trick of going just fast enough to get the flying over <biome> reports from the different KSC biomes. NCD#4 : Reaching Space ! with a sounding rocket, easy stuff. Then landing on the island with the landing strip for fun. Not much science (only EVA) but still a fun thing to do. NCD#5 : Orbit & Return. This was done with my diamond run drop tank + reliant based design. NCD#6 : moar rollers (completing KSC science), a few science ICBM's NCD#7 : mun (HO), reliant drop tank design. NCD#8 : mun (LO), reliant drop tank design. NCD#9 : Orbital Mun Flight + Mun Polar Orbit (contract). I got two of those contracts, and it proved vers profitable as NCD funds tend to run low pretty fast. NCD#10 : Hitting jackpot with a bobcat testing mission ! Kerbin Polar ladder ride. Bottom stage is a bobcat + 4xFLT 400's then terrier with two tanks Next part will be all about using the nifty bobcat engine to get to minmus and reach enough science for miniaturisation. Also cutting costs by recovering the upperstage ! After minmus, I'll do ladder rides to Minmus and Mun, then go for Duna using niffty new navigation tools made for the Community Caveman Jool5 challenge.
  3. 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 equation of an ellipse to create formula to assist in navigation. The result should allow KSP caveman to travel interplanetary with confidence with the use of simple tools to measure on screen information and apply formulas to predict spacecraft and planet locations. For those who are not familiar with the KSP Caveman challenge consider this as a method to utilize alien technology using primitive tools. The navigation screen exposes a fantastic machine. Considering that it is capable of tracking all large celestial bodies and spacecraft s in real time. The first level navigation system indicates periapsis and apoapsis accurately and if utilized properly can also determine orbit inclination. We know the planets are on rails but if you ignore that and just imagine that the navigation screen is what our beloved Kerbals would interact with and see and they make do with the resources at hand. The goal is how to utilize the navigation screen to its fullest. With just math theory and string this simple looking navigation system could allow KSP Caveman to complete a grand tour. The Equation Of The Ellipse Definition of an ellipse. From the focus take a parallel line from the minor axis and where the line intersects with the ellipse represents the focal length. To perform calculations based on measurements from within the game we are going to need to use the equation of the ellipse. x2/a2 + y2/b2 = 1 a = 1/2 major axis b= 1/2 minor axis Deriving the equation for the distance from the centre to focus. c = sqrt (a2-b2) The focal length is another piece of the puzzle. L= 2b2/a The values can be obtained by using the in game information available on the navigation map. The value for 1/2 the major axis is from the centre to vertex. The apoapsis and periapsis inform us of the total length of the ellipse but it is the value above sea level. Add in two times the planet radius and the total length of the major axis is solved. 2a = Periapsis + Apoapsis + 2 Planet Radius To solve for a take half of the major axis total length. Solving for c is next and we use the value of a and subtract the periapsis of the orbiting spacecraft and the radius of the planet. One of the focus points of the ellipse corresponds to the planet centre. The value of c refers to the centre of the ellipse to the focus. c = a - (Periapsis + Planet Radius) Solving for b is a little less complicated. Rearranging the equation for the distance from centre to focus. b = sqrt (a2-c2) Example: From the cheat menu set the orbit to 5 000 000 and 0.5 for the eccentricity. Identifying the variables. The periapsis equals 1 900 000 metres. The apoapsis equals 6 900 000 metres. The planet radius equals 600 000 metres. All values are displayed in the navigation screen. The value for a,b,c are calculated. 2a = Periapsis + Apoapsis + 2 Planet Radius 2a = 1 900 000 m+ 6 900 000 m + 2 x 600 000 m 2a = 10 000 000 m a = 5 000 000 m c = a - (Periapsis + Planet Radius) c = 5 000 000 m - (1 900 000 m + 600 000 m) c = 2 500 000 m b = sqrt (a2-c2) b = sqrt (5 000 0002 m - 2 500 0002 m) b = sqrt(18.75 Tm) b = 4 330 127 m Once b is solved it can be verified. The formula for focal length L= 2b2/a Measuring the space craft altitude and add the planet radius once over the focus point or centre of planet. Altitude = 3 094 587 m Planet Radius = 600 000 m L= 2b2/a The measurement needs to be doubled to represent the focal length. 2 (altitude + planet radius ) = 2b2 / a 2 (3 094 587 m + 600 000 m) = 2(4 330 127)2 m / 5 000 000 m 3 694 587 m compared to 3 749 999 m with some error. Waiting a little longer reveals the actual position to measure the focal length. The values a,b,c can now represent the ellipse in a equation form that will be manipulated mathematically. The formula that defines the ellipse: x2/a2 + y2/b2 = 1 The values for x, y represent the position of the space craft along the perimeter of the ellipse. The Orbital period can be easily calculated once the spacecraft is at the opposite side and doubling the travel time. This is not a very smart solution especially when travelling interplanetary. We need to find out the orbital period based on the instantaneous velocity of the space craft at a certain point (x,y) in the orbit. The KSP Caveman Celestial Toolkit To understand the concepts the cheat menu is being used. Certainly makes things easier to demonstrate but this needs to work within caveman tech levels. The eccentricity can also help to assist in solving problems and was missed in the first part of this guide. Using the formula for linear eccentricity. e = sqrt ( 1- b2/a2 ) The above example eccentricity was set to 0.5 and the value for the major axis set to 5 000 000 Rearranging the formula to solve for b: b = sqrt (a2 (1- e2)) b = 4 330 127 But how does this help a KSP Caveman. The solution needs to be something that a KSP Caveman can access. The idea came to me while watching a video about ancient navigation techniques. The knot is a measurement of speed over water and the etymology of the word knot refers to how a knotted drag line is used and the number of knots deployed over a set time indicates the speed of the vessel. Having a string with knots evenly spaced is a suitable tool for the caveman. The string needs twelve equally spaced knots. This string will assist in creating right angles. The Special Right Angle Triangle With sides of: three units, four units, and five units. The sum of the smaller sides squared will equal the square of the hypotenuse. a2 + b2 = c2 Along with twelve knots other combinations can be utilized. 3: 4 :5 5: 12 :13 8: 15 :17 7: 24 :25 9: 40 :41 The knotted string can form this special right angle triangle and using zoom to fit the triangle to the screen information. In this picture the cheat menu represents the string. The special triangle's right angle is nestled into the planets centre. Focusing on the planet and zooming reveals the exact centre and zooming out does not change the point. You can observe this by placing the mouse pointer over the centre and use the MINUS key to zoom out. The ends of the string extend to the ellipse. The markers for the periapsis and apoapsis are used to align the ellipse in a common geometric frame..It is very important to align the ellipse so that distortion is eliminated. Use the mouse or cursor buttons to change the camera until a top down view is obtained. The string can also be used to create measurements that are ratios compared to other measurements. The zoom feature is also used to size the string to the on screen information. Angles can also be calculated and inclination can also be solved. One more use of the string is drawing an ellipse. Attached to each focus of the ellipse the perimeter can be outlined. The Hohmann transfer calculations allow KSP Caveman to get close to an intercept. Correction burns are usually done near the intercept. This is very inefficient. A Correction burn should happen close to the insertion point to be more fuel effective. Once the orbit parameters are used to define the ellipse the string is used to take various measurements between the two bodies in orbit. A correction burn can be calculated and through further measurement verify the intercept. When the vessel is over the focal point this might not be the most efficient place to do a correction burn but it is one that is easily marked. To illustrate how all these tools can be used I am crafting a hands on video. Stay tuned! Orbital Period These calculations based on the space craft orbit parameters can help fill in the missing information. The equation of the ellipse can now be integrated and derivatives of the equation will give us the information to calculate orbital period. The instantaneous velocity measured at any point along the ellipse ... More to follow
  4. 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 taking the risk of missing their chance. Thus some of the daredevil pilots pushed hard and called in favors to try to go to space with the current technology, even if it is only for a quick peak into what lies beyond the confines of the kerbin atmosphere. The challenge Your challenge, should you accept it, is to reach an altitude (apoapsis) as high as possible, with a kerbal piloting the vessel, under the facility upgrade and technological limits described below and then safely return to the KSC (must be visible when landed). Ranking is done by altitude (apoapsis). For those who reach space, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to apoapsis. Apoapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. 3. Safely landed back at Kerbin with KSC visible in the background. Beware, the cockpit was not designed for space flight, it is somewhat fragile. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The challenge was inspired by @Steven Mading https://www.twitch.tv/dunbaratu who streamed trying out the "Giving Aircraft a Purpose" mod pack by @inigma on twitch (which is a bit buggy at the moment due to ksp spawn calculation changes). The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, regardless whether you start from Runway or Launchpad) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, RCS, decouplers, etc.) Start node Early Aviation node Modular Wings node The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, though for this challenge it does not matter. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By altitude: 1. @Tux1 with ~78,006m above sea level. 2. @Yemo with ~18,295m above sea level. (Altimeter shows 18,232m above terrain) By mass, for those who reach space: 1. @Tux1 with 5,766kg, reaching an altitude of ~78,006m above sea level. I ll start with a simple submission (no pics no clicks!), though I have tested the challenge before and space (70km+) is possible, given the restrictions.
  5. 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 publicity stunt without any benefit, some politicians recognized it as an opportunity to shift public scrutiny away from their own performances. So the idea was quickly approved. The challenge Your challenge, should you accept it, is to launch at least one mini satellite (essentially just a probe core) from a manned plane into an orbit around kerbin (periapsis above 70km). The plane must be over 5km altitude above sea level when you launch the satellite. Thus you can use an air breathing plane and launch the sat at 5km altitude above sea level, or a rocket plane and launch the sat at 75km altitude. The plane must then land back around KSC. Note that the FMRS mod is now part of the mod recommendations and should be used to switch between the plane and the satellite. Ranking is done by non-recovered mass per satellite. For example in my entry below, I started with 8455kg mass (8555kg minus launch clamp 100kg), had a mass of 3312kg when landed and launched 2 mini satellites into orbits around kerbin. This results in a mass expenditure of 2571.5kg per mini satellite. Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, showing KER readouts roughly when launching the satellite(s). Must be over 5km altitude above sea level. 3. The satellite in flight, showing KER readouts with periapsis above 70km. 4. The plane, landed back on kerbin with KSC visible in the background, showing KER readouts, espcially the vehicle mass when landed. HINT : The Small Hardpoint functions as a separator. If you adjust the ejection force to 0, it does not mess up the vector of the launched object. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, other facility upgrades are allowed) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no parachutes, reaction wheels, etc.) basicRocketry node provides a basic liquid fuel engine The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, so that you dont have to worry about a RemoteTech connection. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By spent mass per mini satellite: 1. @Yemo with a spent mass of 2571.5kg per mini satellite to kerbin orbit (8455kg launch mass, 8555kg minus launch clamp 100kg, 3312kg mass when landed, 2 mini satellites launched into orbits around kerbin. Thus a mass expenditure of (8455kg - 3312kg) / 2 =2571.5kg per mini satellite. I went for the rocket plane / high launch concept. Ejection force on Small Hardpoints set to 0 for a clean launch:
  6. 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 low as possible above the mun, under the facility upgrade and technological limits described below. Ranking is done by periapsis. For those who reach a periapsis below 10km, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to periapsis. Periapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, other facility upgrades are allowed) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, etc.) Engineering101 node, use the "Alkaline Fuel Cell Mini" to provide EC when lower than 10% capacity Structural Parts node Stability Node, the "Place-Anywhere 1 Linear RCS Port" can be used as an engine The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, so that you dont have to worry about a RemoteTech connection. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By periapsis above the mun: 1. @Yemo with a periapsis of ~11,667m above the mun My entry for the challenge:
  7. 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 detail the method for the majority of Science Points acquired. The Original KSP Caveman Challenge that GoSlash27 began and the KSP Caveman Challenge 1.1 are excellent resources. Badge Of Honour pending Cave Wall pending My attempt on hard settings
  8. 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 full fundraising campaign strategy (25% of reputation going to funds) to pay for building upgrades. Otherwise I'd be using a lot better parts for this craft. As it stands, the only remaining source of decent science is Gilly, and I can't reach that and get back on 1400 m/s. I didn't do any dV math really; just tried plotting to Gilly's orbit needing 1425 or so m/s, and came up short just by 20+ m/s. That being said, I remember someone saying that ascending from Eve's surface to orbit needs a launch profile that goes straight up for a large part of the ascent, then starts the gravity turn very high up. With this craft I find I can start my turn just around 20 km, and also before staging away the last of the Adam engines and going to my first non-EoE; the Swivel, close to 35-40 km. Then some careful throttling and I can get to about 1400 m/s orbit speed before staging away the Swivel and going to my Terrier, finally closing my orbit with maybe 2/5th of my fuel. What would be a better ascent profile for launching into Eve orbit? Where to start turning away from vertical? At what altitude and at what speed should I have a pitch of 45 degrees? If you try this craft, note that Eve Space Program's launch pad is only at 450 m altitude, and I'm using tank priorities and decoupler fuel crossfeed to use a hybrid of onion staging and asparagus staging, so watch the tank levels on ascent. [Update 15 APR] There's so much good advice here I can't mark any one answer as correct. I upvoted all of the good answers and gave out likes.
  9. 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 difficulty options See Cave Walls below for additional options. Include screen capture of your Science Archives in the R&D Complex. Science Points have many sources just detail the method for the majority of Science Points acquired. My attempt on normal. This is my lengthy album of my run of the KSP Caveman Challenge 1.0.5. KSP Caveman Challenge 1.0.5 Album The ninth and final mission was an orbit and return of Minmus. A two stage vessel with twin Thud booster stage and a Terrier stage that employed a docking port to jettison a FL-T400 fuel tank. Gathered Mystery Goo, Materials Bay, Temperature and Barometer science from high and low space near Minmus. The encounter almost did not happen and needed to adjust orbit at apoapsis by burning between radial and prograde. Orbited Minmus with a periapsis of 22 km. Returning to Kerbin with periapsis around 42 km and aerobraking using the engine as heatshield and burning the remaining fuel to decelerate to 2700 m/s. Returning to Kerbin using two radial parachutes and splashing down safely. The Original KSP Caveman Challenge that Slashy began is is an excellent resource. If you need some inspiration there are some great videos and detailed missions in that thread. Badge Of Honour A Caveman can proudly display this badge and gather all the minerals. Cave Walls (excavating, please be patient) Each KSP Caveman will have their name inscribed on the Cave Wall based on their choice of career difficulty: Talc Easy Career - You had better do impressive quick work of this soft rock career GoSlash27 2 hours 7 minute pasukaru76 1 hours 42 minute Terwin 2 hours 42 minutes Apatite Normal Career - The minimum amount of flare Caithloki MoeslyArmlis GoSlash27 Nefrums pasukaru76 Pamynx JAFO IncongruousGoat Terwin Vanadium Moderate Career- A tools hard edge can make all the difference wibou7 ManEatingApe Doctor Mandarb JAFO IncongruousGoat Hodari Terwin Topaz Hard Career- Happy Shiny Caveman GoSlash27 pasukaru76 Xavven IncongruousGoat Custom Career Cave Walls with increased difficulty Corundum This career would not wear down a tough caveman. Career details see this post and change science rewards to 30% Diamond For the caveman that are brilliant and posses fire. Career details see this post and change science rewards to 20% Nanocrystalline Diamond ADNRs HardS caveman; Aint that Tuff Enuff! Career details see this post Order of Troglodyte The "Order of the Troglodyte" awards for achievements above and beyond the call of a KSP caveman. Those are not rocks of war. Those are Rock Kits of Science. pasukaru76 Duna, Eve, Jool, Dres, ManEatingApe Duna, Moho