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Everything posted by Clockwork13
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This challenge contains of multiple missions to Duna, simulating the Mars One mission. First, Send an unmanned craft down to Duna with supply such as a science tools, etc. (+3 points) Next, send a rover look for the best location of the settlement.(+7 points) After that, send these following crafts in one or more missions: Another unmanned supply craft (+4 points), another rover (+9 points), and 2 manned mk 1-2 capsules (+12 points). mk1-2 capsules must each have solar panels of any type (+2 points). All of the above is worth 20 bonus points if you complete it all After you do the above, earn more points by: Sending unmanned supply craft: 2 points Sending a rover: 5 points Landing Manned supply mk1-2 capsules: 6 points per capsule Landing Hitchhiker container: 8 points per container Post your scores from the challenge here. Good luck! ADDITIONAL CHALLENGES (optional): Do all of this in one of your career saves (+25 points) Do this in a new career save. (+30 point and +1 additional point for every experiment you complete at Duna) Complete the initial challenge in one flight (+35 points) Don't kill a single kerbal in the initial challenge (+10 points) Complete the initial challenge without any failures (+50 points) Land 2 working escape pods (+15 points) Land an asteroid at your base (+90 points) Get an asteroid in an under 100 km orbit around Duna and make a base on it (+150 points) Make a Duna space station (+20 points and +10 points per additional module) Send Jebediah on all of the launches of the initial mission, launching him back every time for the next one, and get him home alive. (+30 points for challenge, +10 points for not dying once) HARDCORE CHALLENGES Give Duna a ring of asteroids. the ring must contain atleast 5 asteroid with the same height of periapsis and apoapsis, and must be above 100 km but under 200 km. (+300 points, +60 points for every additional asteroid) Set 4 different bases: 1 in each pole, and 2 on the equator (+60 points) Set up an asteroid on a collision course with one of your Duna bases, and send up a seperate craft for stopping it. (-40 points for failing, +75 points for succeeding) Suround your base with class E landed asteroids (+250 points) Complete every other hardcore challenge on the list (+500 points) Complete every normal challenge on the list (+400 points) Complete every challenge given (+1000 points)
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I'm a little worried about the future of this game...
Clockwork13 replied to Renaissance0321's topic in KSP1 Discussion
Well, it would be cool if Squad would add some of the most popular mod parts and features to stock. -
Just use HyperEditTM But then again you would have to put the planets back in place whenever you open KSP.
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What mod is that? I could use those massive computer-melting solar panels.
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My large 751 ton payloads are too small to get to space
Clockwork13 replied to Clockwork13's topic in KSP1 Mission Reports
It's a Nova Punch booster -
After a successful mission to Jool and one of its moons, I was stuck wondering what to do now. I didn't really want to go back to Jool right now. Using the same launcher as my Jool mission, using NovaPunch boosters, I decided to go to Gilly. My ship had a Yawmaster and a mk1 capsule both containing 1 kerbal each, It was pretty smooth until my SRBs died. When I decoupled them and went onto my liquid boosters, there was an explosion. I noticed nothing gone so I continued using my liquid boosters. When I got into space, I noticed that my rocket was painfully unstable and hard to control. This made the maneuvers a lot harder and less perfect. It's a wonder how I even got an encounter with Gilly with such an unstable rocket. In fact, I didn't get a quick encounter with Gilly. Once I got into Eve's SOI, I was messing around with maneuvers, which was hard considering my orbit was practically 90o of Gilly's orbit. Because of that, I got into a stable orbit first than continued messing with maneuvers until I finally found one. I didn't get it right away though. In fact, I only got myself close to an encounter. I waited until I got closer to Gilly, then I set up another node to have an encounter. It was a really close call, but I managed to get an encounter despite my wobbly, spinny rocket. I established an "orbit", which ended up being a crash onto Gilly. It was time to land. I got rid of my orbital velocity and tried landing. My rocket was unusually more wobbly than it was before. In fact, I almost came down head first. I would have if I didn't notice that I was on 4x physics warp. I was still obnoxiously wobbly, but a lot less bad for landing. As I was landing, I accidentally overdid the soft landing and went up a bit. It was a rough landing, and I was at a weird angle. The low gravity kept me from tipping over. I quicksaved and did science, crew reports, EVA reports, Surface samples, and realized that 1/4 of all my science equipment that I brought didn't even work here. Unfortunately, I didn't have enough fuel to return, so I transmitted my data. While doing so, my ship fell over, and it practically flew into orbit as solar panels smashed and the ship bounced up. I had to reload my quicksave and I redid all my science experiments, as well as stabilized my ship to prevent falling again. Even though I never had a chance to get back and get 100% science, I got a good 300 science to unlock another node of the tech tree with. LEAVING GILLYI had a feeling that I would not have enough fuel to get back. Because of this, I equipped a Docking Port Jr on the capsule instead of parachute. With this, I will be able to send another ship down to dock on this one. The ship will pull the craft into orbit, and I will be able to send an evacuation ship to pick up the crew and take them home. But... this will be for another mission... The End:)
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So far, I just made my most successful mission so far. I was looking to go to Laythe and pass by it for some science. I used 8 Novapunch SRBs to get my ship to an apoapsis of around 54 km. I quickly decoupled the boosters, and continued climbing the atmosphere with a 3 meter fuel tank and a strong engine. I managed to get into orbit with about 1/4 of the fuel tank left. I had enough left to burn my a maneuver node to Jool. The wait was long and boring to get there, but I felt like it was worth it. Meanwhile, I watched on YouTube. When I got back to KSP, I just waited the rest of the way until I got close to my Jool Encounter. I started messing around with maneuvers some more to get in a smaller orbit. I was trying to get an encounter with Laythe before the encounter. I got a Tylo encounter, but I didn't want a Tylo encounter, I wanted a Laythe encounter. Eventually I was like "whatever" and I stuck to Tylo. I waited until my Jool encounter from there, and then I did some Science. I waited until my Tylo encounter and I used the rest of my science experiments. Then I went on EVA for an EVA report and did a crew report. Once I was back into my Jool passby. I collected all my data from my experiments and took it into my capsule. Now I used up my goo containers and Science Jr, but I didn't care. To my surprise, I had a large amount of fuel to get home. I waited until I left Jool's SOI. On my way home, I saw an opportunity. My Kerbol periapsis was about 1,060,000. I realized I could collect more data from being close to the Kerbol. I decided that I wouldn't head back to Kerbin just yet. I got to my Kerbol periapsis but it still said I was "high over the Sun". I was hoping that getting a periapsis under 1 million meters would fix it. And it did. I got some good science during the 15 minutes I was close to Kerbol. I used more fuel than I intended to, but I still had something like 1000-2000 m/s left. I waited until I got to my apoapsis, then I made an encounter with Kerbin. I waited until I got to my new periapsis, which was something like 1,900,000 meters. I got close to my Encounter when I used maneuvers to crash right into Kerbin. Then I got in the encounter, but something got messed up and I was no longer heading directly at Kerbin, because my periapsis was something like 500 km. I used more of my fuel to crash into Kerbin. Now I have around 3/5 of my tank of fuel left. I got to 100 km then quicksaved. Boy was that lucky. I had to try about 5-6 times to actually land. I was coming in so fast my parachute kept falling off. How fast? 11000 m/s. Eventually I tried deploying the chute at around 600 meters. That worked well now that I wasn't coming in as fast. In the end, I earned around 2200 science, my new total science amount being something like 2366 science. I used this to dig into the tech tree and unlock more parts for my space station.The end
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My large 751 ton payloads are too small to get to space
Clockwork13 replied to Clockwork13's topic in KSP1 Mission Reports
It's 751 tons. No decimal mark. Each SRB has 3200 thrust though which is plenty to lift the rest of the craft. -
I actually might try number 16
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I've seen someone do it in a video.
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This is a thread to post all ideas about possible missions, for when you are wondering "what am I supposed to be doing right now?" Feel free to post your own mission ideas. Here's mine: 1. Get an encounter with Jool without using any rockomax parts 2. Build a space station in orbit, then blow it up. 3. Get to space using liquid fuel, get into orbit only with RCS. 4. Escape Kerbin's SOI using only Ion Engines. 5. Make rocket-fireworks 6. Harness the kraken 7. Land on Minmus only with Ion Boosters 8. Land on Mun with only RCS 9. Set up a small colony on Laythe 10. Try to set a flag on Jool
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My large 751 ton payloads are too small to get to space
Clockwork13 replied to Clockwork13's topic in KSP1 Mission Reports
Well, I was thinking of that, but I want to have as much force as possible. Basically my 8 SRBS usually get me to around 50 km then my liquid boosters get me into orbit and wherever I want to go. Although it might work if I make half of my SRBSs fire in one stage and the next fire in the rest. I'll post the download link soon for those of you who want to try it and have NovaPunch. -
My large 751 ton payloads are too small to get to space
Clockwork13 replied to Clockwork13's topic in KSP1 Mission Reports
Well, it's 8 SRBs each with 3200 thrust so I can't slow it down. -
I am working on my space station, and I am using a powerful booster to escape the atmosphere. Strangely my payload weighing over 750 tons keeps exploding in the atmosphere because it's going like 1200 m/s before it's hardly even half way out of the atmosphere. According to mechjeb, my ship is 751.674 tons and I have 7295 DeltaV total. Guess I'm speeding up to fast...
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Asteroid gravity
Clockwork13 replied to Explorator's topic in KSP1 Suggestions & Development Discussion
Well, I would like to jump on my asteroid bases without getting sucked into the void so... +Support -
Two ideas. 1. Get the space station science mod. It adds a lot more into space stations 2. Use the station for roleplay purposes. I don't see much use coming to stations in stock KSP any time soon, although I agree they need more use than this.
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Well if that's what he meant, then I'd like to see this too.
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But isn't there like a couple hundred or so different possible names for Kerbals? That would mean hundreds of bios to write about them.
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OK, I give up. Where are the badlands??
Clockwork13 replied to ArmchairGravy's topic in KSP1 Gameplay Questions and Tutorials
The badlands are the mountainous areas. -
5 years in the future: NASA uses KSP to test their rockets
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What is the least useful non-structural part?
Clockwork13 replied to makinyashikino's topic in KSP1 Discussion
the LV1 liquid fuel engine has about enough fuel to get you 3 meters off the ground. -
I'm gonna hitch a ride on an asteroid for a free trip to Eeloo. Or I'm gonna use the asteroids to give Kerbin a ring.
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So, what mods do you play with? I am curious because I am wondering what other mods I should use. The mods I use are: DMagic Orbital Science HyperEdit (only use it when I am in sandbox mode) Kethane Ltech NovaPunch 2 and Station Science. So, what mods do you use?
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Congrats, try landing on Minmus now. Getting there is harder, landing is a lot easier though.