Koltronn
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Posts posted by Koltronn
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I actually have a scale of KSP mastery I cooked up a while back, based on the Dwarf Fortress skill level system.
Rank 15: Dabbling Player
Notes: Brand new to the game. Don't know anything about anything yet. At this point, getting the capsule to land safely after you've ignited the engines is a huge achievement.
Rank 14: Novice Player
Notes: At this point, you can usually salvage the command pod without too much trouble when things go wrong. And things still go wrong a lot.
Rank 13: Adequate Player
Notes: At last you can handle a sub-orbital hop and live to tell about it! Still having some problems with getting to orbit, but baby steps and all that.
Rank 12: Competent Player
Notes: Once you've successfully attained orbit, you can be called competent. It's not exactly an irrelevant accomplishment!
Rank 11: Skilled Player
Notes: By this point, you've started experimenting with getting more fuel into orbit, and are working on your orbital mechanics. Launches should start feeling a lot more smooth.
Rank 10: Proficient Player
Notes: This rank is notable for being able to make a proper Munar or Minmus encounter. Possibly not getting BACK from it safely, but you can't be expected to get everything right away.
Rank 9: Talented Player
Notes: You're good enough now that you can get out to the Mun, get into a stable orbit around it, and maybe even land... sorta. Crashing still counts as landing, right?
Rank 8: Adept Player
Notes: It takes some finnangeling, but you've got this whole "land on another celestial body" thing down now! Getting off it isn't too hard either, as it turns out, and getting back to Kerbin... well, that's doable.
Rank 7: Expert Player
Notes: Refining your techniques, you're able to get out to the Mun or Minmus efficiently, circularize properly, and make an Apollo-style landing without too much of a headache. Getting back from either body is no problem.
Rank 6: Professional Player
Notes: Getting to orbit isn't a problem, and the Kerbin system bends to your will (ie. you can get anywhere in it and do anything in it without problems). Interplanetary operations and more complex orbital operations might still be a bit hard, though...
Rank 5: Accomplished Player
Notes: At last, the art of interplanetary missions! It's a bit rough just now, and you're wasting a lot of delta-V getting things done, but you get the gist of how it's done now... mostly. At least you can get to other planets and stay around them.
Rank 4: Great Player
Notes: Your interplanetary technique has gotten better! Far less wasted fuel now, and landing is no problem on any of the bodies (except maybe Tylo; hardly anyone can handle that even at this stage of skill!). Getting back to Kerbin is generally doable, as long as you have enough fuel.
Rank 3: Master Player
Notes: Functionally speaking, you can get anywhere in the KSP solar system. Likely some things are still quite challenging (like getting on and off Tylo, or Eve), but overall you have a solid grasp of the game. Likely you have some pretty glaring weak points in your skillset in spite of that.
Rank 2: High Master Player
Notes: Certain aspects of the game can still trip you up (probably spaceplanes and/or docking; most have problems with one or the other), but other than that you have the game mastered and are thoroughly capable of just about any task you can think up. You may well quickload a few times during not-quite-routine missions, but usually you don't need that unless you're trying to get an absolutely perfect maneuver done.
Rank 1: Grand Master Player
Notes: Not much about KSP still flummoxes you. Orbital maneuvers are easy, getting to orbit is easy, missions almost always go off without a hitch, etc. Maybe some reliance on quicksaving and quickloading, but it's not really necessary for you.
Rank A: Legendary Player
Notes: Absolutely nothing is challenging to you about Kerbal Space Program. Getting to orbit is an afterthought. Planning missions is relatively quick and painless, and always works out right. Quicksave and quickload are completely unnecessary outside of bug avoidance. You are one with the Kerbal Space Program.
Rank S: Ultimate Player
Notes: You're taking things above and beyond the norm. Even the legendary players are awestruck by your skill. Challenges on the forums and Reddit don't even faze you. Complex mega-missions like grand tours are a breeze. Very few players ever reach this level of skill.
So going by those titles, I guess a player hits Expert level when they're able to run missions in the Kerbin system without problems.
WOOOO Rank 3! Although docking isn't that hard for me anymore, i was surprised to see it unmastered all the way down to rank 2
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My first Joolian expedition. Especially getting on and off Laythe unsca(y)thed, of course I have yet to do Tylo.
Great job! Return missions from Tylo, Laythe, and Eve have still eluded me, but Tylo remains the only one that I haven't even tried.
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I have had a few high points in my career, but the two that stand out to me the most are:
The first was my first landing on Duna; at the time I was still learning how to dock crafts together, so a successful multi-part mission was amazing
Another was when I launched a station between the orbits of Pol and Bop that sent manned landers to both and was able to return in one trip.
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MOAR science spam! Captured my first asteroid in career mode, the claw has already paid for itself in science.
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To line up with the center of mass I will switch to free pivot and then pull backwards on the asteroid with RCS, the COM will swing in front of the craft and then I can lock and begin pushing. (admittedly this will probably work best on smaller asteroids)
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My missions have to be manned, cant risk a probe to not have the delta-v needed to capture the asteroid and miss out on that sweet sweet science.
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NOOO IM AT WORK! cant wait till five tho!
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Excited for the Grappling hook, the last rescue mission I did involved using a probe with landing legs like a net
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I personally love the idea of the flat grey simulation land where you can set the atmosphere and gravity data; my missions would be a lot more efficient if I didn't feel like I had to overbuild everything just in case. I know that I could do the math myself but frankly, it's a game and I think that it should feel like one all the time and extended periods on a calculator doesn't fit the "struts and boosters" feel that the rest of the game has.
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False; I don't Even know what that is
The user below me has over 1000 posts on this forum
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Very Impressive!
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The first time i saw KSP was Jesse Cox playing it on youtube, then i found Scott Manley and had to drop the $22 for it. Its been a few months now; i came in right before .22 went live
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This game wrecked my ability to watch spaceships fly around in space like airplanes, the way they can turn sharply without firing retrograde hurts my head.
Number on fuel tank?
in KSP1 Discussion
Posted
We have a winner, The KSP devs have always been raving drawer fans.