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Everything posted by Cmdr. Arn1e
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I'm also wondering if a change to the atmosphere might be coming up... It has been repeatedly said that current one is just a placeholder, so it will be done at some point, but I'm wondering if the new spaceplane parts would benefit from a newer version...
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Cmdr. Arn1e's Jool 5 Adventure 2 - 1st Contract Edition
Cmdr. Arn1e replied to Cmdr. Arn1e's topic in KSP1 Mission Reports
Thanks for following along! This could take some time, so apologies if I don't update for significant amounts of time... I have hit a huge snag with Funding and design, Soooo... I'm doing the Career over, specifically to increase the amount of Funds I have available and so I can build up the Science Tree in a better way... There's even the possibility I will completely change my mind on various factors as I go along, so this could turn out to be a very long thread full of lots of pictures if I'm following my rules! And there may be the odd doodle thrown in just for fun -
If you are including FAR/NEAR or whatever else, may as awell just have a seperate scoreboard for them!
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Will this PC run Kerbal Space Program on Ultra?
Cmdr. Arn1e replied to 505Northman's topic in The Lounge
That's just a low-profile card... you can get various cards in low-profile that wil be a decent upgrade over what you have already! (to note - many cards are actually low-profile already, they just don't come with the low-profile back-plate, but they are cheap enough on Ebay...) Only one thing will throttle a sysem at a time! so how can you say both GFX card and Processor will throttle at the same time?! My Rig: Gigabyte Motherboard (1066 FSB) Intel Q8200 Quad Core AMD HD5750 (3gb DDR5 version) 6gig DDR3 1x 60Gb Vertex SSD 2x 180Gb Velociraptors 1x Blu-Ray drive. Plays most thing in Ultra/High with not much problem; only things that affect it seem to be high part-count or Crysis! -
This is a game we all like to play... if it's in the game, it's not cheating (Except the Dev Console...) Some people go and edit the CFG files to make 'ordinary' engines FAR more powerful than the LV-N's 800 ISP in vacuum... now that's cheating! Guess you also shouldn't use any of the jet engines or the Ion engines either if you decide not to use LV-N's... as they are as unrealistically OP...
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May need to rethink wording here...
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Cmdr. Arn1e's Jool 5 Adventure 2 - 1st Contract Edition
Cmdr. Arn1e replied to Cmdr. Arn1e's topic in KSP1 Mission Reports
For reference, link to my previous attempt: http://forum.kerbalspaceprogram.com/threads/79319-Cmdr-Arn1e-s-Jool-Adventure-%28and-Jool-5-submission%29 My rules to follow, in proper order: 1) Play .24 Career mode until I get the Contracts to go to Jool and some of the Moons. It is unlikely that I will be able to get all contracts for all moons at once, so the mission profile will be a little different this time; I plan to park my main Mothership (as yet un-named) at Tylo and have a Tug take the landers to the appropriate Moons. - Pretty much there now 2)Remember what I learnt from the last time I did this! (Hence link at top of this post) 3) Make sure to use Nukes for the main engines for many of my craft - I have these unlocked already, and have been doing some practice runs to Duna with an interplanetary engine I have just about perfected, so I will probably scale this up a lot for my main part of the new Mothership. 4) Use Ion Engines for the small moons/captured Asteroids Bop and Pol - last time, the TWR was rediculous using 2 48-7S's on each Lander, and I could leave the Landers in orbit for future use as well if there is enough dV left in the tanks... - Ions now unlocked, experimenting with them on a Minmus Lander right now, mainly to gather enough science to finish unlocking what I need (Docking Port Snr.'s) 5)Ensure I take PLENTY of screenshots of all launches, rendezvous and docking, landings, transfers, and so on and so forth... -
Cmdr. Arn1e's Jool 5 Adventure 2 - 1st Contract Edition
Cmdr. Arn1e replied to Cmdr. Arn1e's topic in KSP1 Mission Reports
Jool has come up already in Contracts! I'm going to get the previous Contracts out of the way first, but it's looking like I will have a pretty big budget for the new Jool 5 Mission - I'm hovering at around the 2 Million Funds mark, and my current mission to Eve/Gilly should return a fair bit of both Science and Funds Another stage of the plan: 4) Use Ion Engines (if possible) for the small moons/captured Asteroids Bop and Pol - last time, the TWR was rediculous using 2 48-7S's on each Lander, and I could leave the Landers in orbit for future use as well if there is enough dV left in the tanks... 5) Remember what I learnt from the last time I did this! EDIT: Bop and Pol have now been added to the list of places to explore; there are a few more science nodes I want to unlock before I even start building anything though! I will start designing a few things in VAB, but won't be able to complete them without the right size docking ports etcetera... -
There are ways, that I'm sure others know inside-out and will explain, but if you do care at al if it's cheating, maybe try to have more wheels on your designs? semi-redundant backups FTW! hehe... And of course you can always repair wheels with a Kerbal on EVA...
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Right, so last try at this challenge showed me what I was up against - An oxygen rich moon that is easily done with a Spaceplane, an icy moon not too dissimilar to the Mun, a total pig of a Moon with all the gravity of Kerbin but with none of the Atmosphere, and a couple of small, easily landed and ascended from captured ateroids... What could go wrong? Heh, lots! So this time I'm going to plan much better, and hopefully get the Jebediah Level award this time! First few steps of my plan: 1) Play .24 Career mode until I get the Contracts to go to Jool and some of the Moons. It is unlikely that I will be able to get all contracts for all moons at once, so the mission profile will be a little different this time; I plan to park my main Mothership (as yet un-named) at Tylo and have a Tug take the landers to the appropriate Moons. 2) Make sure to use Nukes for the main engines for many of my craft - I have these unlocked already, and have been doing some practice runs to Duna with an interplanetary engine I have just about perfected, so I will probably scale this up a lot for my main part of the new Mothership. 3) Ensure I take PLENTY of screenshots of all launches, rendezvous and docking, landings, transfers, and so on and so forth... One problem with my last go at this was not enough info to show that I wasn't using Hyperedit! (Which I don't... heh, I didn't even bother to work out KAS, even once I'd finished the last attempt!) Hopefully, from experience from my last Career save that died, I should get 'Explore Jool' (Science from Orbit) first, then Bop and Pol... So I may be starting with the 2 easiest moons first! Much more to come, but thought I would make a start now so I can plan for anything I may have forgotten... And to generally keep a log of what I'm doing so I don't forget anything again!
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Anyone interested in mechanical stuff, like building engines?
Cmdr. Arn1e replied to Azimech's topic in Science & Spaceflight
I like tinkering with mechanical things, yes... but I haven't advanced much further than 'take it apart, clean the pieces, put it back together again' sort of level... There is a thread about where people have been making their own KSP 'controllers' - huge multi-multi-buttoned and multi-joysticked contraptions which wouldn't look out of place in an actual cockpit! They have been messing about with Arduinos and all sorts of other interesting things... And to be really honest, you may get more of a response in the Space Lounge sub-forum, if you mean non-KSP stuff -
Fresh pair of eyes - I need a new architecture challenge
Cmdr. Arn1e replied to Speeding Mullet's topic in KSP1 Discussion
Did you see my Joolian Holidays Challenge? http://forum.kerbalspaceprogram.com/threads/86097-Joolian-Holidays-Challenge No worries if you're not interested, but it needs developement if you would prefer to help with that -
Yep, until Ziv says otherwise... But I view this as a classic challenge that should get stickied, it is perfect for those looking to leap ahead in knowledge of the game, science for the tech tree god and to get up close and personal with 5/6 bodies that you may not have attempted yet as they can be daunting to travel to, from, and in-between...
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WOW... go Ziv! I'm just gonna quietly mention that my nowhere-near impressive mission is done, final writeup complete, please, be as harsh as you feel you need to! As I said before, learnt SO much from doing this epic challenge, and I'll probably try again in the near future when I have built up my new career save enough
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Cmdr. Arn1e's Jool Adventure (and Jool 5 submission)
Cmdr. Arn1e replied to Cmdr. Arn1e's topic in KSP1 Mission Reports
Sily me forgot to get screenies of the transfer to Pol! another D'oh! moment when I checked back and uploaded... suffice to say it was pretty easy though Landing was very easy too, as the PL had 'spare' fuel I managed the de-orbit and landing with plenty of dV left to get back up to the tug... But getting ahead of myself yet agian! I'll pick up from the landing and science collection: Landed: Goo Observation: Gravity Scan: Materials Study: Seismic Scan: Temp. Scan: Tomeny feeling very small!: Crew Report: EVA Report: Surface Sample: Final Goo: (Sorted everything out, sorry for the delay!) Nearly back at Tylo for Rendezvous with the Mothership: It was here that I found out I had stuffed up yet again... The Mothership was in a retro-orbit >.< Operations time again: Then had to use one of the Tanker Trucks to bring the Lander the last of the way as the Tug ran out of fuel, but was too useful to leave behind: All docked back up: Tomeny transfers all the collected science (then gets back into the HHC): Everyone's looking very pleased with the completion of this all-important mission to keep the public interest high back on Kerbin: And looking forward to getting Home! First we ditch the last Lander: and send it off to Tylo's Embrace: Quick shots of the Mission profile in the Tacking Centre: Last refuel mission: I did mess up and go to the wrong ship first! Luckily I had plenty of fuel for what I needed to do... Once fuelled up (and having swapped the engines over, see last screenshot) we set off for Kerbin. Ship Info: Exiting Tylo's SOI: Planning transfer to Kerbin: On our way!: Adjusting trajectory: Hello Kerbin!: Aerobraking: Circularizing: Stable Orbit: Now it's in a stable orbit, I need to bring 2 things back down to the surface; the MPL and the Crew Quarters. Each has its own retrieval vehicle; MPL Returner: MPL Docking: Descent: Not the saffest of all places to land, but DOWN! 8894 Science on Recovery The Recovery Vehicle for the Crew section had to be a little bit, well, over-designed... Doing its thing: Worked wonderfully : Got another 80 science from that craft too So a grand total of 8974 [del]And hopefully, Completion of a Jebediah Level Jool-5 Mission![/del] FAIL. Disqualified. Turned out the Tylo Lander swap was against the ruels... Still, this has been very educational, and hopefully my 2nd attempt will go much better! -
Hmmm, see your point, as you say, don't think that can be beaten very easily - hence not really a challenge, once someone has achieved the best, it's all over, and I think we already have our winner...
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and DONE! Quick overview, as unfortunately I have a storm overhead at the moment making upload of final screenshots to photobucket fail miserably... SCIENCE: 8974 - as already noted, a personal best Thoughts: I wish I had planned certain stages much better, and that I had not gone with a Skipper powered Mothership - all in all, I think the most time was spent coming up with a decent Fuel Tanker, then sending multiple of them to refuel the main stage. If I had known how much fuel would be consumed, I would have asked Ziv a LOT earlier if I could switch the motherships engines out for Nuclear! Apart from that, the only leg I had to replace a Lander for was Tylo; as most people know, Tylo is a harsh mistress, except for use as an orbital base point... if I retry this (and I probably will!) then I will have my mothership park there first and then use a tug to ferry the Laders to their destinations and back. If anything, the Bop and Pol Landers were both WAY overpowered, and on the next one I'm considering using Ions... which might even save me tugging them out and back, and add more experience to the newer members of the crew... Some background info: KSP Version: 0.23.5 all the way through - as .24 was released as I was trying to finish, I switched to a non-steam backup of my game, resulting in the delay to the final mission report. Mods: Kerbal Alarm Clock, MechJeb. part-way through I did install KAS with the intention of using it to make some over-powered Tanker Tugs, but was abandoned because 1) I had to figure out how to use it and 2) someone mentioned it would demote my entry to an honourable mention/Mixed Solution (I'm really hoping I qualify for the Jebediah Level, but up to Ziv of course!) Mods that didn't seem to work: Crew Xfer (Think I should have used Crew Manifest, but meh, too late now) Launches: 8 initial launches, followed by FAR too many for refuelling, surprisingly it only took 3 iterations of the Tylo lander before I got one that worked (kinda) right, 2 Launches per Lander (1st Lander, then Transfer Stage). Final writeup to follow, I will post the link (Will replace this last line with it, unless someone posts before I get it up!)