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Cmdr. Arn1e

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Everything posted by Cmdr. Arn1e

  1. What does the rest of the challenge involve? You have screenshots up now, but how are you going to be scoring the challenge? how can we 'win'?
  2. Can't, or haven't yet? It is customary to post a 'proof of concept' entry, just to show it can be done... there are exceptions, but it all depends on your level of understanding of the game (and how far you've gotten through the tech-tree in Science mode, and now science AND funds in Career). If you are not yet at the level where you can do the challenge yourself, and so 'prove it can be done', you should maybe get in more practice by trying other's challenges first - I have learnt the most from doing some of these challenges, and many are things you could end up trying yourself eventually anyway, so having a browse and trying ones that you think you can do will help your understanding of the game hugely (No offense intended at all, just trying to point you in the right direction ) - - - NOT Updated - - -
  3. Couldn't you put one on a lander upside down? that way it won't be stuck to the launchpad...?
  4. Looks like all of you might be out of luck... this is a very old thread that hasn't been posted in for about 8 months or so! One of you could re-post an updated challenge, seeing as we've had 2 newer versions of KSP since!
  5. I'm so close to completion I can taste it... Last rendezvous at Tylo to pick up the Pol Lander, and all my boys should be heading home to cash in on all the SCIENCE! EDIT: I am using my backed-up .23.5 save to complete the mission, to avoid the problems I have heard about .24 merged saves! Well, not going to be jumping through hoops just to launch anything else that may be needed for the safe return of my gallant crew! Then I'm going to build up a new Career mode and do it all again... maybe setting up to complete my new challenge and hopefully inspire more people to try it! heh...
  6. I backed up the .23.5 folder just before updating for this very reason... right in at the end of my Jool-5 mission! can't have things go wrong now... I think there must be a way of editing it so that it show as a science mode save...
  7. Nothing to worry about - you have to choose to run the 64-bit version, otherwise just running from steam should run the 32-bit version (I think... unless steam auto-detects a 64-bit system...) You get both .exe files in the game folder, so you can always put a shortcut on desktop or somewhere
  8. Tylo for me... it's proving to be a perfect staging point for my continued exploration of the system, even though landing and ascent are a pain, it's easy to get to the other moons from it
  9. Yep, just HyperEdit everything there! or use infinite fuel! You need rules, a scoreboard, maybe even special achievements - think it through more, if it can be done show us your attempt, then come back and edit your challenge (or let it die into obscurity and post a new one once you have done the things I have suggested - not meaning any offence here, but it looks like you've found the forum, jumped in and posted something you think would be challenging from your experiences so far. Nothing wrong with that, just take the time to see how some of the more established and successful challenges work - you can learn a lot, even if you don't try any of the challenges )
  10. I'm afraid I've just spotted another gaping flaw with this challenge; even taking into account the different classes, every asteroid is meant to be unique, with different weights within each class, so the fastest time would either be an A class (smallest, lightest) or an E class (extra wieght to get moving, but once it's moving fast will take a lot to stop it, speed should increase in the 'fall' back to kerbin...) I'm not sure this is doable, due to the amount of constraints in getting an even playing field, as everyone's Asteroid should be different due to the way they are generated in-game... Sorry, but thought I should warn you - and tryt hings out yourself before challenging, it helps people understand what you mean! (Although I'm not one to talk, I haven't started my own current challenge yet as I'm still finishing off the one I've been doing for the last couple of months now! >.<)
  11. Erm, sorry, nope... only thing I can remember from you recently was the K.A.R.L challenge... And if you want to include asteroids in your designs, then all the better for some really different designs, as each asteroid is supposed to be unique
  12. I define this as the Communotron 16 is short-range, Comms DTS-M1 isn't a huge amount better, but the Communotron 88-88 is yards better, including in the description: "The Communotron High-Gain Antenna, model 88-88 allows for long-range, high speed communication." So short range would be the 16 or DTS, long range would be the 88-88. Well, obviously I intend them to be modular, so, for example, one module can be the base kommanders lounge attached to one HitchHiker Container, another could be HHC and Mobile Processing Lab, another fuel, maybe a dock for a couple of rovers, with extra docking ports or Klaws so they can be re-arranged for each different location... don't know if that makes it any clearer, if not I'll try harder! Yes, this is what I intend - but I get the feeling that if people get very far with this, they will end up using a core set of lifters of their own, for lifting essentially the same modules over and over again. I may adjust the rules to not count Kerbin Launch Vehicles, but that depends on the entries, and what I find when I have some to judge and adjudicate on... Woah! again, just an example I used - I will be just as impressed with an epic SSTO rocket as I will be with a plane, but I'm sure Planes are a little more forgiving than rockets, so would expect people to use them at least in Ascents to save their tourist's lunch from coming back up... especially if snacks are provided on the journey hehe Thank you for the questions, if people don't ask I don't know what to adjust/clarify... feel free to ask more Nice! That's quite a flotilla you have ensembled there, I expect great things
  13. Then you can use it! If you already have infrastructure in place, you can build on it, which leads to Ziv's Question: Hi again As the rules state, there is a limit to how much you can build - I may yet change the rules so people lose points for using multiple of the same module on each base, for example, (in fact, I will add this in!) so Mods are the way to go for extra points! I will allow KAS, but as I said in OP, the tourists wouldn't want to spend too long anywhere docked! (unless their destination is the Orbital Hotel or whatever, of course...) That's not to say a fuel tender can't go out and connect for some time while the transfer ship/cruise liner carries onto its destination
  14. Like I said, I feel bad for bringing it up, I'm glad Ziv was about to clarify the rules before you took it the wrong way, all I was after was a clarification rather than try to rob you of the achievement you worked so hard for Thank you for being such a great challenge Admin, Ziv
  15. Correct you are sir, Title changed... and no, sorry, I want the playing field for this challenge to be Jool so I have a frame of reference... your own Gas Giant could have more or less moons than Jool, be a different size, all sorts of things that could get in the way. If it is a specific Mod like Real Solar System, I will have a seperate leaderboard for it if there is enough interest from those who use it
  16. A challenge - No idea why I decided to name it so, but meh, I'll change it so it's less confusing!
  17. Second Challenge, and a big one... Inspired by the Jool-5 Challenge by Ziv and the Laythe Cruise Line Challenge by TechniCali I propose a combination and furthering of the two; Build Permanent Space Stations and Surface bases in the Joolian System for a steady stream of Kerbal Sightseers! I'm going to suggest this challenge has an 'advanced' advisory warning - you might want to attempt some of the other large time-consuming challenges first, but I'm not going to stop anyone trying - some of the most impressive and different competitors in the other challenges mentioned have been first-time posters on the forums (well, in the Jool-5, the Cruise Line Challenge is still fairly fresh...) With all that out of the way, onto the nitty-gritty details: RULES No parts clipping or other use of the Dev Console No Overpowered Mods (Check with me if you think a mod you might be using may interfere with the challenge, I will put up different leaderboards when it becomes apparent which mods people will most like to use). No Mods that change the Kerbin System - This is a Jool Challenge. SCORING As this is an Infrastructure Challenge, I am going to score by Module, but as I don't yet know which mods will be used, feel free to go crazy with anything I haven't listed yet! To start with, I will be givin bonus points for suitable impressiveness Main Stations: Station with refuel capability and capable of long and short range communications, and able to carry 10+ Kerbal sightseers (and crew) in orbit around Jool or one of the Moons - 500 points. (Limited to 2 Stations anywhere in the Jool System.) Sub-Stations: Capable of refuel, short-range comms and capacity of up to 30 Kerbals in orbit around Jool or one of the Moons - 100 points. (Limited to 2 sub-stations per body.) Surface Bases: 10 points per base part; -15 points for any doubleed base parts; I want to encourage modular bases so that they can be put together in different ways even if you end up using the same parts to create all of your bases. We wouldn't want our Kerbal Sightseers getting bored of the same design everywhere they go, do we?! Oh, and while on that subject, try to choose some spectacular scenery - this is meant to be a sightseing tour, our intrepid Kerbals don't want to be sat in the middle of a boring flat nothingness... (No limit to how many modules, but 5 bases per body - if you want to try making a balloon suspended cloud base in Jools upper atmosphere, be my guest ) Vehicles: I would like to see your Launch Vehicles, Transfer Vehicles and anything else you come up with to complete the challenge; after doing the Jool-5 mission I found that I settled on particular designs and used them a lot of the way through, so just explain them the once so we know what you are talking about during your explanations! - 50 to 1000 points depending on the Vehicle in question (Less for unmanned tugs, more for amazing and beautifully crafted SSTO Spaceplanes). (No limit to the amount of Vehicles you have in use to make your passengers as comfortable as possible, but remember a few things; Sightseers don't like extended stops, they like to keep going until they get to the place they want to go! and unforeseen things can happen on the most mundane of runs, especially if you are suffering from Kessler Syndrome around any of the bodies [most likely Kerbin] you are travelling to/from ) SUBMISSIONS To keep the spoilers and chances of similar entries down, and as they will take time to read through, please only post 'sneak peeks' of what you are working on rather than full Challenge Submissions - please, use the Mission Reports sub-forum to keep track of your advances and post a link to it for judging I will be working on this (Both the Challenge itself and my entry) once I have completed the Jool-5 challenge, as the end is in sight... should be finished in the next couple of days RT! I look forward to seeing the amazing creations you all come up with, and expanding the rules once I know peoples preferences for mods and so-on.
  18. Could use a lot more info and some formatting - this doesn't exactly stand out as-is! No problem though, just hit 'edit' and 'go advanced' to adjust it - there is a thread about some general rules about somewhere, where there have been a lot of good ideas on challenge style and formatting, it certainly helps attract poeple! Oh, and one glaring flaw - you have to put your attempt up to show it can be done... maybe lay out the scoreboards... specify which mods are and aren't allowed, as is you will get entries from people using warp drives and stuff!
  19. You've been waiting a while for this update, and I apologise - but goes to show what you can expect from this challenge if you don't plan ahead sufficiently!!! 3rd iteration of the Tylo lander later... but that's for the next update when I have the screenshots up! VALL update First! So, last time I updated I had gotten into a nice Vall orbit and was awaiting refuelling again... With that successfully pulled off, (using the same Tanker vehicle as before) I went in and scrubbed the place for Science! Turned out to get quite a bit of fuel out there this time due to balancing the tanks a bit better, and everything went pretty smoothly (For a change, For me!) Also decided to dock the whole thing instead of transferring over the tanks... much quicker and easier, why didn't I think of that before?! D'oh... Once that was all out of the way, I docked the Vall Lander (from now on, the VL) to the science package, then docked the tug to the bottom port of the VL to take it down to Descent altitude: (couldn't resist taking this pretty nice screenshot from a distance with HUD hidden!) Once at descent altitude, did the final spot burn and landed with ease: Safely Down: Bob got to stretch his legs a bit - I think he was feeling a bit cramped, as he decided to get out before doing any science! As soon as he was feeling better, he got right down to it, being the sciencey sort of Kerbal he is: And that final Goo Container on ascent: (Oooh, the power of those rockets...) Connecting back up to the Tug: (You can't see from this angle, but managed a bit of a bump while rendezvousing... another D'oh! moment hehe...) (You can see in this one...) Nearly back at the Mothership: And docked back together: Then Bob did the usual data collection routine, and took it to the MPL before getting back into the HitchHiker Container: Bob seems to be comfortable on EVA now, rather than terrified all the time! Once Bob was safely back aboard the nice spacious HHC, the VL was undocked and sent to its demise on the hard hard rocks below: Everything in the green, the Mothership set course for Tylo and fired main engines: Ah, Tylo, where the Mothership gets a rest before heading home! As you read at the beginning of this update, I have now gone through 3 new iterations of the Tylo Lander, finally completely overhauling the design and settling on something that I feel is a bit more Kerbal... I won't post the original again, but suffice to say I saved a LOT on weight (partly due to forgetting any batteries, another D'oh! moment, but better than one of the previous versions on which I forgot RCS thrusters... bigger D'oh lol!) the following is a pictoral documentary of the Tylo Lander testing: Original Lander Attempt: Shortly after, it crashed into the cold, hard, uncaring surface of Tylo... So then I built, launched and tried with the next version: A rather underpowered one! (Pictured just about to aerobrake through Jool's Atmo): Which didn't even make it to Tylo SOI... Then the one with the Medium-sized SRB's: (Sorry for dark pics) Attached to Tug: Transfer: Pulling was problematic, so switched to push config: Aerobraking: Transfer: *rumble*rumble*rumble* Orbit/Rendezvous: WHOOSH! And not long after, *Crash*Bang*Wallop* into the ground again So, after completely re-thinking and designing, I ended up with this on the Launchpad: Which I then docked to one of the tanker trucks: Transfer: Aerobrake: Aerobrake Fail!: Back to the VAB for the most radical rethink yet, launch (using same LV as pictured previously), and dock together with another tanker truck: Final Specs of the Last Lander: Off to Jool it goes: Anyway, this is the lander I have just used to successfully land and then Ascend from Tylo for the first time ever It is attached to the Transfer Vehicle and has a small in-system tug attached (both got dropped during Tylo circularization) the red glowin is from the lighting on the Transfer Vehicle... And that's it for this update, but Hopefully I won't be so lax in getting the next one up! Tylo! Woo! First time of having to use the F5 and F9 buttons repeatedly to get it just right! (NOTE: Replacing the Tylo Lander is where I failed the challenge... didn't stop me from going ahead and completing, but trying again now...)
  20. Sorry, just me nitpicking a little, but doesn't the Jebediah level require 5 different landers? From the rules on page 1: JEBEDIAH'S LEVEL: (be careful, works with Career Mode only!) To make this mission the most useful the Kerbals want to collect as much science as possible. There are two ways for this: - version 1: bringing five Science Package for each moon and bring them back to Kerbin surface. They must contain at least one Mistery Goo, SC-9001 material lab, Double-C seismic accelerometer, GRAVMAX, 2HOT Thermometer... and PresMat Barometer and the Sensor Array Nose Cone for Laythe. - version 2: The same Science Package is required (with the PresMat + SensorArray for Laythe too), but they can be reused and a Mobile Lab will be used for collecting and processing the results. The Mobile Lab should contain all the science made and has to be brought back to Kerbin's surface. - Only those Science points counts which are from the Jool System. You con go to other worlds too but those will be divided. - Only those Science Points count which are from landed back at Kerbin. No transmitting! - There's not enough time left for training one crew for all the moon landings, so (at least) five Kerbonauts are needed for the mission and each are trained to land on one moon. There can be more Kerbals as passengers, of course. - All Kerbals have to come back to Kerbin alive and happy. (bold and highlighting by me) Ziv has final say, of course, but I don't feel this meets the highlighted rule, as a single lander was used repeatedly, and unless there is proof that he switched pilots for each landing it should be classed at another level... Sorry, I always feel bad when bringing things like this up, especially as a lot of work went into it and it is an awe-inspiring achievement!
  21. No worries, gives me chance to find those sceenshots! Don't think I uploaded them, so will (hopefully) be on my hard drive somewhere!
  22. Okey Dokey then, Here's my entry, from my Company: based on the 'Survivability' Tech Unlock (Radial parachutes, Standard Landing legs and the LV909 Engine) I have created a spacecraft that is capable not only of flyby's of both the Mun and Minmus, but has enough fuel (Delta-V) to land on one or the other if you so wish! (Warranty void in the event of stranding Kerbals on one of the Moons...) Be warned, it can be a little wobbly to fly due to not having Struts, but these will get unlocked very soon if you have managed to use either of the first 2 ships to get this far. Maximum Returns 3a .craft file Feel free to download and give her a go, and also feel free to adapt/adjust to your liking if you feel the need to! EDIT: oops, just digging out the other screenshots of it now...
  23. Wow, parzr, that's a pretty epic post for a new-ish forum user! (Rep given!) Still working on the Tylo lander... this time I have been extremly unlucky in my rendezvous So in the meantime, another sneak peek: Bob returning lots of science to the MPL from Vall
  24. Think you missed something: how do we 'win'? And maybe change the title to "New Players: Stock Challenge: To da Mun!" or something, otherwise you will get people posting their Mun Stations/Bases! some people have been playing for a very long time now, and have mastered returns from even Moho and Eeloo... (not me, I still struggle with those two, but there are successful entrants to the 'lowest dV to' challenges...)
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