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advil

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Posts posted by advil

  1. well you need to fit and save all 10 so that is what the craft has to carry:mad:

    4. One of the 6 craft must be a escape pod (i.e. a spaceplane) in order for at least 1 Kerbal to return.

    If you look at his space station it's obvious there are windows all around which would imply that these are personnel space rather than fuel. His docked ship is capable of carrying 8X the number of Kerbals the rules clearly state is needs to. Thanks by the way for re-posting them so I didn't have to go back to page 1. I will, however point out that the screenshot doesn't actually show any crew so considering this is obviously a craft of mod parts, perhaps he should provide some proof that there are sentient life forms aboard? I'm not even in this competition, I just hate seeing people being poor sports splitting hairs like this. You are not prepared to enter a competition unless you are prepared to be outdone and congratulate those who outdo you.

  2. I don't really know how to do that and I am confident from other games I have attempted to make mods for that if I did try this it would probably suck. I just wish one of the more talented KSP modders was willing to make something like this. I've been searching the googles and all I keep finding is "Yeah it's probably possible with [unnamed program X] forum rules But I Don't see anybody stating that they have in fact used [unnamed program X] to do so or "Yeah I did this, here's a screenshot to prove it" which seems to be a theme with people who play KSP. Somebody suggest something like this and people look up from their game and go "Yeah probably possible" and that's all that is ever said about it. VOT IZ THEES?

  3. 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

    http://cloud-4.steampowered.com/ugc/3299194632624865052/E315B4F059D03FAA946D15D7639E8E8CB6F79009/

    .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! :D

    EDIT: oops, just digging out the other screenshots of it now...

    Still waiting for your other screenshots to validate this as a working craft sir.

  4. As a general rule, if the craft in question is in atmosphere and the panel was broken by the weird loading glitch (breaks off because it was deployed during the load), I'll "roll back" the breakage by changing stateString to RETRACTED.

    However, if the panel was broken due to my own dumb blunder, I just leave it broken and chalk it up to "unexpected deviation from mission parameters". :D

    (In other words, due to the way the game handles relative velocities at load time, if your panels broke off while landed, I highly recommend you set them to RETRACTED, not EXTENDED, or it'll just happen again the next time you load that scene. Also, make it a point to retract any solar panels before you leave the scene.

    I can honestly say I have never had KSP randomly break my toys lol has anybody else experienced this glitch? The only ones I seem to run into often are going through planets when landing with time warp on and various space kraken attacks on my space stations if I forget and leave SAS/RCS on.

  5. "Make a craft that demonstrates a space-tug that can dock either two stock Space Station Cores together, or dock a stock Space Station Core to a pre-existing space station, then either de-orbit or dock to another node on the station. You must ACTUALLY fly this mission."

    Maybe the mod gave up on us because we can't read. Having started my own challenge and having people just do whatever they want and calling it their submission, I can see how he might have gotten frustrated. And here it is the 14th and we are still discussing who won. The thread should have been locked by now. We all lose for lack of moving on lol

  6. Yeah, they have a SCANSat sensor on them in those pics. Just leave them off if not installed, they aren't needed.

    No, I'm sorry that doesn't work. If you want to enter, you're going to have to make something that doesn't have mods on it and provide the craft file and at least four screenshots demonstrating the craft doing what this challenge requires. I'm sorry but this entry is disqualified.

  7. I still fly to the Mun a lot, and enjoy making different designs to meet different requirements. However, as I have never played career mode, I have no idea what constitutes 'top end' hardware so probably won't be able to comply with the rules as they currently stand.

    By top tier I was referring to the things you would unlock later in your career like the kerbodyne fuel tanks / gigantic engines, three man control modules. Stuff that you obviously wouldn't have right away.

  8. 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...)

    You win by getting the most votes when the contest is over, and I am leaving this open for everybody skilled and not so skilled. You will note in my rules "To create a craft using stock parts that can carry one Kerbal to the surface of Mun, take a surface sample and return to Kerbin to be recovered. This craft should be easy to operate so that a beginner can use it for their first manned mission to the surface of the Mun and not get stranded there as we have seen so many times in various threads."

    Mun stations and bases are not something that I will consider basic obviously. I understand I have left the terms fairly broad and up to interpretation, that's where your creativity becomes responsible for what happens next. If your craft can be considered simple and easy to use, you don't have to cheat to complete the mission and you didn't use any mods, you are a viable contestant. I want people to have fun with this.

  9. All previous "Better Stock Crafts Challenge" do have participants presenting their own ideal on how and why they vote for certain people, and they do put it in spreadsheets, with various 'technical data' base on their own judgement.

    So, you want other to just shut up and vote? Or It just me.

    I just don't see the point in the spreadsheet, I'm not sure how voting works other places but we don't have to explain or justify our vote where I'm from. Sorry if I offended you, I wasn't trying to be rude.

  10. Well, I apologies if offended you somehow.

    Much appreciated if you could explain a little bit of my non-intentional rudeness.

    However, promoting own craft so other could vote for you. I don't see thats a problem.

    Once the submission is in, it is as promoted as it needs to be. If the thread ends up with a bunch of people lobbying for their submission the thread gets bloated and entrants who remain quiet waiting for the voting to start might get forgotten or ignored.

  11. Presume that you will need to make a craft that will get from Kerbin to Mun and return to Kerbin as stated. I don't care what terminology you use to do that. Obviously you're not going to land on the Mun with exactly what you left Kerbin with are you? You can also safely presume for this challenge that the person you are designing for May have already come near to the Mun and maybe crashed into it or got a kerbal stuck there and wants to see a design that can do the whole job.

  12. This is my first challenge post and I did a quick search to see if it has been done and did not find one so if it has please do the needful and frag this thread. Thanks.

    For this challenge you will be creating a craft of STOCK parts only. You may not use addon/mod parts at all for this challenge and please do not hack fuel / gravity or anything else for your demonstration. Try to keep your parts relatively basic and non-complicated as much as possible. try to keep action groups to a minimum and any that you create please explain them.

    Purpose: To create a craft using stock parts that can carry one Kerbal to the surface of Mun, take a surface sample and return to Kerbin to be recovered. This craft should be easy to operate so that a beginner can use it for their first manned mission to the surface of the Mun and not get stranded there as we have seen so many times in various threads.

    Rules:

    1) As mentioned already, No hacking / cheating. this includes giving yourself infinite fuel, turning off gravity, turning on unbreakable joints etc.

    2) Use stock parts only. Absolutely no mods or third party addons. If you have a question about this, please ask.

    3) Keep it basic, keep it simple. Assume that by "Beginner" you are catering to a player who hasn't had the change to collect a whole bunch of science yet. I am flexible on this a bit but at the same time I don't want to see a lot of top tier hardware on your ship. This is for beginners.

    4) You must include your .craft file and at least four screenshots so that others can test your craft out for themselves.

    5) Be a good sport. Don't bicker about other people's designs and don't tell everybody why your ship is the best. Don't vote for your own ship. Be positive toward the other entrants. if you break rule 5, I will disqualify you.

    6) Feel free to give extra explanations of the use of your craft. This is not a requirement, just an idea. As many new players may not have gotten successfully to the Mun yet, if you feel like including a small document explaining things like when to launch, when to maneuver and what to look for during their mission it certainly couldn't hurt.

    I will leave this thread open ended for some time so that it gets proper visibility and will let everybody know when I have opened voting and how that is to be done. Have fun playing KSP and help others have fun playing it as well.

  13. Pecan: I couldn't agree with you more. A 'stock' item is something that needs little explanation to use and act as a building block. Like you say, if someone is experienced enough to use the complex ships, they can probably build their own. mathman

    With this change in discussion I would like to point out one thing though, and this is not an attempt to plug my own entry because I am considering the contest somewhat of a wash at this point. I did make a craft with multiple parts with docking ports so that somebody who has never done docking before could play around with it and learn how to dock the different objects together. This is, however, somewhat moot as anybody who has docked knows that once you are close enough to use RCS only the hard part is over. It's getting one object close enough to the other to actually target a specific docking port that is the most difficult. I think a stock craft that would be most useful to a beginner is one that could easily get one Kerbal safely to Mun and return home in one go. It is a quite common thing for a new player to get Jebediah stranded on Mun and lobby other players for how to get him home again.

  14. Just a correction about the chutes: it's not that you can't activate them with staging after using them, it's that you can only activate them with staging ONCE. If you don't use staging the first time you deploy chutes, you can use it the second time ... you could probably set up an action group for your chutes too (in the VAB).

    +1 for this excellent suggestion. I was thinking the same thing myself. I'll test this soon and see if setting an action key for the chutes does work as it could be a bit stressful trying to rotate view around a falling lander headed for the surface of Duna and trying to activate 8-16 chutes in time. I'm reasonably sure you don't actually need parachutes to land on Duna due to the low gravity and thin atmosphere which I think is around 1% of that of Kerbin at sea level if they are reasonably accurate analogs to Earth and Mars. However, it is notable that even NASA uses parachutes along with boosters when they send things to the Martian surface. As long as you have adequate boosters and enough fuel to counter the mass of your craft.. I daresay you could in theory land anywhere without parachutes. This is all untested theory of my own currently though so if you go try it and crash please share in your research findings and I will do the same.

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