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Jetski

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  • About me
    Space Pirate
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    Laythe Undersea Lair

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  1. Can't get it to run on linux - Took a look through the log and it looks like this is the issue: [LOG 22:11:07.125] [BICH] GameData directory is /home/jetski/Games/KSP/KSP_LIGameData/ The directory it should be looking for is /home/jetski/Games/KSP/KSP_LINUX/GameData/ Somehow it's truncating the string and can't find the GameData directory, which means nothing is loading. New install of KSP, fresh download and install of Parallax, Kopurnicus Bleeding edge for 1.10 and that's it. Tried messing with the directory name, but if I shorten the directory name or move it up a level it still is looking in the wrong place. I know Linux is a pain with being more picky about filenames and such. Let me know if there's anything I can do to help. Complete log file Edit: tried rolling back to a previous version of Parallax, but it didn't work, just loaded up stock system with everything pink lol.
  2. I've revisited this challenge a few times in the various stages of its life. My biggest hurdles seem to be hiring enough Kerbals (although patience and cheating funds can do the trick) and my CPU overloading. Just the probes/relays for each planet, plus maybe a single self-sustaining 25-Kerbal base seems to be about all my crappy computer can handle. Pretty much as soon as I switch to a functioning base it bounces off the ground and turns into Kraken shrapnel. I've been seriously trying to pare down base construction to the bare essentials (decouple and delete anything not 100% required once landed), but no luck I fear. I've made some cool ships and bases though :) It's a shame, as I really like the engineering and scale of the challenge.
  3. I ended up doing a lot of part welding, particularly for the electrical systems needed for DeepFreeze, and passenger cabins. I'm still working on my submission - right now I'm trying to get a good source of Fertilizer on each planet. I found that some mod (maybe Planetary bases?) has an option to directly make Fertilizer from Ore with the smaller ISRU, but it's insanely inefficient. Like warping 50 days makes 4 units of fertilizer in a decent % ore field. Maybe an engineer would help? Getting a little bogged down - I may check and see if DeepFreeze has improved any
  4. I completed one in the original challenge by eloquentjane - maybe KSP 1.4? I did it on easy mode though - I used DeepFreeze (buggy as heck but able to cheap out on life support, keeping everyone frozen until resources caught up). It was an old laptop that started to stutter at part counts. Had to do some stuff like delete relays, etc.
  5. Here's 8 parts to Laythe landing and back to orbit This thing is a crime against proper ship design. Edit: Oops I missed the part where we had to be 1.25m stack. I think that narrows down out options, yes? Pretty much a standard rocket at this point.
  6. Here's my entry. - incomplete I went a completely different route than the SSTO - 8 parts I managed to land at Laythe and return to orbit, but Bill is now stranded in a low Laythe orbit. I think I could sent another 8 part ship to retrieve him lol
  7. This makes orbit from sea level with about 775dV remaining. But this is much more fun! A kerbal in a chair inside a small service bay will help with mass and heating. Strap on a basic tank/engine and a chute and you might be surprised how easy it is to get into orbit from Laythe. In particular the smaller engines (Ant, etc) on a small tank gives you a TON of dV once you gain a little altitude. Try a Spark for the first 20k or so, then stage and an Ant can get you the rest of the way. Of course, if you are trying for science you will have to go a bit bigger. A single Rapier with the 2 small LF-filled wings, plus an LFO tank can SSTO Laythe. Remember, you can use a chute to land, so you only need dV for the ascent! Smaller is better.
  8. Thats a great question. Just did some testing. Unfortunately several of the IVAs have a complete navball, altimeter, and speed, which would defeat the point of this challenge. While I appreciate the skill it would require to pilot missions using IVA, if I allow IVA data to be used this challenge will essentially just become an IVA flight competition. You can easily switch in and out to get the computer data that is forbidden for the purposes of this challenge. Thanks for the idea/feedback, I'm updating rules again Also, I'm playing through this right now, and learning a lot! I highly recommend not accepting any part test contracts that require a specific altitude/speed. I just spent an hour trying to get a Thumper in flight contract and finally gave up and took the hit to cancel it. This is hard if you make bad choices lol!
  9. I just realized all you have to do is unclick the boxes to display dV and TWR. So skip the part about setting it to Jool lol. Also, I'll allow an Easy Mode if you can't live without dV info in the VAB, but it will be on a separate leaderboard. Assuming you make an entry I'm actually enjoying it right now - reminds me of the early days of KSP without any dV info, no manouver nodes, and figuring everything out from scratch. Does anyone else remember using an actual protractor held up to the screen to figure out transfer windows? Also F2 switching while landed is a good idea,. This takes out a bunch of unnecessary annoyance around EVA and science. Updating rules now.
  10. Here's a list of World's First Contract values - helpful for calculating your score. Thanks @Cunjo Carl Note you will not be able to perform science unless you hotkey it in VAB, and EVA/fuel transfer will also be impossible, so spacewalks are not happening unless someone figures out a workaround. Edit: Modified rules to allow switching away from F2 screenshot mode while landed
  11. Today we mourn the passing of Katherine Johnson at age 101, she was famous for performing orbital calculations by hand in the early days of the space program. Read her Wikipedia article here In honor of her amazing abilities as a member of the (in her words) "computers who wear skirts" let's try a challenge in keeping with her skills. Our brave Kerbals have become a little TOO dependent on our modern computerized tracking data and maneuver nodes. Let's see how far we can get without upgrading our tracking station, and flying ENTIRELY in F2 "screenshot mode". To distinguish this from our popular Caveman Challenge, we can upgrade anything we like except the Tracking Station. Any and all informational mods are forbidden, and the stock dV display in the VAB and in flight must be selected Jool->Sea Level for the duration of your career. Points will be awarded according to the funds acquired (Normal difficulty) for World-First Contracts. 1.5 points multiplier for impressive launches in the spirit of the challenge. For example, a single-burn launch into a free-return Mun trajectory is worth more 1.5 times more than a flight with dozens of correction burns. A gravity slingshot would be quite an accomplishment as well. Impress me! The point here is to demonstrate skill in orbital mechanics and flight without computer assistance, in honor of a woman who helped make the space program what it is today. Generally non-OP mods are permitted, including extra planets (a good way to boost your score), but any and all mods that help you calculate or display information are forbidden. No KER, no KAC, no Transfer Window mods, etc. For those of you who are so inclined, paper and pencil calculation is encouraged Not mandatory, but I suggest starting a new career save, to make sure you get those tasty World-First points. So far, I've only made it to the Mun. All submissions will be scored and ranked. Technically the challenge could be considered "completed" when you have gotten all World-First Contracts for all bodies, if you are really hard-core. Duplicate missions are fine, but only one will count towards your score. Feel free to message or comment if rules aren't making sense or you need clarification. Specific Rules: 1) Hit F2 on the launch pad, and leave your screen in screenshot mode for the duration of the mission. You can switch to Map mode which will show trajectories but not data in F2 mode. 2) No helpful info mods, and Stock dV while in VAB must be set to Jool->Sea Level so it does not show any useful info. 3) No tracking station upgrades or usage. Possible exception if you are running multiple missions and need to switch ships - might be impossible without tracking station but minimize your use and NO upgrades 4) No IVA flight mode unless landed, as the instruments there show the computer data we are trying to live without. 5) See how far you can get in a new or existing career game! UPDATED RULES: You can now switch out of F2 screenshot mode if your ship is landed and not moving (to allow science and EVA fun). Note this is the ONLY time it is permitted, all other times it must be in Screenshot mode. This includes Map mode, docking, launch, everything. Good luck!
  12. How is everyone recruiting kerbals for this? Ive looked into CivPop, but it was unstable last time I tried. 500 LKO rescues seems insane, and buying them in the Astronaut Complex is silly in Career, after the first 50 the cost per is astronomical. I know that the Cheat menu allows "Create a Kerbal". a painfully slow click 500 times yikes. Any good mods?
  13. a few thoughts on this: Its not too hard with the DLCs to make a nice little prop plane that can fly indefinitely on Eve. 2 small service bays with rotors inside facing opposite directions (8 blades) makes a good propulsion that will run off a single large fixed solar panel. add a few wings etc, you are good to go. given patience you can nurse it up to 20k or so. the problem is all that lovely lift becomes drag for an ion or chem boost to space. one good point is solar is VERY good on Eve
  14. Challenge Accepted. Starting this on a career save that has no Kerbals in space right now, and just installed USI and Planetary Base systems. I'll post pics soon - so far I sent comms and 2 mining craft in the first Jool window. Progress Report 1: Ran a few test ships up to high orbit with USI (I haven't messed with it in a while). I've got a decent shuttle that can take 6 pax, a greenhouse, 2 recycling units. It uses 300 fertilizer in 124 days - I haven't been able to get any better efficiency than that with various configurations. Problem is when I scale it up to 30 kerbals my power requirements get really high. In Kerbin orbit 8 of the largest solar panels can't keep up, and way out at Jool it's going to be impossible to use solar power to keep them alive without massive arrays that don't fit on the ship. Planetary Base Systems has a little reactor that outputs well - I'm deciding now whether to use that (with its finite fuel source) or to put up a massive solar array module and assemble in orbit. Progress Report 2: Successfully scaled up the my transfer ship Ark 68, now it handles 68 kerbals with ease. Part count is getting a bit hefty now, I think this is max for my laptop. 1 reactor, 1 large greenhouse, 14 small unmanned greenhouses, 2 big recyclers and 62 small ones, ugh.
  15. Air intakes on Eve unfortunately do not produce the IntakeAir resource that is used for the drains exploit. I'll stand corrected if someone wants to test it, but when you fire up a jet engine on Eve it gives the message "no IntakeAir"
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