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DonLorenzo
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Everything posted by DonLorenzo
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Boex Inc. Solar and Interstellar Challenges -
DonLorenzo replied to Boex's topic in KSP1 Challenges & Mission ideas
Ok I tried to re-do the mission, problem is that when down at the 5000km altitude the space kraken is in full force, making it very hard to perform appropriate burns. I submit the DeeVee II craft, this craft has more than enough dV (aptly named, eh?) to establish a very low kerbol orbit, I just lack the patience to defeat the kraken and actually do it. -
Boex Inc. Solar and Interstellar Challenges -
DonLorenzo replied to Boex's topic in KSP1 Challenges & Mission ideas
Right.. I\'ll have to see if the ship survives this close and if it can do that I think it could do a circular 5,000,000,000m orbit with the requisite dV -
Boex Inc. Solar and Interstellar Challenges -
DonLorenzo replied to Boex's topic in KSP1 Challenges & Mission ideas
Right I did the sundive challenge. It\'s been done a few times before, but hell, bit of repetition never did hurt anyone. I misread your 5 million KILOmeters and figured you meant just 5 million meters so I did that. Here\'s the craft, humbly named \'DeeVee\'. It\'s currently on a 5 million meter periapsis solar trajectory. I\'ve never tested that burn-up thing that was added this update but I think it\'ll kick in.. The craft still has half a tank (estimate at just under 1km/s dV) left so it might escape.. Apart from MechJeb (which isn\'t really needed, it\'s not a complex flight) it\'s all stock. I did use some tank toggling to regulate flow as the pipe logic turned out to be suboptimal. Cheers -
scrap metal heroes XENO TACTICS (with sound)
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I thought these were pretty decent shots. They imply the right stuff
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Yep, it\'s 10% of whatever is carried over to the next turn. In other words, the 10% interest happens \'between the turns\'.
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Yep, I figured you could tell the mission by the reward. For me it\'s near as makes no difference automatic by now, but I\'ll add it in now. Looks nicer anyhow. The last couple of turns I always end up underestimating how much time I\'ll need and end up doing it rushed, causing these kind of omissions
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So here are the results for turn 9! Many missions were flown and a flotilla of space buses were launched. All but one of them left Kerbin SoI successfully. The one straggler unfortunately and accidentally caught a reverse munar slingshot and was flung back unto the surface of kerbin. The occupants of said bus radiod (before they were smashed to bits) that they thought this was \'an honest mistake\' and that the vehicle performed flawlessly none the less and the contractors should be paid out in full. Fuel officials on the launch site report that both Awaras and Fermun used frighteningly little fuel to put the bus on its trajectory, both of them used only 9 tanks of liquid rocket fuel. Fermun used an additional six tanks of jet fuel, however Awaras managed to get away with only three. Therefore Awaras takes the prize for most efficient bus driver. Congratulations! Both Sal_vager and Fermun risked their crews with high G-return trajectories, however their astronauts are made of tough stuff and they all survived. This turn also saw the founding of a joint engineering/launching initiative by Bellaby. A handful of players have already donated to this fund. To show their support the Kerbal government has sent over a few of its finest investment wizards which will manage the fund, netting it a cool 10% interest each turn. Turn 9 technology price reductions: -Salvage Tech II has been reduced in price by 10% to $7200 -Liquid Tech II has been reduced in price by 10% to $11250 Now for the financial overview, in the past I\'ve kept some numbers obfuscated from you guys in order to protect some design and salvage secrets. However it has led to quite a few inquiries and a few more numbers have been added to the game, so I\'ve switched to a full transparancy budget overview. It will result in a fairly lengthy post, if anyone knows of a better way to do these things please let me know. Turn 9 financial overview Awaras Turn start balance: $46700 Mission flown: Complete one full kerbin orbit Expenses Technology: $8000 Personal Launch: $0 Mission craft cost: $15350 Community pool contribution: $10000 Contract entry: $2000 Penalties: $0 Total: $35350 Income Mission Salvage: $5532 Mission Reward: $27500 Contract Reward: $8500 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $43032 End of turn balance: $54382 sal_vager Turn start balance: $18750 Mission flown: Reach 200km altitude Expenses Technology: $2250 Personal Launch: $0 Mission craft cost: $12750 Community pool contribution: $0 Contract entry: $0 Penalties: $0 Total: $15000 Income Mission Salvage: $250 Mission Reward: $17000 Contract Reward: $0 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $18750 End of turn balance: $22500 Fireblade Turn start balance: $32080 Mission flown: Complete one full kerbin orbit Expenses Technology: $12500 Personal Launch: $0 Mission craft cost: $17100 Community pool contribution: $1500 Contract entry: $2000 Penalties: $0 Total: $33100 Income Mission Salvage: $115 Mission Reward: $27500 Contract Reward: $5000 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $34115 End of turn balance: $33095 Robsr3v3ng3 Turn start balance: $20900 Mission flown: Reach 80km altitude Expenses Technology: $4500 Personal Launch: $0 Mission craft cost: $11000 Community pool contribution: $0 Contract entry: $2000 Penalties: $0 Total: $17500 Income Mission Salvage: $3750 Mission Reward: $14000 Contract Reward: $5000 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $24250 End of turn balance: $27650 Issarlk Turn start balance: $21030 Mission flown: Reach 200km altitude Expenses Technology: $2400 Personal Launch: $0 Mission craft cost: $18100 Community pool contribution: $0 Contract entry: $2000 Penalties: $0 Total: $22500 Income Mission Salvage: $1180 Mission Reward: $17000 Contract Reward: $5000 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $24680 End of turn balance: $23210 Bellaby Turn start balance: $27260 Mission flown: Reach 200km altitude Expenses Technology: $10000 Personal Launch: $0 Mission craft cost: $10250 Community pool contribution: $5000 Contract entry: $2000 Penalties: $0 Total: $27250 Income Mission Salvage: $1180 Mission Reward: $17000 Contract Reward: $5000 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $24680 End of turn balance: $24690 Db101 Turn start balance: $24150 Mission flown: Reach 80km altitude Expenses Technology: $8000 Personal Launch: $0 Mission craft cost: $12500 Community pool contribution: $1000 Contract entry: $2000 Penalties: $0 Total: $23500 Income Mission Salvage: $5588 Mission Reward: $14000 Contract Reward: $5000 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $26088 End of turn balance: $26738 Fermun Turn start balance: $16550 Mission flown: Reach 200km altitude Expenses Technology: $2400 Personal Launch: $0 Mission craft cost: $13500 Community pool contribution: $0 Contract entry: $2000 Penalties: $0 Total: $17900 Income Mission Salvage: $0 Mission Reward: $17000 Contract Reward: $5000 Community Pool withdrawal: $0 Fundraiser: $1500 Total: $23500 End of turn balance: $22150 Community pool balance Deposits: $17500 Withdrawals: $0 +10% Interest: $1750 Balance available for next turn: $19250 Turn 010 announcements - The 80km and 200km altitude missions have had their rewards reduced by $1000 - The mission to complete two orbits, then land on either pole has had its reward increased by $5000 - No contract this turn OP will be updated shortly with new mission rewards and tech prices. The deadline for turn 010 will be Friday 06-07-2012 at 23:59 (GMT+2)
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It\'s called... BRIDGE BUILDER. Very addictive. There\'s multiple versions of it, I think I like the earlier one best.
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Ah I hadn\'t considered that about the ZOXy draining. Let\'s just look at the amounts, if you only drain equivalent to the capacity that\'s coming back down with the kerbals, thats ok. Proper distribution is then implied. So for a 200x200km insertion lugging an extra small ext. tank for the kerbals to breathe would probably suffice. Unmanned launches are ofcourse also viable, as Awaras said.
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One thing to keep in mind when \'cutting it close\' with minutes is that they\'re often not actual minutes. Especially in short conversations. Some carriers/plans have a 1 minute minimum call duration or something like that. Sometimes a \'minute\' is also usable as 1 text etc. I\'m all for the \'buy phone outright, find sim-only provider\' solution. Here in the netherlands its consistently about the same price or about 100 bucks cheaper over the two year duration, but with the big added freedom of switching carriers, altering the plan or cancelling the service altogether. As I like to travel and move about a lot a 2 year plan is a big waste for me.
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That third one nicely shows how the ISS uses attitude control to maintain orientation, which is often brought up here
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Nice going guys! It would be nice if you could elect one player (I think Bellaby, being the initiator, would be a good choice but as far as I\'m concerned it can be anyone) as \'pool administrator\' (or lifeguard). This guy\'s only task would be to tell me who gets to draw from the joint pool each turn and what amount. It would also help if it was just one player each turn that gets pool money. This is just a suggestion, you are free to organize it however you wish, as long as it\'s not too ridiculous I\'ll admin it. From now on the turn updates will have a \'joint initiatives\' section or something like that detailing what happened on that front. As a sidebar to the KSP devs and forum mods, if you feel multiple threads for the one campaign are out of place please let me know. I\'ll throw up a little forum of my own for this in that case. edit: Oh and if it needs saying, a design contest, or rather a \'joint engineering scheme\' is totally fine by me. Obviously you won\'t be able to conjure monies to use in the campaign out of thin air or something, but working together to come up with clever ways to efficiently launch cargo is definately approved
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One tip I haven\'t seen here yet (all good ones though) is that the balls drop a fair bit while flying. Just like real bullets actually, but here it\'s really noticeable because they don\'t go as fast and far. This means that in some situations you can curve your bullets over cover and still hit people behind. Some call it lame though
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Have you ever thought you did REALLY bad on a test?
DonLorenzo replied to Ydoow's topic in The Lounge
Way back in school I once walked happily out of a german test thinking I got a (near) perfect score. Instead I got a 0. I\'d completely misunderstood the whole text and basically made up my own story and answered the quiz based on that. Oh school.