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DonLorenzo
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Everything posted by DonLorenzo
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haha, thanks for that dubious honour. I think it\'s probably the easiest one
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Craft markers are the reticules that show up on other craft/debris. My rocket used a decoupler to lift off of and I thus had an altitude/distance indicator up to 100km. Felt this would be cheating so didn\'t look at it above 5km oh and kerbal-naut: I made a video of my first attempt, but then got sick of the editing program I found and decided not to upload it. I can still do so if anyone would like to see my feeble attempt.. In short, I lifted off and burned for orbit, way overdid it and ended up in kerbol orbit.
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So far I\'ve only received submissions from sjwt, sal_vager and Awaras. I will continue with just you guys, but I feel like it\'d be more fun with a couple more players, so for now I\'m extending the turn deadline to the end of the week. Guys, if you don\'t want to play anymore that\'s fine, but could you please say so if it\'s the case? I\'m guessing it\'s not and that everybodies time has been sucked up by plane-designing and asteroid-shooting, which is totally understandable Cheers
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Sign me up. Gonna get me some fraps action especially for this. First things first, gonna try orbiting edit: so.. made orbit.. just not around the intended body
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Developing the lander now. By the way, 14K for 3 sats in mun orbit is seriously impressive, I\'d love to see that craft sjwt To keep the exchange fair here\'s my three-sat kerbosynch deployment vehicle edit: question, are the new side-mountable zox tanks allowed? The weigth/amount ratios are the same, but they plug into the side of the ship instead of being the big old ungainly tanks of old.
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I caught myself thinking the same, although minmus is far out from kerbin it\'s pretty much the same distance from the sun as kerbin is, half the time a bit closer, half the time a bit further.
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So I was doing an orbital slingshot to Minmus when...
DonLorenzo replied to hubbazoot's topic in KSP1 Discussion
You saw that and did not punch the brakes full throttle? wow that\'s some mission discipline right there -
Here is an updates excel file with the new tech and the landing strut added to the parts list. Will also replace the file in the OP with this one. With 0.15 released it opens up many new possibilities for missions and design contests. I think I\'ll utilize the SPH mostly for design challenges, should be fun. Furthermore, a few requests: -Could you please when submitting your turn e-mails include the turn number in the subject? This will make it easy for me to sort through the e-mails, especially when we\'re a few turns in. -Please try and make a final submission in one go, I\'m allowing revisements on this turn since it\'s the first one with two separate missions but I think after this I\'ll instate a \'first submission is automatically final\' rule, just to keep things manageable for me And a reminder; you\'re allowed and encouraged to do a mission and a contract (if available) each turn. Cheers Edit: before I forget, here\'s a screenshot of the campaign scene at the moment, it\'s getting cluttered around the KSC
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Since powersats will be shared let\'s cooperate on this. I was intending to build a craft that launches 3 of them in kerbin orbit, but perhaps we should share the load and/or have someone put them around the moon. I haven\'t made any designs yet but I\'m fairly confident I have the funds to accomplish either mission with several powersats. What say you intrepid powersatters?
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Results from Turn 001 Player: Awaras Mission Completed: 25km Tech purchased: none Spent: $8750 Income: $11000 New Balance: $11250 Player: sal_vager Mission Completed: 25km Tech purchased: none Spent: $8750 Income: $11000 New Balance: $11250 Player: Saaur Mission Completed: 25km Tech purchased: none Spent: $8750 Income: $11000 New Balance: $11250 Player: Imnotcanadian Mission Completed: 10km Tech purchased: Booster Tech Spent: $8750 Income: $7000 New Balance: $7250 Player: Crowzone Mission Completed: 10km Tech purchased: Salvage Tech I Spent: $6750 Income: $7600 New Balance: $9850 Player: ThobeWill Mission Completed: 10km Tech purchased: Salvage Tech I Spent: $7500 Income: $7100 New Balance: $7600 Player: sjwt Mission Completed: 10km Tech purchased: Booster Tech Spent: $8750 Income: $7000 New Balance: $7250 I\'m very happy to see that so far there appear to be three schools of thought on how to approach this campaign, hopefully that will make things interesting! Now, on to turn 2, with some important announcements: -New mission: Reach 50km altitude, Reward $10500, 1st Bonus $1000 -New technology: Introducing Salvage tech IIa: Command pod salvage. This will cost $1500 to research and will be available from turn 3 onwards. Does not require Salvage Tech II. -Technologies reduced by 10% (purchased twice): Booster Tech and Salvage Tech I -Contract: Design contest: Turn 002 will feature the campaign\'s first design contest. This can be undertaken in parallel to the regular mission you fly. In case of lacking funds, a choice may be made between either participating in the contract or flying a mission. The contest is this: Design a craft that can land a crew on one of the polar ice caps, using any number of any part you like, except liquid fuel engines. The design that utilizes the least amount of Solid Fuel Boosters will be the winner. All parts are provided by the contractor, you won\'t need to pay for any them and any salvage you may recover also won\'t belong to you. The rules for this contest are simple, and as follows: -Contract entry fee is $1000 -Criteria for success: land a pod on polar ice -Criteria for win: do it with the least amount of boosters -Payout for success: $2000 -Bonus for the winner: $1000 Mission and contract rewards aren\'t paid out to you untill the end of the turn, so you can\'t use rewards from a mission in turn 2 to pay the contract entry fee. I\'m putting the deadline for turn 002 at Monday 21-05-2012 23:59 (GMT+2). In case I receive submissions from all active players before that, we can move faster. Good luck on your endeavours, I\'m updating the OP with the new missions and tech now Cheers
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Optimal Ascent with a Given Rocket [MechJeb v1.8]
DonLorenzo replied to ferram4's topic in KSP1 Challenges & Mission ideas
I used the settings as displayed on the screenshot, I took control just after the last staging event (I stage manually) when the turn was almost over. Burned horizontally at about 60-70km until AP = 100, waited until AP and burned untill PE was 100 (107, actually). That\'s as best I can remember it. I think the figures should be correct as all in-atmo burns where done with the ascent autopilot (so no more atmospheric drag in the manual piloting bit), I performed only prograde burns (no gravity drag.. right?) and steered only using the pod SAS, maybe a couple m/s steering loss due to gimballing while already on course but it can\'t be a lot. -
I\'ll soldier on, but you\'re right it\'s not very exciting going 16,5kms up time and again. I think, apart from the issues touched upon earlier in this thread one of the problems is that zox panels are unavailable, basically eliminating the possibility for extended orbit or deep space manned missions. The missions also don\'t have any \'beef\' on them, the orbit missions require orbits at low altitudes and the satellite missions require only the one part to be left behind, together with the expensive decouplers this heavily favors SSTE (single stage to everything) craft which are also not very exciting. Just my thought. Cheers
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Optimal Ascent with a Given Rocket [MechJeb v1.8]
DonLorenzo replied to ferram4's topic in KSP1 Challenges & Mission ideas
I went to manual control halfway through the ascent, the ascent stats stopped totalling the dV, but the individual components kept counting, don\'t know if that\'s still proper but adding them gives 4257dv -
That\'s not intentional, they ought to be on there. My bad. They\'ll cost $200 each and will be salvageable at 10% I\'ll update the OP and relevant excel sheets for the next turn. Edit: huh, this was in response to a post from ThobeWill regarding the landing legs that\'s no longer there. Dunno what\'s up, but the legs are in the game!
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I\'ve added the following rule to the OP 4b. The Zoxygen main system may not be jettissoned, except during ballistic descents. In other words: no rocket burns are allowed without the zoxy system on board. I think most of you were aware of this carrying over from togfoxes campaign, but Thobe wasn\'t. I hope it\'s clear now