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eelooORbust

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Posts posted by eelooORbust

  1. @taniwha,  I'm a long time user and fan of EPL and I've recently updated to 1.1 only to find that I'm missing a bunch of parts from the mod, or so i think.  I've installed the mod and all of its prereqs through CKAN after updating to 1.1.  

    I can see the white and black rocketparts hexcans set, but nothing else.  None of the workshops, ore drills, smelters.  All I see is the hex cans.  I have a rather long list of mods and I'm curious to see if you heard of any of them not playing well together after the update.  I've since added KerbinSide, and ScanSat to my list and I think that is what may be throwing it off.  Any thoughts??

     

  2. 8 hours ago, Jetski said:

    Nice!  I forgot how much fun Kethane can be - ever since stock Ore came out I haven't touched the stuff.  Pretty much everything I have is NERVA powered, including landers etc, hence the high dV.  Im barely to day 3, so haven't reached Minmus yet, but grinding away at the Mun.  My PC can't handle the part count of that orbital station methinks :)  Keep up the good work!

    It's more of a slide show than playing a video game sometimes when I'm working with it.  especially when the sun starts to peek over the horizon

  3. 40 minutes ago, Jetski said:

    OK, did some Mun biomes.  Got Midlands/Highland Craters/Highlands/East Crater/Polar Lowlands/Poles on one pass, unfortunately broke my landing gear on the first landing.  Suspension is frozen, and I slide downhill very quickly, so I've been doing kind of touch and go landings.  Just enough time for my intrepid scientist to climb down ladder until his feet touch the goo pod and register as landed, collecting surface sample and EVA quickly.  Everything else is hotkeyed, so grab and go!

    I also sent out a Duna construction base/miner full of engineers and an identical ship to Eve.  They look ridiculous - a rover strapped to the tip of a rocket with no regard to aero or efficiency. 

     I think I'm going to set up shipyards on the moons Ike and Gilly, then decide how to tackle the planets.  Maybe bootstrap to the next planet (Moho or Jool) if shipbuilding is effective. Haven't used this construction mod yet, or really tested anything. The Duna ship doesn't have a scientist, so look for sloppy science landers with gobs of goo and bays on that one.  Exciting high TWR boosters burning 4-6K dV for each intercept, ugly stuff.  Nice that money is no object in Science mode.

     I will have an MPL present at both stations, but only because the construction mod uses it as their workshop part (to build Rocketparts).  I didn't attach antennas and won't be using the labs to process data or transmit (although I may use it to reset goo at the Duna colony).

    I also got bored and harvested about 18 of the 32 KSC biomes.  Felt like unfinished business.

    @eelooORbust, I'm impressed that you can harvest a planet with those low Dv requirements.  I've been adding Moar Boosters to everything because no funds, and my standard explorer ship has nearly 19K dV if you count the lander (6500 DV lander).  I'm not doing any ISRU with the explorers, just with the shipyards (which lift off with about 13K dV).  Building ugly ships, big LF tanks and too few nukes, with a mess of Mammoths to get them going.  Post an imgur album when you get a chance!

    @Jetski Here is the album.  I'm not very good at building high delta v ships.  I cant build it without them being too huge to get into orbit or they have a TWR so low that its frustrating flying them.  The album has a few of the ships but tonight I'll dedicate some time to documentation. The Mun lander can hit 3-4 biomes and then has to hit the station to refuel.  I used my ferry to put an orange tank worth of fuel in orbit as a gas station.  More images to come  

  4. 15 hours ago, Jetski said:

    OK, Kerbin is completed, 2days 1 hour.  Now I can stop counting hours and start counting days.  Could have done it quicker but made some mistakes on reentry a few times.  Total flights one Biome Bomber, one Upper Atmosphere 69K orbiter plane, one Sci Rover, and 2 lousy capsules for catching the biomes and experiments the others missed.

    First Mun landing is down.  Turns out I forgot to connect the fuel tanks to the engines on both my Mun and Minmus early launch landers, so 2 useless ships there (resisted the urge to install HyperEdit).  I sent replacement landers to both on a single launch high-TWR rocket called Better Landers, made direct ascent burn to Mun (less than 2 hrs flight time), and decoupled a lander as I flew by, letting it circularize and meet up with Bob in orbit with the fuel tanker and defunct original lander.  The Better Landers rocket made a nasty adjustment burn, and will arrive at Minmus 4 days before my original ship arrives. In hindsight I should have done this to start.

    I'm realizing that in a timed game with no funds, there's no reason to use transfer windows or Hoffman transfers at all, except as minor dV savers.  Great masses of Mammoths and horrific burns are the order of the day.

    On that note, I sent a rocket to Dres, basically the same as Mun/Minmus includes a NERVA lander, sci, and gobs of spare LF.  5K hyperbolic burn from LKO, and I have an intercept in 1year 226days.  The transfer window wasn't for another 400 days, so this is faster if I can stop once I get there.

    For SCIENCE!

     

    OK, one edit: @eelooORbust I really think we should decide whether to allow Mobile Processing Lab usage. Here's the problem: Let's say I get 1200 sci on a few Mun landings.  I can bring that to an orbiting lab before recovery, and process and transmit for 4800 free sci in about a week.  Then I can pass it to another lab, repeat.  And again. Until my Eeloo ship (launching soon) returns in 6 years or so. Then recover the science on Kerbin.  I think it's possible to get nearly infinite science if we are doing this.  I don't think it's a good idea, but I can do that if the MPL is permitted.  Otherwise I think it's more fun to collect from all the biomes and forget MPL completely.  Just let me know :)

     

    I didn't think about that and didn't realize that was possible.  Deal. MPL is banned.  Please allow me to keep my stations though already in orbit with them.  I was just using them as a science collection point had no idea they had that capability.  I will use the honor system and not transmit or process with them and keep them dark.  I'll upload pics of my stations tonight and show you how much it would suck to put a new monstrosity such as them in orbit.  

    Right now on Day 44 I have most of Kerbin done with the exception of some of the high atmo EVA and some of the low space grav readings.  I did this withe a few planes and a simple orbiter.  A HELLISHLY FAST single seat jet (1200 m/s cruise @ 22km) with all instruments to get most of the low flying biomes and landed biomes. I could get from KSC to the ice caps in about 30 min game time. It also included a long ladder pointing up so Bob could climb it to get the flying EVA.  the plane sat too low otherwise.  For the water ones (I'm not enforcing the landed water biome btw, it doesn't work) I made a seaplane to land in the water, and for the Mountains I made a small plane that could land and take off at about 35m/s. make takeoff and landing in the mountains very easy.

    For the space science I have Bob in orbit with a simple rocket equipped with all instrunments. I plan to de orbit that soon. Total time to clear Kerbin: about 2 days

    Minmus is done, but I ran out of gas in my lander and I'm currently orbiting the equator at about 13,000 meters with every experiment in the capsule.  Formulating a refuel/rescue mission now.

    Mun is about half done as I began working Minmus and Kerbin because they seemed easier and I didn't want to forget about them.  Mun Science will resume as soon as I get the capsule fueled from Minmus and Kerbin Finished.

    For my Interplanetary Travels,  I've designed a ship with about 4800 delta-v that carries all the equipment to get every body except eve (will be a pain in the @$$ btw).  It includes a carrier, mining/fueling probe for the carrier, scan satellite to find recources, and a lander with 3,000 delta-v to gather science.  It all fits together like the zords did in power rangers.  I plan to build and launch one of these for each body in Minmus orbit using EPL.  Using the kerbin system kethane/ore to mine and refine the resources for the materials to make the ship.  Once I finish Kerbin system science, I'll focus my time on mining and interplanetary ship construction. 

  5. 19 hours ago, Jetski said:

    OK, made a start.  Kerbin is nearly complete, just need Mountains and a few of the High Orbit gravimeter readings.  I'm not going to try for splashed down in every biome, just Water.  It feels like exploiting a glitch and would take forever.  Also going to skip all the KSC science unless OP insists, just a drive around and grind, not proving much :)

    FIrst minute I launched a Minmus rocket direct ascent, and as soon as I had an intercept I launched a Mun rocket that is identical.  It's a nuke powered lander with 6K dV, a scientist, and of course all instruments.  Each includes a probe operated orbiting transfer stage/refueler with a ridiculous amount of LF aboard.  I can hit 3-5 Mun biomes, hop into orbit and refuel, repeat.  Should be able to do all Minmus without refueling, so I may take that fueler/lander pair and send it on to Dres or something, depending on windows.

    Once Min and Minmus ops were underway, I launched a Biome Bomber: 5 payloads with a capsule/pilot, and all sci instruments.  I put it into a polar orbit, and as each of the faraway biomes came into view (Desert/Ice Caps/Badlands/Mountains/Tundra) I decoupled and deorbited one craft, collecting sci on the way down and recovering landed.  While waiting for it to orbit and line up with the biomes, I drove a rover with a scientist to Grasslands/Highlands/Shores/Water from KSC.  Same rover could easily collect the KSC science if needed.

    First Moho transfer window is 8 days away, right around when I reach Minmus. 

     

     

    Also, a side note, as I'm going through the spreadsheet, I'm finding a few error with it.  Sorry I made it in 5 min increments at work. Obviously you can't get a situation of splashed on most celestial bodies.  I removed the flying situation from the airless bodies but forgot the splashed from the liquidless bodies.   Also noticed some situational experiments filling in like the global ones.  Just beware of these minor coding problems and use common sense for situations and I won't make a fuss.  The stress from this challenge should come from the challenge itself, not the rules.

    Note - According to the wiki, it is possible to get a "landed" situation in the water.  You need to be standing on a floating craft.  This situation I will enforce.

  6. On 3/20/2016 at 10:08 AM, Jetski said:

    OK, I'm starting this challenge.  I'm running KSP on a potato, so I trimmed the modlist a little.  Just running some info mods (KER, transfer planner, alarm clock, etc) and I'm going to try Simple Construction instead of EPL to get a little lower overhead.  I suspect the main barrier for me will be parts in orbit.

    I have a little experience setting up a long-term career type challenge like this (see Catch first Moho Transfer Window, etc) and I offer this suggestion: Post a board with times for each planet/moon.  This will give us something short-term and concrete to aim for, and keep it interesting as we go.  Add yourself on as you complete each goal to give us a good example.

    Something like Minmus Cleared: eeloOrBust Day 24, 5:42:21

    Just a thought.  Also we will eventually demand a rad badge :)

    Happy to help if there's anything I can do

    Jetski,

     

    Good idea on the board.  I'll start that sometime tonight when I get time.  As for the KSC biomes, feel free to skip them.  They are not required, though I feel they may come in handy if you have time and do not want to get caught in a tie breaker.  I'm going to do some of them.  

    As for the badge that was suggested, I haven't the slightest clue how to design one.  I'm also bad at documenting my progress so I'll try to upload an album as I go.  Your help will be crucial in administering this challenge.

    As for documenting my progress, I figure a screenshot of each ship used as well as one shot collecting science and launching each vessel ought to work? does that please the KSP Gods?

  7. 45 minutes ago, Jetski said:

    Great job on the spreadsheet, reminds me of playing BTSM :) I'm finishing up the Piracy challenge (Bill and Jebs Adventure) but I might be up for giving this one a shot.

    Questions:

    Just to clarify, perform each experiment once in each biome, or perform each one exhaustively until no more science can be recovered?   Hoping it's once per biome, as diminishing returns make me feel mental.  

    Also might want to ban MPL use, as it will very much skew results  I can throw up a chain of sci labs in orbit for unlimited science pretty quickly. Max sci strategy will hinge quite a bit on this.  

    Extraplanetary Launchpads may also prove a big game changer, allowing one launch per planet for infrastructure, then spamming close probes.  Bt if that's the kind of variety you are looking for in the challenge, that's fun too.

    Kind of excited about this one, but looks like a big time investment and I can't leave Jeb and Bill hanging :)  Soon(tm)

     

    Edit: Any interest in sharing a savegame in the OP, so we all start on the same page?

     

    Jetski,

    To answer your questions:

    Each experiment only once - Diminishing returns would kill me too.

    EPL - I want to use it because I want to build and launch my interplanetary vessels from Mun or Minmus Orbit.  I'm pretty open on EPL launches and spamming probes.  You still have to put a kerbal in each situation and biome for a surface sample and EVA. I figure building a launchpad and then building a ton of probes will add more time than it will save.  After all, I proposed this to see the variety in game styles, a "Run-what-you-brung" sort of a race.

    MPL - Didn't think about the Orbit Labs generating science.  I guess only use them to process experiments and not use them to research infinitely? I assume this is what you mean when banning MPL use.

    As for sharing the save file, Sure i didn't think about that.  I'll share the starting save file as well as where I'm at now because I do not feel like starting over.  I'm only on Year 1, day 25 or so with 830 science returned to kerbin.  I'll also include a list of mods I'm using so the Save files will work.  Won't be until tomorrow night though as I'm working really late tonight.  Good luck getting bill and Jeb home

  8. Hello Everybody,

    I'm currently working on this so I can't post it as an official challenge yet, but it's an idea that manifested itself a few months ago and I think it will interest most of you.  I'd like to see someone clear every experiment in every situation on every celestial body (except sun and asteroids) in the shortest amount of game time.  Tie breaker is the amount of science points collected upon completion.

    I figure this is a test of all aspects of the game.  Running multiple missions simultaneously, grinding out science from each biome, and optimizing transfer windows to minimize transit time.  All this in addition to building craft for all situations.  I'll allow all mods as long as they do not add science experiments or multipliers and somehow manipulate the science earned from experiments.  No interstellar drives or near future tech either.  I can't have someone cutting interplanetary transfer times in half because they downloaded a mod and someone didn't.  Just LFO/ox, Nukes, Ions, etc.  I will allow the K+ torch drive though because if you want to invest the 1 year transit to eeloo to get fuel, by all means do so. Kethane, EPL, FTT, all fair game. Mechjeb too. I think the Hyperedit ban goes without saying. I also think adding Kerbal Alarm Clock also goes without saying

    I'm proposing this idea because I want to see all the different styles of play and strategies at work.  I imagine it as an open-spec car race.  I want to see all the infrastructure required to carry out all the missions simultaneously and return the science to kerbin.  I imagine that's the way to maximize points, but feel free to transmit science to finish earlier at the risk of losing to a tie breaker.

    Sorry for the wall of text. Now that you have a rough idea of what I want to do, here's how I want everyone to set up the start:

    1-Start a science mode game save

    2-Manipulate the save file so you have enough science to unlock the whole tech tree and end with 0.  Do this in the first minute of starting the game. (17,250 I think is the number but I'm not sure)

    3-Now you have a "Science Sandbox" so to speak.  All parts unlocked, no science points, and experiments left undone on day 1.

    4-Go to work launching, building and science-ing.

    I'm open to ideas on rule tweaks and restrictions on certain mods.  I'm really trying to leave this as open a challenge as possible while keeping with the spirit and feel of the stock game.  If I'm not making sense and rambling, please tell me haha.

     

    Post progress as you move along too.  Happy Science-ing!

     

    EDIT: I've Created a Google Sheet for everyone to keep track of their experiments easily.  (Much easier than the science archive)  Link Below

    https://docs.google.com/spreadsheets/d/1dNRPm2XHvCCmHDBEKalWV0zCL1QhaQw7PripvGdRPFQ/edit?usp=sharing

    DOUBLE EDIT: I've now posted the starting game save file and my current progress so far because I haven't been documenting before I wrote this "challenge"

    Save File (Start) - https://drive.google.com/folderview?id=0Bx-DYkaNkgbSQko2d014WDF5Yms&usp=sharing

    Save File (Mine) - https://drive.google.com/folderview?id=0Bx-DYkaNkgbSVjZZY1laUkNMTm8&usp=sharing 

    Here is the Modlist I'm using.  Sorry it's so long it sort of snowballed as I discovered them. All installed with CKAN except KER:

    Active Texture management (Aggressive)
    Chatterer
    ExtraPlanetary Launchpads
    Tweakscale
    Kerbal Attachment System
    Kerbal Engineer Redux
    Kethane
    Kerbal Inventory System
    Infernal Robotics
    MechJeb
    Ship Manifest
    Kerbal Alarm Clock
    Transfer Window Planner
    Freight Transport Technologies
    KER+MJ for all (Installs Kerbal Eningeer and MJ on all vessels without using the part)
    Kerbal Stats

      

  9. 9 hours ago, Matuchkin said:

    1. "HELP!!!!!1!!!1111!!!" and Caps Lock are not the most preferable methods of commencing a thread, asking for assistance.

    2. Why install Kerbal Engineer using CKAN? Might as well install it manually, then copy the Kerbalengineer folder into gamedata.

    The best way to go here is re-installing the mod. Tell us how it goes after you do that, and we'll try to think of something. And do it manually, it's the best way.

    sorry about the caps lock and exclaimation points. it was out of sheer frustration after a 12 hour workday and then this happened.  I used CKAN because I have about 15 other mods installed. All were working fine before the update of the graphics card.  I'll try this and see how it turns out 

  10. I have a sort of challenge for all of you spacecraft engineers. I've been trying to solve this problem for almost a month and have had no such luck. I'm trying to make a Karbonite or Kethane mining ship that I can deploy from my mothership in low orbit that can land, mine, and then refuel my ship from just about any body in the system except Eve. I'm looking for a ship that can mine both Karbonite and Kethane that meets the following criteria:

    2500-3000 deltaV

    brings 7250 Karbonite OR 4000 Kethane to low orbit

    Fits inside a MK3 - CRG-100 cargo bay

    Carries one kerbal

    Can mine both Keth and Karbonite

    The only part mods I use are:

    Kethane

    Karbonite

    Infernal Robotics

    KAS/KIS

    FTT

    Any help in creating a ship would be appreciated. most deltaV I've been able to get was 1400 or so. I'm curious to see what others come up with. Have fun building!!

  11. Okay, quick question. . .

    I'm trying to construct a large Mk3 Aircraft that has an upside down cargo bay to deploy a rover from using the KAS winch. Everything fits (Barely) and I can lower the rover via winch fine, but when I retract winch to pick the rover back up, it always locks with the wheels pointing up and the whole rover clips through the plane sticking way out the top. HALP!! Am I doing something wrong??

    Using the Vertical winch rather than the stack, also using Docking port jr's for the attachment/detachment. I'll try to get pictures up at some point to help

  12. I've been playing KSP for a few monthys now and love it. I've even installed a few mods too and been playing with them fine. (KAS, Kethane, EPL, KAS, and Kerbal Engineer to be exact) However, I've recently tried to install Karbonite, K+, and FTT from USI and I'm having issues getting them to work properly. Only Karbonite will work at all and it's about half the parts at best. None of the particle collectors, engines, landign pads, etc. only the two drills, skinny tanks and ka-100 detector. All work fine though, at least I think. When installing FTT and K+ however, I do not see any of the parts whatsoever. Any help in getting it to work would be appreciated.

    I'm not too savvy on the versions and what not, but I know I'm playing beta than ever, I think it's .90. Windows 32-bit version downloaded from the KSP site, not steam. I'm running windows 7 on my machine.

    I'm reaching out to the KSP community for help in getting more out of this great game. I'm hooked and want to take it a step further.

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