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Thalamask

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Everything posted by Thalamask

  1. Just completed my Minmus circumnavigation (link in sig) with a stock craft. Also @Claw, my Dres circumnavigation is still outstanding, and the Bop craft hasn't been updated to "stock craft". Ta.
  2. In my latest career, I'm naming all my rocket series' after British cities, incrementing whenever I change the design so: 1. Ipswich series - parts test vehicles 2. Manchester series - main line rockets 3. Liverpool series - anything dedicated to science acquisition 4. Lancaster series - space tourism vehicles 5. Cambridge series - space rescue vehicles
  3. Episode 5 - Space Rescue In this episode we conduct a short parts test, do some more space tourism and embark on the rescue of a stranded kerbonaut, requiring the most complex flight planning UKSA has undertaken to date!
  4. EASY WAY ---> I haven't actually tested this in person, but it should work. Get the mod "Stage Recovery" installed and slap parachutes on your plane. When it gets out of physics range, it should despawn, with Stage Recovery giving you a refund for the parts recovered. HARD WAY ---> As noted above, you'd need to launch your rocket to an apoapsis that'll give you time to land and recover your plane before switching back to the rocket to circularise. Inefficient and tricky at best, a nightmare at worst.
  5. Episode 4 - Munar Flyby Another reasonably long episode this time. We do some more science, take on some tourists and cap everything off with our first Munar flyby. Along the way, we upgrade some more buildings and research some new technologies. Have fun!
  6. Here's a screenie of my plane: I upgraded to the Tier 2 runway, and I also tried putting it on the grass. Nothing helped. I couldn't get more than 7 m/s out of the thing even at max throttle. What am I doing wrong?
  7. Great work so far, Jetski. Really enjoying reading about this!
  8. I dunno whether you're into mods or not, but if you are, I'd strongly suggest USI's MKS/OKS. It'll add a ton of depth to your base building.
  9. Hi folks I'm got an early-career save that I'm working on, and I'd like to do some of the "survey Kerbin" type contracts with a plane. Unfortunately, whenever I load a plane from the SPH, it seems like it's glued to the runway. I spool up the engines to max power and the plane just rocks back 'n forth. I can get SOME movement if I yaw left and right, but when I stop I usually end up rolling BACKwards! I've only got the Tier 1 runway - is that the problem? I've also tried cycling the brakes etc. Help? For reference, my plane is pretty similar to this:
  10. Episode 3 - Tribulations This'll be a reasonably long episode. With five missions and several upgrades, quite a lot has happened. We did some science, ran quite a few part tests and took on our first tourist contract. We also upgraded several buildings and researched a number of new parts. Unfortunately, we also lost several kerbals - one to an engineering oversight, and three to unexplained atmospheric phenomena. I hope you enjoy the episode.
  11. Just completed my Dres circumnavigation (linky in sig) with a stock craft. Also, @Claw, my Bop attempt was with a stock craft, not stock. Thanks
  12. Updated. Elcano Challenge for Dres is now complete.
  13. Episode II - Testing, testing... Three missions are included in this episode, two part-test launches and the first orbital attempt.
  14. That's new.... those used to be forbidden mods. Thanks for pointing out that they're allowed now!
  15. Kerbal Engineer is permitted, check the list of permitted mods. For the other question, you're allowed a single refuelling mission. There's no rules on what you refuel with it - but KAS and KIS are not allowed, so you'll need to dock if you plan to transfer fuel.
  16. Updated. Elcano Challenge for Bop is now complete.
  17. I'm still running on 1.0.5, 'cause I find the latest version too buggy/crashy for me so far. Also, it doesn't have all my mods updated yet! Hope that won't disqualify me....... Anyway, I've just completed my Bop circumnavigation with a Stock Craft. Linky in sig, hope you enjoy it.
  18. How on earth did you get 8km/s dV out of THAT?! When I build something of a similar size and fuel-capacity, I was lucky to get 3km/s dV! My current attempt at Jool-5 is a MONSTER, so any way of trimming the mass would be appreciated....
  19. I've just completed my Elcano circumnavigation on Tylo in the Stock Craft category. It was horrible, but at least it's over. Details in my sig.
  20. Updated. Elcano Challenge for Tylo is now complete (first documented circumnavigation too! ).
  21. Episode 1 - A New Home Here we are in our new home, a brand spanking new space centre. Not much to look at, but you wait and see - we're going to do great things! In this episode, we've got 4 missions for you, ranging from a simple test "launch", to the first rocket to reach space. Join our "hero", Tedgas Kerman in the United Kerbdom Space Agency's first tentative steps towards the stars.
  22. I think my entries will fall into the "Stock Craft" category then. Currently they're split between "Mods" and "Stock". If @Claw would update it, I'd be grateful.
  23. The UKSA Chronicles As a result of game-crippling bugs (including one that completely stops the game from loading), I've given up on my 1.0.5 career save. I hadn't gotten very far in any case, so it's no great loss. I've decided to restart my career in 1.1.2 and hope for some better luck there! I've gotten a whole new crop of mods, so I think it'll be a grand old time, and I hope that you enjoy reading about it here. Mod List Chatterer, Crowd Sourced Science, Distant Object Enhancement, DMagic Orbital Science, Docking Port Alignment Indicator, Final Frontier, Fuel Wings, Haystack Continued, HyperEdit (for testing only, I promise!), Impact, Kerbal Alarm Clock, Kerbal Attachment System, Kerbal Construction Time, Kerbal Engineer Redux, Kerbal Inventory System, Kerbal Joint Reinforcement, Kerbal Planetary Base Systems, Kerbal Space Program Renaissance Compilation, Magic Smoke Industries Infernal Robotics, Mechjeb, Planetshine, Procedural Fairings, RCS Build Aid, RemoteTech, SCANsat, Ship Manifest, Simple Construction, Smoke Screen, Stage Recovery, Stock Bug Fixes (New!), Surface Experiment Pack, Take Command, Texture Replacer, Trajectories, USI's Exploration Pack, USI's Life Support, USI's MKS/OKS, Universal Storage. Wish me luck, everybody! Episode List Episode 1 - A New Home Episode 2 - Testing, testing... Episode 3 - Tribulations Episode 4 - Munar Flyby Episode 5 - Space Rescue Episode 6 - Satellites Episode 7 - Satellite Network! Episode 8 - More Kerbals! Episode 9 - Munar Orbit Episode 10 - Mun Landing! Episode 11 - To Minmus! Episode 12 - A Big Bang on Mun!
  24. You might want to revise the rules then, @Claw. Currently there's nothing in then that says you can't hyperedit into orbit, then land your rover and start the challenge. Which, to be honest, is actually something I agree with. The challenge is the circumnavigation, not how to get there in the first place. And on that note... if we are saying that part of the challenge is getting there in the first place, then surely we need some rules about the mods that are used? Something like Fear-Future's nuclear engine, with decent thrust and enough ISP to SSTO to all-the-places hardly seems fair in comparison to even stock-alike mods. If you're using those kind of mods, you basically ARE just hyperediting around. All in all, I'd honestly prefer to keep the challenge based on starting line to finish like, like it's always been. There's never been a rule about how you get there as far as I can recall.
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