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Jhawk1099

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Everything posted by Jhawk1099

  1. Holy damn @OhioBob . You put more work into this than I've put into most school projects.
  2. I don't know if its in the game or not but you should like "specifying impulse"
  3. Haha, I had a design for mun orbit rescues and it needed like 20m/s more deltav but I didn't change it because that would cost money. I used the decoupler between the heat shield and the upper stage to give me a small boost on my munar escape then had the recently rescued crew member get out and push with their jet pack to get the periaps above Kerbin to ~25km. It was successful this way 7 times
  4. Docking was something I had done after probably 20 hours of game play. I had already rendezvoused several times for rescue missions so I had a good understanding of relative velocity. I also had watched dozens of videos about station building before I had even bought the game so I knew the controls for RCS translation and rotation so it was actually quite easy. But what I made was a station out of the smallest docking ports and I flew it to Minmus. Lets just say that a wet noodle has similar structural integrity to what I flew that day.
  5. It's very easy if you use the planetary bases mod. This mod gives you an algae farm which converts ore into fertilizer and then you can use the fertilizer to generate more supplies. Also if you use some of the recycling modules you will be able to run a base off of much less ore but more electricity Also I'm hooping made me laugh.
  6. Perhaps if the target is in flight as opposed to on the ground it will take damage. I can't tell you how many times I got a little to crazy with the time warp and crashed a craft into my space stations and destroyed everything
  7. I used to be a beginner who would over build everything by a couple thousand Δv. But now I run out of fuel on return from say the mun with a periaps of like 40km so i just use the Kerbal's jetpack to push the periaps down to 25 and hope I don't burn up in the atmosphere. Watching a Kerbal push themselves face first into a terrier engine is quite humorous to say the least.
  8. It isn't a scroll as much as a slider that changes your field of view on the planet effectively zooming in or out
  9. not atm. But once I actually start then I'll make a thread and a youtube series on it.
  10. So a small progress update. Using USI life support and planetary bases I have created a self sustaining base for 10 kerbals given that enough ore is generated to feed the algae farms. Lets see if I can scale up to 50 or so.
  11. Fair point. But I think I can turn a profit just through the administration building. If I use the science packs in the allowed mods list I could generate ridiculous amounts of science and at a 1 science to 100 fund ratio it wouldn't take long. But I wouldn't worry about it until I actually manage to create a self sustaining base using USI life support. But just something to think about. Sorry if I'm being a bother
  12. Alright so half asleep me came up with the idea last night of different scoring categories as far as funds go. One would be The great Kerbal flood where how much funds you spend wouldn't count against you but the amount of debris left over would. This would encourage huge operations but still will give a challenge to remain clean. The other would be the "insert funny name about efficiency" route. This would take funds into account by the system you already have in place but no extra reward should be given to recoverable vessels as the funds they net are reward enough already. But still I have worries about both of these systems because if one goes to Jool (in career mode lets say) with a complete tech tree, a fully upgraded administration center, and the strategy that takes your science and turns it into money, one could net enormous amounts of funds. The wiki itself states that for every 1 science you could net 103 funds. And if you take into account that there are so many biomes in the system and thousands of science obtainable and then multiplied by the MPL that is a lot of money. So you could either not count this at all or count it at a reduced amount. Just my Thoughts
  13. @JacobJHC Couldn't you also generate unlimited funds from sending back fuel tanks full of fuel. This could be made profitable by sending one of the largest fuel tanks into orbit with a recoverable rocket then sending it to Jool with a transfer stage that you previously used to transport something to Jool. After refueling at Jool using a Tylo assist would get the tank full of fuel back to Kerbin at only the cost of the fuel taken to get the tank itself into orbit and the percentage loss of the launch vehicle as it lands further away from the KSC.
  14. I have an argument considering funds. I spoke with eloquent Jane on the original thread. The point of the challenge was to flood the system with as much stuff from kerbin as possible. The more stuff you send the better but along with this more stuff costs more funds. Therefore the more funds you spend the more completely you fulfill the challenge. Perhaps instead of penalizing for increased funds use reward players for reusable systems of crafts. Just my thoughts Edit: Also could one count money received from science being turned into funds through the administration building?
  15. Well this is very achievable. All you really need is a fuel resupply system. This could be achieved by a singular plant on one of the lower gravity moons (so you don't burn as much fuel getting to your station in orbit) with a bunch of engineers there so it doesn't take several years to get any substantial amount of fuel. A couple words of warning however... Watch your part count. I made a video a while back about a similar operation but in the kerbin system. My mining base on minmus quickly got into the 500's and my computer had trouble landing any craft next to it. Also a reusable tylo lander will have to have a load of delta v (I think around 7k) without being able to stage any parts and a twr>1 when full of fuel. This will be the most difficult part of your operation. I hope my input helps you out and if you want further help I'd be more than happy to lend a hand.
  16. I was launching the first manned munar lander and return craft in a new hardcoreish career when all of a sudden the untested craft started flipping about like a pencil thrown through the air. Since i hadn't yet setup an abort sequence so i just burned when i was pointing up. After only the upper stage remained the instability went away and orbit was achieved. But at a cost. I did the maths and there was just enough delta v for Valentina to land and return to orbit around the mun. Since i had contract to launch a satellite into an equatorial munar orbit i decided that she could wait in orbit for a while. (Part of me making this decision was i didn't have enough money to launch another one these crafts but i would after the plant a flag on mun contract got fulfilled) The next mistake came after landing. Insertion and landing were both smooth as could be. Val got out to plant a flag but for some reason she decided to put the flag right next to the craft... so when the flag sprung up the craft went flying off landing on its side. Once she climbed back in takeoff proved to be truly terrifying. At the moment before actually lifting off the surface Val was scraping against the mun at 20ish m/s. I looked at my fuel levels to see that i had 7 units of lf left. I still had long way to go to orbit so Val got out once more and got to a 12 km orbit with .8 jetpack fuel left. It was quite an interesting flight.
  17. I was in a situation very similar to yours but because I turned the option to revert off rather than switching around. I was launching the first manned munar lander and return craft in a new hardcoreish career when all of a sudden the untested craft started flipping about like a pencil thrown through the air. Since i hadn't yet setup an abort sequence so i just burned when i was pointing up. After only the upper stage remained the instability went away and orbit was achieved. But at a cost. I did the maths and there was just enough delta v for Valentina to land and return to orbit around the mun. Since i had contract to launch a satellite into an equatorial munar orbit i decided that she could wait in orbit for a while. (Part of me making this decision was i didn't have enough money to launch another one these crafts but i would after the plant a flag on mun contract got fulfilled) The next mistake came after landing. Insertion and landing were both smooth as could be. Val got out to plant a flag but for some reason she decided to put the flag right next to the craft... so when the flag sprung up the craft went flying off landing on its side. Once she climbed back in takeoff proved to be truly terrifying. At the moment before actually lifting off the surface Val was scraping against the mun at 20ish m/s. I looked at my fuel levels to see that i had 7 units of lf left. I still had long way to go to orbit so Val got out once more and got to a 12 km orbit with .8 jetpack fuel left. It was quite an interesting flight.
  18. @TheKosanianMethod I like the way you think. Who needs to wait until sunset when you can fly there? I wonder if this would be considered technically cheating. I believe the point of this challenge is to make a plane stay in the air for what I think is three hours (a Kerbal day is 6 hours with half of that being day) and you could get there in half an hour easily (as people have circumnavigated the entire planet in less than half an hour before. Due to this I think it's a bit too cheeky to work but I didn't make the challenge. But again, good thinking.
  19. I let certain websites/apps do the math for me. And if the Δv is the bare minimum I either multiply the requirements by 1.2 or add a mono propellant/rcs system with at least 50 m/sΔv when all the main propellant is included in the calculations. That way when the main propellant is used to make the maneuver the craft will be lighter for the correctional burns conducted by the mono prop.
  20. A nice hard lengthy challenge but its nothing more than a set of tedious tasks. @Magzimum already covered the Challenge submission guide part so I'll throw in my other thoughts. Perhaps add in a point system and a leader board. People here won't do a challenge unless there's a chance of there name being on a board somewhere
  21. @Nich I am probably going to do the same once I get my computer built (waiting for cyber monday to get my GPU and Processor because money). But before safety was hitting the return to launch or VAB button before my kerbals fell to a fiery death. But once I start a hardcore save safety will be testing rockets with probes first, having common return module setups with an escape tower and decoupler setup to the abort action group (backspace) and multiplying delta-v and food requirements by 1.3 to give me an added cushion. Hopefully Jeb will survive for as long as I use the save
  22. With these rules you're going to get some sticks with two whiplashes strapped on and a pair of fins for wings because by the time you cross the runway you'll be going circa 600m/s
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