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Ksp Slingshooter

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Everything posted by Ksp Slingshooter

  1. I went multiple times to Minmus doing landings, satellite missions, space station missions and science reports, so yeah you shouldn't neglect Minmus, you should instead control multiple missions at the same time and accept the contracts that give the most money, otherwise this speedrun would feel really grindy. For that I would advise getting Kerbal Alarm Clock mod.
  2. I'm gonna be honest I didn't take pictures on the go. I am just reporting back what happened on those 76 in-game days the best I can remember. And since I usually save the game once I'm finished with a critical mission, you guys aren't going to see much mission activity. Either way, here's the imgur album: https://imgur.com/gallery/RUBLqxv And BTW, accepting contracts just for in-advance contract money is permitted because it happens naturally, because it is a variable I can't control and because almost every contract gives it. I used it in the end to reach 10 Million.
  3. I'm not home now, I'll reload my save points and describe some of my missions/strategies in more detail once I get home
  4. Using stock KSP with no DLC's and only informational/aesthetic mods, I've managed to complete this challenge in 76 Days, 3 Hours and 38 Minutes
  5. Did you name your craft "Halley Engine"? It is both a reference to the Halley's Comet and a reference to the game Planetary Annihilation Titans
  6. I've never thought of that, but yeah, mining ore on Kerbin to sell it back is a money exploit (it doesn't give much effort for a huge profit, besides KSA is a Space agency not a mining company so it kinda defeats the point of this challenge). Despite of that, it's a great strategy to save a backrupt space agency. (If you want to, you can do a separate savefile using only that strategy and tell me in the comments how much time it took)
  7. Backstory The Kerbal Space Agency suddenly felt the urge to make money as fast as possible, once they heard that the government would start to decrease their annual budget funding in exchange for a better military in these wartimes. Initially, KSA employees were so infuriated that some of them were already working in secrecy to deviate some near Kerbin orbit asteroids to "end it all". Fortunately, Wherner von Kerman, Chief Rocketry Engineer at KSA, managed to stop this insane evil plan and change his co-workers mind stating that he had a plan: Raising 10M funds as fast as possible with the help of ... well ... you, in the position of General Manager, Mission Designer and Lead Flight Director at KSA. Objective This challenge is pretty straightforward: Get 10M funds and be the fastest (have the lowest in-game time) Rules Start a new career mode in normal difficulty and take a screenshot for proof (F1 key) Do NOT change any other parameter in the difficulty menu (such as rewards, penalties, ore abundance, etc) Cheats (alt + F12 menu, hyperedit, exploits, and other cheats considered to defeat the spirit of this challenge) are NOT allowed Mods that change intended solar system size, change celestial bodies science gains, add overefficient engines/overpowered parts are NOT allowed Accepting contracts just for in-advance contract money is allowed (even if you don't do them) (just keep in mind that not doing contracts won't refresh the available contract list) Informational mods such as Kerbal Engineer, Kerbal Alarm Clock, Mechjeb (as long as you pilot your rockets manually) are allowed and will be counted towards a stock leaderboard Aesthetic mods such as Scatterer, EVE, SVE, Astronomer's Pack are allowed and will be counted towards a stock leaderboard DLC's are allowed and will be counted towards a DLC leaderboard Rebalancing mods such as Strategia, [Any mod that adds new planets], Contract Configurator Packs, FMRS are allowed and will be counted towards a modded leaderboard Note: As a rule of thumb, any mod that gives you a slight advantage over other players (as long as it isn't crazy overpowered or unrealistic) is allowed to be installed. The reason being that I want to see how fast this challenge can possibly be done. Note: These rules are subject to change since I don't know yet how these will affect gameplay, therefore I'm open to suggestions to improve this challenge. Note: I might do a selective mod leaderboard in the future to make the speedrun feel more static and less mod advantageous (depends on feedback) Tips and Tricks Submition Describe every mod/DLC you've used Take a screenshot of the difficulty screen and of the 10M fund mark with the UT (universal time) [Optional] Take screenshots of pertinent missions you've done/strategies you've taken (any screenshot you consider cool in your way to 10M) Stock Leaderboard DLC Leaderboard Modded Leaderboard (Free to choose)* Selective mods Leaderboard * -> Check Rules Also, is there a difference in advantage of a DLC over the other in this challenge? If so, should I split the DLC leaderboard?
  8. So if I got this right, we should make a subassembly that only attaches through nodes or can they be radially attached? Also, the airbrakes must be only attached to those landing systems or can they be attached directly to the payload?
  9. Looks interesting. I have 3 questions: You add and subtract the payload weight? Is Breaking Ground DLC required? Can you use Airbrakes to slow down?
  10. My game doesn't show the awards, i only got the base scores on the 3 missions. How do you get the awards? Saving fuel or saving time? Or both?
  11. Is it possible to find and research the celestial bodies of the Real Exoplanets mod without going there first? I have a feeling they are too far
  12. Glad to know that KSP 2 is going in the right direction and that the development team is still passionate enough about the game to make all the initial ambitions come true, even despite these difficult times. Keep up your good work and put it up to good use, the community will love it
  13. Thank you @JacobJHC, I thought separating from the mothership in Jool orbit and making use of gravity assits was standard procedure for a Jool-5 mission. My Apollo-style descent/ascent Tylo Lander was indeed truly impressive, if I do say so myself. And the first time I've built something like it. From the moment my Laythe lander couldn't get to orbit without spending unecesssary amounts of fuel or without flipping over, I had to go really creative to think of a rescue plan and figure out if I had enough delta-V to execute it or the mission would be over. I was always "Oh no, I'm tightly budgetted for delta-V what do I do now?". Every time I wanted to timewarp, I had to let go of the ladders, then the Kerbals would always drift away and I had to get them rendezvoused to the mothership every time I wanted to do a maneuver.
  14. Here's my entry for (the 3rd Level of) the Jool-5 Challenge: https://imgur.com/gallery/aFj5zyU Mission Details: This mission doesn't use any ISRU's The mission complies with all the rules KSP version: 1.9.1 Mods used: Throttle control avionics, Kerbal Engineer Redux Kerbals on mission: 5 Launches needed to start the mission from Kerbin: 5 Total the mission cost: 462479 funds (404469 interplanetary + 58010 Jool-5 Rescuer) No refuel mission was needed to provide extra fuel+oxidizer since all Kerbin launches; however refer to bulletpoint 9. I used some of the Bop and Pol Lander's Liquid fuel to refuel the Mothership, but I guess it wasn't needed (the mission must be doable without this) No extra stuff was carried in the mission Delta-V information is on the imgur album It wasn't without problems though. It all went smoothly except for the: aerobraking on Laythe from a high relative velocity, which meant that I didn't manage to avoid exploding 2 non-essencial pieces (1 landing leg and 1 RCS thruster block) in order to aerocapture in Laythe's orbit takeoff from Laythe with a severely unbalanced, unstable lander that had a very high tendency to flip (this meant I had install TCA for control and I had to takeoff extremely slowly wasting precious delta-V) landing on Tylo (took me several attempts, since I've never landed in such high-G moon, especially with a low TWR lander) (I had to use some fuel from the ascent stage) rescuing the Kerbals from an hyperbolic trajectory (I built a rescuer with just enough delta-V to rendezvous with the Mothership, which meant that I could only rendezvous from a point at less than 3 minutes from reentry to try and rescue 5 Kerbals)
  15. This is the Mothership docked to all the landers that managed to have enough delta-V to rendezvous with it. These picture were taken after all landings and takeoffs from all Moons.
  16. A rescue mission would be the easiest way out, still the most viable and realistic option. However, my mothership still has 66 m/s and it's in an orbit that allows a couple of Tylo gravity assists to get back home without spending too much. I still want to be able to stick to the main plan and get the mothership home safe. It's feasible although very difficult.
  17. Actually, I can't timewarp, save or go to the tracking station even if I focus on the mothership
  18. Thanks, but I know how to do every maneuver in KSP and I'm pretty confident in orbital mechanics, besides this mission relied heavily on gravity assists around the Joolian Moons to save as much fuel as possible.
  19. Well, it's in rule #9. I haven't noticed the from LKO part. My plan was to get an encounter with Kerbin with the mothership and then launch the recovery rocket to rendezvous in an hyperbolic trajectory within Kerbin's SOI
  20. Oh OK, so I can leave both those landers, then rendezvous the Kerbals to the mothership and make them hold the lander can's ladder for the entire return trip and in the end rescue them with another ship to reenter Kerbin's atmosphere. All this without cheating or exploiting the game. Did I get this right? Can I still win the challenge despite all these problems?
  21. Does it have to be in career or can it be in sandbox?
  22. Hey Kerbonauts, I'm currently attempting the Jool-5 challenge but I had some problems along the way. My first major problem was aerobraking at Laythe, since my surface velocity at reentry was pretty high and I couldn't use the engines (because they were covered by heat shields), I ended up breaking some non-essencial parts which meant that my Laythe lander became so incredibly unstable on takeoff that I had to install Throttle control avionics just to get to orbit in a super inefficient way (losing precious delta-V). Second problem was rescuing the Laythe lander with my Vall lander from Laythe's orbit to my mothership in Jool's orbit (I ended up stranded in a similar orbit to the mothership's just not with the correct allignment and synchronization). My third problem is that the mothership only has 130 m/s after trans-Joolian injection maneuver and after delivering all landers to their respective moon. This mission is doable, if it wasn't for my first 2 problems, although very difficult. My question is "Can I use the Kerbal's EVA pack to rendezvous with the mothership and make them travel in a ladder for the return to Kerbin?"
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