Jump to content

Anuter

Members
  • Posts

    14
  • Joined

  • Last visited

Reputation

14 Good

Profile Information

  • Location
    France

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Following my post about a fuel-challenged landing on the Mun (above), I finished mining more ore than required for the contract. Obviously, more ore than originally planned means a lousy TWR and I realise soon after take-off that it will be a fuel challenged ascent as well! Fortunately, I could convert ore fast enough during the ascent and the start of the circularization burn, and the ship ends up in orbit with about 30m/s left. it will be way too short to reach Minmus surface even if i convert all the ore in Mun orbit (the small converter is only useful to refuel on the ground where ore can be wasted) so I'll need to check the best solution (I'll probably send a nuclear tanker and an orbital station equipped with a much more efficient large converter, I'll soon need both of them for regular supply routes from Minmus to LKO, this is why this lander can hold 6000 units ore where the contracts only require 600 units at most).
  2. It wasn't the plan (and frankly what is in KSP?) but I'm pretty sure I beat my record for the shortest fuel margin (and not a single broken part, I was just a few m/s away from a perfect soft landing). Now, I need to find the perfect ore spot for refueling (the plan it to grab some ore from the Mun to orbit for a contract, transfer to minmus to do a similar contract then establish a cargo route to refuel a station in kerbin orbit for heavy interplanetry missions on a budget).
  3. Although 64bit capable machines have been mainstream for a while, 64bit windows have not: until 8gb of ram became necessary, most PCs were unfortunatively shipped with a 32b version of Windows (I guess for planned obsolescence), including early Core i5/i7 which are quite capable for KSP (I'm fine with the i5 750 on my main computer).
  4. About 2000 stock-ish (just Tweakscale to have a micro lander) by going to Minmus for all the biomes and complete the science that wasn't done yet. About 20000 heavily moded: all biomes on Minmus and the Mun with stock + DMagic orbital science (except sismic analyses as it requires way too many disposable probes for this), using a lander with ions engines from Near Future tech and a big tank in orbit. Since I have the community tech tree in this playthrough, that's not even close to fill the tech tree.
  5. I think of Ec as Amp.s and therefore Ec/s as Amps, quite similar to the practical Amp.h and Amps in common DC setups. Sure the consumption & production rates as well as battery masses are far from realistic, but it doesn't matter from a gameplay perpective: after all, nobody cares that in most shooters, you can get shot dozens of time and still run the same!
  6. Interestingly, Steam allows sharing between family members: is it prevented depending on each game EULA or is it active for every single software in general?
  7. Squad has recently presented some art for the DLC new parts, that show that textures can be toggleable. This feature plus the new parts are a good reason to finish the part revamp that was originally planned for the 1.2 version. The real question is "does it extend to base-game parts?"
  8. Yes: the biome doesn't start immediately after the launchpad though, you have to move a few dozen meters toward the VAB to reach it.
  9. There are a bit more science spots (from a previous caveman attempt):
  10. Even in hard mode, money doesn't seem to be an issue: for every world first milestone, you get enough money for a few missions, and there are often contracts compatible with your current mission profile (science from there, satellite here, etc...). Regarding KER, I don't think it's allowed: it isn't specifically banned in the rules for this reboot of the challenge, but it is in the original challenge thread.
  11. I don't think I'm good enough to bring them back with a pusher tug without patch conics. In the other hand, I like doing this low-tech challenge, so I want to continue this save game: only upgrading the R&D to see how far it's possible to go with the other Caveman restrictions. After more experience and enventually unlocking the Klaw (it's just one node away), this should be doable! Edit: I just realised that the ion engine is not so far above in the tech tree: since it is easy to launch 2t in low kerbin orbit, even unlocking the whole tree is not that challenging once you arrived at this point.
  12. Hi all Here is my submission in hard mode, without any experiment from Kerbin's land, water or athmosphere to make it a bit harder.
  13. Anuter

    Greetings

    Thanks everyone. I just googled the Futurama meme with "kerbal" in the end!
  14. Hi everyone! I've been playing KSP for over a year (since 1.0.4), but it's only now that I show up (a few challenges I want tro try). I heard about KSP when it was still in early accesss, but to be honest, I had a bad experience with another early access game. A few months later, it's fully release so I try the demo and...
×
×
  • Create New...