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Everything posted by Kermunmus
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KSC Air And Car Show. [9-17 UPDATE]
Kermunmus replied to Kerbinchaser's topic in KSP1 Challenges & Mission ideas
I have a Cessna-like prop plane I can submit (using KAX), but I'll do it tomorrow because I have to go to bed It's up now! Just reserving my spot on page 1 Pictures Of My Range Test: Craft File: Link To My Prop Plane Folder, Click Cessna My note to people who don't have KAX: Put a Wheesley in place of the propeller and hit "reverse thrust", you might need to adjust the wings due to the weight change -
Kommunity Space Station 1.4.1
Kermunmus replied to 53miner53's topic in KSP1 Challenges & Mission ideas
I think it's because all asteroids have a limited amount of ore to give, and that one is depleted I dunno, I haven't been to the station yet but if you right click on it it should give some info -
"Start" Science Node: How High Can You Get?
Kermunmus replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
@Nefrums If you use your 1.0 units of EVA fuel to push your rocket back into the atmosphere (I don't know how far you would get), you could use the winglets to control your re-entry (as shown by @Cunjo Carl) to slow down enough to use parachutes. I don't have access to KSP right now but these are great ideas! -
"Start" Science Node: How High Can You Get?
Kermunmus replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
Well looks like I'll have to update the rules, once you're in orbit it is possible to spam this to raise or lower your orbit indefinitely, with enough time. Sorry about that. I will allow ONE EVA push retrograde, using a max of 1.0 units of EVA fuel to push your rocket back into the atmosphere, because realistically that's about all a real life astronaut has. You must also prove you didn't use more fuel while doing this via screenshots, one at beginning, and one at end, with the resource tab open, to compare fuel and velocities. -
"Start" Science Node: How High Can You Get?
Kermunmus replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
@Cunjo Carl Interesting using the winglets to glide back down, nice design! -
Jet Bike / Landspeeder Challenge
Kermunmus replied to Stoney3K's topic in KSP1 Challenges & Mission ideas
Will do, this is kinda similar to the jetpack challenge except I like the scoring system better. I have an awesome idea for a design! Edit: NVM my idiot brother just got all our computers and phones taken away -
I have a dual-juno powered design, will take it out and fly it around when I'm done with skool. Also, while it is fast and can fly up to around 15,000 m, that uses more fuel. For this challenge's current scoring system it would be better to sit there and idle at minimum throttle to keep you aloft, ironically because that would save fuel. Just a thought. Edit: @ARS has already made this point but the challenge requirements are still the same so... Edit 2: NVM I can't show you, my brother got our phones and computers taken away
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"Start" Science Node: How High Can You Get?
Kermunmus replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
@CairoJack Nice run, let me know when you do it for real! I have my run now, posting a video and pictures of it soon! Edit: Here they are! Video Version: Picture Version: My Final Score is 206,138 with the height and science combined -
"Start" Science Node: How High Can You Get?
Kermunmus replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
Yeah, I guess it would save weight over a full landing booster, if you only fill it enough to blast the pod off I havn't seen this video yet, and I can't seem to find it anywhere. Did it have a strange title or something? -
"Start" Science Node: How High Can You Get?
Kermunmus replied to Kermunmus's topic in KSP1 Challenges & Mission ideas
Sorry for any similarities, I hope the challenge is still fun @Physics Student, flipping upside down is pretty common it seems, then you speed towards the ground too fast for normal parachutes. That's why I said most likely you will need a landing booster, which makes the challenge a bit harder -
When you first got KSP, and started up a career save, you were excited to play the game and go to SPACE! Then you realized you only had a flea booster to work with, so you said "Space will have to wait," and built that same starter rocket everyone builds, didn't you? (You know what I mean) WELL NOT ANYMORE! WHAT IF YOU COULDN'T WAIT TO WORK YOUR WAY UP THE SCIENCE TREE? YOU NEED TO GET TO SPACE! This is the root of this challenge: Get the highest possible altitude with only tier 1 parts, easy right? (Here's a hint: Tier 1 has no decouplers or struts) Parts List: MK1 Command Pod, RT-5 "Flea" SRB, Mk16 Parachute, Mystery Goo, Modular Girder Segment, Basic Fin. THAT'S IT. How This Challenge Works: Create a NEW career file, on normal difficulty, go into settings, and put funds at 500,000 (Max), and make sure starting science is 0 Upgrade any buildings you want to, I recommend VAB+Launchpad for larger rockets, and Astronaut Complex to allow for EVA's (Extra Points) BUILD AWAY Staff your rocket, more kerbals does not equal more points, however those extra crew reports are worth something LAUNCH! Collect science along the way, it earns you points! (Using X-Science helps) REACH NEW HEIGHTS, THEN LAND! At least ONE kerbal must walk away from landing to plant a flag (all the more reason to have more >:) Do Nots: DO NOT use modded parts that happen to be in tier 1, mods that don't use parts like X-Science and Kerbal Engineer are ok DO NOT use the administration bulding, or mission control in any way to try and boost funds/science DO NOT use tier 2 or above parts (no science building) DO NOT use part clipping to stuff 10 flea boosters into the size of 1, mild part clipping with structural parts ok YOUR FIRST FLIGHT must be the record attempt, if you fail, revert flight, DO NOT RECOVER OR TERMINATE (test run on sandbox or another file) NO F12 OR HYPEREDIT (hopefully, this is a duh) NO USING the EVA spam push trick once in space, I will allow ONE push retrograde using a max of 1.0 units of EVA fuel (more info in spoiler) Tips + Tricks You may use the runway if you wish, however there are no wheels in tier 1 Flea boosters blowing each other/structural parts up make good decouplers The structural girders are very flimsy, although they "decouple" better than the fleas themselves (no struts) The Basic Fins perform strangely on some rockets, also they add weight, sometimes it is better to go without them Command Pods can be used as nose cones, even with their weight it can pay off once you are moving 500 m/s, also you get more reaction wheels Remove Monoprop from the command pods, it helps at those later stages Parachutes alone most likely will not stop you in time, having an alternate landing system is usually necessary Launching straight up will get you the highest, unless you are going for orbit Scoring: Suborbital: Highest Point Reached (in meters) + # of science points x 1000 = total score (91,000 + 16x1000 = 107,000 points) Orbital (Separate Scoring): Periapsis + Apoapsis + # of science points x 1500 = total score (71,000 + 83,000 + 18x1500 = 181,000 points) If there is need for a higher scoring system, such as moon orbits/landings (or interplanetary :P), I will add more leaderboards, you MUST have a screenshot of your rocket during launch, your map view upon reaching your final height, and one of the space center (science points) when you return as a minimum. Leaderboards Suborbital: @MarvinKitFox - 859,101 Points (859,101 Meters, Science Not Given) @LazySoUseHyperedit - 206,138 Points (94,038 Meters, 112.1x1000 Science) @Cunjo Carl - 137,951 Points (76,951 Meters, 61x1000 Science) First Besides Me To Do It Award I LIKE - 0 Points (0 Meters, 0 Science) PIE - 0 Points (0 Meters, 0 Science) Orbital: @Gordon Fecyk - 593,275 Points (Apoapsis 290,421 Meters, Periapsis 71,284 Meters, 154.5x1500 Science) First To Orbit Award Somebody - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) Once - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) Told - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) Me - 0 Points (Apoapsis 0 Meters, Periapsis 0 Meters, 0 Science) This Challenge Is Closed!
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Kommunity Space Station 1.4.1
Kermunmus replied to 53miner53's topic in KSP1 Challenges & Mission ideas
I'll make some changes to the escape pod and send it up on my turn. It doesn't have power either, but the 1000 EC in the HECS 2 should be enough for a short trip back to Kerbin, and it can take EC from the station while docked. Also, is there any room for crew left? If not, I could always leave my kerbal in the escape pod, I want to send someone up named "Hyper Kerman", since that seems to be the thing to do. -
Kommunity Space Station 1.4.1
Kermunmus replied to 53miner53's topic in KSP1 Challenges & Mission ideas
OK Also I saw you guys have massive 100 part SSTO's that could bring passengers back to Kerbin - I actually have a ~5 part 16 passenger escape pod that I could bring up. It is basically a MK-3 crew cabin with a parachute, probe core, and a monoprop tank with some rcs thrusters and a monoprop engine -
Kommunity Space Station 1.4.1
Kermunmus replied to 53miner53's topic in KSP1 Challenges & Mission ideas
I just found this post, and it looks interesting, so I've added my name to the end of the waiting list. Also if Prodobodyne QBE's computer isn't working, should his name be put behind HiThere!2's?