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Lisias

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Everything posted by Lisias

  1. The 3 is already covered by mine and yours (I think). And the 4 and 5 are not simple to measure directly, and are already covered by altitude anyway, as the time you spend above the Karman depends only from the vertical speed you had when you loose thrust, and that affects directly the altitude too, that it's easier to measure as KSP already gave us this number. When @hoioh posted this, he was probably following my thinking, and surely before @Gargamel explained why I was wrong. See here:
  2. For what "award"? There's 5 on there. And I think it's time to new guys thinking on formulas, to refresh a little the ideas. Feel free to propose new formulas for each award (or even new awards), and I'll implement them on the spread sheet.
  3. @Teilnehmer, how hard would be to "lock" your controls into specifics ailerons? (assuming it's possible at all). I agree with @Drew Kerman, smaller and dedicated surfaces on the ailerons itself would be the ideal solution. So... Why not put small ailerons on the ailerons itself, disable the authority on them (so the game would not use them) and make your add-on the controller for them?
  4. Do you read minds??? :-) I just finished a vessel those only survivable option is the bail out!! =D Soon, on a weekend next to you!
  5. What I really could not tolerate on 1.4.2 in a glitch on Editor, where the Part I'm fine tuning automatically move to a SNAP place when I select it (if the part is clipping to some other), even with the Snap button turned off. So, or I get into the right place on the first try, or the damned thing goes to a snap point when I try to replace/rotate it again. I moved back to 1.4.1 for this only reason.
  6. Well, this is my entry for this week. Mk1 Stupid, I mean, Special :-) This one use wings from Airplane Plus. Link for the craft on KerbalX (with video). And I managed to land on the Launching Pad!!! :-)
  7. I just updated the Official Entries Spread Sheet, from now on called OESS (NASA is hiring? I have naming skills! :-P) with the new submissions (valid or not), added some ones I unforgivably missed (really sorry, guys!) and updated it to correctly state the vessel's status on landing (or crashing) and the formulas too. @neistridlar, one of your vessel's cost got his price #@$@#!%$#@%#@ by a UI bug. Could you please inform me the value? Please remember that the only, really "official" formula is still the 'Original" one. All the others are still Work in Progress, we are figuring out how to do the scoring!
  8. Yes, we are using the data to trim the equations. But you made a good call, the crashed vessel must be clearly marked as no-contestant - mainly because I moved out my own no-contestants to another file. Thanks for the headsup, In time... How about the entries be applied not only with screenshots and videos, but also with a google calc with the data? This would make the life of the Challenge Master *a lot* easier! I'm assuming that everybody has a Google Account (what can be a erroneous presumption). EDIT: I'm trying to automate the submission entry using a Python script and KRPC. Everybody here is able (and agrees) to use KRPC and Python for this?
  9. About that visual effects with licensing violation workings - it's the source images that where withdrawn without license from other works, of the resulting renderings that offends the Interstellar's copyright holders rights?
  10. To tell you the true, I made some structural changes that I would like to test in the wild to probe them.
  11. Anyone crazy enough to take risks? I ported the UbioZur Welding Ltd to KSP 1.4.1, and need someone that knows the 1.3.1 version to help me finding what I (surely) broke. :-) Interested, please PVT me. It's still too soon to publish the thing to the wild.
  12. I can feed the spreadsheet with the submissions until there.
  13. Rememeber @Gargamel :-D In our case, as we loose thrust early and go over Karman Line in ballistic style, altitude is consequence from the vertical velocity, and it's not affected by horizontal velocity (except by the fact that each m/s in horizontal is drawn from the vertical). So it's a redundant (and hard to get) measure - it's the same about the time you spend above the Karman. Vertical velocity is all what matters. For us, getting the highest Altitude is enough, and simpler to measure as the game provide this to us. Perhaps an Altitude / total KM travelled ratio? (not sure what would be best).
  14. Best not necessarily bigger, when I typed that I was looking into your score and probably leaked the concept into my thinking,. :-) I've solved this exactly problem, but It costed be about 200 or 300 meters on the score. Think about (it's fun by itself!) :-)
  15. 1) MAKE A BACKUP COPY of all your savegames. 2) Make another one. :-) 3) Using a text editor, open every file looking for "version = 1.4.2". Change it for "1.4.1" 4) Pray. This can hurt you epically. I managed to salvage my crafts (VAB and SPH), but didn't tried with a full savegame. Luckily, I only played in sandbox on 1.4.2, so rolling back to 1.4.1 was just porting back the vessels. If you are really on the mood, there's a tool called KDIFF3. You can use it do compare every single file from both savegames (your new 1.4.2, and a hypothetical old version from 1.4.1). This at least can help you to diagnose if (of when) something explodes below your nose due this stunt. Good luck.
  16. Addendum: I think it would be a good idea to award stock and mod vessels separately.
  17. While looking on the numbers from the spreadsheet (this one, now under ownership of the Challenge Master, and this other I'm messing around), we came to the conclusion that would be very hard (and probably frustrating) trying a "one rule to score them all" approach. How about, then, just open 4 or 5 "awards", each one being ruled by its own formula, and then every vessel would be scored on each one of them? And then the "award" would be granted for the bests scores in each formula. Would be *very* interesting to see a given vessel being awarded in more than one formula! (that would be a challenge by itself!). The following is what we came until the moment (just brainstorming! Please develop the concepts!): The highest altitude (bonus for each original part that touch down with the root part?) The best altitute/crew ratio (which bonus would be nice?) The best altitude*cost/crew ratio (ditto) The biggest crew to cross the Karman/altitude ratio (ditto²) The best crew/max_horizontal_velocity ratio (ditto³) Contests for relaunching the vessels and landing them on pads can be interesting also! I would love to see a 50 crew vessel landing on the VAB helipad! :-D
  18. How KSP handles inertia? I'm getting the grasp on drag, but I'm didn't make my mind yet about inertia... edit: Whoops... wrong window. sorry.
  19. Until the moment, my biggest blunt was a good landing by the book (that one you can walk from). Unfortunately, the last landing the airstrip ever saw. Don't ask how I did it. I never managed to do that again. ;-)
  20. As opportunely reminded by @Gargamel , all that matters is vertical velocity. On spacecrafts, if you get enough horizontal velocity, you ended up with vertical velocity too (it`s exactly what we do to launch into space by the way - speeding up horizontal velocity until we get enough centripetal force to countermeasure the gravity), but getting into there while on atmosphere will burn you to ashes. It`s the reason, until now, that small ballistic vessels have an edge - we`re converting all our thrust into vertical speed, what can only be accomplished on light vessels with huge TWR. Some testings here suggests that weighing crew number over altitude counter measure this. And by somehow promoting a better crew/vessel_cost ratio into scoring, one have to build a really fantastic small vessel (and landing it on a pad, if using my scoring) in order to have a chance against a high crewed vessels. 202Km high is an achievement. My best until the moment is about 160km. :-)
  21. Yeah, some empirical testing here demonstrated exactly what you said. Without thrust and without atmosphere, we are essentially doing ballistics here, on a parabolic launching (literal translating for a entry from my local high school books). Incredible how you miss simple things as you get old. =D All that matters is the vertical speed at the moment you loose thrust.
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