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BeanThruster

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Posts posted by BeanThruster

  1. On 9/11/2021 at 2:38 PM, Superfluous J said:

    @BeanThruster in particular, Congrats! You not only fulfilled each step of the mission as required, you also did it in style and with great commentary! Thanks for participating and welcome to the winners' circle!

    So proud to be in winner's list. I enjoyed this challenge a lot, it gave me the reason to travel to every single body in ksp. I mostly play ksp in career mode and I have to admit that after years and years there were still some places I didn't visit.

  2. On 7/6/2021 at 11:18 AM, Rakete said:

    Can youhelp, please?

    Sure.

    On 7/6/2021 at 1:16 AM, Just Jim said:

    Just to confirm, this is happening with pre-1.12 craft

    I can confirm. This happened to a spaceplane of mine that was fully functional before 1.12

    On 7/6/2021 at 11:18 AM, Rakete said:

    Can you attach the craft and/or saved game to the report, please?

    I think I can do this. I'm uploading craft and savefile on Bug #28069 report https://bugs.kerbalspaceprogram.com/issues/28069?next_issue_id=28068&prev_issue_id=28070

  3. 18 hours ago, theJesuit said:

    I too enjoyed this mission.  Well done, and well documented.  I hadn't thought of a) Kerpollo'ing the Jool 5 mission, b) refuelling via asteroid but this seems very sensible.   I also like that you increased the volume per kerbal.

    Thank you. Actually, Kerbollo's rules forbid multiple launches and refuelling on bodies other than the intended mission destination(s). So, I though runsacking an asteroid for fuel a very convenient way to overcome these constraints.

     

    19 hours ago, theJesuit said:

    Peace

    Peace on you, too, bro.

     

  4. 21 hours ago, JacobJHC said:

    Congratulations @BeanThrusteron completing the Jool 5 challenge on the third level!

    Wow, so proud of being in the leaderboard. Thank you for reviewing my mission, thanks for the extensive recap you wrote in the leaderboard and, most of all, thank you for your efforts at maintaining this challenge alive. 

     

    21 hours ago, JacobJHC said:

    I enjoyed the story you crafted around your mission

    uhm, yes, I like roleplaying my missions a little bit. Kinda dollhouse for nerdy people, if you know what I mean.

     

    21 hours ago, JacobJHC said:

    Additionally, I really like your plane's design

    Me too. I've got an insane passion for spaceplanes, and I liked this one so much that I had to get it back on Kerbin and land it at KSC.

  5. @Superfluous J 

    Ehm, hi. Here’s my last entry for this challenge, Joolollo. It took me a while. The point is that after evollo I wanted to take a break, and then the virus came and the lockdown, and I was not that willing to play the game. I dunno, I guess it's kinda like captive animals losing their sexual appetites. Then, KSP 1.10 came with a lot of new features, started a new career, and now I’m back to finish my job. I played this mission on ver 1.8, consistently with the other ones.

    I kept an eye also on the Ultimate Jool 5 Challenge rules, as I’d like this mission to be a valid entry for that challenge as well.

    Since the OP changed his nick, he may as well have forgotten my previous missions. So, I'm posting here a recap.

    Kerbollo

    Munpollo

    Minpollo

    Drespollo

    Eelollo

    Mohollo

    Dunpollo

    Evepollo

    and finally:

    Joolollo

     

  6. On 1/30/2021 at 2:21 AM, Richard Deckard said:

    PERFECT!  Thanks @BeanThruster that worked perfectly.  I'll probably just write a script to return all of their gear since I'm definitely NOT flying missions out to all the planet, moons, asteroids, comets, and bases I have scattered around the system just to return their gear.  My save file is 15MB and I have way too many Kerbals to do by hand.  I'm assuming you got the "INVENTORY" tag data from another simple save file?

    Thanks again!

    Glad it worked out. Actually, I've got the inventory data from the same savefile. I've just sent a couple of kerbals I had in austronaut complex out on the launchpad and back, ensuring that they had their equipment.

  7. 21 hours ago, Richard Deckard said:

    I'm a purist, no mods just all the expansions and a long complex career mode.  With flights on the way to pretty much every body, I just rendezvoused with a comet, sent my scientist to collect a sample and he's now floating away with no jet pack.  Why didn't you provide default equipment to existing flights? Any way to roll back to an older version on steam?

    Same for me. in my career game I found out that all my brave Kerbals have been stripped off their jetpacks. Which is kinda annoying if yor Jeb and Val are out there in a remote station orbiting around a distant planet. So, I resolved not to comply with my otherwise strict policy of never editing the savefile. After all, this is done with the good intention of restoring the original status after an unphysical change introduced by the upgrade.
    This is my procedure
    1) Backup your game
    2) Check you backup your game
    3) Did I tell you to backup your game?
    4) After backuping your game, open your *.sfs file (usually persistent.sfs, or whatever is the save you want to play with) with your text editor of choice
    5) Go to the ROSTER section and search for the kerbonaut(s) you want to equip with a jetpack (Tanger Kerman in the example). 
    KSP saves the Kerbonaut INVENTORY between the EVACHUTE and the CAREER_LOG subsections. The EVACHUTE subsection is always present in my savefile, even if the Kerbal is not equipped with the chute

    Spoiler

    KERBAL
            {
                name = Tanger Kerman
                gender = Male
                type = Crew
                trait = Scientist
                brave = 0.230993569
                dumb = 0.80085355
                badS = False
                veteran = False
                tour = False
                state = Assigned
                inactive = False
                inactiveTimeEnd = 0
                gExperienced = 0
                outDueToG = False
                ToD = 0
                idx = 0
                extraXP = 0
                hasHelmetOn = False
                hasNeckRingOn = True
                hasVisorDown = False
                lightR = 1
                lightG = 0.5176
                lightB = 0
                completedFirstEVA = True
                suit = Default
                hero = False
                EVACHUTE
                {
                    name = ModuleEvaChute
                    isEnabled = True
                    chuteYawRateAtMaxSpeed = 1
                    chuteMaxSpeedForYawRate = 50
                    chuteYawRateAtMinSpeed = 1
                    chuteMinSpeedForYawRate = 1
                    chuteRollRate = 1
                    chutePitchRate = 1
                    chuteDefaultForwardPitch = 9
                    semiDeployedChuteForwardPitch = 25
                    chutePitchRateDivisorWhenTurning = 1
                    chuteRollRateDivisorWhenPitching = 1
                    chuteYawRateDivisorWhenPitching = 1
                    persistentState = STOWED
                    animTime = 0
                    minAirPressureToOpen = 0.0399999991
                    deployAltitude = 1000
                    spreadAngle = 7
                    automateSafeDeploy = 0
                    stagingEnabled = False
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                        DeployAction
                        {
                            actionGroup = None
                            wasActiveBeforePartWasAdjusted = False
                        }
                        CutAction
                        {
                            actionGroup = None
                            wasActiveBeforePartWasAdjusted = False
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }

    PLACE INVENTORY SUBSECTION HERE

                CAREER_LOG
                {
                    flight = 7
                    0 = ExitVessel,Kerbin
                    0 = Orbit,Kerbin
                    0 = BoardVessel,Kerbin
                    0 = Suborbit,Kerbin
                    0 = Flight,Kerbin
                    0 = Land,Kerbin
                    0 = Recover
                    1 = Land,Kerbin
                    1 = ExitVessel,Kerbin
                    1 = BoardVessel,Kerbin
                    1 = Recover
                    2 = Land,Kerbin
                    2 = Flight,Kerbin
                    2 = Recover
                    3 = Land,Kerbin
                    3 = Recover
                    4 = ExitVessel,Kerbin
                    4 = Land,Kerbin
                    4 = Flight,Kerbin
                    4 = BoardVessel,Kerbin
                    4 = Recover
                    5 = Flight,Kerbin
                    5 = Suborbit,Kerbin
                    5 = Orbit,Kerbin
                    5 = Flyby,Minmus
                    5 = Orbit,Minmus
                    5 = Suborbit,Minmus
                    5 = Land,Minmus
                    5 = ExitVessel,Minmus
                    5 = BoardVessel,Minmus
                    6 = ExitVessel,Minmus
                    6 = Land,Minmus
                    6 = BoardVessel,Minmus
                    6 = Suborbit,Minmus
                    6 = PlantFlag,Minmus
                }
                FLIGHT_LOG
                {
                    flight = 7
                    7 = ExitVessel,Minmus
                    7 = Land,Minmus
                    7 = Suborbit,Minmus
                    7 = BoardVessel,Minmus
                    7 = Orbit,Minmus
                }
            }

    6) So, locate the end of the EVACHUTE subsection (the last brace before the beginning of the CAREER_LOG subsection)
    7) Cut the new INVENTORY subsection below and paste in that position.

    Spoiler

                INVENTORY
                {
                    name = ModuleInventoryPart
                    isEnabled = True
                    stagingEnabled = True
                    inventory = evaJetpack
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    STOREDPARTS
                    {
                        STOREDPART
                        {
                            slotIndex = 1
                            partName = evaJetpack
                            quantity = 1
                            stackCapacity = 1
                            variantName = 
                            PART
                            {
                                name = evaJetpack
                                cid = 4294892170
                                uid = 0
                                mid = 0
                                persistentId = 201112746
                                launchID = 0
                                parent = 0
                                position = 0,0,0
                                rotation = 0,0,0,0
                                mirror = 1,1,1
                                symMethod = Radial
                                istg = 0
                                resPri = 2
                                dstg = 0
                                sqor = -1
                                sepI = 0
                                sidx = -1
                                attm = 0
                                sameVesselCollision = False
                                srfN = None, -1
                                mass = 0.0199999996
                                shielded = False
                                temp = -1
                                tempExt = 0
                                tempExtUnexp = 0
                                staticPressureAtm = 0
                                expt = 0.5
                                state = 0
                                PreFailState = 0
                                attached = True
                                autostrutMode = Off
                                rigidAttachment = False
                                flag = 
                                rTrf = evaJetpack
                                modCost = 0
                                modMass = 0
                                moduleVariantName = 
                                moduleCargoStackableQuantity = 1
                                EVENTS
                                {
                                }
                                ACTIONS
                                {
                                    ToggleSameVesselInteraction
                                    {
                                        actionGroup = None
                                        wasActiveBeforePartWasAdjusted = False
                                    }
                                    SetSameVesselInteraction
                                    {
                                        actionGroup = None
                                        wasActiveBeforePartWasAdjusted = False
                                    }
                                    RemoveSameVesselInteraction
                                    {
                                        actionGroup = None
                                        wasActiveBeforePartWasAdjusted = False
                                    }
                                }
                                PARTDATA
                                {
                                }
                                MODULE
                                {
                                    name = ModuleCargoPart
                                    isEnabled = True
                                    beingAttached = False
                                    beingSettled = False
                                    stagingEnabled = True
                                    EVENTS
                                    {
                                    }
                                    ACTIONS
                                    {
                                    }
                                    UPGRADESAPPLIED
                                    {
                                    }
                                }
                                RESOURCE
                                {
                                    name = EVA Propellant
                                    amount = 5
                                    maxAmount = 5
                                    flowState = True
                                    isTweakable = False
                                    hideFlow = False
                                    isVisible = True
                                    flowMode = Both
                                }
                            }
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }

    In my save file, some Kerbals were given an empty INVENTORY. In that case, overwrite the new INVENTORY.
    The final KERBAL

    Spoiler

            KERBAL
            {
                name = Tanger Kerman
                gender = Male
                type = Crew
                trait = Scientist
                brave = 0.230993569
                dumb = 0.80085355
                badS = False
                veteran = False
                tour = False
                state = Assigned
                inactive = False
                inactiveTimeEnd = 0
                gExperienced = 0
                outDueToG = False
                ToD = 0
                idx = 0
                extraXP = 0
                hasHelmetOn = False
                hasNeckRingOn = True
                hasVisorDown = False
                lightR = 1
                lightG = 0.5176
                lightB = 0
                completedFirstEVA = True
                suit = Default
                hero = False
                EVACHUTE
                {
                    name = ModuleEvaChute
                    isEnabled = True
                    chuteYawRateAtMaxSpeed = 1
                    chuteMaxSpeedForYawRate = 50
                    chuteYawRateAtMinSpeed = 1
                    chuteMinSpeedForYawRate = 1
                    chuteRollRate = 1
                    chutePitchRate = 1
                    chuteDefaultForwardPitch = 9
                    semiDeployedChuteForwardPitch = 25
                    chutePitchRateDivisorWhenTurning = 1
                    chuteRollRateDivisorWhenPitching = 1
                    chuteYawRateDivisorWhenPitching = 1
                    persistentState = STOWED
                    animTime = 0
                    minAirPressureToOpen = 0.0399999991
                    deployAltitude = 1000
                    spreadAngle = 7
                    automateSafeDeploy = 0
                    stagingEnabled = False
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                        DeployAction
                        {
                            actionGroup = None
                            wasActiveBeforePartWasAdjusted = False
                        }
                        CutAction
                        {
                            actionGroup = None
                            wasActiveBeforePartWasAdjusted = False
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                INVENTORY
                {
                    name = ModuleInventoryPart
                    isEnabled = True
                    stagingEnabled = True
                    inventory = evaJetpack
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    STOREDPARTS
                    {
                        STOREDPART
                        {
                            slotIndex = 1
                            partName = evaJetpack
                            quantity = 1
                            stackCapacity = 1
                            variantName = 
                            PART
                            {
                                name = evaJetpack
                                cid = 4294892170
                                uid = 0
                                mid = 0
                                persistentId = 2332527910
                                launchID = 0
                                parent = 0
                                position = 0,0,0
                                rotation = 0,0,0,0
                                mirror = 1,1,1
                                symMethod = Radial
                                istg = 0
                                resPri = 2
                                dstg = 0
                                sqor = -1
                                sepI = 0
                                sidx = -1
                                attm = 0
                                sameVesselCollision = False
                                srfN = None, -1
                                mass = 0.0199999996
                                shielded = False
                                temp = -1
                                tempExt = 0
                                tempExtUnexp = 0
                                staticPressureAtm = 0
                                expt = 0.5
                                state = 0
                                PreFailState = 0
                                attached = True
                                autostrutMode = Off
                                rigidAttachment = False
                                flag = 
                                rTrf = evaJetpack
                                modCost = 0
                                modMass = 0
                                moduleVariantName = 
                                moduleCargoStackableQuantity = 1
                                EVENTS
                                {
                                }
                                ACTIONS
                                {
                                    ToggleSameVesselInteraction
                                    {
                                        actionGroup = None
                                        wasActiveBeforePartWasAdjusted = False
                                    }
                                    SetSameVesselInteraction
                                    {
                                        actionGroup = None
                                        wasActiveBeforePartWasAdjusted = False
                                    }
                                    RemoveSameVesselInteraction
                                    {
                                        actionGroup = None
                                        wasActiveBeforePartWasAdjusted = False
                                    }
                                }
                                PARTDATA
                                {
                                }
                                MODULE
                                {
                                    name = ModuleCargoPart
                                    isEnabled = True
                                    beingAttached = False
                                    beingSettled = False
                                    stagingEnabled = True
                                    EVENTS
                                    {
                                    }
                                    ACTIONS
                                    {
                                    }
                                    UPGRADESAPPLIED
                                    {
                                    }
                                }
                                RESOURCE
                                {
                                    name = EVA Propellant
                                    amount = 5
                                    maxAmount = 5
                                    flowState = True
                                    isTweakable = False
                                    hideFlow = False
                                    isVisible = True
                                    flowMode = Both
                                }
                            }
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                CAREER_LOG
                {
                    flight = 7
                    0 = ExitVessel,Kerbin
                    0 = Orbit,Kerbin
                    0 = BoardVessel,Kerbin
                    0 = Suborbit,Kerbin
                    0 = Flight,Kerbin
                    0 = Land,Kerbin
                    0 = Recover
                    1 = Land,Kerbin
                    1 = ExitVessel,Kerbin
                    1 = BoardVessel,Kerbin
                    1 = Recover
                    2 = Land,Kerbin
                    2 = Flight,Kerbin
                    2 = Recover
                    3 = Land,Kerbin
                    3 = Recover
                    4 = ExitVessel,Kerbin
                    4 = Land,Kerbin
                    4 = Flight,Kerbin
                    4 = BoardVessel,Kerbin
                    4 = Recover
                    5 = Flight,Kerbin
                    5 = Suborbit,Kerbin
                    5 = Orbit,Kerbin
                    5 = Flyby,Minmus
                    5 = Orbit,Minmus
                    5 = Suborbit,Minmus
                    5 = Land,Minmus
                    5 = ExitVessel,Minmus
                    5 = BoardVessel,Minmus
                    6 = ExitVessel,Minmus
                    6 = Land,Minmus
                    6 = BoardVessel,Minmus
                    6 = Suborbit,Minmus
                    6 = PlantFlag,Minmus
                }
                FLIGHT_LOG
                {
                    flight = 7
                    7 = ExitVessel,Minmus
                    7 = Land,Minmus
                    7 = Suborbit,Minmus
                    7 = BoardVessel,Minmus
                    7 = Orbit,Minmus
                }
            }


    8) Save the *.sfs file.
    9) Load your game and (hopefully) happily buzz around with your jetpack
    10) Hope this may help, it worked for me. 

  8. 3 hours ago, Space Nerd said:

    I tried to lower pe by as much as possible , but it's still too high(even when I got a eve collision course).

    You're probably approachin Eve at the wrong time. Not all of the flybys can conveniently be used for lowering your orbit. Conversely, a properly set flyby can lower your orbit without the need of a burn.

    Just to give you an example, try http://ens-gijs.github.io/ksp/ and look for a transfer to Eve using year 1, day 1 as earliest departure time, and 100 km for initial and final orbits. You will probably obtain a 2,711 m/s optimal transfer to Eve, leaving Kerbin on year 2, day 151, with a flight time of 199 days. Well, that flyby is not a good one, since it is rising the orbit. You can tell it just looking at the resulting orbit (the green one) and the possible encounters afterthe flyby, which are listed in the box below the porkchop (just Kerbin and Piovessa).

    A different solution, like the one below, is much better.

     

     

  9. I'm not sure if it actually deserves to be defined a method, I would call it an incomplete gravity assist. That is, I did it in that way after I got frustrated with not being able to achieve a good gravity assist (i.e. encounters with Moho not requiring an expensive burn at Eve or an insane deltav for inserting into orbit). 
    In that sense, try to plan your Eve flyby as if you would plan a gravity assist to Moho. You should plan the flyby for losing velocity, that is you should be approaching Eve from behind and pass in front of it (see also https://wiki.kerbalspaceprogram.com/wiki/Tutorial:_Gravity_Assist).

    I found this tool very useful:

    http://ens-gijs.github.io/ksp/

    It is still a little bit confusing, but you can rouglhy figure out your orbit after the flyby


    I didn't burn in Eve's SOI. Rather, I tweaked the flyby during the journey to Eve in order to achieve an optimal final orbit, that is, I tryed to minimize the inclination difference with respect to Moho's orbit, and I tryed to set my periapsis as close as possible to Moho's periapsis.  

    I hope this may help you

  10. 22 hours ago, cantab said:

    Though it wasn't used for the final touchdown, I still chuckled at seeing a Rhino-powered Gilly lander!

    I admit the lander may look somewhat unconventional, but I wanted the Rhino for the final burn to Eve, so I took it down o Gilly and back.

    22 hours ago, cantab said:

    You're also a braver man than me landing in a lander can. After I killed Kerbals doing that I insist on real pods/cockpits for my Kerbin landings.

    I had 600 m/s to slow down the vehicle before hitting the atmosphere, so the reentry was not that harsh. @5thHorseman was much braver than me, he landed on Kerbin on a lander can without any heatshield (and he didn't even have fuel to burn)

    On 1/17/2019 at 12:46 PM, 5thHorseman said:

    Evepollo, at over 15 minutes, is more video than the first 5 missions (in three sub-5-minute videos) put together. It probably took that much more real-life time as well :)

      Reveal hidden contents

     

     

  11. 5 hours ago, minerbat said:

    is there a way to see or calculate the fuel efficiency?

    Yes, you can use the rocket equation. The total deltav you can get is

    deltav = g* Isp*natural log(wet mass/dry mass) 

    Isp is a characteristic of the engine and you can find it in the part description, while the wet and the dry mass are the mass of your vessel before and after the burn, being their difference the total fuel consumed during the burn.

    So, as you can see, it depends on your payload and on how far you want to go.

    you can manipulate the above xpression, obtaining that the fuel mass you need is given by

    fuel mass = dry mass * (exp(deltav/(g*Isp) - 1)

    you can see that a high deltav would require a high Isp, to limit that exponential. However, the mass of the engine negatively affects the dry mass of your ship. So, it depends...

    You may also check: https://wiki.kerbalspaceprogram.com/wiki/Cheat_sheet

  12. 7 hours ago, 5thHorseman said:

    Sorry about missing this!

    It’s ok, I guess tending this thread (for so long time) is a demanding task, and it's safe to say that I should thank you for your effort regardless how prompt your response is. I hope you don’t mind if I discretely remind you a pending report, when it become apparent to me that you missed it.

     

    7 hours ago, 5thHorseman said:

    (Psst a pilot can collect science too you know. All they can't do is reset goo and jr experiments)

    I KNOW THAT! It is completely spoiling he pathos in Bob's mission. I had this epiphany “hey, wait a min, also a pilot can collect science” just after the submission on the forum, while checking the album. I don’t know why I forgot about this, maybe because of my habit of (over)roleplaying the missions, or just because I always play the game late at night. 

    7 hours ago, 5thHorseman said:

    (I'm going to steal that name) 

    Please, help yourself

    7 hours ago, 5thHorseman said:

    In my experience the best reason to do what you did to return home is because Ike is where it was when you wanted to return home. It's better to hit the return window closer, and both directly leaving Ike as it's passing on the prograde side is just as good as leaving Ike backwards as it's heading retrograde to eject at Duna like you did.

    Yes, that was my first thought, too. And considering how short Ike’s orbital period is, the two approaches would be almost equivalent in all respects. 

    But then considering the thing in the light of the Oberth effect, when burning directly from Ike (or, generally speaking, from a satellite), the highest velocity your vessel may have in the frame of reference of Duna (of the parent planet) before the burn is the orbital velocity of the satellite plus the orbital velocity of the vessel, that in my case was  300 + 350 = 650 m/s. In the way I did, the burn is split into two parts. The first one is done at a not-so-efficient condition, while the second burn is carried out at the Duna periapsis, where the velocity is much higher (almost 1300 m/s), and this *should* be very efficient. So, I dunno...

    Anyway, I've got a few questions about the challenge

    1)      My next two missions, if properly run, could be a valid entry for other challenges in this forum. Would it violate any forum/etiquette rule, or be otherwise unfair if I submit the same mission to different challenges?

    2)      A more technical question about ISRU and asteroids. I’ve read through the rules, and I found no item explicitly forbidding to harvest an asteroid for fuel. This basically would open to the possibility to leave Kerbin SOI with huge -albeit lightweight- ships, which could get the fuel needed for the mission from an asteroid in Kerbol orbit. Although this opportunity is not completely unrealistic (just google “getting fuel from an asteroid” and see the results, the bare fuel vs equipment weight efficiency could introduce an unbalance in the challenge (who would ever bother with complex gravitational assists to save some fuel, when you can have fuel for free?).

    Anyway, you are the OP, and yours is the last word about that.

    3)      General rule #3 in the OP reads:

    On 12/30/2018 at 10:22 AM, 5thHorseman said:

    These missions must consist of one single launch from the launch pad

    Does this imply that launches from the runway – particularly, spaceplane takeoffs- are not allowed?

  13. On 1/18/2020 at 2:43 AM, 5thHorseman said:

    I hear that. I actually posted the last challenge I did as a video because I got sick of Imgur, and videos were easier.

    I'm a complete newbie at video editing, but I think I'm going to invest some time in that. I'm a little bit on the verbose side, and I'm completely terrified when thinking at a Jool mission report on Imgur.

     

    On 1/18/2020 at 2:43 AM, 5thHorseman said:

    Regarding sepratrons, I have found that 2 tiny fins tilted 5 degrees (1 tick in the rotate tool) away from the main stack make for safe (and pretty!) separations sans sepratrons.

     Interesting. I'll give that a try the next mission, that is Dunpollo.

    Now, here is my Mohollo

    https://imgur.com/a/ALB20Nq

  14. On 12/20/2019 at 3:16 AM, 5thHorseman said:

    I'm looking at Kerpollo now and believe yours is the first manually-pushed rolly car I've ever seen. :)

    Uhm, yeah, I found the roller is much easier to steer in this way. And also less prone to nasty explosions. You know, I believe ground operations have become somewhat dangerous since 1.8.

     

    Anyway, after some time I have two more mission reports done. (it took me more time to prepare the reports on imgur than the actual missions). 

    --------------------------------

    my past entries:

    Kerpollo

    https://imgur.com/a/08YYoWq

    Munpollo

    https://imgur.com/a/PZj99md

    Minpollo

    https://imgur.com/a/gQdNdIW

     

    --------------------------------

    and the new missions:

    Dresollo

    https://imgur.com/a/itJD3FY

    and Eelollo

    https://imgur.com/a/lIWZkIx

     

  15. Hi again.

    I'm posting my third challenge mission, Minpollo. Since I didn't get any feedback from the OP about my first submission, I'm reposting that here, too, just out of convenience.

    On 12/16/2019 at 8:41 PM, BeanThruster said:

    Hi. I'm starting here the challenge

    I run a very a lightly modded KSP 1.8.1 with MH & BG DLCs. 

    list of mods:

    • Chatterer
    • alarm clock
    • Transfer Window Planner

    Game settings are custom, with a 80% science reward, which I feel is a good compromise between challenge and grind.

    Quicksaves and reverts are on, as well as parts and Kerbals G-force limits, parts pressure limits, and plasma blackouts

     

    Here's the link to my first mission (there's also some initial science harvesting around KSC)

    https://imgur.com/a/08YYoWq

    And here is Munpollo.

    https://imgur.com/a/PZj99md

    and now, Minpollo.

    https://imgur.com/a/gQdNdIW

    I'm planning now the next mission. Probably the most obvious choice would be Duna. However, my concern is about the science harvest one may obtain from a mission. Given that a single world can be landed just once in the course of the challenge, this means that early landings involve a science loss due to the techologies that are not available yet at that moment. To minimize this loss, the ideal mission target would be a single world (less situations and just one landing, so lesser losses due to the unavailability of gravity and seismic scanners) with no atmosphere (atmospheric scanners are still not available).

    In this regard, the best choice would be Dres which, among the possible candidates, has the lowest science multipliers.

     

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