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frozenbinary

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Everything posted by frozenbinary

  1. Mission Briefing With the advancement of the Galilean Space Program, mission control has demanded you to establish a permanent presence on another celestial body in the Ciroan system. You try to argue that there is still plenty space on Gael for the population to grow, but they don't respond to your cries. Objective: Develop a colony where Gaeleans can live in comfort, permanently or for extended durations of time. (And also get some cool screenshots ) Points More points = More good! Baseline - Start with 50 points Setup System x2.0 - Rescale GPP to 2.5x x3.0 - Rescale GPP to 10x Varying multiplier depending on what celestial body you establish your colony on: Life Support *Only one of these can be used at a time 2.0x - Used Kerbalism (Reliability recommended to be turned off) 1.9x - Used MKS + USI-LS 1.75x - Used only USI-LS without MKS 2.5x - Used Kerbalism + MKS 1.75x - Used another life support mod (TAC-LS, Snacks, Kerbal Health, etc.) Propulsion/Power *In general, restricted more or less to near future technologies. Nuclear and electric propulsion is fine. KSP-IE is fine when limited to earlier engines. 0.8x - Used antimatter/fusion engines/reactors/Far Future Technologies/black hole drives/etc. 0.8x - Used FTL drives, warp gates, or Blueshift 0.5x - Used obvious unbalanced parts 1.2x - Used no nuclear engines/reactors whilst abiding by the above (good luck lol) In-Game Sustainability Kerbalism 1.5x - Crew can stay indefinitely in the colony, and only "need" to be cycled due to stress 1.25x - Crew can stay in the colony with resupplies of nitrogen/ammonia to grow food every ~20 years (cannot be combined with above) 1.3x - Replaces above if nitrogen/ammonia is shipped from a planet other than Gael 1.1x - Has some way to circumvent part failures (if enabled) +5 - Per comfort (panorama, call home, etc.) +1 - Per 10m3 of habitable and pressurized volume x0.8 - Crew is not adequately protected from space radiation, radioactive parts, and/or space weather x0.8 - Crew needs shipments of food, water and/or oxygen to survive MKS / USI-LS 1.5x - Crew can stay indefinitely in the colony (meaning for the rest of time!) 1.3x - Crew can stay indefinitely in the colony, but requires Machinery shipments (cannot be combined with above) 1.1x - Crew can stay indefinitely with fertilizer shipments (cannot be combined with above) 0.9x - Crew needs to be cycled due to habitation (cannot be combined with above) Other life support mods 1.25x - Crew can stay indefinitely in the colony (meaning for the rest of time!) 1.1x - Mostly self sufficient but requires occasional shipments every ~20 years Crew Capacity +5 - For each Gaelean on board +1 - For each extra seat that is not occupied Base Placement +25 - Place your colony at the highest point on the celestial body +25 - Have the majority of your base submerged or floating in liquid, and the only parts that should touch land are ISRU and an airlock +50 - Place your colony on the seabed of Tarsiss, Tellumo, or Hadrian Other +5 - Fly a big flag! +30 - Have an asteroid, mined or not, be part of your base 1.5x - If you have a mod that increases the size/weight of asteroids to realistic proportions +40 - Produce RocketParts and launch vessels using Extraplanetary Launchpads +20 - If using MKS; where you need MaterialKits and SpecializedParts Challenge Rules -You must use GPP, no GPP secondary -Keep everything at stock balance; if you use RealFuels, turn off realistic masses, leave tank mass the same, and keep engine mass above 3.2 -No usage of Alt F12, HyperEdit, VesselMover etc. unless if it used to fix damage caused by a kraken attack -If you want to use your own patches, make sure they're balanced -Be honest! And most importantly... Impress me Recommended Mods These can all be found on CKAN -Kerbalism; link above -MKS / USI-LS; link above -RealFuels when used with Kerbalism with stock balance configs; ask me if you want my custom configs -Rational Resources; there are configs for the original resource distributions -Rational HydroDynamics; helps if you're trying the seabed challenge -Moldavite Machines; greenhouses for more than just food -KARE; nuclear ramjets useful for various bodies -Near Future Technologies; useful reactors, engines, fuel tanks, etc. -CryoTanks/CryoEngines; more useful tanks and engines Badges *not pictured, send me some if you want to* Gallery *none yet* Best of luck to anyone who attempts!
  2. So I'm not sure if is this an actual problem but I've been having problems with Community Tech Tree, Hide Empty Tech Tree Nodes and Kerbalism. So, as you may know, some Kerbalism stuff is unlocked from some CTT nodes. However, some of these nodes don't have any parts that are locked behind these researches. https://imgur.com/a/bsnzLpM This leads to situations like this where there are Kerbalism things to unlock, but no actual parts. Hide Empty Tech Nodes doesn't see that and removes the node anyway, locking you out from unlocking pretty important things like CO2 scrubbers. I also posted this on Kerbalism's thread
  3. So I'm not sure if is this an actual problem but I've been having problems with Community Tech Tree, Hide Empty Tech Tree Nodes and Kerbalism. So, as you may know, some Kerbalism stuff is unlocked from some CTT nodes. However, some of these nodes don't have any parts that are locked behind these researches. https://imgur.com/a/bsnzLpM This leads to situations like this where there are Kerbalism things to unlock, but no actual parts. Hide Empty Tech Nodes doesn't see that and removes the node anyway, locking you out from unlocking pretty important things like CO2 scrubbers. I also posted this on Hide Empty Tech Tree Node's thread.
  4. Yes it is compatible, and should work with any planet pack. Using KS3P with JNSQ right now.
  5. So I've recently started using KS3P and didn't mess with the config too much outside of motion blur. Does anyone know how to disable this kind of shadowing when landed? https://imgur.com/a/MGmIdDP
  6. I've been playing a lot of Kerbalism recently and finally unlocked advanced science. In order to produce liquid fuel, you need CO2. Is there an easy way to get CO2 without crew? There is Molten Regolith Electrolysis but that wouldn't work with my craft.
  7. Must be USI then. Think I'll just be using the containers that come with EL.
  8. Sorry for not going into detail. I simply cannot set the parts to store RocketParts even though I've done it in the past.
  9. So I don't know is this is a problem with Stockalike Station Parts or EL, but all of the containers from Stockalike Station Parts can't store RocketParts. I've put RocketParts in these containers before and it does seem like they can and are supposed to store RocketParts. Any help?
  10. Does the science only version of Kerbalism work with incompatiable mods such as MKS/USILS? I love Kerbalism's science but the life support, radiation, and part failure is a bit too much for me.
  11. I think for now I'll just stick to my current Kerbalism save. If I get tired of it I'll probably just try USI/MKS and some more mods.
  12. Mike Aben actually reminded me about Kerbalism and decided to try it out with GPP and I've starting sending probes to Tellumo and Niven. Just decided to check out the GPP wiki to see that the resources was made for MKS and that maybe I should switch. Kerbalism's science is intresting anyway.
  13. For GPP should I be playing with Kerbalism or MKS/USI Life support? Seems like there's a lot more thought put into MKS.
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