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Jeb x Valentina

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Everything posted by Jeb x Valentina

  1. ok, thx. Does this mean you will make my next challenge (timing not needed)
  2. I did watch it, but I was focusing on the ship, I rewatched it, and noticed something a bit weird about the kerbals, they were moving too fast. It was probably that. So, lemme recalculate your points... You did got 63 I'm sorry, but I didn't pay much attention to the UI, except the speed meter I hope I didn't cause any issues, sorry
  3. It's sad, but after being more than 20 years in orbit, NASA is considering retiring the ISS by 2024-2031, deorbiting it, and crashing it into point nemo (furthest point from any landmass) which is already a space station and sattelite grave) Here is the location of point nemo, and the other station that ended up there, the Mir space station And here you can see how far away it is from other landmasses It will retire it to get back some funds, and the ISS is already quite old, and NASA wants to focus on other stuff like the artemis program. Plus, Russia will possibly leave the ISS project by 2025, and the tension with Ukraine might speed it up At least we got a lot of science from there, and Jeb could travel to it, at least once YES, Jeb was on the ISS!
  4. in fact, NASA has already a better solution: the getaway space station, which would look somewhat like this: (credits to NASA for the image) The Orion spacecraft would dock into it, the crew would get on a lander docked on the station, and then get back to the station
  5. Here it is! It's a drawing on val, standing in the laythe coast! EDIT: I THINK I'M GONNA GET MY OLD PIC BACK
  6. If it's a visual mod, it's ok, if it doesn't has new parts nor another planet pack it's also ok, Just try to use it as least as possible
  7. The Koyager 1 probe is the one that is the biggest pride of kerbalkind. Since Bill made its blueprints to nowadays, it's been sending incredible data about the kerbol system. And even today, that it has left Kerbol's SOI it's still sending data, however, it seems a bit random. However, with the help of very intelligent scientists, chess players, mathematicians, Squads (That's how they call monkeys in Kerbin) and snack manufacturers, the KSC has finally decoded the message; It appears that an alien race known as the humans, a few lightyears away, have touched their star's atmosphere using a probe (the parker solar probe) Wernher Von Kerman Exploded in anger as he saw this, and now the KSA has a new challenge; build a spacecraft that can get closer to the Kerbol than the parker solar probe, and then do it back to Kerbin safetly. Your mission: Build and launch a probe that can get closer than 41,842,944 km (the closest distance from the parker probe to the sun) to kerbol, and then return to Kerbin's SOI. Challenge modes: 1. Normal mode: Build a probe that can get at least 41,842,944 km close to Kerbol, and then return it to Kerbin's SOI safetly 2. Hard mode: Build a probe that can get at least 20,000,000 km close to Kerbol, and then return it to Kerbin's SOI safetly 3. Impossible mode: Build a probe that can get at least 10,000,000 km close to Kerbol, and then return it to Kerbin's SOI safetly 4. Legend mode: Build a probe that can get at least 5,000,000 km close to Kerbol, and then return it to Kerbin's SOI safetly 5. God mode: Build a probe that can get at least 500,000 km close to Kerbol, and then return it to Kerbin's SOI safetly Rules: 1. No exploits, kraken drives, cheat menu, etc. 2. No mods (this doesn't mean you have to uninstall them, just don't use their parts/functions) 3. Your probe core can't overheat to death, it must survive 4. You must get back to Kerbin's SOI after you approched Kerbol Bonuses: 1. Add at least one kerbal to your ship, it must survive (+5 pts.) 2. Your craft must survive reentry and landing into kerbin (+10 pts.) 3. Launch an impactor from your craft into Kerbol, wait until it gets 5,000 km close, then do science in there and transmit it until it crashes or overheats (The impactor gives 15 pts. And every 5 experiments you do yield you 1 extra point, you cannot repeat experiments, i.e, if you did a magnetometer BOOM scan, you can't do another one) Scoring system: The one with the craft that gets the closest, and the most bonus points wins Required submissions: A comment, indicating which challenge mode you did A video submission, showing from the moment your craft was launched, to the moment you returned to kerbin's SOI
  8. Alr, but before you sing victory... lemme check if u added the points correctly... You flew for 3:57 minutes (or atleast that's the lenght of the video) but you still reached impossible mode speed so... uhhh... Guess I'll give you 3pts for the flight time, multiplied by 3 (9) then, for the bonuses you got 69 points (you got more points than you were originally thinking of) And, so far, I guess you won, until someone gets more points than you. gonna submit new challenge now
  9. seems fine, but I need a video of the mission, not a sreenshot. About the X-15, It seems cool, and I will consider adding that speed!
  10. I didn't say that you had to delete mods, just don't use their functionallities
  11. Yes, nice argument, one small issue: I'm inside your walls I said no mods, and you have a ton of them so no
  12. They are the scoring system, each checkpoint gives you a score, based on the criteria, after you've got to checkpoint 3, that's your final points, the one with the most, wins the challenge! EDIT: I added a timing system
  13. No, only speed counts, and planet circumnavigation either, I said, FASTEST you can do it long or circumnavigate if u want but it won't get u any extra points
  14. There is one thing kerbals love to do: Getting as fast as possible and experiencing high gee forces. So the engineers at the SPH began a contest, to see who can build the fastest aircraft. But jeb died many times in the attempts so they decided to do it unmanned. Your mission: build an unmanned plane that can go faster than the speed of sound (343 m/s), the fastest one wins! Challenge modes: Normal mode: Build an aircraft and launch it from the runaway, it must get faster than 343 m/s, it must go at that speed for at least 5 minutes; it can be unmanned but it needs to land, or crash all of its command modules intact; If it explodes, you lost. Hard mode: Build an aircraft and launch it from the runaway, it must get faster than 597 m/s, (speed of concorde) it must go at that speed for at least 8 minutes; it can be unmanned but it needs to land. If any important part (wings, fuel tanks, engines or command pods) explode, you get downgraded to normal mode. Impossible mode: Build an aircraft and launch it from the runaway, it must get faster than 983 m/s, (speed of blackbird military jet) it must go at that speed for at least 10 minutes; it can be unmanned but it needs to land. If any important part (wings, fuel tanks, engines or command pods) explode, you get downgraded to hard mode. Bonuses: Make the aircraft manned, all kerbals must survive (+5 pts.) Add tourists to it (create them using Alt+F12 to avoid spending funds or if you are on sandbox or science mode), all tourists must survive (+10 pts.) The aircraft must land intact, except for landing wheels, batteries, decouplers, air brakes and science parts, which can be destroyed (+15 pts.) Fly the aircraft on Eve, reaching at least the speed designed on your chosen mode (+20 pts.) Make the aircraft VTOL capable and launch it from the launchpad (+30 pts.) You earn 1 point for every extra minute you keep at a speed faster than the one designed on you mode Rules: No cheat menu, except for creating the tourists in 2nd bonus No mods, kraken drives or exploits Keep part clipping as minimum as possible No editing your submissions in any way (i.e photoshop) Required submissions: A comment on this post, telling which mode you did A video of the whole mission, with the speed indicator always visible Scoring system: The speed you got at, divided by 100 (i.e. if you got 343 m/s, you're going to get 3,43 points) Your points after the first checkpoint, multiplied by the mode (i.e if you got 3,43 points, you did normal mode (mode 1) 3,43*1=3,43) Your points after the second checkpoint plus your bonus points (i.e. if you got 3,43 in checkpoint 2 and you did 1st bonus (+5 pts.) 3,43+5= 8,43 pts. in total) The one with the most points after checkpoint 3 wins
  15. A sideways view, with the moons aligned (if you wonder why wall seems just plain white, don't worry, the texture didn't wrap around correctly) Upper view, from Jool's north pole Laythe, it is atmosphereless (adding it would crash my computer) and a bit flat since I used recolor of biome map unlike on the other renders Credits: Textures of moons: Kerbal Maps (finitemonkeys.org) Jool map:
  16. OK, here they are: Here is my deep-sea kerbin rover, stranded, was testing it to get it to the slimy rim and win a challenge, but didn't work out, plus, Jeb & Val are stuck in their seats due to part clipping And here is the original one @Zacspaceand @Vanamonde hope you're glad to see them
  17. Hi! it's me, today, instead of a challenge, I came up with and idea to rework asteroids and comets, and tweak the mining system a bit in KSP2 1) Generic asteroids and comets As you may already know, we have asteroid classes already in KSP1, going from A (smallest, at least 3 meters in lenght) to E (the biggest, at least 30 meters in lenght (in comparison, that's the size of a blue whale)) and comparing to to real life, in which the asteroid that killed the dinosaurs was 10,000 meters in lenght (bigger than Mt, Everest, and almost as big as Kerbin in KSP1) that's just too tiny. So, we should introduce three new asteroid classes: class F asteroids, class G asteroids and class H asteroids; AKA generic asteroids, in order to compensate realistically sized bodies in KSP2. 1.1) What would generic asteroids be? Generic asteroids, unlike normal asteroids, won't be randomly genarated; instead, they would be part of the Stock planet pack, have their own generic (not random) name, and appear in every game, plus, they would have their own surface features in Breaking the Ground. They would be divided in three classes (Note that none of them can be grabbed nor moved by Klaws to avoid bugs): F class: Asteroids varying from 35 meters to 60 meters in lenght, G class: Asteroids varying from 75 to 120 meters in lenght, Ships can land on them and kerbals can stand on them H class: Asteroids varying from 300 to 1300 (half Gilly's size) meters in lenght, Ships can land on them and kerbals can stand on them, like if they were on Gilly or any other small, in-game celestial; plus, they cannot be captured by any other celestials. These will also have their own SOI and will affect spacecrafts, and even normal asteroids that got too close. Generic comets would work the exact same way, except some changes... 2) Comet changes In-game comets are basically the same as asteroids, except for their tail, so here I'm suggesting a few comet tweaks. 2.1) The coma IRL, comets have a really, really thin atmosphere known as the coma, and although it is rendered in-game, it doesn't act like an atmosphere, so why not making it act like one? It's thickness would be 10% of the comet's radius, to allow a bit of airbraking, and its atmospheric pressure would be 100.1 Pa at the top, and at the bottom, 101 Pa. It would be rendered as a diffuse, Blueish-white sphere surrounding the comet, unlike the the atmospheres in the KSP2 celestials, it will lack clouds, and it would look like KSP1 Kerbin's atmosphere, but more diffuse, thin, and transparent. Note that comets C class and below will lack an atmosphere-like coma and will only have it for decoration purposes. 2.2) Tail rework In-game comets already have a tail, but it's not very appreciable without mods and from up close, it just disappears out of sight So, I would suggest to make the tail more bushy, and, add little particles inside it, like Gurdamma's rings in KSP2, but instead of resembling rocks, they will resemble ice chunks. 3) Additions to the ore mining system Ore mining in unmodded KSP1 is not very exciting unless used for refueling, and you cannot earn any science from mining it, so, let's change that 3.1) Studying ore This concept is all about adding ore studying devices, that, once you got at least 50 units of ore, will be operable. These would be radially attatched to ore tanks, and work like an in-game Karbal taking a surface sample, but, it will provide 50% more science than a kerbal taking a sample 4) Misc. notes The Generic asteroids would be placed in strategic places so that they never impact any body, like Eeloo with Jool The dresteroid belt will be removed (since Dres will be more exciting now ) and will be replaced by analouges of the Asteroid belt, Kuiper belt and Oort cloud Asteroids will be common in the asteroid belt, comets will be quite common in the Oort clud, and in the Kuiper belt it's gonna be a mixture of both Eeloo will be placed inside the kuiper belt analouge the ore analyzer will have 3 sizs, small, medium and large, similar to the Breaking Ground Scanning arms
  18. no, that will make the challenge easier for you!
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