Bellaby
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Everything posted by Bellaby
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gah i didn\'t notice your post Don :-[ Yeah i\'ll happily be \'Lifeguard\' (haha nice) For now what i\'ll do is only allow the current design leader to pull from the pool and I fully support and approve of \'Join Initiatives\'!
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good point db, i hadn\'t actually considered that. Let\'s get this a trial run then, here is a \'contract\' that i would like you guys to run: This is a design challenge (that is always running) to build a rocket using Don\'s parts & price lists which can lift 4 mass (an RCS tank + 2 blocks is 1 mass, a large LF tank is 2.5 mass etc). The criteria is lowest cost possible, using your campaign tech levels to estimate price. The leader will pull from the pool (and their own funds) as much as necessary (provided there is enough in the pool) and use their secondary slot to launch the rocket from this design contest, and get 4 mass into that 200x200 orbit, once we establish a suitable design. A couple of things here. For the \'leader\' bear in mind that you will not gain that 1500 fund raiser, and if it is vital for your turn to do this then yell and i will compensate you (but don\'t forget you get 3000 from don if you succeed!). Use tech with the same rules as don\'s campaign, so if you purchase tech it can be used immediately. Provide the craft file, a breakdown of costs and flight instructions below, I will test your designs to see who succeeds then I will post below. There isn\'t a time limit, consider this as a running challenge. I will keep track of cheapest 4-mass lifters in the OP, and who provides them. Because technology will be a major price factor here it means that the player with the best design will be the one doing the launches. Consider for now that only the player with best design has access to the pool (for now, I will update the OP). Also if 4 mass is too heavy (or too light!) please suggest and discuss better. I describe the cargo as 4-mass and thus ambiguous because we need to left many different things, which is why the cargo isn\'t a specific thing. Re-usability ftw! Example cargo\'s: - 2 x LFE - 4x (RCS tank & 2 x RCS block) - 2x large Zoxy tank & 2 x small LFE
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you mean bid for money from the pool? I mean to keep this strictly within Don\'s campaign, so I can\'t pull anything out of thin air. I kind of understand what you mean but if you could explain a bit then i wouldn\'t mind.
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hows everybody this absurdly hot afternoon? I set up the \'DonLorenzo\'s Forum Campaign Player Chat\' thread over here --> http://kerbalspaceprogram.com/forum/index.php?topic=15108.msg227707#msg227707 Check it out guys, if you will, its for all of us to discuss and coordinate community projects (the current one being the space station). Anything thing to say about it? Post in the thread! I\'ll monitor it like I have nothing else to do in my life at the moment... (heh)
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When you guys complete your turn and email it to Don make sure to submit howevermuch you donated to the pool, so that Don correctly keeps track of your budget, for example this turn I will donate 5000 to the pool (don\'t feel like this is a standard or example amount, its actually quite a lot, feel free to donate less); And my finance breakdown will look something like this: - 2000 contract entry fee - 5000 community pool donation + 10 gazzilion - won the awesome price - 10 gazzilion - broke the rules, splashed the pool Or something ;P edit: Oh and this means I DONATE 5000 TO THE POOL edit 2: oh and you will also want to detail how much you gained from the pool, which should be 3/4s the cost of the rocket you send up as your community mission !
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Hi guys, now for anyone visiting this who hasn\'t come here via Don\'s campaign, and if you\'re interested, please check it out! http://kerbalspaceprogram.com/forum/index.php?topic=11947.0 Its pretty awesome and has been playing very well, and has certainly made me really try-hard over my designs! Any-who to the main purpose of this thread; a players discussion thread for Don\'s campaign, specifically to enable us to efficiently and quickly complete forum projects. Now the way i suggested we, as a team of players, get this done more efficiently is that we set up a funding pool, where we all donate what we can afford (since we can all donate some, but none of us can really afford a whole extra rocket on our own). Here is my original post from don\'s campaign thread; So to flesh this out a bit, and how to use the pool, here are the \'Rules of the Pool\'!: 1 - Add to the pool if you plan on pulling from it, I\'ll keep a list of donaters at the bottom, people not on that list won\'t be able to request pool money. 2 - Pool money can only be spent on these community \'missions\', not on personal missions. 3 - To request money from the pool post below with how much you want and what you are lifting, myself or Don will then confirm it. Once we confirm it its yours! 4 - If you take from the pool to fund a community mission you are morally obliged to spend about a third again yourself personally, with a minimum of 3000 monies (which you will get back in reward anyway). We can\'t specifically check this so, erm, you are OBLIGED! 5 - If you take from the pool, the money MUST be spent that turn on a community mission. If you miss the turn or don\'t do a community mission the money is returned to the pool 6 - No splashing! (sorry couldn\'t help it :-[ ) 7 - If you take and then learn you can\'t complete the turn for whatever reason, please post saying so, I\'d appreciate it and the pool can be better utilised in that turn. (not really a rule, more like courtesy) 8 - minimum donation of 1000 monies, to prevent people donating 1 monies just to get on the list and get access to the pool, spend it and make us all cry :\'( 9 - NEW RULE, only the leader of the design contest has pool rights, consider rule 1 now obsolete. 10 - NEW RULE, the pool can only be accessed once a turn, to help Don manage things. 11 - NEW RULE, Don has sent us some magical Kerbal Finance Wizards, which means we gain 10% interest on the pool per turn, calculated from what is in the pool at the end of a turn If you succeed then EXCELLENT. If you don\'t then, oh well at least you tried. I can see this working beautifully, but I can see this flopping terribly. If you pull from the pool try and make sure your designs are efficient as well as effective, and above all cheap! I\'m sure Don will keep track of all such missions but for added benefit I will do so as well during every turn update. If anyone has any ideas or comments then please, fire away. If you want to do other joint ventures for Don\'s campaign then discuss below! For this is the campaign\'s player chat thread! (As well as my rantings, i mean my ideas : ) The current player project is \'assemble a space station\'. So as you see, we have a significant amount of work to do gentlemen, and gentleladies! I\'ll keep track of what remains to be put in the 200x200km orbit in the spoilered section below: [li]25 x Large liquid fuel tanks, we had a contract which asked us to do this with minimal fuel, can i request the victor\'s design?[/li] [li]15 x Large Zoxy Tank[/li] [li]4 x zox Panel[/li] [li]5 x Tri Coupler[/li] [li]2 x Liquid Fuel Engine, i assume the larger one[/li] [li]20 x RCS block[/li] [li]10 x RCS fuel tank[/li] [li]2 x small Liquid Fuel Engine[/li] [li]4 x Command Pod[/li] [glow=red,2,300]THE POOL:[/glow] 52624 monies Lifter Design Contest (in order of cost): [list type=decimal] [li]Awaras just keeps making awesome designs so I\'ll just leave his name here 8)![/li] Donaters: [li] Bellaby [/li] [li] Awaras [/li] [li] Db101 [/li] [li] Fireblade42 [/li] [li]Issarlk[/li] We are currently on Turn 010! The pool has not been accessed this turn.
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cool challenge, but i have two questions; 1 - Clearly we can\'t use the fuel of the space bus, but can we use it\'s engines (having provided fuel from elsewhere) 2 - The aerospike engine is described as a rocket engine, and definitely burns like one, but does that come under the \'jet fuel\' rule? Also as for my idea, if there is interest in it then I\'ll set up a \'sub thread\' although where i should put it I\'m not sure
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Hey guys & Don, I\'ve had an idea floating around in my \'brain\' concerning the building of the space station. Most people simply cannot afford to send up a secondary, non-profit (at least, no immediate profit) rocket up into orbit with a payload for the station. But some of use (myself included) do have a spare grand or two which we could spend on such missions, but this amount of money would never launch a rocket. Now of course we all could just save those few grands over 4 or 5 turns and then have enough for a personal rocket, but that\'s 4 or 5 turns away! What I propose is a sort of \'funding pool\', kept track of in the OP, where people donate howevermuch of there budget to. Then, with a pool which would grow much quicker with several lenders, a space-station mission can be attempted by an individual using the pool. First this person must request the money for a pool in a forum post (to prevent multiple people claiming the same money) with whoever posts first gets the money. This money MUST then be spent, in the same turn as it is claimed, on a space-station mission. Whether it succeeds or not isn\'t the matter, it\'s simply that i see this as an easier way to set up mutually beneficial missions. If the pool is claimed, but the player doesn\'t do a mission (for whatever reason, i realise the RL has a tendency to get in the way of internet shenanigans! ) it is returned to the pool at the start of the next turn. The pool may not be spent on personal missions. All of the pool (or however much claimed from the pool) must be spent in the turn it was claimed purely on a space-station mission (don would be able to confirm this by knowing the player\'s turn details (i assume ) ) Players are morally obliged to spend some of their own money on a space-station mission when drawing from the pool (ie not to fund the mission purely from the pool, incase of failure so that pool isn\'t completely emptied for no success). Obliged! Anyway these are just my thoughts, post what you think! Oh and also information about the space station, that is tracking it\'s completion and how to complete it, might want to be in the OP. - Bellaby
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Don, how good are you at powered landings? I have an orbit capable craft which can land safely (all of the rocket surviving landing) in the ocean (not tested on land). It consists of a small LFE, 2 large LF containers and the pod & zoxy main. It can be tricky to get perfect in one attempt. If you aren\'t overly confident i can always add a parachute and still make a profit, and make landing much easier, but i just wanted to know before hand Also i assume that activating the parachute at the same time as triggering the decoupler (when attempting to salvage a lower stage) is ok, even though the parachute doesn\'t visually deploy (yet it\'s icon turns yellow, meaning deployed). This might even be a possible bug. Nope i\'m just blind, the chute\'s do actually deploy :-[
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hey guys, quick update on my part, exam season has been strong these few weeks but its nearly over! (YAYAYAYAYAYAYAY) The week long turn enabled me to do my turn when i had a lul but i\'m going to have to miss this turn because i don\'t have the time to play this evening. If you would Don just consider my turn as \'Fund Raiser\' and thats it, or i\'ll do this turn over the weekend because last exam tomorrow FINALLY ah can\'t wait for it to be over. - Oh and well spotted Awaras, i wondered why my decoupler light LFE designs just weren\'t working compared to the explosive ones.
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For those of you who thought 4 tanks were too many, it is just enough. Less tanks and it wont make it. My current design is the cheapest i can come up with, but im now experimenting with small LFE\'s but they simply do not have the thrust to haul them and enough fuel into space, and MOAR BOOSTERS is well and good (i have both booster and decoupler tech) but in the end it would still cost more :/ Real head scatcher here, but very enjoyable !
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welcome back to the land of the living personally the week long turn seemed a bit too long for me, but then i end up with quite a bit of free time now-and-then. I can\'t remember who posted it but they proposed a turn length where one turn is monday to friday, and another turn saturday & sunday, since people have more time during the weekend (in theory). I would like the above .
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Whilst preempting my turn budgets a bit i was looking at designs for an orbit capable craft and i have one with a single large LFE and 4 LF tanks plus two SRBs and associated decouplers. it can just about make a 70km orbit and return and its 24000 monies. The orbit mission only rewards 18k so i\'d actually make a loss, and ive no idea how to make it cheaper. At the moment i don\'t have lfe researched but even if i did the rocket would still cost more. How do you guys manage it?
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as rob said you get fundraiser money in the same turn that you run the fundraiser, as you do technology. You do NOT get the payout from a contract the same turn you run the contract, because Don is the one running the flights, you don\'t get the money until he says whether your flight was a success. However you can do both a mission and a contract in one turn, and same with contracts you don\'t get mission reward until next turn pending mission success.
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Sweet monies, finally have a reasonable amount, although still no-where near enough for liquid fuel rockets ;( Ah well. As for your questions; [More Space-plane stuff?] - Yes please! [Joint ventures?] - Definitely, seeing as i\'m one of those guys with the smaller wallets, but you may want to add some greater incentives than 'brownie points', for example (if this is even possible) when/if a space station is constructed, the biggest donaters get the most launch slots from it or get use of the space station\'s labs (allowing for an extra research slot) etc. But yeah otherwise i\'m all for it.
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this looks awesome, definitely giving it a go but can i suggest this: in the idea of keeping things fair can you detail a specific weapon mod? Also obviously those are custom models, what mods do i need for them or will they come with the persistence file? cheers (will definitely give this a go!)
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for the contract, i have created a 3 engine lifter that gets the job done (i just couldn\'t manage it on two let alone one), but when leaving the fuel can in orbit i know you want \'no attachments\' but just to clarify, the decoupler that is used to disengage is still on the end. I don\'t know of a possible way to stop that within the game mechanics, so i assume that the decoupler doesn\'t count as one of the \'doo-hickeys\' ;P (I hate to nitpick but i find that clarity is useful for everyone)
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Bellaby replied to l00's topic in KSP1 Mod Releases
will do thankyou, will edit this post with the result Edit: Yeah that worked like a charm, thanks alchemist!