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TelluriumCrystal

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  1. ILCiI70.png

    jpaverly. Check out his site here: http://jpvalery.com

    Epic mission patch by

    The Automated Mission Challenge

    Story:

    Lately the science division of the KSC has been doing research into something commonly known as the speed of light. Their research suggests that data transmissions over long distances do not, in fact, take place instantly, and that transmissions to far parts of the system might take more than 10 minutes. This would certainly explain the mysterious loss of every single deep space probe launched by the KSC, as all these probes were designed to be controlled via a direct uplink with mission control. Luckily, a solution for this most unfortunate problem has been found: computers!

    Leading scientists theorize that if all commands are issued from within the craft itself then the lag time will be under a second and the craft won't crash or end up on extrasolar trajectories. Thus you have been put in charge of designing, building, testing, and launching the first completely autonomous mission in the history of kerbalkind. Good luck!

    Challenge:

    Build and launch a mission entirely controlled by kOS modules. This means that the only time you may directly control the craft is when you execute the mission code at launch (note that there are some exceptions). From that point on, you cannot touch the controls, though you can meticulously watch its trajectory in the map view and find cool camera angles during flight if you wish. The ultimate goal of this is to perform the most impressive autonomous mission possible. Note: you are allowed to run new programs once in orbit, but you may only do so from a stable orbit around any body, or while landed on any body. This is to simulate the effects of a lagged transmission, as the craft will need to be in a safe place while it waits for the new program to download. You are also permitted to use multiple launches to perform more complex missions.

    Rules:

    1. The only mod part allowed (and technically required) is the official kOS module, found here. You may also use Sensor Reporter, found here, if you so desire. All other parts must be stock. You may not have a kerbal onboard your craft(s) at any point during the mission.

    2. You may not make any control inputs to a craft after launch, including (but not limited to) staging, fuel transfers, and docking/undocking. You may manually use timewarp.

    3. You (meaning you yourself – does not apply to running programs) may only run new programs when the current one has ended and when the craft in question is either in a stable orbit or landed on a body. Note that you may also fire action groups during this time if and only if their sole function is to provide input to kOS. You may run as many kOS programs and/or commands as you want prior to liftoff.

    3a: You may execute a command or program under any conditions if it is done so by the program found here. However there cannot be an active program.

    4. Decoupling small probes and/or undocking/docking follow the same rules as the above. All control inputs must come from a kOS unit. Note that due to the inability of kOS to use docking ports, you may manually undock craft (rule 3 limitations apply).

    5. You are allowed to modify the .cfg of a vanilla probe core to use kOS.

    6. You may perform multiple launches, but once a craft leaves Kerbin orbit you may no longer launch new rockets. Also note that only the first craft to leave Kerbin orbit counts towards any points. Said craft should be assembled in Kerbin orbit and then may break apart later as part of its mission.

    7. I retain full authority to change or add to the above rules at any time, and will be the final judge of whether or not an entry is fair or not.

    Submission:

    When submitting an entry you should include the following:

    1. A screenshot of your vessel before launch.

    2. Various screenshots of your vessel during its mission.

    3. Map view screenshots confirming SOI and orbital information for point allocation.

    4. Screenshots of landing on other bodies and/or returning to Kerbin.

    5. A witty and thoughtful commentary/story for your adventure.

    6. (Optional) Your craft file.

    7. (Optional) The kOS code used. Do it for the community! :)

    Note that 6 and 7 will become mandatory if anyone challenges the validity of your attempt, so that others can verify it. Also, unless challenged, all attempts will be considered valid if all required screenshots are included. Missing screenshots for points proof will result in the loss of those points, and may result in your entry not being scored at all. Also note that a video is considered sufficient to meet requirements 1, 2, and 3. Please be sure to include all required material when submitting an entry, so I can put your attempt in the leaderboards as soon as possible!

    Good Luck!

    Scoring:

    Scoring is based off of a grading system. You can earn higher point values by scoring higher in a grade category. Grade points in the same category do not stack.

    SOI Hunter:

    1 point - Enter the SOI of one body (note that Kerbin does not count for this or any following SOI Hunter awards)

    2 points - Enter the SOI of three bodies

    3 points - Enter the SOI of five bodies

    5 points - Enter the SOI of ten bodies

    10 points - Enter the SOI of all bodies in the Kerbol system

    Planet Orbiter:

    1 point - Achieve a stable orbit around Kerbin

    5 points - Achieve a stable orbit around Kerbin and one other planet

    15 points - Achieve a stable orbit around Kerbin and two other planets

    30 points - Achieve a stable orbit around Kerbin and four other planets

    50 points - Achieve a stable orbit around Kerbin and all other planets

    Planet Lander:

    20 points - Land safely (kOS module intact) on a planet (Kerbin does not count)

    30 points - Land safely on two planets

    40 points - Land safely on three planets

    50 points - Land safely on four planets

    75 points - Land safely on all planets

    Moon Orbiter:

    1 point - Achieve a stable orbit around one moon

    2 points - Achieve a stable orbit around two moons

    5 points - Achieve a stable orbit around four moons

    8 points - Achieve a stable orbit around six moons

    15 points - Achieve a stable orbit around all the moons

    Moon Lander:

    10 points - Land safely (kOS module intact) on a moon

    15 points - Land safely on two moons

    30 points - Land safely on four moons

    50 points - Land safely on six moons

    65 points - Land safely on all moons

    Return Home:

    1 point - Return all kOS units to Kerbin after achieving orbit (note that they must touch/splash down and be "recoverable")

    2 points - Return all kOS units to Kerbin after orbiting either the Mun or Minmus

    5 points - Return all kOS units to Kerbin after landing on the Mun or Minmus

    10 points - Return all kOS units to Kerbin after orbiting another planet

    15 points - Return all kOS units to Kerbin after landing on another moon

    20 points - Return all kOS units to Kerbin after landing on another planet

    75 points - Return all kOS units to Kerbin after landing on at least 3 planets and 3 moons

    Note that the maximum possible total points is 290 at this time.

    Leaderboards:

    1. 58 = Steven Mading

    [=====] SOI Hunter: 2

    [=====] Planet Orbiter: 5

    [=====] Planet Lander: 20

    [=====] Moon Orbiter: 1

    [=====] Moon Lander: 10

    [=======] Return Home: 20

    2. 24 = adammanda

    [=====] SOI Hunter: 1

    [=====] Planet Orbiter: 1

    [=====] Moon Orbiter: 2

    [=====] Moon Lander: 15

    [=======] Return Home: 5

    3. (tie) 18 = Steven Mading

    [=====] SOI Hunter: 1

    [=====] Planet Orbiter: 1

    [=====] Moon Orbiter: 1

    [=====] Moon Lander: 10

    [=======] Return Home: 5

    3. (tie) 18 = sarkun

    [=====] SOI Hunter: 1

    [=====] Planet Orbiter: 1

    [=====] Moon Orbiter: 1

    [=====] Moon Lander: 10

    [=======] Return Home: 5

    4. 3 = adammanda

    [=====] SOI Hunter: 1

    [=====] Planet Orbiter: 1

    [=====] Moon Orbiter: 1

    5. 2 = Bobnova

    [=====] SOI Hunter: 1

    [=====] Planet Orbiter: 1

    6. 1 = baloan

    [=====] Planet Orbiter: 1

    Bob Kerman's Wittiest Story Award: <whoever makes a considerably clever story/commentary for their mission gets this>

    Honorable Mentions:

    All the missions that did not make it into the leaderboards for one reason or another.

    - bsalis: kOS-Controlled SSTO VTOL K-Prize Entry

    Please let me know if any part of this challenge description is confusing, overly difficult to read, insulting, politically incorrect, or otherwise not satisfactory. I am always open to suggestions. :)

  2. I wonder if this will ever evolve into a object-oriented programming language at some point…? With a full palette of sensors for acquiring important information and integration with most major mods?

    I suspect I may be thinking a bit too big. :(

    But still, is it possible? Not reasonable, but possible?

  3. Your rockets work by throwing propellant out the back. If that propellant hits your ship then it doesn't escape into space, and your net velocity gain is zero. This is similar to why your spent stages fly back when you kick your engines on.

    I remember this happening to me once. It took me so long to figure out why I wasn't going up. :P

    Don't worry Dreadstorm, it's an easy mistake to make. :)

  4. SO, I know anomalies exist

    The Kerbin Monoliths, The Mun Arches, the Bop Kraken, Neil Armstrong Memorial)

    and I know ISAmapsat showed the location of said anomalies (One of the reasons I never downloaded it) Does this do the same, or is there an option to disable that feature?

    Two of its scanners will detect anomalies, but you can simply choose not to use them (and could go ahead and remove the parts altogether).

  5. Unless you have an intuitive understanding for these things, it is hard to figure it out just by messing around with maneuver nodes. Thus, I present to you this handy calculator: http://ksp.olex.biz

    With it's power insight, you will finally be able to figure out when and where to time your burns to make perfect interplanetary intercepts! Not to mention you'll be making the trips as short as possible, so your kerbals won't be subjected to 4+ year long flight times. :)

  6. Unfortunately no, the TreeLoader will not include mods unless the mod has been added explicitly to the tree.

    Thats why Ive made a tech tree for Mod inclusion ;) Its in testing, but you should see it soon to load.

    (Edit: TreeLOADER, not TreeEdit...)

    It's my understanding, however, that treeloader only downloads the information for a particular tree once. So thus it should be possible to modify said information and add mods to the tree? Is that not what the tree.cfg file is for?

    Surely there must be some way (no matter what hackery is required) to force mods to be available in my career game. I really don't want to have to start over again… :(

  7. Huh… I seem to be having issues getting SCANsat to work with Yargnit's tree. I'm posting this here since I think the modified tree is the reason I'm having issues.

    So first, thinking I could get Treeloader to add them for me, I went into the tree.cfg and did this:


    NODE
    {
    name = node3_scienceTech
    techID = scienceTech
    pos = -1657,590.5,-12
    icon = SCIENCETECH
    cost = 60
    title = Science Tech
    description = Gather more science, and transmit it home!
    anyParent = False
    hideIfEmpty = False
    parents = node2_survivability
    PARTS
    {
    name = SCANsat_Scanner
    name = SCANsat_Scanner2
    name = SCANsat_Scanner4
    name = SCANsat_Scanner24
    name = SCANsat_Scanner32
    name = batteryPack
    name = longAntenna
    name = sensorThermometer
    }
    }

    However the parts refused to show up in the tech tree. So, thinking I was missing something, I went into the persistence.sfs file, found the tech tree entries, and did this:


    Tech
    {
    id = scienceTech
    state = Available
    part = SCANsat_Scanner
    part = SCANsat_Scanner2
    part = SCANsat_Scanner4
    part = SCANsat_Scanner24
    part = SCANsat_Scanner32
    part = batteryPack
    part = longAntenna
    part = sensorThermometer
    }

    However, after loading the game, the tech tree still refused to contain the parts, and upon re-opening the persistence file I discovered that my modifications had been removed.

    Anyone care to point out what I'm doing wrong? I'd really like to get these mapping parts into my career game! :(

    Edit: Actually, come to think of it, no mods except for Kerbal Engineer one have worked with this tree. Is it that only supported mods can actually be used? Is there no way to manually add other mod parts?

  8. I have no desire for them to add planets we can't get to, nor do I have any desire to time warp for days (real time) to get to a planet around another star.

    I think it's pretty safe to assume that if they ever did add other systems, they'd add another level of timewarp to make it easy to reach them. And why are you so certain we can't fly to them? I've seen some spacecraft capable of touring the entire Kerbol system. I think it's pretty safe to say those monstrosities would have no problem burning to another system. :)

  9. I personally think that anomalies should award massive amounts of science for their location, as doing so without special equipment is extremely hard. There are quite a few out there as well! I should know – I've visited them all! :)

    Proof (shameless self promotion): CAUTION: MASSIVE SPOILERS! http://imgur.com/a/NqQPY CAUTION: MASSIVE SPOILERS!

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