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-Gamah
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Everything posted by -Gamah
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-Gamah's "Copy me, quick!" Running Challenge Thread
-Gamah replied to -Gamah's topic in KSP1 Challenges & Mission ideas
no worries bullethrli! re launching the first flight is fine, so long as you take it to the mun and then to minmus! you can have your point for that. We won't be using this ship for the next flight, but don't end it's flight, we'll be using it later in the challenge series! As a side note, I made a new save for this challenge so it doesn't interfere with my current normal save. -
-Gamah's "Copy me, quick!" Running Challenge Thread
-Gamah replied to -Gamah's topic in KSP1 Challenges & Mission ideas
Second challenge! Land the ship from your first challenge on Minmus! Screenshots required: Craft named "-Gamah Rules!" on the mun Craft landed on minmus Note! The MET should be consistent through these 2 (or more, take more if you like!) screenshots, no cheating! It took me about a month to get a good approach to minmus with the limited fuel I had! I'm missing the first screenshot for a valid entry, but I'm not eligible for points anyway! Fly safe guys! -
-Gamah's "Copy me, quick!" Running Challenge Thread
-Gamah replied to -Gamah's topic in KSP1 Challenges & Mission ideas
Wooow!!! Going to have to change the rules a bit I think, did NOT expect so many entries... moving forward it will be 3 pts for the first person to complete it since my post, and then 1 point for the first 5 people to complete it afterwards... this should help for the times I can't post a daily challenge, res easy though kerbonauts, all of you who did the first challenge will get your point! -
Instead of having a challenge with a fixed (or arbitrarily impossible to understand) top score, I propose a (somewhat) daily challenge contest/bragging rights contest! I will post myself completing the challenge of the day (and update the OP) and the first person to post their result will get 3 points on the leader board. The next 5 who completes the challenge before I post the next one, get 1 point! I have just two global rules: 1.) Stock vanilla game only 2.) "But what about..." No, read rule #1 Third challenge! Rescue your minmus stranded Kerbal! But there's twist! You must send 3 kerbals in an orbiter to pick him up, no landing! Example mission here: http://www.use.com/3cf3ebaf03f6c637163c#photo=1 Normally I'd use imgur, but it's acting up for me... ------------------------------------------------------------------------------------------ Second challenge! Land the ship from your first challenge on Minmus! Screenshots required: Craft named "-Gamah Rules!" on the mun Craft landed on minmus Note! The MET should be consistent through these 2 (or more, take more if you like!) screenshots, no cheating! It took me about a month to get a good approach to minmus with the limited fuel I had! http://i.imgur.com/IS9pbBE.png http://i.imgur.com/P93YTU6.jpg http://i.imgur.com/UogW1yi.png I'm missing the first screenshot for a valid entry, but I'm not eligible for points anyway! Fly safe guys! ------------------------------------------------------------------------------------------ First challenge, land a craft named "-Gamah Rules!" on the mun! Make sure you leave a bunch of fuel in the craft though, and don't end the flight... http://i.imgur.com/VvjPIYx.png http://i.imgur.com/kHxcuvD.png Leaderboard: 5 pts - Xeldrak 5 pts - kookoo_gr 4 pts - bulletrhli 2 pts - SollyK 2 pts - Kerbies_are_my_Minions 2 pts - soranno
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I don't see this being an issue... even if the 30,000 objects are all 10 cubic meters in volume, odds for colissions are still astronomically low. A colission is only likely to send both objects into newer, less populated and certainly likely less-threatening trajectories. Also pretty sure the more important satellites are tracked fairly accurately and collisions are predicted and averted with on board maneuvering.
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I burn into a 500km circular orbit and then plane change, and then time my shot to minmus 1/5 of an orbit later than to the moon.
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During which stage? For the first separation you'll want to throttle back to about 50%, and hit space twice (first time fires up the sepatrons, second releases the corner tanks) If you don't throttle back the heat generated by the sepatrons will blow the remaining engines.
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imortality unlimited wealth unlimited wishes
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If your ship is overdesigned (and it should be, for a beginner.) Launch and go straight up until you hit about 25,000 meters, then turn your ship 45 degrees (half way to the horizion) towards 90 on the compass. Keep thrusting till you hit 45KM (45,000 meters) and then turn your ship completely at the horizon (where the blue/brown meet) at 90 on the compass. Keep burning till your apoapsis is about 150-200KM. **A lot of the older videos/people suggest using a 100KM parking orbit but it's so close to the atmosphere and time accel is really lame below 120KM...** Once your AP is above 150KM shut down your engines and time accel till you are about 50 or so seconds away from your AP (you may need more time if your ship is really clunky.) With your ship pointed at the horizon, fire full blast about 10-15 sec before AP. You should see the PE begin to rise from the opposite side of the planet. Hover your finger over the X button ready to press it when you see the PE begin to move circually around your orbit. You want to hit X as the AP and PE are both 90 degrees away from you in your orbit. This happens as your ship accelerates and your current location becomes the lower side of your orbit, due to you exceeding the speed required to maintain a circular orbit. This technique may leave you off by a few KM on either side of the orbit, don't worry about that for now, it's circular enough to burn for the mun. Now in the map view, use the camera angle to keep the mun exactly on the 90 degrees right side of your monitor. You will have to actively move the camera with time warp to keep the mun there. Warp until your ships place in it's orbit places it towards the bottom most part of your screen. Now is the time to light up your engines, as you see the AP rise towards munar orbit, throttle back, you will notice that the further out it gets, the quicker it climbs. You don't want to overshoot. Tap "x" when you see your munar encounter and then dial in the thrust (or retro thrust) to brink the PE of the mun encounter to where you like. From there on out, you're on your own. Landing is something that is best learned hands on. Best of luck sir.
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I'm all for stock-only. Make it about piloting/visual queue skills. Having information mods allow you to cheat in that you know when to thrust and where exactly your ship is going in such a way that isn't available currently with the core game experience. I will definitely participate if this is stock only.
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Fly manually! I do it.
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Not really an eclipse.... but it was probably the coolest picture I've taken yet in KSP of my first landing on Laythe.
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When I'm not playing KSP, I'm playing iRacing: I'm working on streaming more races other than just the C6R series, but these are my favorite races by far. What are the odds that someone who also plays KSP is interested in sim racing like myself?
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S'cuse me? You underestimate the skill of Jebediah
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That's exactly my point, did you listen to the first 45 seconds of the video?
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You completely missed the bus sir. Trackmania does NOT calculate physics for non-local cars. It merely draws a (picture if you will) car relative to the location it should be at, and vector it should be pointing at, based on data received... It doesn't care at all how fast the car is going, how much grip there is (physics things) it's merely a hologram that gives you a visual representation of where it is. This is exactly like GTA:SA
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You forgot the part where I didn't use the quickload/save feature... that was why I didn't shorten the stream on youtube. :3 I wouldn't say I can do something if I couldn't back it up... I realize that I have little to no idea how to properly/efficiently fly these missions, so I use my engineering/construction strengths to make my ships completely idiot proof.
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This is a much better example than what I could think of by using trackmania. FSX locations are also P2P shared location data (vector and GPS) the software is not simulating physics for everyone else in the environment (the other planes in fsx/cars in trackmania/ships in KSP) merely drawing them on your screen where they are, not caring if their orbit makes sense. This allows anyone to warp whenever they want without affecting peoples local physics (another player warps, you can see him warping, but it doesn't do anything to your world.) Think of it like other players are holographic dots on a radar, and not actually IN your physical representation of the KSP world. This is exactly what I mean, only update it on a realtime basis, from within the game engine so that ships/orbits can modify/update when they become stable instead of having to reload the save/persistence file.
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http://kerbalspaceprogram.com/forum/showthread.php/22414-I-accidentally-Jool zing
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If both players are in the same SOI, collisions are active but ONLY if both players are in 1x non-warp. If someone I'm playing with warps, then I see him move at his warping speed, he does not have any affect on me. I suppose the only error left to correct would be planet roation during warp... Not sure how that would be handled.
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Ah, finally someone with some sense who understands what's going on. However, this is the beauty of the idea. Assuming all positions are cast via relative SOI (current orbiting body), it won't matter if my mun is at 270 degrees while the other guy's mun is at 90. When he crossed into the mun SOI, his ships will be at "xyz" meters from the surface facing vector "lmnop" In a worst case scenario, users will experience other players teleporting from time to time (and side by side injection orbits are probably impossible), but if we are both 10km from the surface of ike, at the north pole, in our own simulations, it doesn't matter if he's on the opposite side of the sun from me on his end, the relative coordinates would allow us to play in close proximity.
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Oh derp, I meant to post this in the OT section, not challenges... Please move.
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I don't get why multiplayer has to be so difficult, why does there have to be an issue with the time warp? Why can't the connection be P2P, and simply send location/orentation data of the other player(s) debris/craft at all times, regardless of warp? (If you've ever played trackmania, you've experienced this in action.) For instance, Player x is in LKO, burning for the mun, I'm already orbiting the mun. Player x completes his burn, and accelerates his ship to coast to the mun. Meantime I continue adjusting my munar orbit, waiting for him to arrive. All physics/time acceleration happens locally on player X's computer. I just see his ship come at near-light speed towards me while he's using warp. This allows both of us to time warp at our leisure, but as well as if we want to fly close together/interact, we can both opt not to use time accel and do some cooperative flight. The only cons that I can think of for this type of MP system is that inter-player collisions might be difficult to account for, though I think if both players are in realtime simulation, the physics could just ignore player collisions at anything other than 1x mode. The other con would be that communicating several ships/bits of debris would be kind of cumbersome for bandwidth... but surely a distance/trajectory based approach (don't render/transmit ships or parts that you won't be seeing anytime soon) could clear a lot of that up. In the event that players would want to compete in a "race" the time accel issue isn't unfair. Both players have independent access to warping, and it will still increase their relative mission time at the same rate. If player X lands 4 minutes earlier in physical world time, that doesn't mean that I can't land 2 minutes sooner than him in game time with a better mission plan. Our game time's would be calculated independently, but some sort of trigger for touchdown on a celestial body would then have the client report current mission time for scoring, warp compensated.
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About 7 flights ago
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Never try a crazy mission plan without Jeb.