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Atanar

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Everything posted by Atanar

  1. I am currently making a Card game for ksp: http://forum.kerbalspaceprogram.com/showthread.php/32223-A-Kerbal-Card-Game I mapped out the delty-v using this map: http://i.imgur.com/dXT6r7s.png And I got for orbit from Kerbin Launch pad: Mun: 5510 Minmus: 5500 Duna: 5930 Ike: 6310 Dres: 7600 Jool: 8545 Laythe: 10925 Vall: 11305 Tylo: 11575 Bop: 11825 Pol: 11825 Eeloo: 8900 Eve: 6840 Gilly: 8700 Moho: 8390 Kerbol: roughly 12500 For the island Airport I think you need about 2500 delta-v and for the second Kerbal Space Center something like 4000 Now, the Moon orbits seem way too high because of the map display. I mean, who goes low jool orbit first when he want's to go to Bop? Where do I get the direct approach values from? Also, I am trying to avoid making the game too complicated so I want to assert delta-v-stats to tanks and engines. But how do I measure the overall delta-v versatility of an engine? I tryed Isp*T/W but that gives high value for radial rockomax and low value for the LV-N, which does not seem right. Any ideas for that?
  2. Now we are only missing a "what is your favourite fuel tank". Joke aside, I like the new lander can not that much cause it got some weired floaty surfaces when you want to stick stuff to it. I prefer the MK1-2 for most missions.
  3. Since getting fuel to minmus in the first place is pretty darn costly, I suggest a 100-kilometer Kerbin orbit. if you match inclination with the Mun very close it will be easier for the next ship to have the same inclination since you can simply aim for the Mun inclination again. Starting with full fuel from Minmus orbit would technically let you reach further though.
  4. I like these, I will include them. But I think I have to modify it for the weels one to make sense. Thank you a lot! It will sadly not be possible to include score changes without making the game much more complicated. I got all 18 action cards now, but ideas are still welcome!
  5. I'll keep that in mind if I feel the need of more location cards.
  6. Have a probe that you can launch from ontop of the rocket with seperatons and a parachute? It should not stop counting when it lands back on kerbin me thinks.
  7. Can't watch it sadly, uses music and the stupid german artist copyright want's to charge youtube ridicioulus amounts of money so youtube rather blocks the videos for us.
  8. Nice. But I first need to make a balanced, working game so I know how the cards need to look like.
  9. I think I play chivalry a bit more, but I definitly spend more time on ksp (thinking about it , making plans and forum).
  10. You don't even know if Kerals have gender...
  11. This is inspired by Holos "Lowish Frontier: A Very WIP Kerbal Board Game" but yet entirely diffrent: It's a card-only-game with additional dice. There are 3 diffrent sets of cards: Locations They have 2 stats, delta-v-requirement and a certain point value (how many points exactly is for late-design-stage balance) They are layed out openly. They will be 18, all celestial bodies with the dirt runway and the second space centre on kerbin. Parts There are 4 sub-categories: - structural elements, they are diffrent positive values for structure (struts and stuff) - fuel parts and engines (and maybe kerbals), they have a value for delta-v - command modules, they have negative values for structure These are in a concealed deck in the middle. Each round you draw 2 cards (one of them openly perhaps to make the other players suspicious), and you start with a few of these Action cards - there are as many as location cards - they are shuffeled and concealed one each under the location cards Rules: The goal is to collect the points from the location cards. You get a card by "constructing" a rocket in a downcard deck infront of you. You can start multiple ones. They have to contain a command module and at least one engine and fuel tank. They can contain structural elements. If it is you turn you have to play 1 to 3 cards onto those decks. You can also "launch" one rocket per turn. At the launch a number of 6-dice is rolled and if that number exeeds your total structural value your rocket explodes and you gain nothing. But if you get a sucessful mission you get a location card of your choice which you can "reach" with your delta-v. If you have kerbal cards, those can have a positive or negative impact on structural value instead of the command pods (which then have a crew requirement). If you reach you also get the action card on your hand which you can then play, so shooting for the most valuable targets isn't always the best option. The played (destroyed and launched) cards are put to another deck which will be shuffled to replace the part deck once it is empty. Goal To get as many points from clollected location cards as possible. Game ends when all are distributed. Possible action cards: - space kraken: play when opponent launches. negative value added to structural value - gravity assist: 50% more delta-v on your rocket when played - spacetape: even if your lauch should fail you are sucessful anyway - "wait, that's the wrong direction": subtract x delta-v to other players rocket - orbit fuel depot: add x delta-V v to your rocket - jebediah's junkyard yardsale: draw 5 cards - SSTO: add x delta-v to your rocket - parachutes: halve the costs to go to a planet with atmosphere - "I'm Batt Man!" - the minumun requirement for command module, enigine and fuel tank for the next launch can be ignored, only delta-v counts - Extreme EVA: your rocket does not arrive at the location but the 520ms delta-v in the rcs pack gets your kerbal(s) there - Jebediah Expertise: Jeb's faith in more power more boosters adds x delta v but subtracts x to structural value due to lack of control over boosters - 0.19: Your kerbals discovered the wheel, which allows you to explore the planet. Keep the card with it's point value - TT18-A Launch Stability Enhancer: Increases ship structural value by x points - Intercept: Poor timing causes you to miss your target, but you intercept another body (the nearest other planet/moon that is closer to kerbin) - easter egg: the kerbal space programm awards your discovery with 5 cards from your opponents, drawn from their hands clockwise - return flight: keep 3 parts of your choice of your ship after sucessful mission - scavenge the debis: take the parts of an usucessful launch for yourself - resources: an error in time-space get's you to the future. You can mine resources, launch the ship with 50% delta-v again! I think this will be an interesting game and I will make some ugly cards to test if it works. Also I could use a catchy name and maybe some general ideas. ©Atanar 2013
  12. That just gave me an idea for another actual game. I will make a new thread.
  13. - gravity assist - sucessful aerocapture on Duna, Jool, Laythe or Eve - parachute-only-landing on Duna - ion-engine deep space probe (possibly escape from Kerbol[which means no apoapsis visible]) - orbit from any moon via cannon and EVA pack - circumnavigate kerbin in lower atmosphere, on land or on sea - reach 100 m/s land or water speed on kerbin - bring a rover to any moon - non-deadly "lithobraking" - VTOL-capable airship
  14. Why that? I assumed it to be a solid link between 2 parts, not a rope-like mechanism.
  15. If you have simple 6-symetry of (not too big) rockomax asperagus, 12 struts can be enough. The radial decouplers at the center of the boosters, 6 sruts from the middle of the top of the boosters to the central rocket and 6 at the bottom of the boosters towards each other. I also avoid diagonal struts. This is not based on any evidence, it just fells like they don't help as much. Someone should research that. I also don't use the orange tanks, cause they wobble a lot more than 2 of half the size. That actually saves me on the part count at the end.
  16. I think you meant rocket chair.
  17. Trying to multi-dock is the best bait for the space-kraken. Try to have few and stable parts between the diffrent docking ports.
  18. This, but on Minmus. Must survive one full orbbit without crash. Limited to 2 crashes on minmus.
  19. Widening your weelbase and track helps always. Most people seem to try to make their rovers as compact as possible which doesn't provide any advantage at all (unless if you really have to case it in somewhere).
  20. This is the wrong forum section. This clearly belongs into the tutourials.
  21. That's nonsene. Tilting your rocket before you are out of the thick part of the atmospshere means you sacrifice a lot of your intended horizontal velocity to drag.
  22. Drop a kerbal from the crew hatch of this vehicle onto the launch pad and it can give you this: I call it the "space kraken launch". Do not try this at home. (really, don't, it corrupted my save file's orbital map)
  23. Intresting, maybe, a good challenge to leava a post here, probably not. Mods, no goal/scoring/comparing method, not really hard -> why should I bother?
  24. They can look cool and be fuel depots for long-term travel. Dunno if the communication devices will be playing a roll anytime soon. But they will probably be important in career mode.
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