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Bystander

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Everything posted by Bystander

  1. Curiously the "Training->Basic Flight" mission using exactly the same ship works fine but the apo is a lot lower (about 14k). Enabling SAS helps, coming down engine first works sometimes, other times it's too fast. Wrangling the descent onto its side generally seems to work but doesn't seem like a good FTUE.
  2. Thanks, though at the end of the video I pop on the way down when it says it's safe. I'm going too fast by the time I reach atmosphere for the chute in that version. I'll try SAS - just seems odd to me that 100 new players aren't complaining about this - seems like an oddly obscure puzzle and no hints hence an unintended side effect of tuning somewhere as it never used to happen.
  3. Thanks for answering, I'll give it a go, though it's an SRB so can only add some fins and they most likely won't do much till it burns out, Seems a little rough on new players if they're supposed to find that out somehow. This is literally the first career mode mission. I guess I must be the first player to start career mode in some time.
  4. I'm a returning player, I'm on Steam on v1.8.1.2694 after the update. I've done a complete uninstall/reinstall at this point, no mods. Googling has failed me at this point and I see no pinned topics related. Doing the first career mission "Launch our first vessel". Build Mk1 command pod + RT5 (Flea) SRB + mk16 parachute- these are the only options, fix staging. After launch it ends up at 23Km and there's no way to deploy the chute without it burning up. If I deploy it close to ground I'm going way too fast, if I deploy it at the apo I'm going too fast by the time I hit atmosphere. I seem to remember the Flea only getting you to about 4Km not 23 - buy maybe remembering that wrong. Here's a video of the problem from a clean install https://youtu.be/z1QYPhlNH20 at the end (2.35) I also deploy near the apo. I must be doing something stupid or I've forgotten something or this has been answered a million times but Google isn't showing it - what's going on here?
  5. Okay so to wrap up this challenge, I present the ultimate high score that nobody will ever beat - to go with my low score. Using Mephane's craft file and the suggestions (by many, but originally featherwinglove) to drain the Oxidizer first; PLUS the simple addition of a Mainsail. I give you ! 2877 Only 3 units of fuel used - and if I could close the thread here I would !
  6. Thank you my Greek friend, that will certainly qualify. I'm not planning to start this till next week - Monday, so anyone who wants to get a head start (haha) before then is welcome. Also if anyone has suggestions for rules/judging criteria, those are welcome !
  7. I like the jaunty angle sir ! I'm thinking of posting the hat challenge next week so this can be my first entry/proof of concept. All stock I assume ?
  8. Wow, 8 litres of fuel consumed for the entire flight. That's witchcraft ! But it takes the lead
  9. Okay, so as a follow up challenge, I'm thinking of "Give the Water Tower a hat" challenge. With hard mode being the Control Tower - which has lots of antennae and is a lot bigger. Not sure how to score it though, it's clearly an aesthetics challenge so no mod restrictions other than cheats. I guess stuff like "100 points for glasses" ? (Imagine the control tower with a Darth Vader helmet made from procedural fairings)
  10. Hahaha, what the ... Okay, you're in the special section.
  11. Not sure how you'd drain the Oxidizer without using an additional tank ? - which would disqualify you !
  12. Excellent, new top score. I suspect you nailed the reason why nobody else tried it in that they are incredibly difficult to control. All entries welcome.
  13. Neat design and a clever approach - I like it. That score also puts you in the lead !
  14. Excellent piloting skills BoffinBox, I make that 1948 (from 1:26 in the video). Edit: Plus you plastered the score at the start
  15. I've added a special section for perfect scores or other unique solutions - rather than specifically make it for parachutes. For instance a liquid powered flight with parachutes would be okay. I'll also qualify the rules to prevent solid takeoffs - was trying to avoid it, but somebody will just do a solid takeoff with chutes with an Ant engine to use 1 unit of fuel.
  16. Hah, you broke the challenge within hours of me posting it. Well done ! Okay, as Sean says I'm afraid you're going to have to go into a special scoring section.
  17. Sorry, I meant the Water Tower (next to the launch pad) - have fixed the post.
  18. My proof of concept. Mechjeb, 914 liquid fuel remaining and no parts left behind. score = 914
  19. The joke is simple and the scoring even simpler. Get a single Orange Tank onto the roof of the Vehicle Assembly Building leaving no evidence of how it got there. It must be on its end. Your score is the amount of Liquid Fuel left in the tank minus 200 for every piece of evidence you left behind - make sure you read the rules. Rules: * The only liquid fuel you may use is the fuel in the single Orange tank you are leaving on the roof (Rockomax Jumbo-64 Fuel Tank). To be totally clear, no fuel tanks except the Orange one. * "Evidence" left behind means any part left on the roof or still attached to the Orange tank. Anchor points for detached struts/fuel lines etc are okay. (Each part = 200 penalty) * The tank must be on its end/upright. * You may use solid fuel boosters and RCS, however boosters can only be used to cover your tracks - they can't be used to move the Orange tank. * Stock only and Mechjeb is allowed but will have it's own category. Doing it without Mechjeb is a lot harder as the tank is growing steadily lighter. * No clipping or cheats. * Pictures showing the final liquid fuel remaining or it didn't happen. (Hint: use ']' to tab to the tank and right click it). * Please calculate your own score and put it in your post. Please state if you used Mechjeb or not - if you forget I will assume Mechjeb (unless there is evidence otherwise). * Anything I deem not quite in the spirit of the challenge (ie. no fuel consumed) will go into it's own scoring section. Scoring: score = liquid fuel remaining - (200 * evidence) Bonus: Hardcore mode - leave it on the tall water tower next to the launch pad instead. If anybody can do this I'll start a new results section. Results: Roof of VAB Bystander, 2877 (jets) Mephane, 2872 (jets) ThePseudoMonkey, 2729 (jets) capi3101, 2604 JamesClonk, 2373 Patupi, 2223 Boffinbox, 1948 Roof of VAB with Mechjeb Bystander, 914 Special Section The Challenge Breaker Rebel Award ThePseudoMonkey 2880 (VAB perfect using parachutes and solid fuel only) The Crazy Contraption Water Tower Award Resilient 2680 (Water tower, using a mad crane on wheels)
  20. Don't mean to pick holes but, 1) It would help if you mentioned the 70km ap when you introduce it, currently it just says "getting to orbit" which doesn't mean 70km - I can orbit at the launch pad if I had enough deltaV to circularise and no mountains got in the way. 2) The introduction indicates Kerbals need to escape, yet there's nothing in the rules that states I can't just launch a probe. How many Kerbals ?
  21. Even the pros use struts ... this is the Delta IV heavy, also note the use of the additional cans under the orange cans to prevent engine overheat
  22. Yeah, but quoting your report you shed the weight after the 100km limit, "After getting to an initial 58 x 100 km "orbit" on the jet engine, I spent 22 hours (letting MechJeb fly while I did other things) doing periapsis kicks in the atmosphere to burn off the last 2.5 units of fuel in the jet stage, bringing my orbit up to 62 x 228 km. Stabilizing this orbit after ditching the jet stage only took 6 m/s, then getting out to the Mun (with everything lined up so the Munar injection burn is close to periapsis) took only 744 m/s."
  23. Don't mean to pick holes, but technically the Mun is orbiting Kerbin and therefore you're never going to leave Kerbin orbit. Even trying to follow the spirit of the rules I could establish a phasing orbit near the Mun with my launch stage and deposit the lander into Muna orbit as it passed.
  24. I've been attempting my own sub-challenge for this one. The most efficient completely automated Mechjeb launch. Basically I tweak some settings, hit launch, tab away and get on with some work then come back in 6 mins. Unfortunately (because I didn't come up with it), Tavert's first attempt from pg 4 is the best I've had. It reliably produces either 10.4 or 10.3 over many runs. Lim Acc 22 m/s2, Ascent Path 8,48,0,55, no Corrective Steering. On the upside it beats the 10.0 he got with the numbers - most likely because Tavert went full throttle for the circularize. There may be room for improvement as I haven't tweaked in the vicinity of Tavert's numbers yet - assume he did that though. As an aside other things I tried were, * Looking up during the launch - no difference. * Waiting for a Muna/Kerbin alignment at the Zenith - took time and made no difference, thought maybe some tidal effect might give me a couple of points. * Takeoff inclination, not surprisingly the standard 0 degrees is optimal - 90 and 270 get you to the Ap but not enough fuel to circularize, 180 won't even get you to Ap. At take-off the navball shows zero Surface Speed but of course you are already orbiting at 174.6 m/s.
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