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Superfluous J

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Everything posted by Superfluous J

  1. Without using the game and only going by the wiki, 2 RA-2's aren't going to reach to Duna when Kerbin's on the other side of the Sun. https://wiki.kerbalspaceprogram.com/wiki/CommNet
  2. Oops I forgot to specify that, yes. Though it's not an instant win it can get you more science than multi biomes would, so the lab's out. Of course nothing changed in the planets. And it's big enough getting it in any version is impressive. I'm trying to be generous with mods on this as it's so big. I'd hate someone to skip it because a mod they feel "should be stock" is banned. I will personally be using All Y'All to get science in atmospheres and ForScience in space so I don't have to worry about it any more. I will also not farm KSC science outside the runway and launch pad unless I get totally stuck.
  3. It has not been looked at, possibly because no one has voted it up. I assume that's because most people don't ever see it, but that just means it's more important that those that do see it, vote it up. https://bugs.kerbalspaceprogram.com/issues/13518
  4. That's actually where this originally came from: my desire to land on and return from everywhere was being stymied by my irrational need to not time warp a lot. So I started a save with basically the rules in this challenge. To this day almost 5 years later it's my favorite career I've ever completed the goals for.
  5. "...during the mission." I thought it was implied but I'll add it so it's implicit. The idea is, you can orbit Minmus as much as you want and get EVAs from everywhere, but once you land in a Minmus biome, you can't land in another. Also, on your way to Minmus you can fly through Mun's SOI to pick up some science you didn't have unlocked when you did your Munpollo mission.
  6. WINNERS (in the order that they finished) @Ultimate Steve Modded Normal mode. Nothing that changes physics, parts, or science gathering. @zanie420 Normal mode, modded, ForScience for automating science outside atmosphere, All Y'All for within atmosphere. @5thHorseman Normal mode, modded, ForScience for automating science outside atmosphere, All Y'All for within atmosphere. @dvader Normal mode, lightly modded. ForScience to automate science grind. @jinnantonix Bone-stock, with added requirements to make it "More Kerpollo than Kerpollo." @GRS Hard Modified (quicksaves and reverts, removed negative science and reduced Science to 50%). Lightly modded. 5 Kerbals per mission (after Kerpollo). @jost Hard modified (quicksaves and reverts). Lightly modded. [x] Science, MechJeb, and Transfer Window Planner most notable. @Grogs Lightly Modded Normal Mode and a great running commentary! Check out the thread. @Majk "Mostly Hard" very lightly modded with Science at 100% and a crazy restriction: 30 parts per mission! @BeanThruster Lightly modded with settings midway between Hard and Normal and a great commentary in a series of Imgur posts. @18Watt Visit the "KerBLAMO" thread here. Stock Normal with Kerbal Experience enabled to make it a little harder. PARTICIPANTS (in the order that they started): @Mesklin Mostly Normal plus some options to make it harder. Lightly modded; nothing that changes science in any way. Completed Kerpollo, Munpollo, Minpollo. @Johnster Space Program Normal with a few tweaks to make is a little bit harder. Most notably, 90% science returns. Completed Kerpollo, Munpollo, Minpollo. @FloppyRocket Normal mode with a few mods, including ForScience. Needs Evepollo, Joolollo. @VQkr Mostly Normal mode with harder comms settings. Lightly modded. Needs Eelollo, Evepollo, and Joolpollo. @jonny Lightly modded with [x]Science. Custom mode, looks like Normal with G force limits and plasma blackouts enabled. Completed Kerpollo, Minpollo, Munpollo, Drespollo @cantab Mostly Normal Mode with pressure limits and kerbal Experience. Completed Kerpollo, Munpollo, Minpollo, Drespollo. @IncongruousGoat 3.2 scale with a few part mods. Completed Kerpollo, Munpollo, Minpollo. @noname_hero Stock Normal mode. Needs Evepollo, Dunpollo, Joolollo. @sturmhauke Modded Custom, mostly Normal with some added difficulty settings. Completed Kerpollo, Munpollo, Minpollo. @Venturer2Space Modded Normal, but it looks basically stock for our purposes. KIS/KAS is the notable exception. Needs Evepollo. @CDSlice Modded Normal, MechJeb, KER, and a config to fix the new Magnetometer's mass. Needs Joolollo @rockhopper Modded Normal, KER and TWP. Completed Kerpollo, Munpollo, Minpollo, Drespollo. @Scarecrow71 Visit the Las Kerbas thread here. Modded Normal, Mechjeb. Needs Eelollo, Evepollo, Joolollo. ---- THE ROGUES' GALLERY ----- This list is for those who decided to take this basic idea in a different direction. @ManEatingApe Normal science career, stock only. Unlocked the entire tech tree in 2 launches. His first was Kerpollo, then he did Joolpollo. He may very well be the only one to do it without first unlocking docking ports. Then he went on and did the rest just for funsies (starting here). @JessShadowheart Modded (looks normal?) with KOS and XScience. KOS allows you to ignore the "must have a pilot for SAS" rule so this is not a valid entry. However, KOS is a challenge in and of itself so using it exclusively is worthy of a Rouge's Gallery submission. Completed Kerpollo, Minpollo.
  7. The challenge is simple, but a bit hard to define. Sorry about that but here goes. THE SETUP Start a Science Mode game. No money. No contracts. You'll be busy enough trust me. Make it with (almost) any settings you want, but document them. Use any mods you want, but document them. Challenge yourself! The only setting you MUST have is that you MUST enable saves and reverts. Not many challenges require that one, eh? I would also suggest not making the science gathering all that difficult. I did this with normal science and it wasn't exactly easy. Though you could probably knock down gains to 75% and still complete the whole tech tree in this challenge. THE RULES General rules: You have 9 specific missions, each to land on a specified world or some specified worlds. You must land on the specified world(s) and may not land anywhere else during the mission, except of course Kerbin upon your return. These missions must consist of one single launch from the launch pad with everything you need to complete the mission, and end with the successful return of all Kerbals launched. This counts leftover things from previous missions. No refueling mission 5 with fuel tanks left in orbit from mission 4. Missions are self contained. Only one mission can be ongoing at a time. You may not launch another mission until the current mission has completed successfully. While you can only launch 9 times, you can send things to the runway and launch pad to just gather science around the KSC. If really want, drive wherever you want but you can NOT fly under rocket or jet (or helicopter if you know how to do that) power anywhere. Other than jumps, no leaving the ground. Also, no using other launch sites, either for science grind or legit launches. Everything should launch from KSC. If you really want that desert science, return to there from one of your missions. No generating science in the MPL labs. If you use a mod that helps you in science in any way, specify it. If it generates free science like the lab does, you should consider this rule banning that mod, though you can ask if it's ok if it's marginal. NOTE: You can bring a lab along if you want to reset science experiments without going EVA and level up Kerbals if you turn on that difficulty level. Just no doing science in them. And for the record I don't consider that kind of thing CHEATING per se, it's just way too much science for very little work and it quickly turns this challenge into a "put a lab in orbit of Minmus and win" game. While Breaking Ground (And Making History) is allowed, the science contained therein is not. There is already plenty of science to be gotten in the stock game, so much that I had to limit you to one biome per planet. I can't allow several new experiments to give you even more science. Make robotic landers, though. I want to see lots and lots of those Lander rules: Each landing must be Kerbed, and can not include any probe cores. You may only land ONCE and may not roam from the landing biome to another biome. You can only get science readings from ONE ground biome per world. You may though collect as much flying science during the mission as you can from anywhere you can, so long as you don't break the other rules. Orbiter rules: Once you have unlocked any docking port, you must also leave a craft in orbit of each world landed on, during the landing. This craft must also be Kerbed during the landing, and also may not have probe cores. The lander must re-dock to the orbiter to complete the land-and-return portion of the mission. If you do not need your lander (or orbiter) after that successful docking, the unneeded stuff may be undocked and left behind. Some more general rules: You may use one lander to land on multiple worlds in the longer missions, and the same orbiter to orbit multiple worlds. You can even use one world's lander as another world's orbiter and vice-versa. However you do not have to. Before EVERY launch, make a backup of your save. Alt-F5 named quicksaves are fine. If for any reason you cannot complete all mission parameters with the ship launched while complying with the above rules, you must revert to this save. There are no rescue missions here. You succeed or you retry, from scratch. And possibly with a modified ship or a different mission. NOTE: This does not mean you can't quicksave/quickload! Save early and often, and reload any time you want. If the ship you built isn't up to task, you must revert and fix the ship. But if you just screw up a landing or time warp through an atmosphere, reverting to a quicksave is perfectly alright. When unlocking tech tree nodes after a successful mission or science-gathering jaunt around the KSC, you can unlock nodes within a tier in any order but you must completely unlock a tier before unlocking any nodes in a higher tier. So yes, you do have to unlock nodes with plane parts and probe cores (and docking ports) if you want those parts in higher tiers. The "Only one biome per landing" rule counts upon return to Kerbin as well. For rockets, this means no landing on Kerbin's surface and then taking off to land again. For space planes, it means ... well it means the same thing. Note: If your return vehicle splits up into different pods that's okay, so long as they all land in the same biome. While you can't have a probe on your lander or orbiter, you CAN bring probes with you for other things. Most notably, scanning for ore. You could also bring some as relays. So long as they're not on the orbiter or lander during the landing, it's fine. And no, they can't land themselves or get extra science you don't get with the Kerbals. If you're concerned, ask me. Asteroids are fine to gather science from. If you want to devote some of your precious payload to grabbing one - or just want to put the extra work into rendezvousing with one at Dres - then by all means go for it. I think the extra work being rewarded with extra science is in this case worth it. PROOF Bare minimum proof. I need a picture of, for every mission (in sunlight if possible): Your tech tree before the mission started. i.e., what you had to work with. Your vessel on the launch pad. Your vessel (Lander + Orbiter if you have docking ports) orbiting the target world. Your lander on the surface. Your vessels back in orbit after landing, if you need to re-dock. They can be docked or on the verge of docking. Your return portion of your ship landed on Kerbin. Any special circumstances that need explained. But go for broke. Take pictures like you're on vacation and post them all I'll love them. Or do a video! THE MISSIONS You may do these launches in any order. In particular Dunpollo can be done earlier. I only listed it so far down the list because it's a multi-world mission. Other than that, though, this is a pretty decent suggested order. It's actually the order I did it when I tested the challenge. SINGLE-WORLD-MISSIONS Kerpollo Orbit Kerbin. Should be easy, and about all you can expect to do with the starting tech that you can get from early runway/launchpad science. Munpollo Land on Mun and return. Minpollo Do the same for Minmus. Remember, you can only land in a single biome. I don't care how easy it is to do more. Drespollo Dres DOES exist. Prove it by landing there and returning alive. Eelollo Eeloo's pretty cold this time of year. Which is fine because it will probably take several years to complete your land-and-return mission. Mohollo Mahalo for doing Mohollo, and returning from a successful Moho landing! MULTI-WORLD-MISSIONS Dunpollo Land on both Duna and Ike and return all Kerbals to Kerbin. Evepollo This may be the hardest mission of them all. Land on both Gilly and Eve and return all Kerbals to Kerbin. Joolollo This may ALSO be the hardest mission of them all. Do a Jool 5, but by now you've got docking ports for sure, so you need an orbiter around every world you land on. Remember, you can (but aren't required to) reuse landers and orbiters, so long as they're both present when you do your landing. THE BADGE Here's a quick badge I made for the challenge. It's 107 pixels tall which seems to be the max on signatures? IN CLOSING I fully expect I missed a rule, or messed up a rule. Feel free to comment with any questions or concerns. Don't comment though that it's impossible. I just completed enough of it my own self to prove to myself that it's doabe (I unlocked the entire tech tree) but will be doing it from scratch, and documentation.
  8. I have no idea but now I want to play HardWar again. https://www.myabandonware.com/game/hardwar-bh8
  9. The DLC basically IS a mod. It's just another folder off of GameData, named SquadExpansion and within it is MakingHistory. To put it in an install, just copy it. To remove it, just delete it.
  10. Haha I was coming here to say this. I am embarrassed to say how many times I was tricked by how poor my terriers were showing. "no way that's only 300 m/s!"
  11. I support this. So much, in fact, that when 1.4(.1?) came out i spent a few hours trying to hammer the fuel tanks into a single part using the part variant code from engine plates. It went as well as you'd expect: The best I ever got was all 4 tanks existing in some kind of meta-tank that I'm pretty sure broke spacetime. I think in the meantime they've changed what you can do with variants, considering we now have variant engines that even have different meshes, but I don't know if "amount of a resource" is included in that. If so, I'd love to revisit the attempt. Or, of course, not have to because it's in the stock game
  12. While I fully understand your frustration (I've been there. An incident at a grocery store lost me $100 in the 90s and I've never used my bank card to purchase anything since) I would suggest giving the guys at Squad some time (during a big holiday week) to sort out your problem.
  13. Just a couple puffs will tell you, though I prefer just staying under 1m/s so I don't have to brake.
  14. Before leaving Kerbin's SOI. Because I wanted to do it with mined fuel and in 2013 that meant mods.
  15. Haha granted I don't use z or ctrl much, but yeah I probably use throttle more than translate, at least for small vessels.
  16. You of course mean WASDQEZXIJKLHN<SHIFT><CTRL><mouselook>
  17. I'm trying to get excited but "Look it moves against the stars" isn't really enough for me. I'll be watching on Monday for sure though.
  18. You're not the only one. I have no idea how many people had to who never had before, but I am in that group as well Yeah something about this particular thing made it extremely common.
  19. I like modifying the fuel priority of the tanks on the stage causing you problems. Set the priority on the bottom tanks to highest and top tanks to lowest, and as you burn fuel your rocket will become MORE stable, as the COM shifts upward.
  20. Yes, this needed to be an option. Hence why I'm still in 1.3.1. So am I weird for not assuming that "Don't upgrade" doesn't mean "don't ever upgrade, ever" but instead means "don't upgrade your career save"? The other 2 were talking about saves, so I just assumed.
  21. I don't know when the game started telling you this, but the data being there is as old as Kerbal experience. Kerbals don't have an XP number in the persistent file, the game looks at everywhere they've been (and returned home or to a lab for leveling) and calculates their XP based off that. I do like seeing it on the screen though. Lets me decide whom to take where.
  22. I would suggest using mods that are more actively supported, like ForScience (my personal favorite) and ScienceAlert (which I think is the most popular alternate-science-collection-methods mod out there)
  23. I start new KSP careers all the time. No career lasts more than a few months in general. I tend to make a goal, do it, and then move on. So, I tend to start new careers when new versions come out because I was going to start a new career anyway.
  24. While there are separate arguments for (and against) many of the mods on each person's individual list of 68 essentials, there are particularly good ones for having some way to be notified when you near an event on a ship you don't control, like an SOI change or maneuver node.
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