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cyberklad

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Everything posted by cyberklad

  1. It would be very nice if this contract pack could support the parts from the station science mod.
  2. Do a Kerbin to Laythe transfer with as short transfer time as possible and record the amount of delta v spent. Then do a Kerbin to Laythe transfer for as little delta V as possible. Only stock parts and no Alt- F12 unlimited fuel and such. For the quick transfer you may dock with as many refueling vessels as you wish. Might as well start off with a double challenge. With one part for piloting skills. And the other to see how fast a ship you can create.
  3. The antenna ranges for remote tech gets very short as well. Is there a way to tweak that in the compability config file ?
  4. Your best score will be after just 2 trips. You have a score at over 41.000 there. the higher the % of the craft that comes back after the seccond trip. The closer to 50k score you will get.
  5. Is launching a big ship into LKO and then seperating a smaller lander. Then taking only the smaller lander over to the target bodie to land on it. And then docking back to the big ship for a landing and a new takeof before doing the same again legal ? I see that there is nothing against it in the rules. But would you allow it ? It allso looks like you forgot some digits in your score calculations somewhere. http://www.wolframalpha.com/input/?i=%282.5*%282-1%29^2*100%29%2B%28%282.797%2F1110.166%29*50000%29 says your score is 375.9721519124167016464204452307132446859298519320534046259748...
  6. You need FAR or NEAR to do this. Stock aerodynamics does not support lifting body designs.
  7. Can we use Kerbal alarm clock ? Or navyfish docking alignment indicator ? And other mods that don't change the gameplay or adds parts. Im considering a 3 ship solution. 1 SSTO that sends up the passengers and refuels the interplanetary stage of the mission. The interplanetary stage has enough comfy living quarters and fuel to refuel the laythe SSTO. The Interplanetary stage never lands. And the Laythe SSTO stays around laythe. Hoping to avoid any command seats since I think kerbals should have burned up on reentry in those.
  8. Garn please read the challenge subition guidelines. If you are not allowed wings or controll surfaces it's not a plane. Then it's just a SSTO. And it makes no sence what so ever for a SSTO rocket to start vertically. It's inefficient in every way possible. Unless you launch it with a launch system that is not part of the rocket and has a ramp at the end to convert a lot of the forward motion into upwards motion. And since lifting bodies doesn't work in stock KSP and We are not allwed to use torque wheels to change it's altitude either there is no way left to get the thing to point upwards except to manually do some throttle balancing with tweakables. The challenge is allso written in such a messy way, witch makes it very hard to understand what you are asking for. All of this combined pretty much makes this challenge just horribly bad.
  9. The score for this challenge is determined by how many parts you computer can handle per launch. Pretty much all you need to do is to attach a radial attachment point with a decoupler and a stayputnik on it on the top of a good few fuel tanks. Then launch them while you computer fries over 10 launches. Not much of a challenge for the player here. And there are a lot of benchmark software out there that is easier to run and will give a lot more accurate results.
  10. I can't see any challenge in that post. Only a craft demonstration. So looks like it is in the wrong forum. If you intended to make a challenge you better read the challenge submision guidelines and actually make a challenge.
  11. Cant say that I agree with that assessment. That thing had problems with efficiency and ignition. The orion engine was fully calculated and even back decades ago they had both the knowledge and possibilties to calculate yields and make a full design for a proposed engine. The only problem is that detonating a bunch of nukes is a bit iffy even in orbit above the planet.
  12. http://en.wikipedia.org/wiki/Nuclear_pulse_propulsion Might read up on that one. The tech the engine is basec upon is a lot more achievable with todays tech then a lot of the stuff in the interstellar pack.
  13. Here are a kerbin -> Eve -> Orbit SSTO. Curtesy of the orion pulse rocket. Witch I guess is a balance mod for this challenge. The cargo capacity of this thing is probably something like a couple of 100 ton of eve. So I guess that is a score of: 300 Kerbals 200 * 200 = 40 000 cargo 200 vtol on both planets. 400 no far 2000 for starting from the liquid. SO a total of: 42900 points. I have 159 nukes left. From spending 29 days from kerbin to eve and back into orbit of eve. Started with 239 nukes on eve surface and spent 80 getting into orbit. 42900 * (239/80) = 128163,75 In score. I think that has to be a new personal best. Getting to the serious side of this challenge: Please take a look trough the list of challenges before you post something. The EVE SSTO challenge has been done a lot of times. And every single time a lot of people have said that it's just not possible without using something as stupid as blowing up nuclear devices to get you off a planet. Please read the challenge submition guide before you post your next one.
  14. I think your math needs some double checking. After all if 600% of 100 is 400 then you have redefined how % works. Your scoring system is allso directly oposite with the score multipliers.
  15. I Got to the mun so fast that the result sped back in time and ended up in black and white. Now I have to wait untill the proper year so that I don't mess up kerbalkind history by going back and advancing technology. Managed to end up 1 September 1902 in earth time. So I guess that means that Jeb has about 4 centuries of waiting to do. Poor poor Jeb.
  16. Wow. This just has to be the best one of the 5 challenges to get to the mun and back asap. Well done!
  17. Please read the challenge submission guidelines. There is no challenge in this post. Just an excuse to torture ckerbals. Shame on you.
  18. Blah. completely useless. Read the challenge guidelines.
  19. This challenge could be more fun if one had a fixed amount of fuel to start with. To get a fuel refinery to minimus you have to kill a lot of kerbals.
  20. This thing has a starter weight of 2249kg. It has 34 parts. It easily gets into orbit with more then enough fuel to get a stable orbit. And return. It is a tail balancing plane, using sas untill it can lift off. Then it can head straight up to 20km before it builds up orbital speeds. It does perfor loops and rolls. And if you throtle all the way up to get max speed at low altitudes. It spins out of controll because the drag from the air intakes gets too much for the controll surfaces. So max stable airspeed is about 200m/s under 10km altitude. The plane takes of with 28 oxidizer.
  21. This thing lifted a 630T fuel station into a 160x150km orbit with enough fuel left to deorbit it after a bit of orbital maneuvering.
  22. Well I guess that is as close as anyone can get.
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