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Everything posted by Apature rocket science
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Well planing a Mauver like that is hard because the rocket he gets in needs to get striped down and needs to reach escape velostidy on a orbital party that reaches earth and also there's the Hermes adjust meant thing and that need to alime up. Personally I think there needs to be a custom mod for this challenge, because of the Hermes launch window and the ridiculous amount of other stuff he dose, it could be a custom mission thing.
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To the heavens on a limit
Apature rocket science replied to Apature rocket science's topic in KSP1 Challenges & Mission ideas
Any problems with my new rule requiring any add on you use to have at least 500 downloads from curse -
To the heavens on a limit
Apature rocket science replied to Apature rocket science's topic in KSP1 Challenges & Mission ideas
Your craft is too Cheaty and breaks the rules Please delete your posts All mods are allowed except mods that have less then 500 downloads on curse and interstellar (because some one tried to exploit my rules) -
To the heavens on a limit
Apature rocket science replied to Apature rocket science's topic in KSP1 Challenges & Mission ideas
I am sorry but I think your "high tech 5 dimensional crew container" is Cheaty, if you could explain how it is not Cheaty I will accept your submission and I might think about limiting the ISp down to 500 -
To the heavens on a limit
Apature rocket science replied to Apature rocket science's topic in KSP1 Challenges & Mission ideas
Good work, it would be good if we got more submissions -
To the heavens on a limit
Apature rocket science replied to Apature rocket science's topic in KSP1 Challenges & Mission ideas
Added you to the leader board good job, your coming first right now out of..... 1 person ya for you, now the question is can you add any more kerbals to it ? -
To the heavens on a limit
Apature rocket science replied to Apature rocket science's topic in KSP1 Challenges & Mission ideas
Do you have any photos of the rocket in the daylight so I can better see what you did -
I fixed it, anything more you want me to change oh lord space grammar .... - - - Updated - - - I have checked the submission guide, the only thing I have not done I'd to give a example of me doing it my self. I have checked and it is possible, I even added in a rule that alowed for people to launch 2 rockets if they where struggling.
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To the heavens on a limit
Apature rocket science replied to Apature rocket science's topic in KSP1 Challenges & Mission ideas
I made this challenge because the 1.0 update changed so much and I would like, to see how it effected the difficulties of launching missions on a budget and I have read the submission guide, this is possible and I have atampted it my self I got 1 Kerbal in to orbit using a ssto -
The space centre is facing a Crisis, they are out of fuel. Your mission is to launch a rocket and fill up a container full of fuel and return it to kerbin. You will get 1 point per unit of fuel and oxidiser you return to kerbin. You can go to any bodies hat orbits in the kerbin system to get fuel except kerbin it's self. Rules . You can't mine or make any fuel from kerbin. . You can't leave the kerbin system (you can go to the moon, minbis and any asteroid in the kerbin system) . You can launch 2 rockets if you need to but if you do this your score will be Halved . You must process all fuel in space . You can't cheat, use hyper eddit, debug menu, any more cheats. . This is a stock only challenge . You must take lots of screen shots of your mission Scoring You will get 1 point per unit of fuel and oxidiser you return to kerbin You can launch 2 rockets if you need to but if you do this your score will be Halved Score board . . . . .
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Back story Jeb is sick of being stuck on the ground, the space centre has canceled all flights due to the new aerodynamics. In order for the space centre to prove that space is safe they have given Jed a challenge using only 1 big orange tank of fuel take as many kerbals to space as possible in the one launch,. this public event will show the public that space is safe after the 1.0 update and that they can now continue missions again. Rules .you can only use 1 orange tank of fuel, the tank doesn't have to be completely full .You can use a maximum of 5 engines .you can't use any rcs .You can't cheat (hyper edit, de bugmenu , infiniglide) . Taking you kerbals to space is defined as having your periaps greater then 70,000 m . You can't use any engines that have a ISP greater then 500 . All mods are allowed except mods that have less then 500 downloads on curse and interstellar (because some one tried to exploit my rules) . Your craft can't have more then 300 parts . You must have the flight recorded and showed to me or I won't accept it please take some screen shots of your craft before the launch, during the mission and your map view when you get to space and your craft when you get to space. . This challenge can only be done if you are using that latest version of ksp .i have the final say on submissions so don't even bother submitting crafts that exploit my rules because I will just straight up not accept them Even more rules There will be 2 categories, kerbals flying comfortably and kerbals flying by the seat. Flying comfortably is having all kerbals in cabins or in a presurised container. Kerbals flying by the seat is having them exposed to the external environment on a external command chair, please note if you go by this method you will have your score divided by 4. scoring You get a 1.5 times score bonus for having all your kerbals in a presurised container. Each Kerbal that you take to space is worth one point If you place your kerbals in external seats your score is divided by 4 Scores, flying in style .1 score: 17 http://forum.kerbalspaceprogram.com/members/82008-Radam http://images.akamai.steamusercontent.com/ugc/534018071207550645/5C24C2CE136545C8041F5D66A24B5DA6068A1E56/ . . . . Scores, flying exposed . . . . .
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I think I could make the whole thing as a simulation, I might try this when ksp goes into 1.0, this is only 6 days away and if I start it now I will have to deal with probblem due to mods. The beata update will be the longest update, 1.1 will be about 3 months away according to squad and on this time I will be able to a make a set up. Mods I plan to use KAS Kis Kar Interstellar visual effects mod Enviroment enhancements mods (for the Duna dust storms) More to come I will need to make a hab Whitch is basicly a blow up tent, the had is quite large and I think it might have to be made by a modder because I could make it out of wing parts it would loose its importance, the ares 5 (the rocket mark uses to get of Mars) I want that to be a interactive process of taking apart the rocket using KAS, say ditching some comas pod and making a comand seat, ditchimg KAS container and sutch, the rover mark makes will have to be a custom mod and I think we might have to use real solar system mod. Things like adding the rtg to the rover could be done usa g KAS and moving the solar pannles across and making a rack for them can be done in KAS, KAS can deal with taking the battery from one rover to the other. Life susport mark style will be hard to do, how he makes to potato farm and sutch so I think we should go with a time limit and this can be done by having the Hermes fly by on day 564 and the play will have to have gotten to the roket by then and modded it, timing the launch time so the rocket will intercept the Hermes will eb tough and calulatior a orbit that the Hermes can take that intercepts Mars and goes to earth will be hard, I don't plan on having the play be able to move the Hermes at all, un till they dock to it
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OPERATION:Slingshot
Apature rocket science replied to EpicX rocketry gardens.co's topic in KSP1 Challenges & Mission ideas
Hey, people have done this before and it is impossible, the amout of delta v you need and the size of the rocket would have to enormous, it just can't work -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Apature rocket science replied to benjee10's topic in KSP1 Mod Releases
Hey, it might just be me but the parts you have made are indestructible, I have flowed into every KSC building and there and not been a scratch on any of comand pods, it seems the engines and everything else breaks but the pods. I would lie, you to fix this, I find it a bit cheats because I have seen some people just abusing your parts indestrubiltdy, peope, are landing on eve with put stopping they are just nose diving to the ground and surviving and then using the op engines to excape using miminal fuel -
Electricity Generators
Apature rocket science replied to -RanZ-'s topic in KSP1 Suggestions & Development Discussion
That's what I do for carrer mode, when you start it's the only way to make power, this method is a massive waist of reasorces -
U Hour 7 arrive at "Mars one" and find out the whole thing was a sham and they actualy never went to Mars and cry, Hour 8 find hot Martin lady Hour 9 become king of Mars Hour 10 invade earth with your Mars army Hour 11 using advance technonlgy find the space .... base and raise hitler from the dead to rule over earth, Hour 12 take over the universe Hour 13 become a god and make a new earth
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Or you could launch a atack adgainst the Chinese space station to steal their rice and susplies, Hour: over 9000 eat rice and plot way to take over earth
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Ok for all you idiots out ther heading north dosn't work when every one dose it, there is very limited amount of food up north, for a reason the conditions are harsh, there is practically no food up north because there is little sunlight, the Benifit of no zombies dose not outweigh the harsh conditions the lack of food and worse of all the people, read world war z, heading north is the dumbest idea I have ever heard and if one more person says lets head north I will make it my plan to infect you, and then kill you because that's what's going to happen to you regardless how Mutch you plan. Ok if you are in America, head to the Rocky Mountains, walk along the jhon meuer track, and live along there, there's plenty of fresh water, take a crossbow to hunt deer and because it is very mountainous you won't find any zombies also to your East side there is desert and to your west side there is California, you could possibly venture out once every 6. Months to get some gear and go back, also the track runs north south along america so you could travel it to the cold zombie less north if you want. I have tested this idea, there are tons of lakes along the track and there is lots of fish in them as long as you kept on the move and did not over fish every spot and went a rotation of spots you would not over fish or pillage the area so you could survive for ever in a group no more then 3 people, this plan is for those hikers and hunters out there who can hunt hike and know how to navagate. - - - Updated - - - This isn't fallout, you can't make power armour and if you read max brooks zombie survival guide you will be overwear ex in your armour and be crushed to death, suits of armour don't work because 1 you will be very slow 2 you will over heat or get too cold 3 armour breaks and rusts 4 you will run out of power for your "power armour" 5 because you are slow and clumbersome you will not die but a hord will sorting you and you will be crushed to death
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This just sounds like you played the game rebuild a lot
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Rival Space Agency!
Apature rocket science replied to Scoundrel's topic in KSP1 Suggestions & Development Discussion
This is a ai that launches missions roughly at the same time period as you, if you laugh something they will launch something and when you are doing contracts you have to compete with them, you can't comtroll their rockets but you can see them on the map and you can fly up to them and destroy them to halt their progress. What do you think having a rival AI space program that would challange you for contracts and funding, is it a good idea ? -
Astroids are not importiant in career mode, but my idea is every 4-5 years a astroid distaster happens and you have 2 choices one you can accept the goal of stopping it 2 you can get the kerbal millitary to fire a missile at it in the hope of stopping it, doing this will stop all contracts and massively cut your funding because you didn't stop it. The first choice you can try and stop It, if you stop it massive boost in funding and more experienced Kerbals will automaticly come to your space program, if you fail to stop it 2 things can happen you can have a emp astroid that makes all battery's on kerbin and around kerbin loose the ability to store power and all solar pannles fail, this will destroy rovers and bases, the other thing can happen is a more disasterous event that sets kerbals back to the Stone Age and cuts all funding, that means no tech, you can still manage current missions but you can't launch anymore till you get funding and technology back. What do you think ?