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Everything posted by 700NitroXpress
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The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
You can always redo the mission. Unless you want your score here to be finalized? -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Oh, well that's fine then. Well, you'll have plenty of time to practice then, pinpoint accuracy will be key. I'm doing some ground work to try and ensure success as long as you guys can hit the target LZ. Miss by just 1-2 km and you'll have a rough time. It will be fun, but very challenging. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Ah man, well this challenge will be up until Friday and then I'll have the details archived. Hopefully you'll be able to complete it by then. If not, not all is lost, you can still take as much time as you need to complete the mission, all the old missions will be available. I'll put the details into a doc on a google drive so they can be referenced. My game was actually bugging out too later today so I ran the Steam verify game cache and it found a corrupted file, and that fixed it for me. Hopefully you'll have better luck in the future. Right as I posted this your new pic popped up. As long as the core craft can complete the shakedown run to the Mun and back without additional attachments it should be fine. If your section that you deleted was causing the issues then this would go under the Kraken attack category I would think. As long as this ship is permanent with the way you want it in space then you can continue with the mission, but you'll have to start the mission from scratch with this new ship since you modified it. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Oh no, is everything lost? or do you still have your ships? -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Interesting, nice and compact, good use of multiple docking ports for lots of attachments. I wonder if you have extra engine attachments that dock to two ports at once or how you'll handle fuel for the longer missions in the future. Your ship is approved for your core craft, good luck on the missions! -
Post your best ship designs!
700NitroXpress replied to panfish5's topic in KSP1 The Spacecraft Exchange
Big H.O.S.S. (Helios Orbital Solar Station) Duna Command Center Gagarin Station RRTS -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
If it doesn't work, then your plan should work. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
If it's on Steam, you could try to verify the integrity of the game cache and see if that fixes it. -
Let's Go Hypersonic! [Help Needed]
700NitroXpress replied to Selrahc4040's topic in KSP1 Gameplay Questions and Tutorials
A good technique is to put the long spike things in the aerodynamics tab on the plane and then attach a air intake to those like what I have shown in the first picture. The spikes can be placed in the middle of the wings and clip into the plane naturally. The air intakes on them will fuel all of the engines and allow your plane to operate in excess of 30,000 meters and above 2100 m/s. This plane didn't start loosing engine power until it was over 28,000 meters, you could cruise at full power at that altitude. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Like lag or something else? -
Don't use the SRB's if you're building lifters that need to get heavy payloads into orbit. Drop tank asparagus is one of the best options there is. If it's a light payload, then you could still use drop tanks, or an air lift to high altitude and then fire an orbital engine. I would recommend building a "one size fits all" lifter solution and drop it into the subassemblies area. That way, you can just build your payload, fix it to the transfer stage, then just grab the same lifter and use it every time. In case you haven't tried it yet, the drop tank asparagus design allows you to maintain full thrust the entire time until you run out of drop tanks and then it switches to regular asparagus staging. By the time you run out of tanks, you should already be in high altitude or close to orbital altitude. This means that you can throttle down as you go while maintaining TWR. You drop dead weight and don't drop tanks with engines on them. Overall, I find that SRB's are useless outside of campaign mode. Here's a video for you. Download link is here: https://drive.google.com/file/d/0B-vTRL2n8wvzQkEtUTBCNHpIMW8/edit?usp=sharing
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I have a similar challenge available that accounts for price and life support systems.
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The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Well done on the mission! You don't get additional points for more rovers tho, only 2 rovers are required for maximum points, one on Minmus and one on Mun. But it's cool to see 4 of them anyway. For accounting for the space junk, just go to the tracking station with the debris tab shown at the end of the mission. I'll be able to see all of the debris, only the stuff in orbit is accounted for. In the scores that will never change category, #11 would be failed if you stage fuel tanks or engines on your way to the planet and back that aren't attached to the mission critical part. So if you added extra fuel tanks and dropped those spent tanks that weren't part of the mission attachment, that point would be failed. For this first mission tho, it's pretty easy and that's to offset the subtracted points from the debris, so it adds a 25 point buffer to the -5 point for debris subtraction for you guys. Also, you need to add #13 Bring the Gang along for the ride +10 since you have 3 Kerbals. For the landings, you get +10 points per moon. 1 Kerbal is required so it doesn't get added. So if 3 kerbals land, you only get the bonus for the other 2 at +5 each. So for Mun and Minmus you would get +20 total and not +30. But since you forgot Bring the Gang along for the ride, the points even out anyway and you end up with the same amount of points. Bring the gang along for the ride only accounts for each additional Kerbal brought in addition to your starting 2. So if you have 3 kerbals, you get +10, if you have 4 you get +20. But, they all have to get back into orbit safely at the end of the mission. You could also get more points if you landed the extra kerbals at the KSC. All that being said, your math is off for your scoring. Subtotal for the mission is: 150 +10 +10 +30 +20 = 220 220 - 30 = 190 190 + 25 + 5 = 220 So your total score is actually 220 and not 195 You forgot to add the 25 points for #11 Mission 01: Sirine's Current Score = 220 -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Alright 1 week it is then since everyone likes that so far. Your craft looks good to go then. Ion engines may take a long time, but you can carry a huge amount of gas if you need to. I have an Ion powered space station myself. Currently in a polar orbit around Kerban. The funny thing is, I could attach my ship to the bottom of this thing... Not sure if I will tho. 48 Ion engines on the bottom of the 4 girders coming out from the middle. 12 per girder. 40 solar arrays, and I can attach nuclear engines to 12 docking ports on the bottom and switch to nuclear powered if I need to. Just food for thought. Big H.O.S.S. (Helios Orbital Solar Station) -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Yep, let me know if you want the current score you have to be finalized or not. Once you say that the score is your final submission, that's what gets added up and put on the leaderboad. TML is correct, the Lonely Rover does NOT apply on this mission. I'm looking over your current mission screenshots and adding up your score. Scores won't be added unless you say that they're final. This will allow people to retry if they need to. We may need a limit on retries tho, maybe 3 tries, best out of 3 gets finalized? What do you think about that? -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
My internet is back! Wohoo!!! Helpful Hint for the Next Mission: Practice your precision landing skills, you'll be glad you did -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
My internet has been offline for the last 2 days and it's still down now. Sending this from my phone. Sirine, that's fine to retry the mission, once you submit something and state that it's your final submission, then that's the one that will go on record. TML, core craft is approved, and I'll probably change the mission timing down to 1 week. I'll leave the past mission details available for anyone who wants to join the challenge. They will just have to complete the past missions if they want a competitive score. I'll hopefully be able to catch up with everyone's posts and current scores tomorrow. I like the ship designs and participation so far, keep up the good work! I have the next mission planned, but it won't be posted until Friday. I'll change the mission times so there's a new mission every Friday and that will be the new schedule. -
Editor lags a LOT
700NitroXpress replied to matskuman5's topic in KSP1 Gameplay Questions and Tutorials
Yeah, that's standard operating procedure with any Steam game that doesn't seem to be working properly. If anything like this happens again, just do these steps first and that will either fix it or help you narrow down the problem further. This usually seems to happen if a file gets interrupted through the downloading process, you didn't get all of the pieces of an update, or the game didn't install correctly. -
I use an extra SAS module on everything with or without a command seat. The command pods won't be very nimble on larger craft, but it you include an additional SAS module, you can fly a lot more easily now in space with larger vehicles. For things with command seats, you can get by just fine by sticking a command seat on an OKTO2 module. Depending on how heavy the lander is, it performs just fine. I use SAS for turning and maneuvering in space and save RCS for craft that need to dock, otherwise you don't need it.
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In Career 2.0 Extreme Mode, you will have to go to the various planets and deploy one piece of equipment per mission, either a rover, lander, or satellite. During the mission, you will have a limited amount of life support on board. You must complete your mission before you run out of life support and your crew dies from lack of oxygen. Oxygen and life support systems aren't in KSP yet, but we can generate them artificially. RCS fuel is now your life support system. Use it wisely, if you use RCS to control your craft or dock to another craft, you better do it quickly or risk running out. This also means that the amount of time you have to complete the mission is limited by the amount of RCS life support you bring with you. RCS life support is measured in minutes. 1 unit of RCS equals 1 minute of air. So the FL-R1 RCS Fuel Tank has 750 units of RCS fuel and that = 750 units of life support air = 750 min divided by 60 min = 12.5 or 12 hours and 30 minutes of air. Command pods also have built in air supplies. Each 1 Kerbal capacity command pod gets 2 hours of air. The Mk2, Mk3, and Mk1-2 have 4 hours of air. A Kerbal's space suit carries 100 minutes of air. If a Kerbal goes EVA you have to add that time to the mission time to get your current air expenditure. So if a Kerbal is on the surface of Mun for 10 minutes, you add ten minutes to your timer by accelerating time 10 minutes with the craft stationary and then you can proceed. There's more than just life support. You also have to build your ships within a set budget limit. The ship also has to return to the surface of Kerban intact with the crew inside. You get 50% of the cost of that craft back and it gets added to your space program's budget. If you don't use all of the cost of the budget to build your space craft and lander, then that money is saved as your excess and gets carried over to the next mission. If you go over budget, then you are in the negative and you have to make that money up by recovering you vehicle from a successful mission. Every stock part in KSP currently has a cost value assigned to it, but it isn't yet implemented in the game yet. The cost is in the top left corner of the descriptions when you mouse over the part. All of the missions and launches must be completed in compliance with NASA launch vehicles. Found Here: http://en.wikipedia.org/wiki/Category:NASA_space_launch_vehicles And referenced below. If I'm missing anything with these let me know. When you have a lander, it must land and dock back at the main command module. The lander may be discarded if you choose, but you will loose the 50% money back bonus for not landing it back at Kerban with you. You will need one crew member to complete each mission and the ability to carry the payload to the planet. Missions will be scaled and go in a specific order and visit all of the planets and moons. The payload may be different depending on the mission. Example: you won't have to land a kerbal on Eve the first time you go there. You may have to land a rover instead, or get a satellite in orbit. Use of Mech Jeb, deadly reentry, and communications mods are permitted. You must use all stock parts for the craft. No use of cheats or debug menu at any time. For submissions, post a screenshot of your craft, list the part count, total cost, any mods used, also show the open resources tab and mission timer in all screenshots. For completion of the missions, post screenshots of the landing of gear or Kerbals and the landing back at Kerban. The leaderboard will consist of those who manage to save the most money. Your current budget is your leaderboard rank, the person with the highest budget is #1. Additional Kerbals that are landed on the planet and returned safely to the surface of Kerban are worth + $5,000. These Kerbals must be in a command pod. The use of the external command seat is forbidden at all times unless it's on a rover. In which case you will need to land the rover first and then land the Kerbal that drives the rover. That Kerbal must then return to the command pod and return to Kerban. Each Kerbal that is brought on a mission and doesn't return to Kerban is worth - $5,000. Completing missions successfully award a base amount that is predetermined for each mission. All missions and cost constraints will be pretested by me to ensure that the mission can be completed. I then round up and establish the baseline budget for the mission. This gives you some freedom in the craft you can build and it also ensures that people of different skill levels can complete the mission. Remember that everything costs money and also remember to plan ahead and bring enough life support with you for the mission. Consider test flights to be computer simulations that are free. Actual execution of the missions must be documented. If you fail a mission then you're out of the money of everything used so far, you then go into debt and have a negative balance. Mission 01 Apollo From the KSC HQ: Your mission is to land on the Mun Apollo Style. You will need to build your craft within a budget of $100,000 If you don't know what Apollo style means, then look up Apollo 11. This includes the entire mission from the time of launch to the return safely on the ground. Make sure you plant a flag an take a picture so all of Kerban knows you were there and we didn't fake it. Once you are done having fun on the Mun, return back to Kerban safely. If you manage to land your craft within the light colored grass area that surrounds the KSC or in the water within 5 km of the KSC shoreline, you save us some recovery costs and we will reward you with $10,000 If you land the lander module and the command module together, you get $15,000 Good luck Kerbonauts! Leaderboard:
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The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
What I mean is the things that would apply to the bonus points. So if so far, you've left no orbital debris, then you get that bonus, no jet engines. Things on that list would be helpful especially the no debris part because that's harder to verify. -
[0.22-0.23.0] Payload Fraction Challenge
700NitroXpress replied to mhoram's topic in KSP1 Challenges & Mission ideas
Yeah, it's the heaviest sucker I've ever attempted to put into orbit. Payload fraction or not, I do this also for the challenge of extreme weight payloads. I haven't tried lightweight things yet, although I might submit something for that too. Is it ok for the same person to submit for multiple weight categories? -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Make sure you guys keep track of what points apply to your ships. Shine, you would have +5 points already for not using jet engines. When you're done with your mission make sure you state what bonus points you're applying for based on "The Scores that will never change" section of the original post so I can add everything up easier for the leaderboards. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Yeah, I like the craft you designed and didn't want you to just throw it away, I just needed the screenshot submission and test run to comply with what is expected of everyone based on the rules. Thanks. -
The Versatility Marathon Challenge
700NitroXpress replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Well feedback is important and is still being considered since this is the first mission still. So if I need to Iron out the rules I'll do it now and then they're set in stone. I did add the NASA parts, but I can't be on the leaderboards, the leaderboards are for everyone else that competes in the challenge. For the first mission. I'll officially state that the NASA parts change will not be included in the point scoring system for the sake of fairness to everyone. What you have designed won't have to be changed. I also won't add the 20 points to myself. For future missions, I think the points are really good now for the way that they're set up and I don't intend on changing or adding anything else to the scoring system. I hope this makes you feel better for what you have designed and what will happen in the future for this challenge. Your craft are well designed for the mission and you're right, you shouldn't have to change them based on a decision that I made, mid mission.