ttnarg
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Everything posted by ttnarg
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I've seen challenges about lightest or cheapest SSTO this is a challenge about the first (lowest tech). Starting a new Career game whats the smallest amount of science point do you need to spend to make a SSTO craft for Jeb to fly. Start a custom career game and give your self all the starting science and money you need. The person who spends the least science points wins. There is a penalty if you need upgrade buildings. +200 science for upgrading Vehicle Assembly Building +85 science for upgrading Launch pad +200 science for upgrading Space Plane Hangar +85 science for upgrading Runway +500 Research and Development building The craft must take off and get Jeb into orbit and then return him (alive) to or near to the KSC. Score SSTO 1. 2. 3. 4. 5. Edit: Never mind seems that to easy. (Dam that LV-T30 Liquid Fuel Engine is over powered) Second part of the challenge is still here if people want to give it a go. Of course Jeb is not happy with just orbit, The next contract you get in Career mode is got visit Mun. So as a second challenge can you make a low tech SSTO that can carry Jeb with a Mun capable lander. The craft must reach orbit (it can can go farther if you think it will help with the mun mission) before detaching Jeb and his lander. The SSTO craft must then return to the KSP and land in one piece. Jeb and his lander them must go one and complete the mun contract and return to Kerbin landing in one piece. (Single stage to Mun and back will also count but I'm guessing that will be harder.) Score SSTO with Mun lander. 1. 2. 3. 4. 5. Proof: Screen shot of the the tech tree showing what you unlocked. Screen shot of in the VAB or Hangar with your craft and the info tab open. Screen shot of the craft in orbit Screen shot of the craft back on the ground. Info about the launch profile. (how do you fly this craft to get it into orbit) Optional: The craft file.
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Rules: Play on career (The difficulty is up to you but will be noted) All parts must be recovered on land. All parts must be recovered at or close to the KSC (any where on the flat ground around the KSC is fine). All stages of the flight must be recoved. If any part is destroyed in flight you have failed the Challenge, reload or try again. As there is the risk of instance fail, you may back up your save files. If you play on Custom you must start with 0 Science. This challenge is about start with the basics and not about jumping right away to SSTO. Completion: When you can build crafts in orbit by docking parts together you will of matered this challenge. But I would love to see what sort of mission you can do once you got to this point and still recover every part. Feel free to show off. Mods: This can be done stock, its hard getting to orbit at low teck levels but can be done. I encorage you to do this stock but if you want to use mod you can please list them. Proof: Screen shots of key missions would be nice but basicly just you word that you done it should be fine. Be sure to say what difficulty you're playing on. I'm playing on ModerateRules: Play on career (The difficulty is up to you but will be noted*.) All parts must be recovered on land. All parts must be recovered at or close to the KSC (any where on the flat ground around the KSC is fine). All stages of the flight must be recoved. If any part is destroyed in flight you have failed the Challenge, reload or try again. As there is the risk of instance fail, you may back up your save files. If you play on Custom you most start with 0 Science. This challenge is about start with the basics and not about jumping right away to SSTO. *dont play it on Custom with the setting harder then hard. If you want to show off, show us what planets/moons you can land on and still recover every part. Completion: When you can build crafts in orbit by docking parts together you will of matered this challenge. But I would love to see what sort of mission you can do once you got to this point and still recover every part. Feel free to show off. Mods: This can be done stock, its hard getting to orbit at low teck levels but can be done. I encorage you to do this stock but if you want to use mod you can please list them. Proof: Screen shots of key missions would be nice but basicly just you word that you done it should be fine. Be sure to say what difficulty you're playing on. I'm playing on Moderate, here a screen shot after I got jeb in to orbit for the first time. (This was the first stage)
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It's realy not. The challenge points are optional anyway the main thing is how quick you can get sciance. I realy like the weight limit it's stop people from just adding more stages (see some of the pictures above) and makes you realy think about getting the most out of your ships. The main headake is having lotting of missions going on at once. The only problem is Xenonauts AND OpenXCom came out while I was in the middle of this so it might be some time before I come back to it.
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I suggest you make it a rule that only docking in space counts. Otherwise it would not be hard to put a 7 stage rocket together just next to the run way and launch it into solar orbit for 21 points. (which I was temped to do but I didnt think it was in the spirt of the challange) From another Challange: http://forum.kerbalspaceprogram.com/threads/66293-Today-I-build-a-Rocket?p=1019396&viewfull=1#post1019396
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Tips for anyone else starting this. This the easy way to get Biome Hunter I. This would of saved me a few headaches. Tier 1 Firework1 (Solid Core) -Temp flying (Sci +4) Tier 2 Unlocked basic Rocketry (sci -4) Firework2 (Solid Core + 6 Boosters) -Temp upper atmos (Sci +4) -Pressure upper atmos (Sci +8) -Pressure flying (Sci +8) Firework3 (mass 23.85t) (Solid Core + 12 Boosters) -Temp near space (Sci +8) -Pressure near space (Sci +16) Tips for Firework3 - only put 2 batteries on (this meens you can't combine firework 2&3 but does make it lighter) - Trigger boosters in groups of 6 - Trigger stages early(ie with a little overlap), while you do take a hit with drag, it helps you stay straight. - add you batteries and science gear to the bottom of the rocket also seem to help it stay straight. Tier 3 unlock General Rocketry (sci -16) unlock Basic Flight Controls (sci -16) Rocket 1 (Mass 12.17t) (Liquid Core + 3 Boosters) - needs lots of batteries, I used 36.
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Is that craft under 12.5t? I don't think so. That looks just like the craft I posted for Biome Hunter I (1) I found it very hard. I thought about going back and trying to unlock 2 T3 tech before my first lunch to do this but in the end did it with one. Where did you get the 12.5 number? PS this was mine
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Reach for orbit with an ion glider!
ttnarg replied to zarakon's topic in KSP1 Challenges & Mission ideas
We need a Manned leader boards. One for just a seat and one for a command pod. -
Reach for orbit with an ion glider!
ttnarg replied to zarakon's topic in KSP1 Challenges & Mission ideas
In the end I did give this ago. My plan is to add a second smaller craft on top and let it go once high up. But not sure if it would work. Anyway this is my entry for for now. -
Reach for orbit with an ion glider!
ttnarg replied to zarakon's topic in KSP1 Challenges & Mission ideas
I'm not good with planes so it's unlikey that I'll ever do this challenge but here a suggetion: How about once your up to this speed could you detectch the wings as they are not as much use when you get high. Or maybe a whiteknight design? -
H-O-R-S-E Challenge Game: Rebirth
ttnarg replied to kahlzun's topic in KSP1 Challenges & Mission ideas
Yep that look good. -
H-O-R-S-E Challenge Game: Rebirth
ttnarg replied to kahlzun's topic in KSP1 Challenges & Mission ideas
Well this thead seems to be with out a challange again so let me suggest one. An anti space lobby group has manage to pass a law banning all all space craft inside Kerbin atmosphere (below 70km). To over turn this law we will need to get some support for space flight by planing a flag on a moon (any moon you can chose which one). How can we did this with out any space craft? Well there a loop hole in this new law. If your only using one solid boost at any one time then the craft is technically class as a firework and is alowed under this new law. Getting back to Kerbin is possable but is not needed is not a requirement for this challenge. tl;dr: Plant a flag on a moon. While your under 70km you can only use solids and only have a max of one solid engine active at any one time. Above 70km anything goes. Tip: You might need more then one launch with docking in orbit. Good luck. -
H-O-R-S-E Challenge Game: Rebirth
ttnarg replied to kahlzun's topic in KSP1 Challenges & Mission ideas
SpaceK531 entry looks good and if he is giving permistion for others to make up a chalange how about: Distance using only RCS. Monopropellant Only. No liquid fuel. No solids. No Ion. Electric charge and wheels are fine. Unmaned is fine. I dont think you can make orbit but if you can then we will use altitude. Other wise distace from start point. To stop Infinite gliders no Control surfaces can be used. You may use a part with a control surface but only if its locked before take off. Best distace after 24 hours. -
I knew I was cheeting abit not doing it on the launchpad but some one only built a ramp on one side of the launchpad and there is not room to drive around to get to the other side :-( Also it takes a lot longer to drive over there then it dose to fly! Maybe now I know what I'm doing I might be able to do one on the launchpad. Not sure if I'll do another one or not. I'm happy you like it.
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48.54 tons * 5 points per Ton = 242.7 points (17 sections - 2(needed)sections) * 10 points per section = 140 points 242.7 + 140 = 382.7 points This craft was designed for a apollo-ish style Tylo mission but as I have not done the mission I dont get any points for that. I had to ditch the small lander as it made the craft unstable at lunch and I could not stop it from flipping over after takeoff. The small lander was desinged (but untested) for laythe. My first try had the Level 2 section (the first one spawned) smaller/thinner and lifted with the crane but the side booster wobbled too much on lunch and fell apart. So it was made bigger and had lots of structs. This made it too heavy for the crane and I needed to add 2 more liffers to hold it while I added the level 1 sections. The crafts TWR is very close to 1 and I think I should of used mailsails. I didn't because I was close to what the legs could hold. But I think it would of been worth the extra weight.
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Sorry for the slow reply. I've been a little busy this weekend I'll up date the Leader board on Monday. But to clear some things up. When I said orbit I did mean "the craft is on the stable orbit above atmosphere" (I liked the wording Tigik used) As for proving if your in a stable orbit or not well lots of screen shots would be good but as with most challenges in the end you have to trust people. If they say they made it in to orbit I'm going to give them the benefit of the doubt.
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I know Command pods don't includes the mass of kerbals but chairs even includeing the kerbal mass is still a lot lighter then a command pod so my rule about count the kerbals mass on chairs count. As tavert pointed out the game takes the kerbals mass into acount when using chairs and I will too. I've added 2 Amendment to my first post. Amendment 1: As pointed out landing at the space port can just be a matter of trying lots of times till you get it right so as long as you land on the continent it will count we'll jeb can walk or swim. (you dont have to do this) Amendment 2: Having a kerbal hanging on to a ladder feels like a hack even if you add structs to make up for the mass. So new Rule: Jeb must be in a command pot or chair.
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With out MechJeb this would of counted but you would have to of counted the mass of both kerbals. I'm sure it has given people some ideas. When I wrote this challenge I was worryed that the best craft would just be somthing simple with a Rapier engine I'm happy that that is not the case. I was trying to do something with jets and RCS but I think you have to use tiny engines to get the mass down and there are no stock tiny Rapier or tiny jet engines. Exploiting broken physics would not count.
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This is my first challenge and a simple one I hope. Some time Jeb gets bored and a bored Jeb can be a dangers thing so to keep him from messing things up, it has been decided to make him a small craft to get him into orbit. As some times he might be needed to test other craft to make sure they have enough engines and or struts (they never do) the craft need to be able to land back near the spaceport. The management would not understand the need for such a craft so it needs to be as small (lowest mass) as possible to it can be hidden. TL;DR Make a craft that can make orbit and land back at the spaceport, lowest mass wins. Must carry at least one kerbal. Pictures or Videos needed. Mass is the fully fueled weight of the craft (full fueled to stop people copying other designs and doing it with 0.1 less fuel) Exception: You may empty a tank to lower your mass but only if you empty it all. For example the RCS tank on the command pod or all the oxygen in a liquid fuel tank if you’re using jets. You can use a seat if you want but if you do you must count Jeb weight. Stock only having Mod that doesn’t affect the flight install is fine. (if people ask for it I may add Modded leader board and even with out a leader board you free to show you mod craft if you cleary say that your using mods) Leader board: 1) 1.429t - Tigik Now With video! 2) 1.668t - SlayerMcGee uses Docking Node Jr because they have less mass then decouple. 3) 3.050t - cyberklad. First entry (Jeb might have to swim a bit to get back but close enough) Note: I know Command pods don't includes the mass of kerbals but chairs even includeing the kerbal mass is still a lot lighter then a command pod so my rule about count the kerbals mass on chairs count. Amendment 1: As pointed out landing at the space port can just be a matter of trying lots of times till you get it right so as long as you land on the continent it will count we'll jeb can walk or swim. (you dont have to do this) Amendment 2: Having a kerbal hanging on to a ladder feels like a hack even if you add structs to make up for the mass. So new Rule: Jeb must be in a command pot or chair.
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yes it can be quite hard. In space the docking port force can slowing rotate the parts and pull them together so they line up. but on the ground with large rockets you just have to match it. Mpink idea is good anything that helps matching postion and angle can be a good thing. One thing to keep in mind is sometime with the large docking port it can be hard to tell which way around it is and you can feel quite silly if you spend 5 mins trying to dock something together only to relise that you built the rocket with the docking port is on the wrong whay round. (or so I would imagen not that I would ever admit to doing this)
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Just a quick sneak peek at what I'm working on. So I'm going to give Infernal robotics a go. Only problem is there no room on the launch pad to drive around so I'm going to build my rocket behind the run way I hope it still counts.
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That's not a problem pick a engine that make makes electric when used. It's not like we making a probe that need electric all the time.
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space elevator scot manley style redux
ttnarg replied to jonatron5's topic in KSP1 Challenges & Mission ideas
It can't gilly's Synchronous orbit is 42.14 km you would need to go higher than that.