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DonLorenzo's Forum Campaign: To space, the moon and beyond


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A bit belatedly, but robsr3v3ng3 I checked out your numbers and I\'d forgotten to remove the contract from last turn (copy paste eh..). You were totally correct and I\'ve fixed the numbers. Going to process turn 11 now, expect it and the new turn (late) tonight.

Also, I added Bellaby\'s 2000 dollar donation to the pool after all. Turns out I had included it in the pool totals so.. :)

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hmm well if that means I spent 2000 that I dont have, which may or may not be the case (I just used the wallet you said I have, so if that takes the 2000 donation into account then this is fine). If I have spent what I don\'t have just deduce my pool donation this turn by 2000 :)

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Turn 11 had many an interesting mission, lots of Kubbles were launched... and they spotted something. While the scientists undoubtedly have an interesting name for it, the general population just calls it \'The Mun\'.

I\'ve decided on some satellite rules, added a new mission and made a contract (with some help from db101) for the next turn. Before going into these things though, the overview for turn 011!

Db101

Turn start balance: $47388

Mission flown: Launch Kubble - 200x200km

Expenses

Technology: $6000

Personal Launch: $0

Mission craft cost: $24300

Community pool contribution: $5000

Contract entry: $0

Penalties: $0

Total: $35300

Income

Mission Salvage: $5650

Mission Reward: $36750

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $43900

End of turn balance: $55988

Fireblade

Turn start balance: $51340

Mission flown: Reach 2000km altitude

Expenses

Technology: $10000

Personal Launch: $0

Mission craft cost: $22100

Community pool contribution: $2000

Contract entry: $0

Penalties: $0

Total: $34100

Income

Mission Salvage: $3605

Mission Reward: $35000

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $40105

End of turn balance: $57345

Bellaby

Turn start balance: $29465

Mission flown: Deposit Kubble 100x100

Expenses

Technology: $7200

Personal Launch: $0

Mission craft cost: $18900

Community pool contribution: $4865

Contract entry: $0

Penalties: $0

Total: $30965

Income

Mission Salvage: $2250

Mission Reward: $36750

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $40500

End of turn balance: $39000

Robsr3v3ng3

Turn start balance: $23650

Mission flown: 80km

Expenses

Technology: $1350

Personal Launch: $0

Mission craft cost: $11000

Community pool contribution: $0

Contract entry: $0

Penalties: $0

Total: $12350

Income

Mission Salvage: $4050

Mission Reward: $13000

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $18550

End of turn balance: $29850

Awaras

Turn start balance: $51964

Mission flown: Deposit Kubble 100x100

Expenses

Technology: $7000

Personal Launch: $0

Mission craft cost: $15200

Community pool contribution: $5000

Contract entry: $0

Penalties: $0

Total: $27200

Income

Mission Salvage: $6432

Mission Reward: $36750

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $39907

End of turn balance: $64671

Issarlk

Turn start balance: $26310

Mission flown: Deposit Kubble 100x100

Expenses

Technology: $10000

Personal Launch: $0

Mission craft cost: $16750

Community pool contribution: $1000

Contract entry: $0

Penalties: $0

Total: $27750

Income

Mission Salvage: $0

Mission Reward: $36750

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $38250

End of turn balance: $36810

Excalibur

Turn start balance: $9700

Mission flown: Reach 10km

Expenses

Technology: $3200

Personal Launch: $0

Mission craft cost: $7500

Community pool contribution: $0

Contract entry: $0

Penalties: $0

Total: $10700

Income

Mission Salvage: $750

Mission Reward: $6500

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $8750

End of turn balance: $7750

Matticus68

Turn start balance: $10500

Mission flown: Reach 10km

Expenses

Technology: $800

Personal Launch: $0

Mission craft cost: $8500

Community pool contribution: $0

Contract entry: $0

Penalties: $0

Total: $9300

Income

Mission Salvage: $900

Mission Reward: $6500

Contract Reward: $0

Community Pool withdrawal: $0

Fundraiser: $1500

Total: $8900

End of turn balance: $10100

Community Pool

Starting Balance: $29975

Deposits: $17865

Withdrawals: $0

Balance: $47840

+10% Interest: $4784

Final Balance: $52624

Turn 012 Announcement!

-Salvage Tech IIa has had its price reduced to the final amount of $1200

-New mission \'Is this thing real?\' - Impact a Kubble telescope into Mun with at least 1500m/s rel. surface velocity. Reward: $35000 1st Bonus: 10000. This mission will have a similar increasing requirements step-ladder as the other kubble mission.

-Satellite rules (see in spoiler)

Now that unmanned missions are starting to be flown, I\'ve decided on the following rules for powersats. For full unmanned control around kerbin you need at least 8 powersats in any kerbin orbit, or 3 powersats in kerbosynchronous orbit. For full unmanned control around the mun you need full kerbin coverage and additionally 3 powersats in any mun orbit or 1 in a mun-polar orbit and 1 in a mun equatorial orbit.

The satellites must be launched on personal missions, and can be communal. They don\'t have to be though. To keep things simple, you can switch satellites from \'private\' to \'communal\', but that switch will be permanent. You can\'t make communal sats private again.

-New contract: Detonate a thermal shock pulse on the pole (see OP)

Deadline for turn 12 will be wednesday 18-07-2012 23:59 GMT+2

OP will be updated shortly.

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-ALL control gets cut off after 90 seconds. If you can rig it so the mechjeb is seperable, great. If not, no problem.
Are we allowed to turn on normal SAS/ASAS before 1:30 and let the stay on for the duration of the flight, or is it assumed that they get fried too?

edit: could you double-check my salvage? If something broke on landing that\'s cool (what I thought at first, but I can\'t get my numbers to match up for the possible breakage scenarios).

Thanks :)

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yep they get fried too. What I\'ll do is, at 1:30 MET toggle all these things off and watch the flight/fireworks unfold

oh and db101: the salvage i have for your last flight is

1x command pod - 700

1x LFE - 2400

6x SRB - 1950

2x sLFT - 200

4x LFT - 400

sum = 5650

Cheers

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yes dusty_monk, you need to send the .craft file of the rocke you\'ve made for the turn, along with any flying instructions needed. (like, fly a few degrees in the direction of the water). Don lorenzo will kindly sort out everything else. Its not too late to join either, i joined last turn :P

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Yea I wanted to sent in the last turn but was too late, DonLorenzo is a RL buddy of mine :)

Right now Im babysitting two kids and struggling with the contract challenge, you only pay entry fee and then the parts are free.

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Yea I wanted to sent in the last turn but was too late, DonLorenzo is a RL buddy of mine :)

Right now Im babysitting two kids and struggling with the contract challenge, you only pay entry fee and then the parts are free.

Parts are free? Well that makes a HUGE difference. I didn\'t think it was possible for it to be profitable (I assumed you had to pay for parts too).

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I found it more or less impossible to do the turn 12 challenge.

You would need a rocket that goes 2500m/s at apoapsis 65km on a 90 degrees course.

Tried a lot of different designs climbing to 10km first then going north with 45 degrees, but I can\'t reach the speed needed for it to land on the northpole. Got awfully closeish (Canada region), but this was with steering the rocket after 1m30s up until 3m in flight.

Ill just submit my 10km climb turn :P

Booster Tech

=====

Parachute

Command Module

ZO 2 Main

SRB

Decoupler

SRB

=====

Cost: 8700

=====

Decouple first and fire next booster stage at 23-24s.

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hi guys. Just to report on my current situation. I am having some serious internet issues, namely my desktop, which is connected to my router via devolo homeplugs, has decided that it no longer has a valid IP configuration and I have been trying everything to get it fixed. Manually assign IP and DNS, restoring system and all the shebang. Eventually I stole the family router for 5 mins to plug it in directly and it worked, which was a massive relief, because it means my PC itself works fine. So now im waiting on purchasing new homeplugs.

Which means that I cant play this turn. Im posting this via my laptop and there isn\'t a hope in hell that it could run KSP. I know i could save the .craft file (and text instructions) onto a memory stick or something but basically I haven\'t had time to play much.

Anyway, apologies but I won\'t be able to submit a turn this turn, just consider me running a fundraiser.

Good luck all with your space programs, and who knows I may even get the internet sorted for next turn\'s deadline ::)

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I have not received a lot of submissions yet, also I\'m unexpectedly taking care of someone\'s home for a few days (also, on crappy laptop).. so I\'m considering extending the turn until after the weekend. I wouldn\'t be able to process untill saturday night (which is liable to get blasted by booze also..) anyway..

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No worries Don, hope you have a good one!

I\'ll be submitting mine soon but I have a question first. You state in salvage rules that one parachute can safely return 4 units of mass. My latest craft has a single \'chute supporting less than 4 units by the end of the flight. Trouble is if you play the flight out to the end a couple of parts are destroyed on landing (or if you land in the ocean the pod gets destroyed) due to quirks in the ZO2 main system collider I think.

I\'d really like to be able to use the first rule and remove a \'chute to save me $750. ;)

Please advise!

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That rule applies to ejected stages that don\'t have a capsule and return to kerbin. What ever is left with the capsule must land intact using the game\'s physics. The rule is so don doesn\'t have to watch every piece of the craft. Plus i think debris get deleted in the atmosphere if they\'re far from the ship.

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I\'d really like to be able to use the first rule and remove a \'chute to save me $750. ;)

Please advise!

I can see only two solutions: powered landing (with the help from a parachute it\'s very easy and need just a little fuel) or remote pod. I went with remote pod personally.

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That rule applies to ejected stages that don\'t have a capsule and return to kerbin. What ever is left with the capsule must land intact using the game\'s physics. The rule is so don doesn\'t have to watch every piece of the craft. Plus i think debris get deleted in the atmosphere if they\'re far from the ship.

To be honest I thought as much - worth a try though. :)

I can see only two solutions: powered landing (with the help from a parachute it\'s very easy and need just a little fuel) or remote pod. I went with remote pod personally.

My craft is made up of solid boosters as I\'m only on my third turn (don\'t have the remote pod either). I\'ll keep two \'chutes on it and eat the $750. :)

Directed at the long time players of this campaign just out of curiosity; what mission(s) had you completed by your third turn? I\'ve just managed to do 25km, with the 10km on my last turn.

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I didn\'t do a mission on my first turn, 25k on my second, 80k on the third. Probably shouldn\'t have researched booster tech first so I could have had enough money to launch something in turn one, but I didn\'t for some reason. Definitely hit all the contracts you can for extra cash, and I see you\'re researching salvage -- that\'ll pay for itself in no time (I <3 my salvage money)

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The turn is definately extended untill the weekend. Let\'s say sunday night. It\'s been a bit slow lately, it\'s just I don\'t have computers everywhere and fairly busy.. nothing to do about that unfortunately! At least some of you (bellaby I\'m looking at you ;) ) will benefit from it this turn :)

Cheers

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