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KSP Caveman Challenge 1.1


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Hello!

Here is my submission to the KSP Caveman challenge, vanadium level. The screenshots of the archives are at the end of the album.

Well, I've poked my head into the cave with vanadium. Now, it's time to fully enter with corundum. Hopefully I succeed. How hard could it be anyways?

EDIT: No. Never mind on the whole corundum thing. Topaz, maybe. But  I think I see why there are no names  on the cave wall under corundum.

Edited by IncongruousGoat
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On 1/26/2016 at 2:54 PM, pasukaru76 said:

I've tried my hand at the Diamond level a couple of days back, but boy is that a hard boulder to shatter.

A suggestion would be to practice using saves. Planning is very important and I would not want to try these hard levels by just winging it.  Also plan on bending some of the rules such as EVA in space using a kerbal corral or exceeding the build limits by assembling the vessels on the lawn.

 

The corundum level does seem tough at first.  If you make use some sort of vessel assembly (space or land) then Minmus can return heaps of science.  This means the Miniaturization node is very important and open it up as soon as possible.  

Also earn a nest egg of funds by declining contracts and cherry pick (negative reputation cannot go any lower) and then work on increasing reputation.

 

86aZwx6.png

Currently testing the Diamond ANDR level and with another 845 SP to go it is something that can be accomplished.  

Having fun dealing with HtoV crane issues which has distracted me from completing this level.

 

On 1/27/2016 at 7:40 PM, IncongruousGoat said:

No. Never mind on the whole corundum thing. Topaz, maybe. But  I think I see why there are no names  on the cave wall under corundum.

Defiantly go for topaz, the  F5 crutch is sometimes hard to through away.  Your entry looks proper and your caveman badge with the vanadium mineral is on its way.  Welcome to the cave, pull up a boulder and stay awhile.
 

 

EDIT:

 

For the past week @EJ_SA has worked on some kerbally engineering!

He plans on launching a rocket from KSC2. He has developed a"Strongback" rocket erector. He will be refining fuel and has jetted all the equipment over there.  I find this project very interesting because launching a rocket from KSC2 is also on my to do list and rocket erector.

 

I have learned a tidbit of information.  The launchpads at KSC and KSC2 are in quantum entanglement.

Hopped over on a sub-orbital flight and parked on the KSC2 launchpad.  Returning to KSC and trying to launch the message was "LaunchPad not clear".

 

Edited by MoeslyArmlis
living vicarously
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6 hours ago, MoeslyArmlis said:

Defiantly go for topaz, the  F5 crutch is sometimes hard to through away.  Your entry looks proper and your caveman badge with the vanadium mineral is on its way.  Welcome to the cave, pull up a boulder and stay awhile.

That I shall. Started Topaz today, and I can already tell this is going to be much more interesting than vanadium. Mun flyby with a Stayputnik, here I come. Good thing time warp stabilization is a thing.

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  • 2 months later...

Hey guys, I'm a Kerbal fiend (and general indy game lover) but I'm not very PC savy.  I would like to do this challenge and get the badge, and hopefully others in the future.  Is it good enough to just take screenshots and post the pics here when (NOT IF, I WILL SUCCEED!!!) I finish this. Or do I need to use another program to "capture the images"  Sorry if this is a dumb question but like I said I'm not very PC savy. 

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2 hours ago, MinimalCriminal said:

Hey guys, I'm a Kerbal fiend (and general indy game lover) but I'm not very PC savy.  I would like to do this challenge and get the badge, and hopefully others in the future.  Is it good enough to just take screenshots and post the pics here when (NOT IF, I WILL SUCCEED!!!) I finish this. Or do I need to use another program to "capture the images"  Sorry if this is a dumb question but like I said I'm not very PC savy. 

Screenshots are fine. When you're done, put them in an Imgur album and embed the album in the post you use to declare completion. Oh, and good luck with the challenge.

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On 03/01/2016 at 3:04 AM, sal_vager said:

this is a great challenge, you're stickied for 2016!

Umm.. 2016 isn't over yet, but this challenge is no longer stickied?

4 hours ago, MinimalCriminal said:

Hey guys, I'm a Kerbal fiend (and general indy game lover) but I'm not very PC savy.  I would like to do this challenge and get the badge, and hopefully others in the future.  Is it good enough to just take screenshots and post the pics here when (NOT IF, I WILL SUCCEED!!!) I finish this. Or do I need to use another program to "capture the images"  Sorry if this is a dumb question but like I said I'm not very PC savy. 

Hi MinimalCriminal.. if, like me, you don't use Imgur, you can even do what I did to earn my Caveman badge.. just zip up all your screenshots, upload them to dropbox, and post the link here.

Best of luck.. this challenge is lots of fun. Think I'll try to earn another level while I'm waiting for 1.1 to be released.

Edited by JAFO
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On ‎1‎/‎29‎/‎2016 at 1:35 PM, MoeslyArmlis said:

A suggestion would be to practice using saves. Planning is very important and I would not want to try these hard levels by just winging it.  Also plan on bending some of the rules such as EVA in space using a kerbal corral or exceeding the build limits by assembling the vessels on the lawn.

 

The corundum level does seem tough at first.  If you make use some sort of vessel assembly (space or land) then Minmus can return heaps of science.  This means the Miniaturization node is very important and open it up as soon as possible.  

Also earn a nest egg of funds by declining contracts and cherry pick (negative reputation cannot go any lower) and then work on increasing reputation.

 

86aZwx6.png

Currently testing the Diamond ANDR level and with another 845 SP to go it is something that can be accomplished.  

Having fun dealing with HtoV crane issues which has distracted me from completing this level.

 

Defiantly go for topaz, the  F5 crutch is sometimes hard to through away.  Your entry looks proper and your caveman badge with the vanadium mineral is on its way.  Welcome to the cave, pull up a boulder and stay awhile.
 

 

EDIT:

 

For the past week @EJ_SA has worked on some kerbally engineering!

He plans on launching a rocket from KSC2. He has developed a"Strongback" rocket erector. He will be refining fuel and has jetted all the equipment over there.  I find this project very interesting because launching a rocket from KSC2 is also on my to do list and rocket erector.

 

I have learned a tidbit of information.  The launchpads at KSC and KSC2 are in quantum entanglement.

Hopped over on a sub-orbital flight and parked on the KSC2 launchpad.  Returning to KSC and trying to launch the message was "LaunchPad not clear".

 

What???? Easter egg or bug????:confused: 

Also might give this a try. Would have edited other post but post editing is broken again.

Also should have taking out the pics from the quote.

Oh merging ah!

 

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3 hours ago, kerbalstar said:

What???? Easter egg or bug????:confused: 

Also might give this a try. Would have edited other post but post editing is broken again.

Also should have taking out the pics from the quote.

Oh merging ah!

Currently it is referred to as KSC2, but , more distinctive it is called the Inland Kerbal Space Center.  This is the original model for the launchpad and is an easter egg. 

Not being able to launch while the pad is occupied I consider a bug. Having the equipment recovered for 100% does help the budget.  Chalk it up as game balancing :)

This challenge is on my to do list once the 1.1 version is somewhat more stable.

In a Diamond ANDR career my plan was to put rockets on this launch pad.  It looks like that launch pad should be able to hold a rocket 105 metre tall and 2750 tonnes. Being abandoned this location has loads of potential.

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Greetings fellow cave-dwellers. Some of you may recall the plight of Matt Kerman, stranded on the surface of Duna after his Space Train ran out of fuel.

With his supply of potatoes rapidly dwindling, it's time for a caveman rescue mission. Let's bring him home!

There were some initial missteps:

rGYBlur.png

A more modest approach was taken. First section of a two part rescue vehicle, cobbled together out of duct tape and docking ports

oiTyMnk.png

Second section

8FZEOCk.png

Wobbling into orbit

PHfOlO2.png

Arriving at Duna

L4QRZ5a.png

A welcome sight

OJx50ql.png

Orbital shenanigans

pVQseW8.png

Matt's safe return

oR3hyhH.png

 

'Blooper' Reel:

 

Full construction album here:

and mission album:

Some useful lessons learned:

  • Wings make great crane parts - light, rigid and long
  • A pair of Wheesleys allow you to steer tank style, by reversing one engine and leaving the other set forward
  • Docking clamps help with multi-story construction
  • Assemble large contraptions just south of the runway. There's more room to manoeuvre than around the launch pad.
  • When doing multipoint docking only 1 docking port will be considered the primary and will be considered for fuel flow. This port seems to be selected randomly when you dock. If your design relies on a specific port for fuel flow, then once all ports are docked:
  1. Undock all ports except the port you need to be the primary.
  2. Normally docking ports won't re-attach unless they are brought a certain distance apart, then together again
  3. Quick save/quick load. The undocked ports will re-dock, but the port you left docked with now be considered the primary.
Edited by ManEatingApe
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  • 2 weeks later...

Ok! First to do a Caveman Challenge in 1.1! :cool:

 

I decided to do a Standard difficulty game first, to get that out of the way before taking a crack at the higher levels, that don't allow quicksaves and reverts.

Playing through in 1.1 was interesting. I decided to re-use several of my already proven designs from my 1.0.5 entry, to simplify things. Why re-invent the wheel, right? As it happens, that turned out to be a mixed bag. A couple of my ships, which had given me no problems last time, proved to be so touchy and difficult to pilot, that they were essentially unflyable. On the other hand, my Minmus lander, "The Flying Sparkplug", which used to require a light touch, quick reflexes and careful nursing to get to orbit at all (tilt more than a few degrees off prograde, and it was all over) was now a joy to fly. Not only was it far more forgiving, I was able to reach orbit with more Dv remaining than ever before. Things that make you go 'hmmmm..'

 

Anywho, herewith is my entry for my second mineral badge, Apatite.

 

Edited by JAFO
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  • 2 weeks later...

Starting my Caveman challenge for 1.1.2 as a speed run. Here's where I am at the end of the first day:

Cave1121_zpsf6hjuzip.jpg

Cave1122_zps20wbn88e.jpg

Cave1123_zps4vcskdyp.jpg

A couple new plane designs that were helpful:

Kondor_zpsgin7o8vi.jpg

Takes off and lands from anywhere. Reaches most biomes.

Explorer_zps2jmjjc0f.jpg

Super low takeoff and landing speeds, but still decently fast cruise. Reaches any spot on the globe.

Best,
-Slashy

Edited by GoSlash27
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1 minute ago, MoeslyArmlis said:

Beautiful cave-tech craft!

@GoSlash27What altitude are you cruising at and what is your velocity at cruising?

Was just thinking last night I need to do a caveman career speed run.

 

MoeslyArmlis,

 The little one cruises at 4km, and the big one cruises at 9-10km. Both cruise at 200 m/sec.

Best,
-Slashy 

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End of speed run, day 2.

Cave11221_zps8mrwae9k.jpg

Day 2: Science workups for first orbit, low space and high. Both remote probes were recovered. I also sent the rover around KSC to collect pressure readings from the KSC biomes.

 I have 3 probes enroute the Mun. The first 2 are recoverable flyby probes, and the third is a remote transmitting lander. I don't expect to need the lander to fill in the tree, it's just an insurance policy.

Cave11222_zpsxjcvnkkb.jpg

 I feel a little guilty about how I tackled this. It's called "Kerbal Space Program", but I haven't actually put any Kerbals in space...

Best,
-Slashy

 

Edited by GoSlash27
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Day 3: Houston, we've had a problem.

Cave11231_zpsvbf5m0cx.jpg

I collected the data on my flyby probes without a hitch and my lander's on track, but the Mun ejected my flyby probes into the downward leg of a 6Mx27Mm orbit. I don't have the DV to get an interface from here and waiting for Ap will take *way* too long. It'd be quicker to send another couple probes.

 I'm going to have to figure out how to set up a free return trajectory on level 1 tracking. Should be fun...

-Slashy

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4 hours ago, GoSlash27 said:

 I'm going to have to figure out how to set up a free return trajectory on level 1 tracking. Should be fun...

I'm very interested to see what you come up with.

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Took a break from trebuchet engineering , but, I have just watched the film Barbarossa.  Anyway I have now completed the speed run in 2 hour 30 minutes.  Pillaging science points from KSC made the speed run very quick.  I decided to run again and avoid the KSC area for science.  I enjoy the speed run, this is practice for the harder difficulties.

There are some new innovations to disclose.

These have not much use unless playing at the harder difficulties. 

The Science Roller is an old design.  A bow tie of Mk1 Command Pods and a Materials Bay along with a Mystery Goo.  Now in the new version the Materials Bay will explode when trying to rotate above 5m/s.  Solving the issue using the small radiator panel to shield the science equipment.

196px-Radiator_Panel_%28small%29.pngzHju1Sp.png

3nTE54I.png

 

The idea of connecting two parts using something akin to a trailer hitch.  This needs more testing and exploration of it usefulness.  The best so far is to use it like a poor mans docking port and hitch tugs to cargo.

b3t3ru7.pngKacAube.png

4pwetVy.png

 

Speed Run Non KSC

This run went well.  Completed in three hours and 25 minutes.  Had planned a munar fly by and landing but instead went to the north pole.

One place I like to visit in the beginning is the oasis in the desert.

 

RRt30nA.png

Missed the landing.  Score more science when also splashed down.

b47QEVI.png

Another excellent spot for splashed down science.  In this location the grassland, shore and tundra biomes intersect.

 

Edited by MoeslyArmlis
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  • 1 month later...

Hello again! I decided to do this again, at Apatite this time. A warm-up, since I'm considering taking another crack at Topaz. Strategizing and observations of the possible in a lower difficulty have given me some ideas...

 

The only mods I have installed are RealPlume stock configs and its dependencies. So, only visual/audio stuff.

 

Anyway, here's the album

Like @JAFO, I noticed some differences between 1.0.5 and 1.1. My Minmus lander flies like a brick in 1.1, while from what I remember it was fine in 1.0.5. This time around i had serious difficulties maintaining control. Also, I found my Mun flyby probe design to be significantly more reentry-kaplosion-prone in 1.1. Interesting to see that things changed in an update that didn't advertise itself as a physics engine change. Changes to Unity, I suppose. Or somesuch. I can't profess familiarity with the game's internal operation beyond what I know from reading the devnotes.

 

And, as a point of curiosity, I decided to do all the math, such as there was (Basically one ideal thrust for 1.5 TWR calculation for Flea boosters) using a slide rule. And I can confirm they do indeed work. Slide rules are really cool.

Edited by IncongruousGoat
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On 22/06/2016 at 9:32 AM, IncongruousGoat said:

And, as a point of curiosity, I decided to do all the math, such as there was (Basically one ideal thrust for 1.5 TWR calculation for Flea boosters) using a slide rule. And I can confirm they do indeed work. Slide rules are really cool.

That they are.. Back in high school, I had three of 'em. But even then, (late 70's) pocket calculators were making them an endangered species. Fortunately, there are still one or two slide rule manufacturers in business. Also, there are a few good, free, slide rule apps available for phones/tablets.

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