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Bio Campaign Missions 2.0


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Welcome back to the Bio Campaign Missions! Due to .17 being released, I felt it necessary to make a campaign again. Read EVERYTHING as to make sure you do it right.

Mission 1: Sub-orbital

Achieve a sub-orbital trajectory with a manned pod that's apogee is above 70 KM. (1,000 m= 1 KM, for you who don't know thee metric system)

10 points if completed

Show A picture of the map view while your space craft is at the apogee.

Mission 2: Orbit

Orbit Kerbin with a manned pod. Perigee and Apogee must be above 70 KM. +5 points if your orbit is almost circular (first 3 numbers of apogee are the same as the perigee's first 3 numbers, example: 71,391 by 71,388= circular)

15 points if complete.

Show 2 map view pictures of your space craft in orbit. The first one must show the apogee's height, the second must show the perigee's height.

Mission 3: Munar Landing

Land on the Mun.

20 points if complete

Show Pictures of landing site in normal view and map view. Show coordinates of landing site when in map view.

Mission 4: Minmus Landing

Land on Minmus.

25 points if complete

Show Pictures of landing site in normal view and map view. Show coordinates of landing site when in map view.

Mission 5: Planetary landing.

Land on one or more of these planets:

Moho=45 points

Eve=40 points

Duna=35 points

Show Pictures of landing site in normal view and map view, and show coordinates of landing site when in map view for each planet.

Mission 5: Deep Space

Go to the Jool system and orbit Jool.

45 points if complete.

Bonus points for land on at least one of the moons:

Laythe=40 points

Tylo=35 points

Gall=35 points

Bop=50 points

*EVA: EVA during a mission (except for mission 1). +10 points per mission

*ALL the missions!: Do all the missions. +20

*Note: This means that for the planetary landings, you have to land on all the planets listed. For Deep space, you must land on all the moons of Jool.

These will subtract points from your total score

*Mods: -0 to -50 points per mod, depending on the mod

*MechJeb

*If you used it for info, -5 points

*If you used it for auto pilot, -30 points

*File edits

* CFG edits: -5 to -200 points per file, depending on edit

* Persistence edits: -ALL the points you had.

1.Tubal, 245/485

2. -Gamah 135/485

3. djnekkid . 125/485

4.

5.

The total amount of points you can get is 485

That is all! Happy flying, and can't WAIT to see the entries.

Edited by Bioman222
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I'm only seeing a maximum of 425 pts including the achievements if you get the EVA achievement once per mission. Unless you can get 1 eva per landing, then it's a maximum of 485 pts.

How did you reach 5440?

Going to try and do a stream of the first 3 missions right now. Perhaps 4.

www.twitch.tv/gamah1991

Score: 135 points.

Missions 1-3: 50 pts

Mission 4: 35 pts

Mission 5: 50 pts

Edited by -Gamah
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Here is my mission 1 thru 4

Orbit = 132km :D With Eva :D

screenshot4.png

screenshot5.png

screenshot6.png

On the Mun on the munar ejection and decent stage 300meters away from the lander

screenshot7.png

On Minmus on the Lander

screenshot8.png

On the Mun on the munar ejection and decent stage

screenshot9.png

Edited by djnekkid
used url and not img
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Please post screenies of your landing sights from map view. I won't be mean and give you a penalty for it, though.

Oh yeah, updated leaderboard.

Thanx, but I apparently did not read your initial post clearly enough, as thoose were the only screenies I took, as I thought thoose were evidence enough :D I can redo the mission(s) and post them :D

Perhaps I could do a separate 'season' on youtube for your challanges :D That would probably be evidence enough methinks? :D

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Is ISA MapSat exempt from the negative points? It doesn't give you an advantage, and I like to bring it along to do science with. :)

The same could be asked for other mods that make things harder, like Zoxygene.

I'll let ISA MapSat slide, but Zoxeygene, no.

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[sILLY]

The first suborbital flight went well. The carrier plane almost crashed on take-off, nearly lost control shortly after, and the rocket almost spiralled out of control when detaching. Our brave kerb survived the landing, so the flight was perfect.

th_KSP2012-09-2821-11-53-03.png th_KSP2012-09-2821-28-20-00.png th_KSP2012-09-2821-28-44-43.png

The first full orbit went just as well. The plane was nearly unsteerable but who cares when the brave kerbonaut survived to land, and to fly again, if they ever find him on the next continent.

th_KSP2012-09-2821-55-17-31.png th_KSP2012-09-2821-57-05-25.png th_KSP2012-09-2821-50-31-86.png

th_KSP2012-09-2822-03-37-91.png th_KSP2012-09-2822-03-38-87.png th_KSP2012-09-2822-05-32-67.png

For the Munar missions the space plane launch vehicle was discarded. Even kerbs know when to stop pushing their luck.

th_KSP2012-09-2823-15-35-86.png th_KSP2012-09-2823-42-14-55.png th_KSP2012-09-2900-48-56-48.png

They quickly forget however, which led to a detour with the same probe to the second moon. Edald Kerman made an undeserved splash landing on Kerbin and survived.

th_KSP2012-09-2901-02-34-68.png th_KSP2012-09-2901-08-16-90.png th_KSP2012-09-2901-09-12-43.png

Sigsted Kerman (no relation) got the job to fly the first extra-kerbinian mission, to Duna. New technology in the form of a calculator was employed to ensure his safe and timely arrival. This forethought did not extend to the rest of the ship however, only manually turning on and off fuel tanks mid-landing and an extremely careful hand on the stick ensured his survival, and eventual return. (return pending)

th_KSP2012-09-2916-02-04-85.png th_KSP2012-09-2915-55-11-06.png th_KSP2012-09-2918-11-42-37.png th_KSP2012-09-2918-14-51-91.png

The kerbonauts drew sticks to decide who got to go to Jool, but when nobody had remembered to shorten one, all three won. They won 636 days in a cramped cabin with only each other as company. It's hoped that they like their new beach-front property, since they aren't getting back any time soon.

The calculator (another one) was employed on this mission as well, and the kerbin ascent was controlled by autopilot since no kerbal can be trusted with that many kN.

th_KSP2012-09-2921-53-27-89.png th_KSP2012-09-2921-55-01-05.png th_KSP2012-09-2923-53-38-79.png

th_KSP2012-09-3000-25-41-84.png th_KSP2012-09-3000-32-48-24.png th_KSP2012-09-3000-33-17-33.png

[/sILLY]

As far as I can tell I filled at least the minimum requirements for all missions with a few extras. For the first 4 missions I used no mods. The Duna mission used ISA MapSat (since I wanted to land near an anomaly I had scouted earlier) and the Protractor addon. In the Jool mission I also used MechJeb for the ascent, since the rocket was almost unflyable at the framerate I was getting. It was placed on the last ascent stage though, so I had to navigate out from the Kerbin system with just the protractor mod.

It was fun to solve things a bit differently. On missions 1 and 2 I used space planes to carry the rocket up into thinner atmosphere which was a first for me. Planes are crazy hard to fly compared to a rocket, not to mention building them so they don't plough straight into the ground! :D The new visual aids for planes help a lot though.

On the moon and Duna missions I actually did instrument landings which was pretty exiting. :cool: Nerve-wracking too! The fact that you have a ground radar easily makes up for not being able to see the ground, but if you land on a slope you're completely effed since you won't know until you tip over.

I intend to land on the other planets at some point too, so maybe I'll revisit this post.

[ATTACH]33925[/ATTACH]

A bit nuts to fly. Be very gentle on the pitch-key when it leaves the runway. Turn on SAS as soon as you get the nose up a little bit, and start pushing the nose DOWN or it will start climbing vertically. It gets better after some fuel is burnt.

The rocket tends to do a 360 turn after separation, just do your best...

[ATTACH]33926[/ATTACH]

A little bit better in the sky, just as bad to lift off with. Be careful with steering too hard on the runway or the wings will hit the ground. Don't turn on SAS until you're off the ground and have the nose pointed upwards.

Separation is pretty painless compared to the suborbiter.

[ATTACH]33929[/ATTACH]

The pride of the fleet. No ASAS, so you're on your own when it comes to steering. Go straight up until stage one runs out of fuel, turn to, say, 45 degrees eastward and continue until your apoapsis is over 80000 or so. Circularise the orbit and continue from there.

[ATTACH]33928[/ATTACH] - Requires ISA MapSat and Protractor.

"Works", but a few miscalculations means the atomic engine actually sticks out below the landing gear. Extreme caution must be taken when landing, but it's possible to save the engine: proof.

The powerful side engines meant I couldn't land with them turned on, they were just too powerful at the lowest setting and kept lifting the rocket when I tried to land. At the same time I needed them to slow the rocket down enough so the parachutes wouldn't rip the rocket apart. The solution was to disable the fuel tanks after I had slowed down to ~100m/s close to the ground.

[ATTACH]33927[/ATTACH] - Requires ISA MapSat, Protractor and MechJeb.

The other pride of the fleet. No big problems with it, except that the framerate drops a lot during ascent. Mechjeb can quite easily launch it though. For safety you might want to raise the start of the gravity turn to 15000m, after the first liquid stage has dropped off.

Another drawback is that the single atomic engine burned for almost an hour... Efficient, but slow!

Landing on Laythe was a challenge too, since I didn't want to land in fluid. The thin islands made for small targets.

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