Jump to content

Kaber Toss - See how far you can throw a stick!


Recommended Posts

Now if you would, put my perfectly qualified entry in the leader board.

It's not qualified at all. In the first picture that you posted, you're moving horizontally at a orbital velocity of 2400 m/s, which means that you're in a stable orbit. Yes, a stable orbit where your engines are firing, but a stable orbit nonetheless - the orbit is neither an escape trajectory nor a suborbital trajectory.

Link to comment
Share on other sites

It's not qualified at all. In the first picture that you posted, you're moving horizontally at a orbital velocity of 2400 m/s, which means that you're in a stable orbit. Yes, a stable orbit where your engines are firing, but a stable orbit nonetheless - the orbit is neither an escape trajectory nor a suborbital trajectory.

yes keep changing the reuls. the rule was that the beam must NOT enter instead of NEVER enter.

Link to comment
Share on other sites

Now you're just trolling, at no point is it specified that this rule only takes effect after the ibeam has been detached.

Your Ibeam entered a stable orbit once your "catapult" left a suborbital trajectory, which it must NOT do.

Even if you'd managed to reach escape velocity without ever raising the periapsis out of kerbins surface. You'd still be in violation of the rules as a kerbin escape trajectory equates a stable Sol orbit. (just because it's not immediately shown that way in the trajectory representation doesn't make it any less so).

The only way to somewhat circumvent this rule is have a suborbital trajectory (i.e. straight up and straight down) intersect the mun before the periapsis raises out of kerbin. But you'd still need to make the iBeam survive the impact to make that entry count.

And the OP could easily add the rule impact has to be on kerbin, to negate those shenanigans...

Link to comment
Share on other sites

Now you're just trolling, at no point is it specified that this rule only takes effect after the ibeam has been detached.

Your Ibeam entered a stable orbit once your "catapult" left a suborbital trajectory, which it must NOT do.

Even if you'd managed to reach escape velocity without ever raising the periapsis out of kerbins surface. You'd still be in violation of the rules as a kerbin escape trajectory equates a stable Sol orbit. (just because it's not immediately shown that way in the trajectory representation doesn't make it any less so).

The only way to somewhat circumvent this rule is have a suborbital trajectory (i.e. straight up and straight down) intersect the mun before the periapsis raises out of kerbin. But you'd still need to make the iBeam survive the impact to make that entry count.

And the OP could easily add the rule impact has to be on kerbin, to negate those shenanigans...

Because two terms are used when describing the rules. The launcher and the I-Beam some rules clearly only apply to one of these, for example the I-Beam clearly cannot be manned.

Therefore if you say that the I-Beman does not enter orbit, it would refer to just the I-Beam after separation.

Link to comment
Share on other sites

Rule 1: Launcher must be manned, and kerbal must survive

...

Rule 4: I-Beam must never enter a stable orbit

...if you say that the I-Beman does not enter orbit, it would refer to just the I-Beam after separation.

Not at all, the first rule only applies to the launcher part, the 4th rule only applies to the I Beam part. At no point is it suggested that the rule only applies once the two have been separated.

Also i will now stop feeding the troll and apologize to the OP for needlessly diverting the thread...

Link to comment
Share on other sites

Rule 3: The scoring distance is the distance between the point of separation and the I-Beams final resting point

That's when the term "I-Beam" only refers to the I-Beam AFTER separation and not before.

Therefore, the next rule when using the same term, it is reasonable to assume that it too, ONLY refers to the I-Beam after separation. In which case my entry is perfectly fine because my I-Beam does not enter orbit after separation.

Link to comment
Share on other sites

I really do think that some of you are taking this challenge way more importantly than it really deserves to be.

I'd highly encourage everyone to relax and wait for shoveycat to make a ruling on the craft himself, since he's the best judge of both his own guidelines and the intent behind them. If he accepts it, fantastic. If not, there's nothing stopping anyone whose entry is disqualified from making a new entry that better adheres to the letter and spirit of the guidelines shoveycat has posted. Remember, everyone, we're here to enjoy ourselves by testing our skills :)

Edited by Specialist290
Wow. Such grammar. Much typo.
Link to comment
Share on other sites

Quickie question for rules. Okay, when I launch, there is an intermediate pod for Jeb. Question is, I can show that it would land safely, but problem is that my throws exceed the 2.5km, and as such, it despawns. I have a control pod on ground for measurements though, is that acceptable? It can be seen during my launch that the throwing pod has deployed parachute with nothing else attached.

Edit, Ignore question I guess? If I time my throw right, it stays fine.

Edit^2: Here is the vid link (though still uploading at time of posting).

Should it fit the rules that is. 3 beams, will go an even 2700m? Sorry about the launch pod getting away, but it can be seen that it safely deployed and the entire flight should be vertical. In tests where it didn't launch so perfectly, Jeb usually is quite close to the display pod. I put that out for a launch point of reference. Provided nothing is in error, that should be... The tough part is if I flew up high and did the same thing, there would be no way to verify safe pod landing... Need that parachute out XD. If you want the pod, I could change my throw a bit, and go for the max 2.5km :3

2700+1350 (two 1/4 originals) = 4050 points? Do I get bonus for having them finish standing up? ^.^

Edited by Markus Reese
Link to comment
Share on other sites

I would say:

1. The capsule with the Kerbal and the massdriver MUST remain on the runway at or near to the point of launch (West of the centre of the runway).

2. The I-beam MUST NOT be attached to anything else while in flight.

3. The Kerbal MUST survive.

BTW, spamming decouple nodes=Kerbol escape trajectory very easily from a standing start and vertical initial vector. Not that anything else but the beam is likely to survive the flight...

Link to comment
Share on other sites

I would say:

1. The capsule with the Kerbal and the massdriver MUST remain on the runway at or near to the point of launch (West of the centre of the runway).

2. The I-beam MUST NOT be attached to anything else while in flight.

3. The Kerbal MUST survive.

BTW, spamming decouple nodes=Kerbol escape trajectory very easily from a standing start and vertical initial vector. Not that anything else but the beam is likely to survive the flight...

Aah, I asked about the above earlier in regards to launching, and it is distance relative to source of propulsion. Without creative or anything attached, it ends up being just a beam cannon (hrm.......) the probe core and parachute on mine is entirely because without, the beam, even tossed at ground level, doesn't survive the impact.

I honestly didn't think it would throw so far originally. At best, I got was 2km. Also, once you hit above 12000, the rotation of kerbin begins to take effect, and as such, a loss of reference point. Of course I am always up for modifying or doing a ground level throw ^.^

Link to comment
Share on other sites

has anyone brought up that the Caber Toss doesn't actually have anything to do with distance?

ye be right. The Toss is scored by throwing the pole such that the upper (wider) end strikes the ground first and the skinny end flips over it.

(source: traceable Scottish ancestry).

Link to comment
Share on other sites

Okay, so I have a pretty interesting "launcher". It both suits the spirit of the contest and the rules. I can't get images in my reply though... any suggestsions/help here? (I dug in the FAQ and didn't find anything first... sorry for being a newb).

That said, I launched it 36 hash-marks... which is 1,800 meters if the other guy's math of 1 hash=50 meters is correct. I'd like to share the pics as I think some would like to build on the concept (it's a stair-step thruster array).

Link to comment
Share on other sites

I have an entry that I hope is in the spirit of the rules. Based on something I saw on the forums called Plaid, that launches into space faster than light speed using just decouplers. So I tried to make it bigger and put an I-beam on top. I failed.

It still went 2577m though.

I hope it's okay that I built it in the VAB, and that some strut stubs are still attached to the I-beam as it flies?

hNwA3Ws.png

5UjdL41.png

5Muv1Mh.png

Link to comment
Share on other sites

  • 3 weeks later...
I really like the creativity in the "decoupler" launcher! I'd have never thought of that!

there is nothing creative about it, you just didn't know this abuse existed. You could land on the moon with just decouplers, in 10 seconds or so I might add.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...