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Lithobreaking Challenge


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So, the KSC wanted to try out how badS Jeb really is, so they put strapped him in a rocket with his kickin' and screamin' friends, Bill and bob, in three capsules. Now its time for the mission commander, YOU, to get them to survive!

Objectives :

Drop three Mk1 command pods from 10000 meters and get them to land safely without using the following;

1. Parachutes.

2.The OP Structural Plyons with 999m/s resistance.

3. Any kind of propulsion.

4. Wings. Only static wings are allowed; do not use infinigliders!

Rules :

Do not use parachutes or Plyons.

No debug menu.

Do not make the rocket higher than 6 Rockomax tanks on top of each other.

You can use hyperedit to push you to 10000 meters, but all other parts are not allowed except for the KSPX Parts Expansion Pack.

Points :

Lookie! Decoupler overkill! Use decouplers to slow you down. +10 Example:

, but in the reverse.

Drop it from an orbit. +5 for every 1 million meters above 75000 meters.

+1 for every part still connected to your rocket.

EVA a few seconds before crashing. -Infinite . Jeb is disappointed.

Decouple things to soften your landing. BTW, only things that you LAND on and you purposely used it for that purpose counts. +5

DERBIS!!!!!!!!!!!!!!!!i : -1 for every piece of derbis that is not connected to your rocket. Doesn't include empty ascent stages.

Mini Challenges :

Use a legit rocket to get to orbit. +5

Use only SRBS to get you into orbit. 2x Multiplier (after de orbit. 2x less negative points too.)

Using hyperedit, get it to 1km/s towards the ground and survive. The Fastest speed in the atmosphere is only max. 500 m/s if you use this. +25

Overall points: Points*Fastest speed in the atmosphere=total points

Do NOT use hyperedit to make your downwards velocity faster than 1km/s.

Leaderboard:

1st: 1096bimu : [Mach 11] : 623,325,009,770 points! BTW. I see some non-static wings there.

Edited by JayJayChallenges
Derp.
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So, the KSC wanted to try out how badS Jeb really is, so they put strapped him in a rocket with his kickin' and screamin' friends, Bill and bob, in three capsules. Now its time for the mission commander, YOU, to get them to survive!

Objectives :

Drop three Mk1 command pods from 10000 meters and get them to land safely without using the following;

1. Parachutes.

2.The OP Structural Plyons with 999m/s resistance.

3. Any kind of propulsion.

Rules :

Do not use parachutes or Plyons.

No debug menu.

Do not make the rocket higher than 6 Rockomax tanks on top of each other.

You can use hyperedit to push you to 10000 meters, but all other parts are not allowed except for the KSPX Parts Expansion Pack.

Points :

Lookie! Decoupler overkill! Use decouplers to slow you down. +10

Drop it from an orbit. +5 for every 10000 meters above 75000 meters.

+1 for every part still connected to your rocket.

EVA a few seconds before crashing. -Infinite . Jeb is disappointed.

Decouple things to soften your landing. +5

DERBIS!!!!!!!!!!!!!!!!i : -1 for every piece of derbis that is not connected to your rocket.

Mini Challenges :

Use a legit rocket to get to orbit. +5

Use only SRBS to get you into orbit. 2x Multiplier (after de orbit. 2x less negative points too.)

Using hyperedit, get it to 1km/s towards the ground and survive. +25

Overall points: Points*Fastest speed in the atmosphere=total points

Do NOT use hyperedit to make your downwards velocity faster than 1km/s.

Leaderboard: :P:P:P:P:P:P:P:P

The drop height above 10000 bonus should be removed. The velocity when you are near the ground will still be the same. There should be a hard mode, which is a straight down drop from 2,500k. Then you will move faster.

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Aircraft parts are allowed?

My first thought. My only problem using those (and therefore making them more okay) is that it's harder to get the "must take off" bonuses using them.

Second thought, if you decouple an ascent stage, is that a -1 for debris or a +5 for decoupling something? Or +10? If you decopule spam do you get +10 and then +5 for each decoupler, but -1 for each decoupler being debris? Seems kind of like Carcassonne's scoring system :). Also, it seems the larger your initial drop the better? 1000-part behemoth will give you 500 points if half of it falls off while a 3-part ship (my first thought was 3 parts counting the capsule) would only get you 3 points.

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My first thought. My only problem using those (and therefore making them more okay) is that it's harder to get the "must take off" bonuses using them.

Second thought, if you decouple an ascent stage, is that a -1 for debris or a +5 for decoupling something? Or +10? If you decopule spam do you get +10 and then +5 for each decoupler, but -1 for each decoupler being debris? Seems kind of like Carcassonne's scoring system :). Also, it seems the larger your initial drop the better? 1000-part behemoth will give you 500 points if half of it falls off while a 3-part ship (my first thought was 3 parts counting the capsule) would only get you 3 points.

Hmm. I'm gonna add a rule; any ASCENT stage you use to get your rocket into orbit, lalalala, doesn't count as debris. Only decouplers used for slowing you down are counted as extra points.

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Drop altitude: 319,000,000,000 meters for a height bonus of 159,499,962.5 points

+40 points for parts still connected

Fastest speed in atmosphere = 3908 m/s

Final Score = 623,326,009,770 points

Javascript is disabled. View full album
Rules :

Do not use parachutes or Plyons.

No debug menu.

Do not make the rocket higher than 6 Rockomax tanks on top of each other.

You can use hyperedit to push you to 10000 meters, but all other parts are not allowed except for the KSPX Parts Expansion Pack.

Points :

Lookie! Decoupler overkill! Use decouplers to slow you down. +10

Drop it from an orbit. +5 for every 10000 meters above 75000 meters.

+1 for every part still connected to your rocket.

EVA a few seconds before crashing. -Infinite . Jeb is disappointed.

Decouple things to soften your landing. +5

DERBIS!!!!!!!!!!!!!!!!i : -1 for every piece of derbis that is not connected to your rocket.

Edited by 1096bimu
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The sun has no SOI, it's all about how far you wanna push floating point precision. The further you go the more shaky orbits get until you need too much Dv to actually correct yourself back towards Kerbin.

Nothing is overpowered, it's all stock parts and HE, now fix my entry pls.

Non-static wings so what? you never had a rule against that.

Edited by 1096bimu
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this challenge is too trivial because the big wheels have impact resistance 150 m/s yet the sealevel terminal velocity is cca 100 m/s thus anything landing on the big wheels can survive undamaged provided it is sturdy enough.

ggoP6OC.png

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this challenge is too trivial because the big wheels have impact resistance 150 m/s yet the sealevel terminal velocity is cca 100 m/s thus anything landing on the big wheels can survive undamaged provided it is sturdy enough.

http://i.imgur.com/ggoP6OC.png

I didn't outlaw the wheels because newbies may find it too hard.

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Already did. I didn't delete your entry, but it violated the rules, because it had non-static wings. But you posted it a few minutes BEFORE I edited it, so just a penalty of 1 000 000.

I do; rule no. 4. Static wings aren't allowed.

you didn't even add that rule in when you gave me the penalty.

Besides, I used them as static ones.

Edited by 1096bimu
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