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What's left to do?


EdFred

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I've landed on all the bodies in the game. (except Jool and Kerbol)

...also with 2 man lander cans.

I've returned from all bodies in the game. (except Jool and Kerbol)

...also with 2 man lander cans.

I've collected all science at least once.

I've "won" the science mode.

I've "won" career mode.

I've put permanent bases on Laythe, Duna, Eve, Mun and Minmus.

I've ascended from sea level on Eve multiple times.

...also with 2 man lander cans.

I've done the Jool-5 challenge.

I've built an SSTO that can go to Duna and Laythe and back.

I've built space stations.

I've done done a mission to every body in the game without reverting or quicksaving.

I've built craft large enough to crash my computer.

...without leaving the VAB.

I've gotten to orbit on less than 30 units of fuel.

I've built a craft specifically to use every part in stock.

I've landed non space planes without chutes at KSC (before KER had the suicide burn calculator.)

I've been to every biome.

I've "left" the Kerbol system. (well, in stock you can't really leave it)

Now I just futz around in sandbox building minimalist craft to go [wherever], what else is there to do?

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To really enhance your building capabilities, I would recommend making replicas of existing aircraft or spacecraft. How high-fidelity can you go?

If you think you can do that, you can try one of the most challenging things to do in KSP, more so than doing a Grand Tour IMO: making craft shaped like animals that behave properly, in stock KSP.

This sounds silly, but it's a worthy challenge that will get your brain spinning, and help you make things with different construction techniques than you may be used to.

Here's a video of a bird I made, and there's a link to a dragon I made in my signature. It's harder than it looks, and requires you to think outside the box.

Best of luck with any and all future KSP adventures!

-Upsilon

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Mods.

Mods mods mods. (Did I mention mods?)

I have enough skill to do quite a few things, so I started using mods to spice things up a bit, especially difficulty increasing mods. I use 6.4x Kerbol with FAR, and DRE. It is hard. Of course, when you get down to it, it's really just be the same (with more delta-v needed).

I suppose you could also try Realism Overhaul, complete with RSS, realfuels, the works, but I personally can't vouch for how good it'd be, as I have never used it. Still, it sounds interesting.

There are so many great mods out there, I reccommend messing with them, if only to see what's out there.

(If you can do a Jool-5 with 6.4x Kerbol, I will be completely impressed.)

And of course, messing around in sandbox is fun too. :P Push the game to the limits, and have fun doing it.

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No refueling of the lander?

I think that's impossible.

That would require over 31,000 dV just for the landings/ascents. Then it needs to be hauled around.

I think he meant that you can't send any more fuel to the mission after it leaves LKO (and that it must go as 1 craft).

I would assume refueling a lander is allowed.

Otherwise, it would seem that you would have to use multiple disposable landers, but it should still be possible.

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No refueling of the lander?

I think that's impossible.

That would require over 31,000 dV just for the landings/ascents. Then it needs to be hauled around.

That's why it's a challenge! Find a way to lug all that fuel, and you'll need some ingenuity together it there.

Also, feel free to use mods. They'll help, especially with the launcher of the lander.

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Take a short break. I usually find I only stay away from Kerbal for a few days at most. I'll play some Battlefield 4, or some GTA, or something else. Invariably, though, I'll see something that gives me a little jolt of inspiration... and then it's right back to Kerbal :)

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download kethane and any other resource mod.

mine EVERY last drop of kethane and any other resource from EVERY planet/moon and lift it into orbit.

bring it all into kerbin orbit and attach the tanks into one station, asumming your computer survives. (okay, multiple stations.)

then come back and talk to us. :sticktongue:

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As far as the stock game goes, descending to Jool's depths and returning to orbit is a demanding task. An Eve landing and return without orbital rendezvous is also pretty tough, it amounts to lifting your return ship from the surface of Eve. And of course there's 6.4x and Real Solar System to make all the numbers bigger.

But frankly it sounds like you can build a craft to do anything you like, you've got that all sussed. The greater challenges might be in flight.

Do an EVA landing and return to orbit, with only stock instrumentation. Then do one purely visually (ie hit F2 to hide all the displays).

Jump a canyon on a wheeled vehicle.

Fly a plane under the bridges at KSC as fast as possible. Then land it on the smallest structure you can.

Shoot through a Mun arch at orbital speed.

Dock with a rotating space station.

Fly a landing and return mission entirely in IVA.

Take a speedboat up one of Kerbin's rivers. Go as fast as you can without crashing.

Dock two craft together in flight in atmosphere.

Make Kerbin orbit - in KSP 0.7.3.

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A " grand tour" as mentioned before means indeed to visit (flyby) with a space probe like the "Voager" multiple planets and then take it into interstellar space (Maybe above the nothern/southern pole of Kerbol). But the fuel on this probe is not sufficient to get there ...

You have to perform multiple slingshots to accomplish that task. Bon voage!

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Beyond mods and modding, you could also start imposing restrictions on yourself, start RPing, etc.

You could play a career game as though you were a real space agency, writing up mission goals, using standard boosters, requiring escape systems on all manned capsules, etc. You could try replicating real-world missions, build yourself a space shuttle, etc.

If you are still bored by KSP, set it aside, play some Skyrim or Civ, and come back later if you want. Nobody's going to point a gun to your head and force you to play KSP.

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OK, I also have done most of that list and the thing I found fun was

FAR

DRE

Kerbal Construction Time

and set difficulty to Ironman (no revert, no quicksave, lerbals stay dead)

science at 10%

funds at 10%

rep at 10%

I did cheat slightly as I had fineprint and mission control extended which gives a bit more funds through missions but MCE has been updated to make it harder (must have unique launches for each mission) this may mean funds at 20%.

When each launch is most of your funds and it HAS to make it then it becomes quite interesting. It also makes it more interesting (and affects whether a mission is manned or a probe) when kerbals die forever if they die.

To me it is only when I set things like this that I get the sense of tension just before launch as I`m not 100% sure a craft will make it in FAR (or even if it does how much fuel will be left exactly) as `doing stuff` when you are going fast can just rip apart even a well designed craft.

I do use other mods but I would imagine they are more of a personal preference than required for difficulty.

A very low science setting means you will have to make interplanetary missions with very low funds, which is also interesting.

I guess I`m saying just adjust difficulty until you find it fun.

If the stock game is just not hard enough then download Better Than Starting Manned which from my experience with it is something that may be hard enough for someone who has done as much as you.

It`s very hard. Quite a few people find it a lot of fun.

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