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Hello,

    I've made a single segment speedrun for Kerbal Space Program's (KSP) Career Mode v1.05. After reading the forum etiquette pages, I’m fairly certain a new thread is the proper way to present it, but please let me know if there’s a better approach! Because this run is the first of its kind, it’s rough around the edges, but it includes enough novel and interesting content that I believe it's worth the look.

The Concept
    Though KSP is traditionally considered an unbeatable sandbox, its primary game mode is actually a career mode which has a built in goal to plant flags in places you explore. It also requires you to accomplish goals to accrue science and funds for purchasing upgrades, pilots and ships. This speedrun starts from the ground with the Kerbals unable to even leave the atmosphere, and builds up to colossal cluster ships destined for distant gas giants. Of course, the hard part isn’t getting there, it’s getting home!


Why KSP?
    KSP incorporates a myriad of challenges from engineering to routing to some fantastically entertaining execution with a dramatically steep learning curve. There’s places to go, science to collect and ships to build, and the result is fun even after working on it for a couple hundred hours. Even better, the game mechanics are physics, so when you dive in to the mechanics you get to learn a lot about the world and why NASA keeps crashing things into foreign planets despite being very careful. What’s more, KSP has a built-in ‘speed up’ button for when you dare to use it, so the bar is as high as you’d like to set it.


Primary goals, and comparison to other KSP challenges
    This speed run completes when the player plants a flag on every stellar body (besides the starting planet) and returns all kerbals (astronauts) home safe. The KSP community settled on similar goals for its in-game-time speedruns, as well as other popular challenges such as the 'Jool 5 challenge'. The in-game-time speedruns are very different from this one, because time in KSP continues to count during interplanetary travel. As an example, the in-game time of this run was about 10 years, while the real world time was about 8 hours. This speedrun also has several other stipulations, detailed later, designed to make the run consistent across computers and in-line with the KSP community's ship-building standards.


Specific rules, as posted to the KSP challenge forum. These may need amending.
    The rules for this particular speedrun follow, and are chosen to make the run entertaining and accessible to all. I've entitled this ruleset, the 'Funrun' to distinguish it from an all-glitches runs.
    0. Put a flag on every body (except Kerbin, Jool and the Sun), and return all Kerbals home safe in a single segment of normal difficulty career mode. Afterwards, off the clock, show all the flags in the tracking station and the happy Kerbals in the astronaut complex. Also afterwards, off the clock, place a flag somewhere on Kerbin with as much style as humanly possible. Trust me it's worth it. Also, if you're going for the record, make sure to have a full video recording!
    1. 255 part limit on ships. This allows people with all varieties of computers to run in stride with minimally laggy time losses. The specific number '255' is convenient due to it being the maximum part count of the level 2 VAB. Though this rule may seem limiting, it encourages interesting and careful ship design which adds powerfully to the intrigue and sanity of the run. My ships are better for having this limit, and yours probably will be too!
    2. No gross clipping. This is unfortunately not a hard-and-fast rule, so I'll detail the broad strokes. Rotating fuel tanks into eachother or using symmetry to clone tanks within eachother is not allowed. However, many parts are intended to work with a bit of clipping, such as the aerodynamic parts, structural parts and several utilities. These are ok! Between these extremes are a few orders-of-magnitude, so the (hopefully soon to be) community will need to decide what they feel fits best for the speedrun. The rule is mainly for aesthetic purposes, but I believe most people would prefer to spend umpteen hours designing ships that look and feel kerbal (festooned with rockets), and this rule will allow that. If you want a look at the developer-intended degree of clipping, check out the inside of the Dynawing! I'd rather avoid that degree, but the community (your) preference may differ.
    3. No phantom force drives. It changes the feel of the game too much. If they're your jam, you should totally use this run as a stepping stone to make a crazy all-glitches run! I look forward to seeing it.
    4. Consistent glitches only. The RNG is at a pleasant level of about 5min variance between runs including Kraken attacks. If a glitch effectively adds significantly to the RNG, it should be avoided. If it's super sweet, exceptions can be made. It's up to the runners' consensus! This rule can either mean that a glitch should be highly consistent, or quick to retry.
    5. If the game crashes, reload. The speedrun is a single sitting of KSP, which goes to every available SOI while ships are being made and recovered constantly. It's yummy tasty Kraken bait. If the game happens to crash, just pause your clock and reload KSP. Start the clock again when you start loading your save file. We'll just need to do this by the honor system.


A list of novel tricks/exploits
      1. Through careful routing and save/reload RNG manipulation, we exploit the story mission system to always provide lucrative missions that we are poised to accomplish, and to never present us with missions that are out-of-the-way. Before this run, the KSP 1.05 story mission system was a frustrating mystery, but I figured out its mechanics and took advantage of them to make the run much more quick and consistent.
      2. A tightly-packed cluster of 5 phantom biomes are exploited to make extreme amounts of science quickly.
      3. Kerbin reentries are simplified with a trick allowing parachutes to be used in situations that would normally destroy them.
      4. Kerbin reentries are also simplified with a trick allowing a ship to slip through the dangerous upper atmosphere without physics being active, then return physics when the ship is in the pleasant lower atmosphere.


Video of the run

My apologies, by the way, for the 2 minutes of nothing intro. The video file is too large for me to edit.
Times below are provided relative to the start of the video, rather than start of the run.


Making Mistakes
    Mistakes were made :). This run was done in a marathon setting. Unfortunately, my only opportunity to run is through the middle of the night on rare occasion, so restarting really isn’t an option for me. Given that, I’m happy with most of the run, especially the beginning which is prone to run-ending errors when trying to go too fast. The second 'half' has several larger errors, adding up to about an hour, which is surprisingly exactly the amount I was aiming for.
    Very small errors in KSP rapidly escalate into large ones. This fact is one of the game's key allures; it's almost dark-souls-esque in its demands and rewards for perfection. Keeping yourself murphy-proof over a grueling 6-8 hour run is absolutely a goal, but it's a goal for the next level up. For now, I've found it most important to be able to notice and adapt to problems so they're not run-enders. This is typically at the cost of going fast, which ultimately is what makes KSP such a compelling speed run.


Video Times: Goals and Milestones
h:mm:ss        You can see the following goal performed:
0:02:30          Run begins, beginning preparation for first ship
0:03:00          Preparing the second ship
0:04:00          Preparing the third ship, destined for mun orbit and minmus.
0:06:20          Launching third ship while setting the staging logic.
0:07:10          Clearing story missions for great profit.
0:17:20          Preparing to land on Minmus.
0:22:40          Touching down on minmus, and collecting great science
0:27:30          Planting a flag on Minmus and returns to Kerbin, collecting science along the way.
0:32:40          Reentering to Kerbin
0:34:20          Preparing the fourth ship
0:38:10          Launching the fourth ship
0:38:40          Transferring to Mun
0:44:30          Planting a flag on mun and returning to Kerbin, collecting science along the way.
0:50:50          Reentering to Kerbin
0:52:40          Preparing the fifth and seventh ships, which will plant 10 of the 14 flags.
1:16:10          Launching the fifth ship, destined for Moho, Eeloo, Duna, Ike and Dres.
1:18:20          Separating the fifth ship. And timelapse-ing to the transfer window.
1:21:00          Preparing sixth ship, to be launched later.         
1:47:30          Transferring to Moho, Eeloo and Duna
2:05:10          Taking a potty break
2:07:20          Timelapse and setting up for Moho encounter
2:10:10          Landing on Moho
2:14:40          Planting a flag on Moho, and returning to orbit
2:19:10          Timelapse and setup for Duna encounter
2:23:40          Landing on Duna
2:27:00          Planting a flag on Duna, and returning to orbit
2:30:40          Transferring to Ike
2:33:00          Landing on Ike
2:35:00          Planting a flag on Ike, and returning to orbit
2:37:50          Crewing and launching sixth ship. It's unusually squirly, so I launch at 1x physwarp.
2:41:20          Sixth ship reaches orbit, and we timelapse to the launch window
2:42:20          Transferring to Eve, then timelapse and mid-course corrections  for Eve encounter
2:47:00          Transferring Moho craft back to Kerbin
2:57:00          Transferring Duna craft from Ike to Dres
3:00:30          Timelapse and correction burns for Eve encounter
3:23:50          Landing on Eve
3:34:20          Planting a flag on Eve, recharging batteries and returning to orbit
3:42:30          Performing correction burns and reentering Kerbin with Moho craft
3:46:40          Transferring Eve craft to Gilly
3:54:00          'Landing' on Gilly
3:55:30          Planting flag on Gilly and settling craft for timelapse
3:59:30          Transferring Eve craft from Gilly back to Kerbin
4:06:30          Performing correction burns and reentering Kerbin with Eve craft
4:14:00          Setting up Dres Landing
4:17:20          Crewing and launching seventh ship, destined to Jool
4:21:00          Transfers seventh ship to Jool
4:28:30          Landing on Dres
4:31:40          Planting a flag on Dres, and transferring Duna craft from Dres back to Kerbin
4:40:10          Performing correction burns and arranging Tylo flyby for seventh ship
4:49:30          Performing correction burns and reentering Kerbin with Duna craft
4:56:00          Encountering Jool and encountering Tylo
5:03:40          Divvying fuel and separating the seventh ship
5:05:00          Orbiting Tylo with Tylo craft
5:06:10          Performing powered gravity assists for Laythe and Vall crafts
5:06:50          Landing on Tylo
5:13:50          Planting flag on Tylo and returning to orbit
5:17:30          Performing orbit corrections and transfers for Vall and Laythe ships
5:40:30          Transferring to Vall
5:42:40          Landing on Vall
5:45:20          Planting a flag on Vall and returning to ship for timelapse
5:46:20          Transferring to Laythe
5:58:30          Aerobraking to capture into Laythe SOI
6:01:30          Setting up Eeloo Landing
6:06:50          Landing on Eeloo
6:08:30          Planting a flag on Eeloo and transferring back to Kerbin
6:14:40          Aerobraking to bleed speed at Laythe
6:22:20          Landing on Laythe
6:40:10          Planting a flag on Laythe and returning to orbit
6:46:00          Returning Vall craft to orbit and transferring to Pol
6:52:10          Performing mid-course corrections for Pol landing
6:53:50          Landing on Pol
6:56:00          Planting a flag on Pol inside a rock, and returning to orbit
6:58:40          Transferring Vall craft from Pol to Bop
7:02:50          Performing midcourse corrections for Bop landing
7:03:40          Landing on Bop
7:05:20          Planting a flag on Bop and returning to orbit
7:08:00          Transferring all 3 seventh ship (Jool) crafts back to Kerbin
7:31:30          Time lapsing for Eeloo return
7:36:30          Performing correction burns and reentering to Kerbin with Eeloo craft
7:51:00          Time lapsing for Jool returns
7:52:30          Performing correction burns and reentering to Kerbin with Laythe craft
8:00:50          Performing correction burns and reentering to Kerbin with Vall craft
8:05:30          Performing correction burns and reentering to Kerbin with Tylo craft
8:08:59          Success! The run ends. Following this, I show the returned Kerbals and planted flags, and then stylishly plant a flag on Kerbin as a cool down / victory lap.
   

Video Times: Notable Mistakes
h:mm:ss                  Problem that arrises:
0:02:30                    Run begins
0:19:50-0:21:10      I accidently hit alt+F4, which is very close to the ingame quicksave alt+F5. The recording shows a blank screen, but the time continues.
2:37:00-2:37:50      I make a minor modification in the fifth/seventh ship design to correct a subtle mistake in landing gear placement.
3:06:00-3:20:40      The ship mysteriously twists much more than normal and repeatedly explodes in Eve's atmosphere. I eventually fall back to a safety strat.
4:06:40-4:11:10      I didn't properly intuit the correct mass/altitude/velocity for safely returning physics in trick number 4, resulting in an exploding kerbal. I eventually correct the height.
4:14:00-4:17:10      I miss a correction burn and instead do a high orbit capture, costing about a minute over the normal maneuver.
5:19:45-5:21:15      I accidently arrange to land on the dark side of laythe, and later correct the mistake.
5:24:30-5:40:30      The Jool encounter was closer to apoapse than normal, so the Tylo encounter velocity was less than normal and had a bad powered gravity assist at 5:06:00, causing lost time arranging and rearranging transfers. This was a nasty one.
6:01:10-6:06:30      I miss a correction burn and instead do a high orbit capture, costing about 3 minutes
6:26:50-6:36:40      Laythe has very few good landing spots, and I crash repeatedly trying to find one.
7:39:20-7:45:20      I can't manage the reentry trick because the craft has too much remaining fuel, so I fall back to reentering normally.
8:08:59                    Success! The run ends.


Video Times: Random soft locks called Hell Krakens
h:mm:ss                  Hell Krakens:
0:02:30                    Run begins
4:38:50-4:40:00      The first Hell Kraken.
4:53:45-4:54:44      The second Hell Kraken.
7:35:15-7:36:23      The third Hell Kraken
7:48:15-7:50:34      The fourth Hell Kraken. I briefly reload the wrong version of KSP
8:08:59                    Success! The run ends.


The Result:
8:06:29 Run time including Krakens
0:05:35 Total time of Krakens to subtract
8:00:54 Final run time


Outline of the run
    We primarily gain science through Science Jrs and Kerbal reports, and gain money through the critical path contracts. We start by building up enough science to get Thumpers and heat shields, and enough money to upgrade the launch pad. Then, we send a mission to Minmus to collect massive amounts (~2000) of science from some convenient phantom biomes. Along the way, we force the game to give us 5-9 critical path missions and a place-the-flag mission, providing 1.2-1.8million funds. We use a portion to send a quick mission to the mun for more money and science. From here we will gain enough money from going new places that we won't need to worry about contracts. We then design a multi-purpose cluster ship with a modular launch system called the 'Everywhere Goer", two of which will service the rest of the missions. Eve is nasty though, so we design a single-purpose payload using the same launch system called the "Eve Goer."


Run Notes
    The first page includes an itinerary and roster. Later pages describe special techniques for landing on each body. The pictures are helpful for visual learners like me to remember the information.
https://docs.google.com/presentation/d/11v2UxTwMWw-HkqnWGcJ4GbYvy-mhnZcznbEIJoKSTTo/edit?usp=sharing


Earlier Commented Video

This was a previous attempt at the run in a single segment, which I commented during.


    I hope that this was the right place to post all this, please let me know if you’d like me to move it!
In any case, I hope you find this interesting to look over. It’s been fun to run, and I hope to spread the bug to others. Cheers!
Thread title:  
I skipped through the video a bit, looks very interesting and a good start for more improvements to come. It must have taken a great effort to plan all this and actually run it for over 8 hours. Maybe it is also possible to create a LiveSplit script to subtract load times.
I agree. I'm hoping this will pique others' interests so we can improve on it and whittle the time down to something a bit more friendly to run. Honestly, it might not take much. A fresh set of eyes might shave off an easy hour or two. Also, LiveSplit looks insanely useful, thanks for the tip!
Are you playing 1.05 for a reason? I can look into the livesplit script, but I only have the steam version 1.1.2.1260.
    Oh, thankyou! At the time of playing, 1.05 was more-or-less the current version. I think 1.1.0 had dropped just a few days previous, and was still unplayable bug soup!  Since then, I've tried the run in 1.1.2, and they've fixed all the run-ending bugs, but two physics changes will necessitate a reroute, wet-noodle-rockets and less-deadly-exhaust.  Do I understand correctly that livesplit requires a route programmed into it to work? I'm still excited about the run, but can't quite bring myself to reroute it solo so soon after finally making it!

    Also, I've been searching around for the proper site etiquette but can't seem to find it. Should I submit this for verification, or is this post a sufficient benchmark?
    Thanks for looking into livesplit, by the way! Let me know if there's any specifics I can help with.
LiveSplit doesn't require a route, called splits, to work. It could be nothing but a timer that you start without it having any game knowledge. You could however enter your own splits, which is just splitting the game into chapters to compare your current time to a last run usually or just for overview. Some of your points under "goals and milestones" could be in there, so you know for example, that you should have landed on ike at 2:33:00 and you are at 2:29:51, so you know you are ahead in time.
You will have to press a key to switch to the next split, though, it's too much work for me to write the code for all that myself. Smiley

What I could do is let LiveSplit pause automatically when the game is loading, removing a big fraction of the overall time. That would be called Ingame-Time instead of realtime then, which is still not the same as kerbal time.

I don't know if KSP qualifies for real SDA submission on the front page, as a "clearly defined start and end point" is not given (custom goals mostly don't count). Maybe you need an opinion of some people with more power here, or you just submit your run to speedrun.com.
https://kb.speeddemosarchive.com/Rules