Descripción

Mixed feelings about this run, honestly. My sense is that this route can be brought in under 1h 30m with practice. Eve and Gilly landings can be refined and pushed to their limits, instead of clumsily bumbled to completion; Timings and transfers can be performed quicker, cleaner, and with more of a plan and intent, rather than an improvisation leaning on a magic ship to fill the gaps.

The important factors in flying the "Magic Ship" here, seem to lie in avoiding gimbal loss during harsh transfers by traveling at healthy angles. Flight directly toward or away from a gravity well ruins the navball nodes, over-complicating burns. Use of landed timewarp can acquire transfer vectors that cost little time up front, saving minutes of corrections on the backend. In other words: All this can be done a LOT better.

But, rather than continue the grind here in the Science-mode category of KSP's 100% speedrun -- I'm taking what I've learned bringing this first-submitted run below the 2 hour mark, and going after the 100% Career mode run first.

I'm hoping that, by the time I'm ready to submit a 100% Career-mode, it TOO will come in under 2 hours

Kerbal Space Program - 100% (science) Speedrun in 1:57:20.450

Tabla de clasificación
Categoría
100%
Gamemode
Science
Glitches
Yes
Version
1.10
Partida
Rango
Primer lugar
1st
Tiempo
1h 57m 20s
Fecha
3 years ago
Plataforma
PC
Detalles
Jugador
Verificado
3 years ago
Enviado
3 years ago
Estadísticas del juego
Seguidores
221
Partidas
417
Jugadores
106
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