Adventures in Kerbalopolis
by , 8th May 2013 at 14:49 (249 Views)
Greetings,
My name is Ryan and I have been enjoying KSP for a few months now. Time has come to document my mission logs as I boldly go where no Kerbal has gone before. Before I begin my first entry is to clarify a few things about how I play KSP.
I run two installs of KSP: Stock and Modded. 90% of my game time is spent on my modded install while the stock is used for challenges requiring stock settings. This means that all of my ribbons and mission logs (unless stated in the mission entry) are achieved within the modded version. That being said I am going to take some time to list the mods I use and why to ensure anyone reading understands I am not hitting the "Easy" button.
Mods:
1. Subassembly Loader by: deadbeef This Plugin allows me to build parts of my ships and save them for later use instead of having to rebuild every time I want to change pods.
2. MechJeb by: r4m0n I use this plugin to determine weight, thrust per stage and various other statistics throughout my missions. I do not use any of the autopilot features (landing, orbital maneuvers, ascent) to achieve anything. Also, I only use the "walkie talkie" styled part and have removed the rest from my install for personal aesthetics.
3. ISA MapSat by: Innsewerants I use this plugin in it's entirety as it gives me additional reasons for launching satellites.
4. RemoteTech and RemoteTech Probe Compatability by:JDP This mod drastically changes how KSP works. Not only does it add a whole new layer to the game but it gives uses for satellites, and makes unmanned mission that much harder. I have removed two omni directional arrays from my install for personal aesthetics.
5. Kerbal Attachment System by: KospY This mod adds the use of Winches to the game. I use this mod in its entirety as it adds a new layer to missions and construction. Sky cranes, towing etc.
6. Improved Trusses & Girders by: CaptRobau Adds additional trusses and girders that are balanced with stock stats to allow better construction creations. I use this mod in its entirety.
7. B9 Aerospace Pack by: bac9 This mod adds a large amount of beautifully models and textured aeronautic parts to the game. I personally find that may of the parts retract from the feel of the stock parts in KSP. This being said I only use a small amount of the parts. Parts used are as listed (Adapters 0.625m to 1.25, 1.25 to 2.5m, 2.5m to 3.75m, Cargo bay M2 Adapter, Body B, and separator, avionics and asas nosecones, avionics and asas surface mounts, the ladders, two utility legs, and three surface mount lights.)
8. KSPX Parts Expansion by: Claira Lyrae This mod adds a variety of parts that stay in line with stock parts looks and stats. I use this mod in its entirety minus the two remote guidance units (regular and large) as they don`t work with my RemoteSat mod.
9. KW Rocketry by: Winston Adds an assortment of fuel tanks, engines and decoupler which are well balanced to the stock parts. Aside from being fantastically modeled and textured to fit the stock look, the star of this mod is the fairings. Beautifully implemented they add such depth to rocket designs allowing smoother and more pleasing creations. I use this mod in its entirety minus the two support struts included in the mod which I find are extremely overpowered and the RCS controller which is removed due to personal aesthetics.
10. Taverio’s Pizza and Aerospace by: Taverius This mod adds a number of improvements to the stock part listing by adding various scaled sizes of stock parts including but not limited to, landing gears, wings, air intakes and engines. There are a new set of wing parts that match the style of the rectangular piece in stock but come in a variety of shapes and sizes not to mention a better texture. Additionally there is a new air intake, atmospheric engine airplane tail and RCS fuel canisters. I have only installed the new wing sets, as well as the new air intake, tail and RCS fuel canisters as they are well balanced to stock settings. The rest of the parts change the stock attributes on all of the atmospheric engines, intakes and wings, and thus are excluded from my install.
Before I finish this entry off I want to take another few moments to go over where I stand on how I go about doing my mission logs. The following are my set guidelines for KSP progress.
1. Aesthetics. First and foremost all creations must look good first and function second. This means not having 40 small SRB`s coupled together with a capsule on top.
2. Function. Now that things look good, they need to be build with reason and purpose. If I can`t explain why I added a part, it shouldn`t be there.
3. First one step, then another. No more reaching orbit for the first time and then deciding to head to duna. If I haven`t landed on the Mun I shouldn`t be able to make it to another planet. that being said, if I haven`t landed an autonomous rover I shouldn`t be landing a base.
4. Network. Remote Sat mod helps with this one, everything needs to be in communication.
5. Safety first. Kerbals are the last to go anywhere as in real life. Probes, Satellites, Rovers, all precede manned missions to ensure accuracy and success.
6. No Kerbal left behind. Death is a serious thing in Kerbalopolis so every attempt is made to ensure a safe return of all kerbals to their home soil.
Well, that is it. I hope that the above has not only entertained you but have interested you all enough to check in back when my mission logs start popping up.
Cheers and Live long and Prosper!
- Ryan (Al-Rabban)




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