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Found 40 results

  1. The Gold Standard! Version 1.5.1 (2017/05/15) (Now with full SCANsat and Galileo's Planet Pack Compatibility!) This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Gold Ore now appears on planets/moons Gold Ore can be mined and smelted into Pure Gold with the Smelter Return either Gold/Gold Ore back to Kerbin for profit Gold is heavier than Gold Ore, which is heavier than Ore Full integration with Vanilla drills and scanners Vanilla Drills and Surface Scanner available slightly earlier in the tech tree Only 8 parts (Under 10Mb download), low memory usage. Get over that mid-career fund grind in a fun and challenging way! What is Unobtainium? Unobtainium is an extremely valuable resource that generally spawns on high-G and extremely distant worlds. You can mine Unobtainium using the vanilla drills without needing a converter in-situ. Drills mining Unobtainium operate much more efficiently with both a scientist and engineer aboard. Unobtainium is a little more dense than gold, so ensure to bring adequate Dv! Finally a monetary reason to land on Eeloo, Eve, Moho/Icarus, or any of the other seldom visited worlds! This mod is not meant to be an easy cash cow; rather, a difficult alternative to contract spam. There is no gold on kerbin, and be careful when choosing a mining site as only deposits of >2% (mini drill) or >1.5% (large drill) will yield gold ore. The gold ore can be returned for an okish profit, but be aware that gold ore is basically 9/10s ore. So there are obvious benefits to smelting in-situ. The Smelter needs power, cooling, and an engineer to function at its full capacity. Pure Gold is, by design and irl, HEAVY! Feel free to post any working ship/base designs! Note on returning with your space booty: Land near or on the space center to avoid diminished returns. Supported mods (untested): - Scansat - Galileo's Planet Pack Downloads Version 1.5.1 for KSP V1.2.2: SpaceDock Now also available on CKAN! *ModuleManager included and required Planned Features Will be adding one more resource beyond Kerbin's influence Community Tech Tree integration Further Weight/Cost Balancing (need feedback) Change Log Update 1.5.1 •Complete Compatibility with SCANsat and Galileo's Planet Pack •Changed the way resources spawn on planets (more small concentrated veins, less large low concentrated blobs). Update 1.5 •Improved Weight/Balance/Distribution of resources. It should now be a little easier to make money, and more worth it to make a trip out farther. •Fixed the Unobtainium texture •Cleaned up files •Improved compatibility with Scansat and Galileo's Planet Pack (Thanks go to Jadeofmaar for helping me here) Update 1.4.2 • Fixed stupid typo ftw. Update 1.4.1 • Fixed a value that was preventing unobtainium from spawning in large enough quantities to be mined. Update 1.4 • Finally got of my butt and updated the mod to 1.2.2 • Added Unobtainium • Added support for GPP and Scansat Update 1.3 • Updated to for KSP 1.2 • Fixed a potential problem with unlimited output for both gold smeltery and stock miniISRUVersion 1 Update 1.2 - Updated some part descriptions - Slightly reduced concentrations of gold on Minmus - Made orbital scanner unlock earlier (The satellite targeting gui is disabled until survey scan) - Adjusted Smeltery Output to prevent a very minor exploit Version 1.1 - Cleaned up textures - Fixed radial attachment points - Added Mission Flags Version 1.0 - Release License The Gold Standard is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This license does not apply to the bundled plugin ModuleManager. This is my first mod so if you have any tips or suggestions don't hesitate to leave a comment below.
  2. I had a contract "expand station X around Kerbin". Oh, men.. what an action it was! 135 ton rocket full of fuel, space for 5 more kerbals, solar panels (there is always not enough power for the lab), 8 monoprop tanks, newly discovered gravioli detector, all controlled by a probe core (Kerbals need rescue missions). The start was a great test for my "launch2" kOS program. In mere 3 orbits the "extension" was 2 km from the station, 60m/s relative speed.The docking was a masterpiece! Two Clampotron-Juniors (the tech was too low for bigger ones) clicked on the first attempt! (Thanks Docking-Port-Alignment mod!). And then... Then... Nothing. Just a brief note from Kerbin Word-First - "Congratulations, you have just started constructing your station on orbit". I call Gene Kerman - "Where is my money for the contract?" And he was like - "What money? The contract got just cancelled." - "Whaat??" Has it happened to you, guys? Is that all because of that fine-print "Be in command of Kerbin Station 1"? Shall I be moving The Station instead of the "extension"? (It had no RCS, so no way..) Or what?
  3. Hello All. I have accepted a sun flyby contract and I'm having a small issue. The game does not allow you to set the sun as a target, therefore, I am not sure how to aim for it. This is my first attempt at leaving Kerbin space before accepting the explore Duna contract. Any tips?
  4. Hi guys, So I saw this contract and it would gave me a lot of money, so i accepted it. The agency wanted me to make a satellite and send into a specific orbit around the mun. I am now orbiting the mun but the inclination is terrible. How can I change it? I tried Normal and Antinormal maneuver nodes but none of them worked. Delta V=2251m/s Bye for now. EDIT: Lol nope i figured it out.
  5. All Rights Reserved : MaErDa Corporation is always looking for new Slaves, i mean Cooperatives. If you are willing to join our sect, i mean our Cie You can apply at [1.2.2] MaErDa Corp : Dev Blog V0.7 with the followed form : Slave Nickname : Slave's desirability to being a slave : ___/100 Slave's softwares licenses : (3dMax,Maya,Zbrush,Substance Painter,Etc) Slave's Skills : (Modeling,Texturing,Coding,Tuning,Concepting,UV mapping,Animation,etc) Slave's Portfolio : Slave's Contact Info : Misc : Contract List : Sketchfab Preview : MaErDa : Power Generator New Contract ! Contract rewards : 2 Whips and a slave collar, i mean an i-Collar (-1 Reputation)! Contract Reputation Exigence : -0 Contract Deadline : 100 years Contract Description : Use the model and textures provided to fully integrate the MaErDa : Power Generator into the MaErDa Beta Tester Pack techtree. Objectives : Import Model with textures. Config Attachments Nodes. Config Power Generator Modules. Animate Emissive Map for On/Off Animation. Scale Variants for each sizes (5m,3.75m,2.5m,1.25m,0.625m,etc). Balance Stats and final testing. Import in MaErDa Techtree Copy the New Prototype Upload the Final Prototype on the MaErDa Dev Blog Find a way to explode with the power generator or Claims your rewards and your credits. MaErDa : Power Generator Prototype Files (Top Secret) All Rights Reserved : Sketchfab Preview : MaErDa : Engine Leg 1 Concept New Contract ! Contract rewards : 5 Whips Contract Reputation Exigence : -1 Contract Deadline : 100 years Contract Description : Use the model and textures provided to fully integrate the MaErDa : Engine Leg 1 into the MaErDa Beta Tester Pack techtree. Objectives : Import Model with textures. Config Attachments Nodes. Config Engine & Landing Leg Modules. Must use Warnium + Oxidier or Air (Switch Mode) Animate Emissive Map for On/Off Animation. Scale Variants for each sizes (5m,3.75m,2.5m,1.25m,0.625m,etc). Balance Stats and final testing. Import in MaErDa Techtree Copy the New Prototype Upload the Final Prototype on the MaErDa Dev Blog Find a way to explode with the Engine Leg or Claims your rewards and your credits. Secrets Projects Files Provided on Demand. (Reputation -1 needed) All Rights Reserved : Sketchfab Preview : MaErDa : Warnium Container 1 New Contract ! Contract rewards : 5 Whips Contract Reputation Exigence : -1 Contract Deadline : 100 years Contract Description : Use the model and textures provided to fully integrate the MaErDa : Warnium Container 1 into the MaErDa Beta Tester Pack techtree. Objectives : Import Model with textures. Config Attachments Nodes. Config Ressource & OverHeat/OutOfJuice Modules. Must use Warnium ressource Animate Emissive Map for On/Off Animation. Scale Variants for each sizes (5m,3.75m,2.5m,1.25m,0.625m,etc). Balance Stats and final testing. Import in MaErDa Techtree Copy the New Prototype Upload the Final Prototype on the MaErDa Dev Blog Find a way to explode with the Engine Leg or Claims your rewards and your credits. Secrets Projects Files Provided on Demand. (Reputation -1 needed) All Rights Reserved :
  6. Hello All. Enjoying my time with KSP very much. I have learned a lot. However, I am currently stumped on a contract I can't get in position for. I am trying to measure temperatures while in space flight above the Mun, but I cannot seem to get into position. I plan a maneuver that appears to line up with the zones needing measured, but when I come around my orbit where I thought I would be above the correct positions I am always off, and not by small amount, but several degrees off. Any pointers on this matter?
  7. Something odd that I don't quite know how to describe: Recently, I rescued a Kerbal from LKO. I got her back safe and sound, but then she disappeared from the Astronaut Center without a trace-- but her capsule is still in orbit. I went to the tracking station to terminate it, but all I can do is to "track" and "untrack" it, as if it were an A-class asteroid. Thinking of sending a mission to deorbit it or plant KAS explosives on it, so it's actually giving me some mission ideas, but I'm still not sure how it happened. Any ideas? I run several mods, primarily parts mods in addition to KCT, Stage Recovery, and KIS/KAS.
  8. I'm using SCANSAT on a 1080 screen. The accuracy required to meet the contract is sub-pixel (aka impossible to eyeball). I have no idea how the heck I'm suppost to do this. Kerbin, above 70km, sub-orbital (I just drop my perapsis under 70km for a moment as I pass- works on the possible contracts.)
  9. The thing that seems really wierd to me are the space station, base and satelite contracts, since you dont actually need them to stay there. I have exploited this many times. Having a lander that has enough crew members, solar panels and a docking port, puting it into orbit, wait for the contract to fininsh, then do the landing and head home. The station/base should be, when all requirements are met, "given" to the contract company for some time or forever. The vessel is still trackable, but no longer controlable. What do you think?
  10. So I got a contract where I have to take pressure readings in 4 different locations at the surface. My tech is quite low but I can just about build a simple airplane (my first airplane which works btw) which can take me to the locations... My problem is that it is quite impossible to land in the rugged hilly terrain and I cannot get to ground level.... So what to do? One solution is to build a bigger airplane and attach a rover to it... (if that is at all possible at my current tech level) and then drop it near the targets... Another is to add parachutes to the plane and hope I can land it like that, and then maybe drive it around.. Probably not going to work since the wheels break off rather easily... Or maybe I can just fly the plane really really low and take the reading while flying? Will require some skill though since my plane is wobbly and the ground is hilly... How do you solve contracts like this? I mean, these are some of the first contracts that are offered so they *should* be easy? First time I tried the career mode - I usually just build big rockets and shoot for the stars so this kind of challenge is rather new. Br Michael
  11. I accepted a contract to rescue a kerbal from the Mun and to recover a piece of debris to Kerbin allow with her. However on arrival at the location on the Mun of the pair, I found I had a slight issue, in that the debris part to be recovered was a command seat. As far as I knew this was an un-grab-able part, but I gave it a go, maneuvering my vehicle over the top of it, then activating the grabber and raising the landing gear to drop on top of it, but as expected the grabber unit do not latch on to the command seat. Other than sending another vehicle up with a cargo bay that opens at ground level, then using a kerbal to nudge it slowly into it (not really a dependable solution for a contract) I can't see any way of satisfying the contract requirement of bringing the part back to Kerbin. So my questions would be 1. Am I correct in thinking that command seats are not grab-able and 2. If so, has anyone had contracts that required the recovery of other seemingly impossible to recover items. Actually a 3rd question would be if I'm just being an idiot and forgetting something obvious as a solution. BTW... I'm looking for a stock game solution to this. Thanks.
  12. When it comes to tourists contracts, what's the difference between a sun fly-by and a sun orbit requirement? Or is it just the wording that's different and they both just need you to pop out of Kerbins SOI and back?
  13. I've just accepted my first contract to expand a base that was built for a previous client. The current contract requires accommodation for 28 Kerbals. Does that mean the new, add on part must have 28 berth's, or that the base as a whole (including the 6 berth's from the original base) must have 28 when the new part (with 22 extra places) is attached?
  14. Hello, I've run across a bug in which a haul contract is not completing despite parameters being met twice. The contract is to 'haul' a RT-10 'Hammer' Solid Fuel Booster in a flight above Kerbin, at an altitude between 47,000m and 54,000m and a velocity between 260m/s and 440m/s. I meet the parameters (just) on the way up AND down but it does not fulfill the contract. I will explain everything in detail below for the purposes of recreation and add relevant save files and screenshots (video link): ACTIVE CONTRACTS: Haul RT-10 'Hammer' Solid Fuel Booster Kerbin Flying Alt 47,000m to 54,000m Spd 260.0m/s to 440.0m/s Test a TR-18A Stack Decoupler (This contract competes normally) Kerbin Flying Alt 21,000m to 28,000m Spd 70.0m/s to 1,870.0m/s CRAFT BUILD: (Top to Bottom)(All parts using the Rigid Attachment option and default settings unless listed) Mk16 Parachute Altitude = 500m Spread Angle = 10 Mk1 Command Capsule MonoPropellant = empty TR-18A Stack Decoupler RT-10 'Hammer' Solid Fuel Booster Thrust Limiter = 30% SolidFuel = 300 FLIGHT PLAN: (Jebediah Kerman as pilot with no experience, SAS active and launched from Launch Pad) I launch straight up with no gravity turn. At approximately 17,100m up, the booster runs dry. The craft continues to rise and when it reaches 47,002m it is traveling at a velocity of 265.5m/s It continues up to about 49,625m then falls and when it reaches 260.1m/s it's at an altitude of 47,165m At both instances when it achieves the contract parameter it only is true for less than 1 second but it does achieve it. Do contracts require you to hold the parameter for a minimum time? EDIT: I have noticed that the speed parameter does not display a tick until I'm traveling at = or > 309m/s, which you can see in my recording. Below is further details for debugging crew: LOGS, RECORDING AND SAVE FILE: Dropbox link to output_log.txt Dropbox link to save game folder including craft file (Quicksave name = BUG SAVE, Craft name = BUG MISSION) Youtube link to recorded flight (Be sure to watch in 1080p or you won't be able to read the speed/altitude) KSP VERSION: Windows x64 bit system x64 bit client through Steam (NOT A CLEAN INSTALL) SYSTEM INFORMATION: Windows 7 x64 bit 16Gb RAM DDR3 Intel Core i7-3770K 3.5GHz CPU GeForce GTX TITAN X version 376.09 (Current as of post) EXTRA NOTE: This is not game breaking for I can achieve the contract by adjusting my craft and/or flight path, however it would be nice to get some clarification on what is occurring here. Thank you kindly for your time.
  15. I have a few tourists who want to orbit the sun. I put them in a ship and fly them past Kerbin and take them home. The contract does not complete. I am running: Docking Port Alignment Indicator KER NavHUD KAC
  16. Hello we have a problem with a specific type of stock contracts and RemoteTech (more precisely "have a vessel in orbit with this <type> of part and this <type> of part") Is it possible to spawn a precise type of stock contracts (career mode) rather than waiting for it to appear? Thanks a lot
  17. Contract disappears after accepting it when you go to vehicle assembly. Strangely you can still fulfill the contract and get science points for it, it just does not appear as an active contract or later in the contract archive (mission control). Only error in output .log is ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Int32].Add (System.String key, Int32 value) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.LoadContractWeights (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem+ .MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Where should I look to redress the LoadContractWeights issue that seems to cause this bug? Looks like it might just be a file entry missing/duplicated somewhere. UPDATE: Thanks for all the replies. The installation was stock and the problem went away with the loud and clear update. I confess to doing some preliminary looking around in anticipation of writing a mod and do not recall changing the stock install, and steam validated the files. Examining the forums though, this problem is only really happening on modded installs so maybe stuffed up somewhere. Anyway, All good now and I can get on with my Kerbal career!
  18. Trouble satisfying contract requirements in your rover? No problem, just step outside a moment... Now that's a well paid EVA. (About your "satellite" though, guys... I think it's getting itchy feet...)
  19. I'm not sure if this has been requested before but could it we see a feature for offering trips to space tourists like tourist agencies do? Currently a customer randomly walks in with their desired plan and bunch of money, you'll accept it or don't. You'll have no control over their will, you can't control when they come or how many of them come. This makes anything with more than 5 seats not worth it, as they'll fly empty most of the time. What I'm proposing is to have feature implemented so we could, as service providers, offer a package deal with a price we could set by ourselves. Higher to make more profits or lower to get more demand. This would make larger passenger spacecraft and SSTO's desirable, as well as it could incentivize building and launching space liners, stations, hotels and other related infrastructure to support space tourism. This would make Mk.3 passenger module properly useful. This would move KSP from where we're now in reality with dawn of space tourism to age of actual space tourism where space travel and tourism are common things. Slightly related cool pic of Rockwell's concept to make this post little more interesting.
  20. Hi, i would love to have a key in the mission control center for "decline contract". Many times i want a specific mission but it just doesnt appear until some contracts have been declined, but that requires a los of mouse movement and clicking. Just the shortcut would be very useful. Another way of getting that mission would be a custom mission creator. Ive seen a mod trying to do this, but havent tested yet. Anyway, although both features are related, still wish that decline key binding...
  21. Question: Tourists want to go to locations A and B. I have interplanetary craft, that scheduled and prepared to go to A and back, and in about 6 months it will be sent to B. Plan is to shuttle tourists to craft (there is free seats), let them stay on-board for duration of the mission, then return crew and tourists to Kerbin, and then in about 6 months, shuttle tourists and new crew back to craft and go to B. Will landing back on Kerbin botch contract, or not?
  22. Hey all, I've just learned that reading contracts thoroughly can make things easier the hard way. All I had to do was mine 1200 Ore on Minmus and land it back on Kerbin. By land, they mean land, not splashdown... So, as my contract did not register, I put together a (particularly) ugly seaplane and dragged the precious payload back to KSC. Today I've sailed 45km through Kerbin's ocean at 20m/s just to bring back a juicy amount of funds... and that was worth it, because it paid for permanent mining outposts on both Mun and Minmus, both associated with orbital fuel depots, equipped with lightweight landers for wealthy tourists. Those investments will pay very soon...
  23. Hi there, I've accepted a contract asking me to enter the atmosphere of Jool. I decided to send a very simple probe in a deadly trip to the Green Planet. (Periapsis 4 km...) I was thinking that "Enter the atmosphere of Jool to achieve this goal" was pretty clear. But my probe exploded a few hundred meters below the surface of Jool, and the contract is still there... Do you think I need wings to achieve this contract, or is this just a bug? Thanks for reading
  24. It would be really cool to be able to sort our contracts by expiration date. That way, I don't have to check every contract before a long flight. I could just look at the closest one. Right now, the list seems completely random, and far off contracts muddle up the list for more immediate things.