capi3101

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About capi3101

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  1. capi3101

    [1.5.x] Pathfinder - Space Camping & Geoscience

    Man, I'm having to get used to this mod again - the stuff I got away with in 1.4.5 I'm definitely not getting away with in 1.5.1...
  2. capi3101

    What did you do in KSP today?

    That is a brilliant idea - consider it stolen......
  3. capi3101

    [1.5.x] Pathfinder - Space Camping & Geoscience

    Ah, okay. I don't use those mods. Was going to report Omni Storage unavailable in CRP mode, but then I looked through the thread and saw Angel's post from October 17th, so I'll live with Omni's unavailability. Kinda like the idea of having individual upChuckwagons for everything anyway. That does mean I'm going to have to go back to the drawing board on the TBD 7 - in 1.4.5 she had a Tundra 400 set for Omni with a maximum amount of equipment and a minimal amount of materials kits; it looks like it converted to Construction in 1.5.1 but I don't really need the on-board ore. Probably going to have to sit down and calculate the new equivalents. Not a big deal; just going to have to remember to put the Twitches back on when everything's said and done. Hoping to wind up not having to replace its booster/transfer stage at that point. Like the new Side Mounts, BTW; I'll probably wind up using those a fair amount. EDIT: Omni Tundra on the TBD 7 had 2018.25 Equipment and 681.75 Materials Kits, and as I recall I didn't need that many MatKits to start with. Probably could get away with a standard-sized Buckboard full of them. Equipment is something of which I need moar...at least 3k to deploy that Claim Jumper Hacienda.
  4. capi3101

    What did you do in KSP today?

    Well, yesterday I finally made the leap from 1.4.5 to 1.5.1, taking most of my catalog of spacecraft from my 1.4.5 career game into my 1.5.1 litterbox game. All of my mods appear to be functioning with the exception of Protractor, which I'm still investigating as of this morning. I do know that a few of my mods have deprecated some parts with 1.5 and I've already taken some steps to replace those parts, though I still have a ways to go before I've got them all cleaned up. I did a test run of the TBD 7 base-seeding rover craft in the new litterbox, sending Jeb and Bill out to Mun to put together a small outpost; it seemed like a good test of the more critical mods I use. I was dismayed to discover that, unfortunately, Pathfinder now works as its intended to and I couldn't assemble the onboard Hacienda-Claimjumper drilling module. Means I'll have to go back to the drawing board on the design, unfortunately... Most of the rest of the day was done in the new career save with the early crap. I haven't made it to orbit just yet but I have come awfully close and hope to do so on the next hop. I'm sure I'll be back to doing more interesting things in a few days, RL permitting.
  5. capi3101

    [1.5.x] Pathfinder - Space Camping & Geoscience

    Let's see...the SolarFlare lab (when you're making fusion pellets) and Watney Water Splitter both make Liquid Hydrogen in CRP unless I'm mistaken. The water splitter isn't in the Classic Stock options and the only output to the fusion pellet process in Classic Stock is fusion pellets, so looks like a negatory unless someone can correct me. What do you need it for, out of curiosity? I've been playing CRP for a while since it's a dependency for IFS, and I still haven't figured out what it's used for (for lack of trying, admittedly). BTW, @Angel-125 , I went ahead and finally made the switch to 1.5.x today; already tested Pathfinder with CRP and I've got Buckboards with reconfigurable storage. Just letting you know. They didn't appear to be reconfigurable in Pristine mode but that's intended behavior unless I'm very much mistaken.
  6. capi3101

    What did you do in KSP today?

    (1.4.5) Going to have one of those posts today where the number of screenies should be illegal and probably is in six states. For that, y'all have my apologies in advance. With a need to send up some enriched uranium to science station Freshcod in LMO, and having found the necessary ore by the Michael Collins Convention Center at the Armstrong Memorial on the surface, I had made the decision on Tuesday that a new Pathfinder base needed to be set up in the area to connect to the existing outpost. I had been experimenting over the last several days to come up with a design for a minimal seed outpost rover - the Gigalo 7 rover that started up the Deepwater Horizon South Annex outpost on Minmus was one such attempt that got the job done but couldn't drive worth a damn - and yesterday I came up with the design of the TBD 7: Gotta love them Beefalo rovers, you know. This one proved better than most. I scanned through the entire Buffalo mod thread for ideas on how to build a skycrane for the design - ultimately, I chose to integrate it into the rover itself. Bob and 0-star engineer Hudbree Kerman conducted a successful field test of the design 7.5 kilometers to the west of KSC 09. The geology report there showed ore content comparable to that at the Piper Alpha refinery on Mun, which was surprising; I'll have to check the area again in 1.5.x to see if it's still the case or not... Later in the day, I added a transfer stage and booster to the design. Bob and Hudbree were loaded aboard and the craft was launched to Mun. Don't be fooled. The damn thing landed upside down - I'm lucky the SAS controls on the Buffalo cab are as powerful as they are, or I probably would've rage quit... Bob and Hudbree landed safely about five klicks off the target. The thrusters were pretty significantly imbalanced and it took some tweaking to get it to hold the proper attitude, and combined with the fact that the Armstrong Memorial is not exactly along the equator, I did about as well as I expected. The two kerbals roved their way to the outpost, where Hudbree unpacked everything and the two got to work. Yeah for bouncy houses!! Before I quit the game yesterday, I went back to the MCCC and found the whole thing buried in the regolith up to the big RCS tank on the original outpost tower. Which was annoying... In other news, a Crater Maker 7 8-passenger lander took off from the Deepwater Horizon outpost with four tourists aboard, having dropped four colonists off there. The craft returned safely to space station Minmusport where the passengers transferred over to Next Objective docked at the station. Next Objective then undocked and burned for Kerbin; it should arrive there in five days. The Freshcod station was also manned for the time yesterday. Bill boarded the Spamcan 7a lander docked at space station Munport and transferred over to Freshcod. The Spamcan returned safely to Munport after delivering Bill safely. 14.3 km off is the MCCC. For a bouncy house, Bill found the thing to be remarkably stable. Not sure how why cactus isn't floating around the cabin, though; probably a good thing it isn't... Printing of a sister Crater Maker 7 lander completed at the Boot Hill outpost on Mun, but complications arose when the craft got stuck in the Rangeland launch pad. When it finally wiggled itself loose, it blew a lander leg. This wound up not being too much of a cause for concern; the lander was able to use its RCS thrusters to right itself long enough to launch and rendezvous at Freshcod with scientist Ludson Kerman aboard, docking safely. Some Materials Kits were shot up to Freshcod from Boot Hill via mass driver, and the two kerbals fabricated both a fuel storage warehouse module for the station and a new lander leg for the Crater Maker. Bill went out on EVA to affect both repairs, which were completed successfully. Yeah, you can definitely tell those Pathfinder modules are made for ground operations. They work just fine in space though - and it's a good thing too - so I ain't knocking it. With the warehouse in place, enough liquid fuel was shot up from Boot Hill to complete a new station in Munar orbit contract. Ludson then got to work on a cryogenic study survey I had a contract for; he's still in the lab working. This morning, I printed up a McFeely 7 speedy science delivery module at Deepwater Horizon, and used it to send a temperature survey I'd conducted at the outpost back to Kerbin. A speedy delivery to you. I also finished an ore con job at Piper Alpha and made plans to put up an orbital dock at Freshcod. Today is November 15th and as I've been saying most of this past week, today's the day I'm beginning my switchover to KSP 1.5. I've decided that, as usual, I will be starting afresh with a career save, and have already begun my mod go/no-go checklist for launch. Right now I have just ten mods in no-go status, a couple of which are ones I consider critical, so whether or not I begin a new career save today is still up in the air. I have decided not to keep all of my craft from this past save - eighteen craft from the SPH are being retired including seven members of the Auk spaceplane series (the ones that are barely if ever used), six of the crappier Bad Idea aircraft series, three experimental Buffalo craft, two boat designs and a couple of extraneous runway marker probes. VAB cuts are a little more extensive and include all variants of the Bates Hotel, Heartbreak Hotel, Old Bessie, Piper Alpha and Tater Catcher designs among others. I'll keep the names, just not the craft - well past time I updated some of them... See y'all again in 1.5.
  7. capi3101

    What did you do in KSP today?

    (1.4.5) Yesterday with Next Objective about to enter Minmus's SOI and the need to ferry a large contingent of tourists down to the Deepwater Horizon refinery base on the surface, I designed up an 8-passenger lander; I went ahead and built it for Mun specifications since I anticipated the need to have one over there as well. The result was a craft I optimistically dubbed the Crater Maker 7: When you can launch things remotely and not have to worry about fairings, a whole world of design probabilities opens up. And no tourist would have any doubts about a craft with this name, right? Engineer Haibur Kerman and Scientist Barley Kerman, having done all they could do to upgrade the Deepwater Horizon South Annex outpost, both jetpacked the five kilometer distance back to DH where their presence rapidly sped up the production of the Test Can 7 part-testing probe being printed there. Where the initial estimated time to completion was thirteen days, Haibur's presence alone sped things up to something more akin to thirteen minutes; the Test Can was ready by the time Barley arrived. After fueling, the Test Can launched, a Crater Maker was ordered up, the Test Can conducted its scheduled parts test for contract, and mad a precision landing attempt at DH. Musk did it better, but then again he's got a waaaaaaaaaay better KSP build than any of the rest of us... I discovered that the Pathfinder Rangeland launch pad doesn't handle craft recycling, so after setting down, the Test Can was flown over to the South Annex; I'll figure out how to dismantle it later. In the wake of the completion of the Test Can's contract, I got a new colonization contract for DH. The six kerbal suckers colonists were loaded aboard an Auk XII 6-passenger spaceplane and flown up to space station Kerbinport. One of these days I really oughta get around to installing barfbags on my planes... The plane rendezvoused and docked successfully at Kerbinport, though tourist Cerden Kerman decided for a quick spacewalk and threw herself out of the cockpit first. She jetpacked successfully back to the station and picked which of the two available ferry craft would send her and her cohorts to Minmus; Cerden, Berry, Crisny, Bobpont, Barthat and Anzer Kerman loaded aboard Strange Cargo docked at the station with Jeb at the helm. Strange Cargo undocked and burned for Minmus; she'll arrive in six days. The Crater Maker at DH finished printing shortly after Next Objective arrived in Minmus's SOI, so the nascent lander was fueled up and made its way to a successful docking at space station Minmusport. Next Objective then docked successfully at Minmusport and several mass driver shots were conducted to refuel the ferry and lander. Passengers Haldock, Berzer, Trasel, Wehrmin, Doemy, Veremone, Camsey and Eribin Kerman loaded aboard the Crater Maker, which conducted a precision landing at Deepwater Horizon. Off by 6.5 meters...I gotta upgrade my probe control software, obviously... Engineer Julfry Kerman went out of the outpost and linked the lander up. That is one hell of a gantry I've got going on. I'd call it a slide but I imagine it wouldn't be as much fun as it looks considering Minmus's low gravity. I could be wrong, though... Doemy, Veremone, Camsey and Eribin disembarked from the lander to the outpost; they have a colonization contract that will complete in twelve days. After refueling the lander, Julfry disconnected the gantry and got back inside the outpost; the remaining tourists will return to Minmusport when the station comes back around on its next orbit, about forty minutes from now. Meanwhile at the Boot Hill outpost on Mun, construction of the Munfart 7 Core science station successfully wrapped up after six days. Fueling and launch of the outpost was conducted this morning; though the station's contract calls for 6000 units of liquid fuel, only enough fuel to get it into orbit was added - the rest will be shot up at a later time via mass driver. Launch was successful aside from the loss of a single solar panel; the station was dubbed Freshcod upon achieving orbit. It was noted that there was no fuel available for the station's nuclear reactors - its primary power supply - as the necessary ore wasn't present, so a survey of the other Munar outpost sites - namely the Piper Alpha refinery and the Michael Collins Convention Center near the Armstrong Memorial - took place. I'll be sending a team to the MCCC to begin the long process of getting that set up in the near future. Meanwhile, the station does have sufficient solar panels to be able to conduct operations and construction of a Crater Maker has begun at Boot Hill; it should be complete in about eight hours. Scheduled to begin the process of switching to 1.5.x tomorrow. I probably oughta start checking my mods for updates today.
  8. capi3101

    [1.5.x] Pathfinder - Space Camping & Geoscience

    Hmm...let's see.....the Spanish for "birdbath" is pila para pájaros. Naw, that'll never stick... Looking forward to trying it out.
  9. capi3101

    What did you do in KSP today?

    (1.4.5) Another no screenie day - sorry, y'all. Once again, I spent yesterday working at the Boot Hill outpost on Mun and the Deepwater Horizon refinery outpost on Minmus. Since both bases can now function as remote launch sites, I began my day with the design of the TestCan 7, which is basically a craft designed to put a Swivel engine in a high orbit of Minmus for parts testing; the idea is to launch it from DH, have it do the contract, then return to DH for parts recycling. The remaining three kerbal staff at DH began fabrication of the craft, giving me a seven day estimate to completion. Construction of a new orbital science station for Mun was concurrently ordered up at Boot Hill after I had two new Pathfinder upChuckwagons printed up to hold moar RocketParts; the whole station will be ready to go in six days. I'm concerned about being able to continue operations at Boot Hill after the station launches; there are only four kerbals there in the first place and it'll take at least one of them to operate the new station. Boot Hill finally got to the point where it had printed up enough Equipment to deploy its Pipeline mass driver and the first payload shots to space station Munport took place. I learned quickly that you need to make sure all the tanks are unlocked at the target site if you don't want to waste your resources. The Glass Cannon 7 orbital mass driver craft arrived and docked at space station Minmusport, and then mass driver shots took place from DH to Minmusport. At this point, aside from there still being no ore at Minmusport, both stations are completely full on resources. I've eliminated the need for my Old Bessie 7 craft to make fuel supply runs for the stations, but as I pointed out to my son last night, I could still use them for emergency refueling in orbit and as extra storage, so there's no plans to get rid of them in the near future. Work continued at the Deepwater Horizon South Annex outpost on Minmus. Engineer Haibur Kerman with the assistance of scientist Barley Kerman continued to expand the outpost, adding a Pathfinder Nukeworks as well as the upChuckwagons needed to handle uraninite processing; with the outpost now running on fission power, most of the solar arrays were dismantled. The wheels were also removed from the Gigalo 7 supply rover attached to the outpost and recycled. Finally, an ISRU unit was printed up for the outpost - the last item it needs for its expansion contract, though it took the better part of a Minmus bol to get it done. At this point I need to get it attached to the exterior of the outpost, but an ISRU weighs close to five tonnes; I don't have enough staff on Minmus to do the job, at least not without having to cease operations at DH first. I'm debating as to whether or not I want to do that or just have Haibur and Barley return for now and try again once a few of the incoming colonists have been retrained in a few weeks time. Other things that happened included a few scientific surveys at DH, the safe landing of an Auk II 8-passenger spaceplane at KSC 09 from space station Kerbinport, and the successful recovery of the module that delivered the Glass Cannon mass driver section to Minmusport. I also designed the McFeely 7, designed for speedy deliveries of science experiments from Kerbin's moons back to Kerbin. It's basically the formalized version of the probe I had engineer Naford Kerman at Boot Hill print up and assemble last week, except this time I remembered the stack decoupler... Coming up, Next Objective is roughly an hour away from Minmus's SOI, with plans to dock to Minmusport upon her arrival. Five of her passengers will be making their way to the surface; all but one of them are scheduled for an extended stay at DH. Right now the biggest lander at Minmus can haul two passengers at once; there is a plan in the works to print up a new lander with higher passenger capacity at both moons, but the new lander won't be ready before Next Objective arrives, so I'll probably just do things the old fashioned way. Looking forward to putting a craft down at Deepwater Horizon's landing pad; that'll probably look awesome enough for an actual screenshot. Everything else is in a holding pattern until the two outposts finish up their respective print jobs. Still planning on upgrading to 1.5.x on Thursday, assuming all the mods I use are ready to go by then.
  10. capi3101

    What did you do in KSP today?

    (1.4.5) Saturday was a pretty minimal day for me, game-wise; I tend to do the bulk of my RL household chores on Saturday, so this isn't too big of a surprise. Strange Cargo docked up at space station Kerbinport and I performed an ore-con job using the Boot Hill outpost at Mun. After some comments over on the Pathfinder thread I decided to give Waypoint Manager and Extraplanetary Launchpads a try, and found/installed the latest versions of those mods for 1.4.5. Still got three days to go before I begin investigating the switch to 1.5... EL is a game-changer, y'all, if you didn't know that. On Sunday after reading up on the resource chain that EL uses, I fired up the Ironworks facility at the Deepwater Horizon outpost on Minmus for the first time and began the manufacturing of RocketParts there; construction of an Ironworks along with a Rangeland launch pad took place at Boot Hill on Mun; three Hogans were also deployed at Boot Hill before the day was out, and all that's left for me to build there at this point is a Pipeline mass driver - not bad for a base I was worried would be an utter failure not all that long ago. Boot Hill got the honor of the first craft construction and launch from somewhere other than KSC, printing up a Blip-Blip 7 probe - essentially a Beep-Beep 7 probe without the Kerbin booster or transfer stage - and launching the thing into a target orbit over Mun for contract; the probe was officially designated Mun Echo upon fulfilling the contract. I had a contract to expand the Deepwater Horizon South Annex over the weekend, and not wanting to use the rover Fwot again to haul Equipment out there I decided to use DH's Rangeland to deploy a new type of rover, designated Gigalo 7; engineer Halbur Kerman and scientist Phobie Kerman returned to the DH South Annex aboard the newly printed craft despite significant unforeseen issues with the drive-train (used overpowered wheels for the mass of the craft, so it wanted to flip over end over end in Minmus's relatively low gravity) and began making the requested modifications. They came up short on Equipment and at this point are camped out at the outpost awaiting daybreak so they will have enough electrical charge to finish making the needed modifications. I'm thinking I'll leave the Gigalo out at the base as a permanent addition at this point; the two kerbals ought to be able to jetpack back to DH when their job is finished. Other things that happened include the successful change of the Mun Delta probe's orbit for contract and the test of a Pathfinder gas generator in flight. Finally, I have another eight tourists headed for Minmus - Haldock, Berzer, Trasel, Wehrmin, Doemy, Veremone, Camsey and Eribin Kerman were loaded aboard an Auk II 8-passenger spaceplane, which made its way to space station Kerbinport and transferred over to Next Objective docked at the station with Val at the helm. Next Objective departed the station and burned for Minmus, and is scheduled to arrive in eight days. The last four of the tourists mentioned are going to DH as colonists. As the outpost is somewhat undermanned at the moment, their addition to the space program will be much welcomed. Haven't got a whole lot done so far today. With a contract to put a new station over Mun and a contract to do a Pathfinder cryogenic study survey (which can only be done in orbit), I've designed the Munfart 7 orbital science laboratory; the plan is to print it up and deploy it from Boot Hill later today. I'll probably have to man the outpost with one of the two scientists currently at Boot Hill, leaving the outpost with just three kerbals present - barely enough to operate what has become a fairly large base. I'm hoping to get some more folks out that way in the very near future.
  11. capi3101

    What did you do in KSP today?

    (1.4.5) Spent most of my day yesterday at the Deepwater Horizon refinery outpost on Minmus. I had a contract to establish a new outpost on Minmus with a fairly minimal set of requirements and had spent some time on Thursday machining up the parts I would need for the new outpost. Engineer Halbur Kerman began by loading those parts aboard the rover Fwot parked just beside the original refinery array. Fwot, the original refinery, and the Texas CycloneTM under construction. Halbur along with scientist Phorie Kerman drove the loaded Fwot five kilometers to the south of the existing base and set up a minimal set of structures, more than enough for a five-Kerbal requirement, and one of those structures included a set of drills for ore mining, fulfilling a requirement for 1000 ore. Halbur and Phorie stuck around long enough to machine up an extra solar panel array, an antenna and a docking port, which fulfilled all the requirements of the contract. Deepwater Horizon, South Annex - 100% made on Minmus. Only catch there is that the requirement was for a new outpost on Minmus, and I'd forgotten that the game wouldn't count if if the parts came from a pre-existing craft. Ran into this same thing a couple of versions back with the Faux News 7 orbital satellite construction craft. I certainly am counting the contract as done...probably will go ahead and alt-F12 that puppy later today. After Phorie and Halbur returned to the main base, engineer Julfry continued to expand the base with two new Pathfinder Hogan structures, a landing pad (a launch pad, actually, but I lack the necessary mod to use it as a construction site for new craft - as I guess I've already said), and a nuclear fusion generation system. The inclusion of atomic power meant that much of the original refinery structure designed for power production had become redundant, and since there were enough parts present to drag the frame rate in the vicinity below 10 FPS, I had Julfry begin dismantling those parts. The crappy part is that I know I didn't get anything back for most of this stuff, despite what it may look like in the screenie... By the end of the day, the refinery was down about a hundred parts and the game was playing much more smoothly in its vicinity. The business end of the structure is still present at this point - all the drills, winches, connector ports, lander legs, fuel tanks and ISRU are all still there. I'm pretty much done with making changes to DH at this point, barring the need to produce any additional power or increase drilling capabilities. The finished Deepwater Horizon refinery base. Not much else happened yesterday. I did some expansions to the Boot Hill outpost on Mun, and Jeb returned to Kerbin alone aboard his craft Strange Cargo. Strange Cargo survived aerobraking and is currently on course to dock at space station Kerbinport, which I hope to do sometime later today.
  12. capi3101

    [1.5.x] Pathfinder - Space Camping & Geoscience

    Thanks. It's taken quite a bit to get it to that point, of course. Pipelines in the same SOI - got it. That makes sense. And the orbital ones have less maxKE available to them than the ground-based ones, right? How are they calibrated by default? Okay. I don't have the prerequisite mod to produce craft away from KSC, so it sounds like I can disconnect it.
  13. capi3101

    [1.5.x] Pathfinder - Space Camping & Geoscience

    Just about got Deepwater Horizon where I want it... Question: Do I need to leave the Rangeland hooked up to the rest of the base? I'd like to be able to select it specifically as a target for the Trajectories mod - that way when I send down a lander to the base, I'm not accidentally landing on top of one of those Hogans... Also, how do you determine the maximum range of the Pipelines? I know there's a kinetic energy formula calibrated for 10 tonnes to Munar orbit, but is that the only factor in play here? I've got the receiving end orbital station coming in from Kerbin and it'd be kinda cool to shoot a payload out to it while it's still en route, IMHO. Both ends are turned on and I've got enough telemetry on this end, but it still isn't letting me send even the smallest amount of payload. EDIT: More specific question - I've got a orbital mass driver up in a 100km orbit over Kerbin. What's keeping the Pipeline at Deepwater Horizon from being able to send stuff to it?
  14. capi3101

    [1.5.x] Pathfinder - Space Camping & Geoscience

    Going back through the configuration file for the Gold Digger this morning, it looks like you can get them that way too though I couldn't say as to the efficacy of the method. Chalk this up to my own misunderstanding - I was under the impression that the Gold Digger was little more than a miniature drill. I'll have to machine up now and see if it does anything else... The Geology Lab method I'll swear to - that one was also in the configuration files. EDIT: Okay, they are different things, as per this post from about this same time last year. Was scanning the thread for some more details on how Pipelines worked and just happened to spot it.
  15. capi3101

    What did you do in KSP today?

    (1.4.5) Yesterday saw a continuation of my efforts to expand the Boot Hill outpost on Mun and the Deepwater Horizon refinery outpost on Minmus. I had an epiphany yesterday - while I knew neither base could manufacture Equipment in-situ with Pathfinder's Ironworks module, I could use alternative power sources to keep them up and running six hours per bol. Boot Hill is now partially running on a geothermal tap that happened to exist at the site, and partially running on fusion pellets... Boot Hill on Mun at sunset . It's only fitting that Kerbals who have mastered FTL travel should have access to nuclear fusion. I'm debating as to whether or not I really need those solar panels now... I can get a nuclear fission plant up and running at Deepwater Horizon, at which point I think I can safely recycle much of the original outpost. Might need to happen regardless; the DH base is so large at this point that the game is ultra-laggy in its vicinity. The experimental base I created using the Coydog 7 base-seeding rover I established near the KSC obelisk also has become fairly mature at this point, and I'm debating whether or not I want to keep it or go ahead and recover it. Engineer Hudbree Kerman has done an outstanding piece of work out there despite her lack of experience (I'm still wondering how I managed to wind up with a zero-star kerbal on my roster that I didn't hire...). In other news, Necessary Evil returned to Kerbin from her recent trip out to Minmus, docking safely at space station Kerbinport. An Auk XII 6-passenger spaceplane was sent up to the station to retreive tourists Samory, Samcal, Jafrid and Ludbur Kerman along with engineer Merrick Kerman, who had been rescued from low Minmus orbit. The plane docked safely, the passengers were transferred and then the plane landed safely at KSC 09, fulfilling four contracts in the process and giving me access to another engineer. Merrick will likely head out to the Coydog base later today to take over for Hudbree; Hudbree has earned herself a trip to Kerbin's moons to gain some much needed experience. Got six RL days until I'm scheduled to switch over to version 1.5, pending the readiness of my standard set of mods. Most of them are go-for-launch at this point. I want to at least get to the point where I can launch an Alcubierre drive before then. Still haven't decided if I'll begin a new career save when I finally switchover or not; probably will...