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  1. I've built some pretty big stuff recently, and although it still requires the judicious placement of some struts manually, it's way, way better than it was before. My docked together Eve 10 stack on LKO must be like 200 meters long, and although the framerate on it is terrible and it occasionally develops phantom motions and shakes itself to bits apropos of nothing, it doesn't exhibit any wet noodle behavior that I've seen. As to the solution being "duct tape", i.e. autostruts, are you sure there is actually a better solution than that using this physics engine? If you call those "tack welds" rather than autostruts, it seems like a llegit solution to me. There are definitely much worse problems currently they should be focusing on before they try to improve their wobbly rockets solution, unless of course that solution is in fact what is tanking the frame rate.
  2. CHAPTER 0: OUR DREAM YEAR 1, DAY 1 - LAUNCH OF THE CKR SPACE PROGRAM 200 years ago, the nations of Kerbin agreed to join into one global government, called the Communist Kerbin Republic (CKR). Ever since the start of the CKR, its citizens had always looked to the stars. Even with its shaky start, the dream stayed alive. Unfortunately, the nation formed just as the industrial revolution was starting, so the stars always remained just out of reach. Well today, the dream comes alive, with the creation of the brand new CKR Space Program. Its goal is to conquer the new frontier of space travel, and spread all across the Kerbolar system. Of course, we're thinking too far ahead. For now, we need to figure out one thing: can we even get there? CHAPTER LIST Chapter 1: Dawn of the Space Age Chapter 2: Mun and Done Chapter 3: Expanded Influence Chapter 4: Stepping Out Chapter 5: Advancement and Innovation Chapter 6: Walking Among the Stars Chapter 7: Gaining Experience Chapter 8: Setting the Foundation Chapter 9: Full Force -------------------------------------------------------------- Well, here we go again. Another mission report. Maybe this time I'll actually get around to updating it. Why exactly am I making this mission report though? Well, I'm honestly very disappointed with the huge lack of soviet based mission reports. There are several based on NASA. Hell, even Beyond is based on NASA. But there's something about Soviet spacecraft that has character to them. The round spacecraft shapes in contrast to the sharp-pointed fairings, the round circular windows. Sure, the Soviet Union wasn't the greatest of countries, but from how much they've contributed to space travel, they at least deserve some form of recognition on the forums. Inspirations: @Hotaru's mission report CCKP: An Eventful Return for giving me the idea of doing a Soviet thread. @Misguided Kerbal's mission report Starbound - A JNSQ Adventure for the semi-historical thread idea and what I'm basing my layout off of. @TwoCalories's mission report The Sky is Not the Limt: A modded KSP1 Career Playthrough for his Kerbalized Soviet craft, as well as TwoCalories himself being a valiant friend of mine on the forums. THIS IS NOT A PRO OR ANTI COMMUNIST THREAD, NOR A POLITICAL STATEMENT. I WANT TO SAY THAT BEFORE SOMEBODY YELLS AT ME.
  3. uhh... guys, I have a most precarious situation to share with you. I currently have a spacecraft ferrying three tourists on track to do a free return flyby of the mun. The problem is, however, is that I have never done such a long mission before, and forgor to pack solar panels. (I DIDNT know that probe cores requires elecrticity to stay alive, not just to execute actions) My only hope is the 200 units of electricity and 175 m/s of delta v. Should I decouple , and hope for the best, or should I find some weird shenanigans to do to save it legit? Another fail for me :))
  4. Y5 D35 - Y6 D74 - Sarnus Explorer Now that we've gotten things squared away in the Kerbin system, it's time to turn our attention to the outer system once again. On Day 35 of Year 5 of our program, Sarnus Explorer finally arrives at the outer reaches of the Sarnus system, after a journey of almost four years. Now that we're here, it's a good time to review the mission objectives for the probe: Minimum Objectives: One flyby of Sarnus One flyby of Tekto Primary Objectives: Two flybys of Sarnus Two flybys of each of Sarnus' major moons: Tekto, Slate, and Eeloo. Deploy the probe's atmospheric sub-probes, one on Sarnus and one on Tekto. Secondary Objectives: Perform flybys of Sarnus' minor moons: Ovok and Hale. Perform additional flybys of Sarnus and its major moons. As can be seen from the mission plan, one of our major goals for Sarnus Explorer is to study Tekto, which appears to have a dense, nitrogen-rich atmosphere. So, as luck would have it, Orbital Dynamics informs me that Sarnus Explorer has the opportunity to fly by Tekto immediately upon its entry into the Sarnus system. This is obviously a chance we can't pass up. So, here at the edge of the system, the probe burns to intercept Tekto. See you back here in a couple of months. ---------- Things move slowly in the outer system. Here we are almost two months later, and Sarnus Explorer is rapidly approaching Tekto. This is obviously the closest anyone has ever been to the Sarnus system, and the imagery we're getting back is just stunning. Since we have no assurances that we'll ever get this close to Tekto again, we're going to take this opportunity to deploy the Tekto atmospheric probe. As Sarnus Explorer reaches the release point, about half an hour away from periapsis, it releases the probe. Sarnus Explorer then immediately burns to raise its periapsis above Tekto's atmosphere. Now that Sarnus Explorer is safe, we can turn our attention to the Tekto probe. It strikes the upper atmosphere of Tekto and is immediately enveloped in plasma. Thankfully, the heat shield holds, and soon the probe is free-falling through Tekto's atmosphere and returning data. The probe continues to fall, slowed to ridiculously slow speeds by the dense atmosphere. It appears to be falling towards an area in Tekto's northern hemisphere that is dominated by rugged mountains and lakes of liquid hydrocarbons. Five hundred meters above the surface the probe deploys its parachute. In an incredibly lucky break, the probe touches down on an island in the middle of a lake. It continues to transmit data to Sarnus Explorer until it passes out of transmission range. Unbelievable. Sarnus Explorer passes within a hundred kilometers of Tekto, and then continues on to Sarnus. What an incredible start to the mission. Well, despite losing some velocity from its Tekto flyby, Sarnus Explorer is still on an escape trajectory out of the Sarnus system. We should probably do something about that. A gravity assist from Slate would probably allow us to capture without a burn, but unfortunately Orbital Dynamics just can't seem to find an angle for that. However, they do come up with an angle for an Eeloo flyby. Any port in a storm. Sarnus Explorer performs a minor burn just after leaving Tekto to line it up. ---------- Two days later now, and Sarnus Explorer is closing in on its encounter with Eeloo. Although the probe will lose even more velocity with this flyby, it still will not be in orbit around Sarnus when it exits Eeloo's SOI. So, in order to capture around Sarnus, it will have to burn at Eeloo periapsis. So now Sarnus Explorer is officially captured at Sarnus! (And, even though the requirements of the burn reduced our scientific gain, the Eeloo flyby was still scientifically significant, so it meets the requirements for our mission objectives.) Sarnus Explorer swings wide around Sarnus and heads out to its apoapsis. Meanwhile, Orbital Dynamics plots their next move. ---------- Okay, so it has been almost another two months. Sarnus Explorer is approaching its apoapsis, and we're all waiting with baited breath to hear what rabbit Orbital Dynamics has pulled out of their hat. <reads brief handed to him by OD supervisor> Well, it seems that the plan is to burn at apoapsis for a flyby of Slate, then to use the gravity assist at Slate to reduce Sarnus Explorer's periapsis enough to release the Sarnus atmospheric probe. I like it. Sarnus Explorer burns at apoapsis. And now we'll come back here in another couple months to see where that gets us. ---------- Here we are back on Day 191, and now Sarnus Explorer is passing by Slate for the first time. Once it has exited Slate's SOI, we get our data back...and it's not quite there. The periapsis is not quite low enough to release the probe. So we require another burn. <disapproving glare at OD gang> So now, Sarnus Explorer is finally on course to release the Sarnus atmospheric probe. As it descends towards Sarnus, we have more bad news. It appears that the atmospheric probe will be making its descent on the night side of Sarnus. So while this will have no effect on most of its scientific data, we will not be receiving the kind of stunning visual images we received from the Jool atmospheric probe. We could delay the release of the probe until such time that it could be released on the day side, but the visual images just aren't important enough to warrant the risk. In any case, Sarnus Explorer continues its descent. About half an hour away from periapsis, it releases the probe. Sarnus Explorer immediately burns to raise its periapsis so that it doesn't burn up in Sarnus' atmosphere. This consumes a large amount of fuel, and Flight informs me that this brings us below 50% of our initial fuel load. It seems early in the mission to be this low, but apparently this is going to be a very different mission than Jool Explorer was. In any case, the Sarnus probe hurtles towards its doom. However, its heat shield holds, and it descends through Sarnus' atmosphere, transmitting data to Sarnus Explorer as it goes. When it reaches 300 kilometers below the cloud tops, it deploys its parachute. It then continues transmitting until it fails at about 200 kilometers altitude. Although Sarnus Explorer is obviously in transmission blackout on the night side of Sarnus, when it reaches daylight it transmits the data it received from the atmospheric probe, as well as the data it collected from its own close flyby of Sarnus. Two more successful mission milestones! While Sarnus Explorer is climbing back out of the well to its apoapsis and Orbital Dynamics is plotting its next maneuver, we can turn our attention to the upcoming crew rotation, which will take place entirely before Sarnus Explorer returns to the vicinity of Sarnus. ---------- Day 207. Orbital Dynamics has interrupted my very busy morning to inform me that Sarnus Explorer has the opportunity for a double whammy. A burn at the next apoapsis can set up a flyby of Hale, and then on the next orbit, with no burn necessary, it will get a flyby of Ovok. Normally I wouldn't approve of fuel expenditure on secondary objectives before the primary objectives are complete, but this seems like the sort of opportunity that will only happen once on this mission, so it's too good to pass up. So I sign off on the flight plan. Then I get back to herding the cats through the crew rotation. Two days later, Sarnus Explorer burns at apoapsis. I guess we'll see how this works out. ---------- We're here on Day 227 now, and Sarnus Explorer is approaching Hale. It's a captured asteroid. I'm glad you guys are excited. I've pulled bigger rocks out of my garden. Anyway, since its so small, it has no appreciable affect on Sarnus Explorer's velocity. OD tells me that we are still on course to intercept Ovok on the next orbit. ---------- And now it's Day 256, and we're coming up on Ovok. Apparently this worked. Good job, guys. First images are coming back from Ovok...and...it looks rather odd. It's an egg.... Well, now I've seen everything. If any of the images come back with a giant space chicken, let me know. No, actually, on second thought, don't. I have enough to worry about. So, that was a very successful maneuver, killed two...birds...with one stone. So to speak. We've got another couple of weeks now until Sarnus Explorer reaches apoapsis again. ---------- So, SE is back at apoapsis again. OD looked at our objectives and poured over our options. So now we're going to make a minor burn to line up for an Eeloo flyby. And apparently the gravity assist will sling us around for another Eeloo flyby on our next orbit. Sounds good. ---------- Day 286, and Sarnus Explorer is cruising by Sarnus towards its second flyby of the little iceball, Eeloo. And there it goes. And OD informs me that the next Eeloo flyby is lined up perfectly. Good job. You've almost worked off that screw up you made with the Slate gravity assist. <wink> Meanwhile, the next day, our intrepid crew on Duna reach the end of their mission. They stow and secure the hab and rover at Duna Base, and then make their way to Olympus to prepare for their departure. Then, as Draco passes over the horizon: Liftoff! Guided by Captain Krueger's expert hand, Olympus glides into orbit next to Draco. And then he guides her in to dock. Draco's departure window is about 12 days away, so the crew has time to get their gear stowed and bring all of Draco's systems back online. In the meantime, we can get back to Sarnus. ---------- Sarnus Explorer reaches its apoapsis, but it is on course for its next Eeloo flyby and requires no intervention. I guess we'll leave things here and get back to Duna. ---------- Back aboard Draco, the crew is ready for departure. Although their time on Duna has been rewarding, and their names will go down in history, they are all ready to go home. As Draco approaches its burn time, everyone checks and double-checks their systems. When everything is GO, Captain Krueger gives the GO, and Kline ignites the ship's engine and burns for Kerbin. Several days later, Draco exits Duna's SOI. The crew spins up the habitat and settles in. Their course correction burn is more than a couple months away, and home is three times as far as that. So they might as well kick their feet up. ---------- Back at Sarnus, SE arrives at its third Eeloo flyby. While I appreciate everything that OD does for us, I think I speak for everyone when I say: We've had enough of Eeloo. However, this flyby will give us a gravity assist and push the probe's orbit further out, which should give us more opportunities for flybys with other moons on our next orbit. ---------- As Sarnus Explorer approaches apoapsis again, our fortunes have improved. OD's new flight plan involves a small burn which places us on a course back to Tekto. Excellent, more study of Tekto will improve our mission success. ---------- Okay, we're here on Day 366 for our second Tekto flyby of the mission. Well, that was a little anticlimactic. But Science is telling me they did get good data. And OD says if we had flown any closer it may have gravity-assisted us right out of the Sarnus system. Okay, I guess. Better luck next orbit. ---------- Day 397, back at apoapsis. OD has us burning for Slate this time. I guess we'll see everyone back here next year. ---------- Okay everyone, it's Year 6, Day 3 now. Happy New Year. Sarnus Explorer is cruising on down to its encounter with Slate. There now! That's a flyby! However, OD tells me that the gravity assist has seriously reduced SE's orbit. However, with a slight burn at the next apoapsis, which is now in just two days, we can plot another Slate encounter that will gravity assist the orbit back up to a reasonable distance. SE burns at apoapsis to raise its periapsis and intercept Slate. ---------- And now, two weeks later, Sarnus Explorer has another close encounter with Sarnus. And when it pulls out of that, it swings by Slate again. And, OD informs me, with a burn now, just outside of Slates SOI, we can plot another flyby of Tekto. Excellent work, everyone, excellent. However, Flight informs me that Sarnus Explorer has, as of the end of this burn, dropped below the threshold of 25% of its initial fuel load. Since we have officially met all of our primary and secondary objectives, that means we need to begin to look at our end-of-mission options. ---------- Four days later, Day 25, and Draco has reached its course correction burn. Time flies when you're having fun, right guys? The next day, Sarnus Explorer reaches its third flyby of Tekto. Orbital Dynamics has a final flight plan for me. Two days out from the Tekto flyby, SE executes a burn, which plots a course for another Tekto flyby. That flyby brings it around to a course to intercept Slate. Then the gravity assist from Slate will bring the probe's orbit down such that its periapsis intersects with Sarnus' atmosphere, which will result in the disposal of the probe and the end of the mission. So, two days out from Tekto, SE burns again. It begins its descent towards Sarnus. ---------- Day 54 now, and Sarnus Explorer is approaching its fourth and final Tekto flyby. It's another distant flyby, but it is certainly worth the effort from a scientific standpoint. As it exits Tekto's SOI, OD informs me that we will require another small course correction to finalize our trajectory to Slate. This brings the probe below 20% of its fuel load. Good thing we're ending this now. ---------- Day 72 now. Sarnus Explorer is in its last few days now. It completes its final flyby of Slate. And once it has exited the SOI, OD informs me that everything is lined up perfectly. Two days later, the probe is rapidly approaching the cloud tops of Sarnus. Slate, Eeloo, and Ovok showed up to see Sarnus Explorer off. And as the probe enters the atmosphere... ...end of transmission. Another excellent mission. Couple of hiccups in there, but we still vastly exceeded the mission objectives. Once again, good job everyone! Next up on the agenda is the homecoming of Draco and her crew. Beyond that, we will be planning our next mission to Duna, as well as possibly commissioning another vessel in the Draco class for additional missions in the inner Kerbol system. So many possibilities await!
  5. Also: Raptor 3 thrust: SL 280 tons Vacuum: 306 tons Raptor boost: 330tons Compared to raptor 2: SL 230 Vacuum 258 Raptor 1 SL 185 Vacuum 200
  6. I originally posted the following in the April Fool's Day thread about converting to imperial units. However, to avoid turning that thread into another one like this, I'm moving the post here so, in the event people want to discuss it, they can do so in this thread, where it belongs. A lot has been made of the development teams (coders, artists, etc.) not having anything to do with communicating with the community, and I'll say up front that I agree with that statement. No, I do not want the developers to sit around and talk on the forums or Discord all day long; they have a game to write, for pete's sake. I'd rather they spend their time on the clock coding, or drawing, or whatever it is they need to do to get the game done. Go. Please. With that said, it is the job of the Community Managers to interact and engage with the community. As far as EA goes, it should be their job to engage with us and let us know exactly what is happening with the development of the game. Yes, this involves interviewing the developers, and compiling lists of bugs, and all the other stuff that goes along with that. But it is their literal job to interact with the community, and the issue here is that instead of the CM's doing this, they are worrying about things that the community quite frankly as a whole doesn't care about. This leads me to believe that one of the following 2 situations is true: The CM's are understaffed and overworked to the point where they simply cannot interact in meaningful ways. Dakota is on his own right now as Mike is off on paternity leave (and coming back this month, I think?), and the organization either hired but has not trained the new person they posted for months ago OR they simply decided not to do it. And this is on top of all of the vacation and time off that was taken over the holidays. If this is the case, if it is a situation where Dakota simply does not have the time to effectively do his job and interact with the community in thoughtful and meaningful ways, then I have to ask why he has the time to come up with weekly challenges and joke threads. I get that those things may be part of his job, but we have begged for more meaningful communication and have not gotten it. Does he not have time to ask the developers where they are at? Do the CM's not have the ability or authority to ask the artists what they have drawn up lately? Has Nate decided that he doesn't need to give interviews to the CM's or host AMA's any longer? And if this is all the case, why hasn't the company hired more CM's to help alleviate the strain on Dakota? It's either this, or... The developers honestly have nothing to show or discuss at this point. And if this is the case, there's a whole box of Lego's that need to be unpacked with this. Because, quite frankly, how can you be 6 years into development, and 1 year+ into early access, and have nothing to discuss? We have bugs that have been persistent since launch, promises made both before and during launch that haven't been met, and yet they have nothing to divulge? Bug reports that aren't discussed but end up in the archive with no explanation, and no talking about them? The company hired 2 of the best and brightest minds from the KSP1 mod community to help write this game, and you've got nothing to show at this point? For Science! dropped almost 4 months ago, and since then we've seen like 1 or 2 images of what might be in colonies, but you have no words to go with that? Where are we at on the road map as far as colonies goes? I know you can't give any dates, but are we even close? And those images of gigantic parts in space - are they going to be in the game, and if so, how do we get them up into space? Where are we at with all those bugs for months you just keep saying "Researching"? On those bugs you are looking for additional feedback on - what do you need from us to help you? What information are you looking for that we haven't already provided? And what do you say to those people - like myself - who have mid-range equipment and are supposed to see performance increases but aren't? (Side note - anything greater than 200 parts on my rig drops my FPS to 10. In orbit. 32 GB RAM, 2060 Super, Ryzen 9 3900 12 core. Tell me again how performance has gotten better.) It's no secret that I have been very vocal about where I think the game is at, and where it is headed. I've complained enough, so I'm trying not to do more of the same here (even though I'm sure this will all still be seen as complaining). But I want this game to succeed. I want this game to outplay, outperform, and outlast the original. I do not want to have to see the community come together and have the modders create KSP3. Nobody wants that. We shouldn't even have to float that idea, to be honest. But enough. Enough of the joke threads. Enough of the weekly challenges. Enough of the silence. We have held up our end of the bargain here in EA by not only shelling out the cost of the full release game, but we've been up front and honest with you about bugs, feedback, and telling you what it is we want. We are simply asking for the company to hold up their end. Too much damage has been done over this, but we are still willing to overlook that and give you back our trust if you would simply communicate with us and let us know where this whole thing stands. No corp-speak, no double meanings, no half-truths. Just be honest. We will understand. Heck, we've been understanding for the better part of a decade now; honesty will only help to repair the relationship.
  7. So, my wife and kids talked me into starting a Stardew Valley co-op game with them. Against my better judgement. But I learned that playing Stardew Valley with the Starcraft soundtrack loudly playing in the background makes Stardew Valley 200% better.
  8. A lot has been made of the development teams (coders, artists, etc.) not having anything to do with communicating with the community, and I'll say up front that I agree with that statement. No, I do not want the developers to sit around and talk on the forums or Discord all day long; they have a game to write, for pete's sake. I'd rather they spend their time on the clock coding, or drawing, or whatever it is they need to do to get the game done. Go. Please. With that said, it is the job of the Community Managers to interact and engage with the community. As far as EA goes, it should be their job to engage with us and let us know exactly what is happening with the development of the game. Yes, this involves interviewing the developers, and compiling lists of bugs, and all the other stuff that goes along with that. But it is their literal job to interact with the community, and the issue here is that instead of the CM's doing this, they are worrying about things that the community quite frankly as a whole doesn't care about. This leads me to believe that one of the following 2 situations is true: The CM's are understaffed and overworked to the point where they simply cannot interact in meaningful ways. Dakota is on his own right now as Mike is off on paternity leave (and coming back this month, I think?), and the organization either hired but has not trained the new person they posted for months ago OR they simply decided not to do it. And this is on top of all of the vacation and time off that was taken over the holidays. If this is the case, if it is a situation where Dakota simply does not have the time to effectively do his job and interact with the community in thoughtful and meaningful ways, then I have to ask why he has the time to come up with weekly challenges and joke threads. I get that those things may be part of his job, but we have begged for more meaningful communication and have not gotten it. Does he not have time to ask the developers where they are at? Do the CM's not have the ability or authority to ask the artists what they have drawn up lately? Has Nate decided that he doesn't need to give interviews to the CM's or host AMA's any longer? And if this is all the case, why hasn't the company hired more CM's to help alleviate the strain on Dakota? It's either this, or... The developers honestly have nothing to show or discuss at this point. And if this is the case, there's a whole box of Lego's that need to be unpacked with this. Because, quite frankly, how can you be 6 years into development, and 1 year+ into early access, and have nothing to discuss? We have bugs that have been persistent since launch, promises made both before and during launch that haven't been met, and yet they have nothing to divulge? Bug reports that aren't discussed but end up in the archive with no explanation, and no talking about them? The company hired 2 of the best and brightest minds from the KSP1 mod community to help write this game, and you've got nothing to show at this point? For Science! dropped almost 4 months ago, and since then we've seen like 1 or 2 images of what might be in colonies, but you have no words to go with that? Where are we at on the road map as far as colonies goes? I know you can't give any dates, but are we even close? And those images of gigantic parts in space - are they going to be in the game, and if so, how do we get them up into space? Where are we at with all those bugs for months you just keep saying "Researching"? On those bugs you are looking for additional feedback on - what do you need from us to help you? What information are you looking for that we haven't already provided? And what do you say to those people - like myself - who have mid-range equipment and are supposed to see performance increases but aren't? (Side note - anything greater than 200 parts on my rig drops my FPS to 10. In orbit. 32 GB RAM, 2060 Super, Ryzen 9 3900 12 core. Tell me again how performance has gotten better.) It's no secret that I have been very vocal about where I think the game is at, and where it is headed. I've complained enough, so I'm trying not to do more of the same here (even though I'm sure this will all still be seen as complaining). But I want this game to succeed. I want this game to outplay, outperform, and outlast the original. I do not want to have to see the community come together and have the modders create KSP3. Nobody wants that. We shouldn't even have to float that idea, to be honest. But enough. Enough of the joke threads. Enough of the weekly challenges. Enough of the silence. We have held up our end of the bargain here in EA by not only shelling out the cost of the full release game, but we've been up front and honest with you about bugs, feedback, and telling you what it is we want. We are simply asking for the company to hold up their end. Too much damage has been done over this, but we are still willing to overlook that and give you back our trust if you would simply communicate with us and let us know where this whole thing stands. No corp-speak, no double meanings, no half-truths. Just be honest. We will understand. Heck, we've been understanding for the better part of a decade now; honesty will only help to repair the relationship.
  9. Multiple sources give a 3,400 ton propellant load for the booster and 1,200 tons for the ship, for 4,600 ton max propellant load. The 4,500 ton total given in the SpaceX tweet is only 2% off this value. That could be just round off error or it could be you don’t want literally the tanks to be filled to the very top to allow for boiloff of the cryogenic propellant. Bob Clark
  10. Mission Report: Space Truckin' ...or... If It's Crazy, but It Works, Maybe It Ain't Crazy I got a contract to build a space station in orbit of the Mun. I also already had one on deck to dock two vessels in Munar orbit. This gave me a crazy idea. If I were to position a station loaded with fuel in Munar orbit, it would expedite my Munar science collection efforts. I could dock a lander at the station and just make hops to and from various biomes on the surface. This may sound like a trivial task for most of you, but I'm still hardly what anyone might consider a qualified space program simulation administrator...or pilot...or engineer. I'm nothing if not perseverant, though, and I don't appear to have any qualms about throwing Kerbals into the danger zone. I'll leave the sorting of that one to my therapist. Almost giddy, I handed the project of designing a vessel that could get as much fuel as possible to the Mun to the Kerbal engineers. They seemed excited by the prospect. Then worried. Then scared. Then excited again. It's really kind of tough to gauge their moods at any given moment. Anyway, after hours at the drawing board, this is what those krazy little kritters came up with... It was clear they were working with house money, because at well over a quarter-million funds, this is by far the most expensive vessel we've ever designed. They assured me that it would be a success...or it wouldn't. I guess that's the sort of professional, educated projections I've come to expect from them. I'm sure there is a far more efficient method to go about this, but this level of precision is what I've come to expect for what I pay them. Out to the launch pad we go... Honestly, what were the chances this thing was going to make it to space in one piece, anyway? As it turns out, those chances were 1 in 4, because that's how many trips back to the VAB it took to get this monstrosity to avoid rattling itself apart by 1km altitude or just pitching over and making a beeline into the mountains/ocean/Space Center...well, you get the idea. Once I was able to get out of the atmosphere, things went pretty smoothly, though MechJeb doesn't seem to have ANY idea how to handle a vessel of this size, repeatedly missing burn windows. Nothing a minor correction burn or two wouldn't fix. Finally, here is my Munar fuel depot, quite surprisingly right where it's supposed to be. The mission was a success, and I now have a full 7,200 liquid fuel/oxidizer reserve, ready to supply some Mun hopping. My next trip up will include all the station science modules and gear and the Kerbals to run it. I feel like I actually accomplished something with this one.
  11. I added the starlab to my life supported space station in Kerbin orbit today, it had 200+ days of each LS category plus recycler/converter/greenhouse attached and running. I had to restart KSP2 after docking in order for LSS not to kill a kerbal when I transferred them to the Starlab part. Couldn't find a similar report of the bug in here, so it could have just been a random glitch.
  12. By “next” manned launcher, I mean the next space agency in the world to achieve manned spaceflight after the Russians, Americans, and Chinese. By the way, I looked up the Apollo Command capsule and found that the capsule itself without the service module only weighed 5,800 kg. The Apollo service module provided the propulsion for entering and exiting from lunar orbit and wouldn’t be needed for missions just to LEO: COMMAND MODULE Crew size: 3 Length: 3.5 m Maximum diameter: 3.9 m Habitable volume: 6.17 m3 Total mass: about 5,806 kg (structure 1,567 kg; heat shield 848 kg; reaction control system 400 kg; recovery equipment 245 kg; navigation equipment 505 kg; telemetry equipment 200 kg; electrical equipment 700 kg; communications systems 100 kg; crew seats & provisions 550 kg; crew mass 216 kg; misc contingency 200 kg; environmental control system 200 kg; propellant 75 kg) Reaction control system thrusters: 12 x 410 N propellant: NTO/MMH specific impulse: 290 s total impulse: 257 kNs L/D hypersonic: 0.3 Power: Ag-Zn batteries; 3 × 40 Ah each, 28 V DC; 3.4 kWh; inverters produced 115 V AC Environment: pure oxygen at 340 mbar http://www.braeunig.us/space/specs/apollo.htm Also, surprising is how little mass is required for the environmental control system, at only 200 kg out of the 5,800 kg. Bob Clark
  13. @AmanitaVernaYou were right! Compressing the 200+MB .log file into a .zip file had shrunk it down to a little less than 8MB in size. Anyways, here's the file download for those who'd like to view the .log file for further troubleshooting (which I'll probably delete later to make room for other files as needed).
  14. Excerpt from Pathé news Monday 14th November 1955 “In another exchange deal with the Americans, Puck Aerospace once again launched one of their Bailey cameras on a Yeti II rocket from Merrit Island in Florida. Travelling over 540 km north from the launch site, it took detailed high-altitude pictures of the mainland US beneath it. “Chief Administrator Mr Vincent Glasgow said afterwards that he believed that they had probably extracted as much information out of these suborbital camera tests as they were going to and that the focus of the organisation would now switch to developing and testing an orbit capable launch vehicle. The first test flight of the first rocket is expected to take place in March or April next year.” Excerpt from Pathé news Monday 2th April 1956 "PUCK AEROSPACE READY TO TRY FOR ORBIT" “Anyone who has been paying attention to the news, knows that there have been rumours for a couple of years now of programmes underway in both the Soviet Union and United States of America to place an artificial satellite in orbit around the Earth. Recently, there has been a new contender, Puck Aerospace, the brainchild of excentric multimillionaire Peadar Ùisdean Cameron Kincaid. In November last year they announced that they were moving on from the suborbital rockets they have flown so successfully lately to make an attempt to build an actual orbital launch vehicle. “Today at a press conference in his offices in Kourou, French Guiana, Mr Kincaid announced that the rocket is now ready and is undergoing final testing on the launch pad prior to a planned launch of Wednesday. The members of the press were taken on a tour of the launch facility a few kilometres north of town, culminating in a look at the rocket itself standing proudly on its launch pad. “Standing just over 24 metres tall and, according to the engineers, weighing in at a little over 25 tons, it certainly looked impressive in the blue, white and black livery that has become familiar from other Puck Aerospace rockets. Hidden away inside a protective cowling at the very summit of the rocket, we were told, sat the satellite itself. A small half metre cone of metal, weighing a mere 50 kilograms, most of that being the batteries that will power it. “While carrying some scientific instruments, the chief engineer Mr Monty Scott, admitted that the batteries would only be sufficient to power them for a few hours before they would need to be shut down to conserve energy and allow the satellite to continue transmitting regular radio beeps to allow it to be tracked by observers on the ground. Even in this low power configuration, he said, the satellite would only be able to send out its signals for a few days before falling silent forever. “I think I can speak for everyone present when I say that we are all eagerly looking forward to the launch on Wednesday.” Excerpt from Pathé news Wednesday 4th April 1956 "WORLD'S FIRST ARTIFICIAL SATELLITE LAUNCHED" “’If I have seen further today, it is because I stand on the back of giants.’ Starting his press conference today in Kourou, French Guiana, Peadar Kincaid was in a jubilant mood as he quoted Sir Isaac Newton’s famous saying from three centuries ago. Why was he in such a good mood you might ask? Because his little upstart aerospace company had just achieved something that had eluded the might of the American and Soviet space programmes. Today, they launched the Earth’s first artificial satellite. Circling the Earth, high above our heads is a small metal cone packed full of batteries and electronics, triumphantly proclaiming its presence to amateur radio operators all over the world as it passes overhead. Elaborating on his company’s achievement, Mr Kincaid acknowledged the considerable contributions in skill, technology and experience that they had received from many countries around the world, especially from Hawker Siddeley who manufactured the engines used in today’s rocket and the manufacturing breakthroughs that had allowed the construction of much lighter but still immensely strong fuel tanks. He further explained that it was his conviction that it had been through working as a small team with a single unified goal that they had been able to achieve what had escaped the grasp of the more fragmented efforts of their larger competitors…” Excerpt from Pathé news Friday 27th April 1956 “Puck Aerospace, today announced that they had hired French pilot Marguerite Laurent as their first test pilot for their fledgling X-Planes programme. Marguerite has several years’ experience as a test pilot for Avion Marcel Dassault (a French aircraft manufacturer) and will initially be trained in the handling of the Hawker Siddeley experimental rocket planes. The training is expected to take a couple of months after which she will be taking HSXR-02 Nessie for its first flight and attempting to break the sound barrier and achieve some (company) speed and altitude records. Excerpt from Pathé news Tuesday 19th June 1956 “A heavy transport plane took off from the new 4800m extended runway at Kourou in French Guiana today, carrying a most unusual cargo. Tucked under the right wing was a small plane, and not just an ordinary plane either. This one was the second Hawker Siddeley eXperimental Rocketplane – the HSXR-02 Nessie, fitted with a powerful rocket engine that was intended to take it through the sound barrier and high up above the ground. The first HSXR plane was flown three years ago from the Woomera Royal Air Force base in southern Australia by RAF Flight Lieutenant Peter Simonson. “Alas, it was not meant to be, as pilot Marguerite Laurent discovered when she dropped away from the carrier plane and pressed the button to ignite the rocket engine. Despite performing flawlessly during a ground test just the week before, on the day, something went wrong and the engine just failed to ignite. Cycling the systems and making a second attempt got no response whatsoever, so Marguerite was left with the sad realisation that she didn’t have enough height or speed to glide all the way back to Kourou and would need to ditch the plane in the Atlantic. “Fortunately, the weather was calm, with only a moderate swell, so as she eased the plane down at a little less than 200 kph, only moderate damage was done to the airframe. The failed engine would have needed to be replaced anyway, so submerging it in salt water was not an issue. “A support boat was dispatched from Kourou harbour to collect Mlle Laurent, and a barge will be sent to recover the plane.” Excerpt from Pathé news Friday 3rd August 1956 "THIRD WOMAN BREAKS THE SOUND BARRIER" “Mademoiselle Marguerite Laurent again boarded her experimental rocket plane at Puck Aerospace’s Kourou facility in French Guiana today. The carrier aircraft once more took her 350 km off shore before she released the X-Plane from under its wing and ignited her rocket engine. This time, unlike the prior flight, the engine lit without a problem and Mlle Laurent began picking up speed and gently pitching up into a shallow climb. She reached a peak altitude of just over 20 km at 535 ms-1 before levelling off and throttling down to hold her speed between 450 and 520 ms-1 as required by the pre-flight planning. “Roughly nine minutes later, her fuel was exhausted and she pitched down to glide safely back to land at the Kourou runway, travelling at a comparatively sedate 51.5 ms-1. “Mlle Laurent is the third woman to break the sound barrier, following in the footsteps of American Jackie Cochran and Jacqueline Auriol from France who both flew faster than sound in 1953. She is however, the first woman to do so in a rocketplane.” ==== Gameplay notes and screenshots:
  15. Well, the calcs show that Baltimore loses up to 200 mil a day idling and the new bridge would cost 1000 mil, so...
  16. Is anyone available to help me diagnose this fatal crash-inducing bug? I'll also include some snippets of the 200+MB .log file (I've got dozens of mods installed, if not at least 100) that mention the part 'reactor-0625' in the hopes that they would help further in troubleshooting the problem:
  17. 24/01/2024: Important update 0.2.0! Major performance fixes! Read the two sections below "Download" for more info. APP (Avalon Planet Pack or Avali Planet Pack) is a planet pack for KSP, built to tell not the story of Kerbalkind’s first venture into space, but that of the Avali, the avian alien species known from the popular Starbound mod. Avalon comes bundled with a mod to replace some of the Kerbal models in-game with Avali, and some flavour texts have been changed to include Avali references. APP has you start from the Avali homeworld of ’Avalon’ (hence the mod’s name), which isn’t a planet, but a moon orbiting an Ice Giant! This means an abundance of early-game destinations and science, but it’ll only get harder after that. Avalon is orbiting Solakku, a high-mass star near the galaxy’s core. Having a more massive star means planetary orbits are scaled up compared to the stock Kerbin system. Transfer windows are rare, transfer times long, and antennas don’t reach nearly as long as you might want them to. To make it far, you will need to plan ahead, and get the most efficiency you possibly can out of each launch. ISRU will be a heavy part of any playthrough, and Avalon is ready, with complete configs for CRP, SpaceDust and Kerbalism resources. There is also three interstellar destinations in the pack: Crest, a red-dwarf directly orbiting Solakku. Karat, a dead white dwarf a medium distance away from Avalon, and Amber Light, a red giant flying by the rest of the systems, luckily quite far away. Avalon Radius: 0.75 Kerbin Radii Gravity: 0.25g Atmospheric Pressure: 1.5 atm Orbiting: Valaya, ice giant Avalon is difficult to launch from, due to the intense atmospheric drag, through an optimal location for building SSTOs (you can break orbital velocity at sea level or eject to escape velocity using only jets), and, being a moon, also provides an increased difficulty for navigation. Its surface is covered in oceans made not out of water, but of a mixture of water and ammonia, as the mean surface temperature is a round -30°C. It does still posses an ocean of liquid water, but deep underground, warmed by tidal forces. Its surface is additionally cooled by the constant presence of a cloud cover blocking light from reaching the surface. Its perfectly habitable conditions for the Avali, an ammonia-based life form. It shares the sky of Valaya with 5 other moons, some easier to reach than others. They will be your most valuable locations for early exploration, and good spots for fueling up. The journeys between planets here will be long and fuel-intensive. System Layout Full map of all solar systems in the pack (names only, no image spoilers): Map of just the Solakku system, with images of each celestial body (slight spoilers!): Screenshots (spoilers) Tips for playing Build relays! The stock antennas aren’t anywhere powerful enough to reach even the outer planets, so you will need to strategically deploy relays not just around the planets, but also orbiting Solakku itself. Over-do transfer burns! Even getting to the nearest planet to Avalon takes over a decade. Getting to one of the outer planets takes up to 200+ years. It is basically required to burn additional dV on each transfer to get to where you’re going in a reasonable amount of time. Near-Future electric engines are really good for this. Launch multiple missions per transfer window! A few particular windows only come around every few decades (the window to Edith being the longest, only once every 20 years), so you really need to launch all the missions you can for each. ISRU is your friend! SpaceDust is a heavily recommended install. The other moons make for really good places to fuel (or build, depending on your mods) interplanetary crafts. If in science mode, set science rewards slider to 40% in difficulty settings for a more balanced experience. Bundled mods These mods are required, but included with the pack download, and you shouldn’t need to install them individually. Better Skybox (custom-made for this pack, License: MIT) Tholin’s PQS Additions (custom-made for this pack, License: MIT) Required mods These mods must be installed before the planet pack. Kopernicus Kopernicus Expansion Continueder Scatterer KSP Community Fixes (see "Known Issues" below) Heavily recommended mods! The pack will technically load without these, but may be unplayable past a certain point. I designed the pack with these mods in mind. Avali Space Program Near Future Technologies Far Future Technologies Though KSP-IE should also work Community Tech Tree JX2 Antenna EVE In general, you will benefit from having a large set of mods while playing this pack. Mod support Additional, APP supports the following mods, if you have them installed: Community Resource Pack SpaceDust Planet Shine Distant Object Enhancement EVE Rational Resources Kerbalism (resource configs only) Known Issues You will need to install KSP Community Fixes and disable the stock manouver tool in its settings, or else the game will lag heavily, and eventually crash when orbiting one of the other three stars. This happens even when not currently using the manouver tool, as its code is always running in the background. This is a stock KSP bug, and not something I appear to be able to fix, unfortunately. Distant Object Enhancement may interfere with my custom skybox shader, which will appear in-game as the skybox being way too dark. To fix this, go to the Distant Object Enhancement settings in the toolbar, and disable the option for Max Skybox Brightness On some of the smaller moons in the pack, placing a flag will occasionally result in the flag spawning displaced far above the surface. Not technically an issue, but nothing in the interstellar star systems has been playtested in science or career mode yet. Expect typos in flavor texts, broken science rewards, and low terrain detail. Note on upgrading When upgrading versions, always make sure to completely uninstall (delete) the previous version first, or you may end up with duplicate files that break the mod install. Download From SpaceDock Config File A config file exists in GameData/Avalon/0-settings.cfg (as of version 0.2.0). Here, you can change some settings including disabling the interstellar destinations if you have little RAM (it won't disable the stars themselves, but their planets). If you are daring, you can edit GameData/Avalon/2-Contracts.cfg where I had to put the lines forcing Kopernicus' on-demand texture loading on. Only set this to false if you have 32GB of RAM or more. Will provide a really good performance boost when on or near a celestial body's surface, though. 24/01/2024: Update 0.2.0 Introduced the config file Now forcing on-demand loading on so the RAM requirements of the pack are no longer astronomical Download size reduced by almost 2GB Fixed Musoya deleting any vessels in its SOI Asteroid belts added around all stars and some planets I switched to a new kind of custom PQS node for 16-bit heightmaps. This doesn't reduce RAM usage of the mod, but reduces download size, install size and load time significantly. Source Source codes for the plugin components of this pack are available on GitHub: BetterSkybox - Tholin's PQS Additions Source for the pack itself is here! Special thanks Various people in the Luna's Mods discord server, for helping me fix issues in the pack. Techo, for his contributions in the form of the moon Ghorun, and Avalon's cloud textures. Everyone who playtested the pack before release! License This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0
  18. Now the 35 science points for 200 ton to Minmus is fixed in minutes, changed to 300 Docking ports might be harder, but on craft load game should check if docking port is docked to something and if not set it to ready to dock.
  19. The 2 x MPL (Mobile Processing Lab) actually turns out to be a mod (StationPartsExpansionRedux) and therefore may not be compatible with this mod. I do not have a craft file because I just dragged out some parts to test but I can get one by redoing the weldment. I do not have a log file but I can get one by redoing the weldment. Realistically though I am not sure anyone would weld those together and lose the hatches. Anything with a hatch I do not weld anymore. You may be able to skip this one unless you feel like fixing it. Here is what I was going to post: --------------------------------------------------------------------------------- First I would like to say I really appreciate the mod. It has helped me get a 700 part ship down to under 200 which means I can add more and more stuff to it. I have learned a lot about the mod and it's behaviors and worked around them. Sorry for the following wall of text. I would like to offer feedback and knowledge of the problems I have run into. Some of these may not be listed on the OP. Some mod conflicts may not be listed on the OP. KSP v1.12.5.3190 Making History v1.12.1 Breaking Ground v1.7.1 Affected mods: - UbioZur Welding Ltd. Continued (v2.5.4) - Near Future Launch Vehicles (v2.2.0) - CryoTanks (v1.6.5) / CryoTanks Core (v1.6.5) - Patch Manager (v0.0.17.6) - Entire mod list is inside archive / folder below I made a skylab (science station) and created a nuclear transfer stage for it. I separated the transfer stage and removed the engines and extendable ladders from it. I welded together the remaining fuel tanks, reaction wheels, rung ladders, and struts. This rocket is SO big you need the "Hangar Extender" mod. Things I've noticed: - Extensible Ladders are not OK - but rung ladders are OK (in my testing) - There appears to be an issue when making a weldment containing a "nflv-fueltank-75-1.cfg" cryotank from "Near Future Launch Vehicles" (fixed by manual edits to part file) - There appears to be a graphical glitch (not terribly important) (not important) - There appears to be an issue when making a weldment containing a reaction wheel(s) and/or electrical storage / batterie(s) (turns out this is problem with Near Future Electrical Systems) I'll go one by one and explain: Ladders: "nflv-fueltank-75-1.cfg" cryotank from "Near Future Launch Vehicles": "nflv-fueltank-75-1.cfg" cryotank from "Near Future Launch Vehicles" graphical glitch: Electrical storage & Reaction wheels: Notes: - Struts are wonky, sometimes/always will get disconnected leaving a gap between strut and tanks - "Procedural Tanks" are "Procedural Parts" therefore not really supported - Procedural / Modded parts may be incompatible (unless made compatible) - RUNG / INLINE ladders are OK - extensible ladders are NOT OK. - Cannot contain both batteries (electricity storage) and power sinks (parts which use power) in same weldment (still need to confirm this) - These tanks are technically "procedural tanks" as I have found out inspecting the part files which falls under "procedural parts" I believe. They work, just some bugginess. For now I can use it the way it is with the cooling system working and the reaction wheels drawing 0 EC/s but it would be nice to at least know how to manually fix it, and a mod update would be even better. I have included a link to a google drive folder with everything needed to debug. Save game file is there, ship file is there, welded part file is there, parts list file is there, logs are there, mod list and ckan file are there. There is also a rar file uploaded to discord if you prefer that. The ship name has a prefix. "uw" is signifying that the part/ship is NOT welded. "w" is signifying that the part/ship is welded. Example: "skylab-0008n-uw" is the entire ship no welded parts. "skylab-0008n-w" is the entire ship with welded part added. "skylab-0008n-uw-0001" is the first and only part that I welded. I removed extensible ladders and engines / thrust plate. GOOGLE DRIVE: https://drive.google.com/drive/folders/1-3bA4_eJ4t2ubyduhHQXLHb4esmFRlrk RAR FILE: https://cdn.discordapp.com/attachments/618884275542032404/1221894315937370225/skylab-0008n.rar?ex=66143cc2&is=6601c7c2&hm=6883c79eea4c38d9aee3517ce4121d22bb9e0ff6f258b132e2d8e50573c02b83& P.S. the welded part file is modified to remove the "ModuleCryoTank" section, and I think I increased the reaction wheel torque and EC rate. Everything else is as it was after weldment. This is a half manually fixed file the only problems with it now are the reaction wheels consuming 0 EC/s. P.P.S. Note to others: I've included ship & save files - no rocket shaming Complaints about choices of parts etc can be sent to my DM/PM inbox and I might get to them at some point. Please do not clutter the thread with these things. Please respect the OP. Thanks Images: Update: You can ignore this report if you like. - The graphical glitch is not that important. - The reaction wheel EC problem actually exists outside of the weldment and is related to Near Future Electrical I guess the only thing you get out of this report is that rung/inline ladders actually do work unlike the extensible ladders. I would also add the mods "CryoTanks" and "Near Future _________" as incompatible mods. Sorry about the inconvenience I am finding a lot of this out as I go. I've left my OP just in case you wish to debug the issues with NF tanks even though they are procedural tanks and not supported.
  20. Yep, that's precisely what they meant. Superheavy takes 3,400 tonnes of propellant while Starship takes 1,200 tonnes of propellant. Fully loaded, that would be a total of 4,600 tonnes of propellant. Yet SpaceX said "fully loaded with more than 4500 metric tons of propellant"; we can therefore pretty readily deduce that "fully fuelled for this mission profile" meant 100 tonnes LESS propellant in Starship than in an orbital mission profile.
  21. Internal RCS Monopropellant and Liquid fuel RCS thrusters without encasement, so they can be placed everywhere and don't harm aerodynamics or smooth shape of your spaceship Download: Spacedock KSP 1.3.X - 1.4.X Thrusters have 90, 60, 45 and 30 degrees nozzles (monopropellant with polished metal, LFO slightly bigger and full black) MP thrust - 1.5kn ISP 100-240 (stock) Cost - 200 LF thrust - 4kn ISP 140-260 (stock) Cost - 400 Now you can add RCS to almost any part and any small vessel that don't have enough space for stock modules also they can be hidden inside stock wings Some placement required precise rotation and movement so RCS Build Aid mod can be very helpful Little more images here
  22. anyways heres a new one for you guys my kerbal after i blow apart my space station (i didnt start my burn in time and smashed into it at 200 m/s)
  23. That'd be the Pulsed Magneto-Inertial Fusion: https://www.scientia.global/dr-john-slough-fuelling-the-next-generation-of-rockets-with-nuclear-fusion/ I remembered this because the D-D Fusion Magneto-Inertial Reactor is a key card in High Frontier 4 All, and a favoured way to build a rocket. (If you're a rocket nerd, you need to play this boardgame.) The Appendix helpfully listed the specs (0.1 Hz firing rate, Q of 200, 510MWth and the person responsible, John Slough, though its version uses a "350kW solar-powered initiator".
  24. The mohole mission was easier than I expected, overbuild with an two stage lander and rcs. Now I knew the mohole mission would come up later, I went to Moho before arriving at Duna so I landed unmanned and left the lander there. This way I could return to lander to get the reward. My other two landers could not dock because a bug so only two landings. Now the lander down there saved me on my second Moho mission I was doing radiation science and the missing biomes, last landing was the mohole with my standard lander. Now it looks like its an but with some Discoverables and medium rover wheels and some landing legs. The tiny had no issues but the larger ones does. My lander started jumping higher and higher, tipped over and ended up on the side and I could not get it upright, if I did it would probably just start bouncing again. But I did science and went for the other lander, after installing the kerbal headlight mod so I could see anything. Walked 200 meter to other lander and got out of there. But another bug If you collected and handed in surface samples from The Croissant you can not complete the gourmand mission, yes I collected surface samples again but it did not count. Now I think the gourmand should be before the mohole mission as you need precision landing to pull that off. For the other locations I just put rover wheels on lander instead of legs. But two things are very different from KSP 1: First in KSP 1 you wanted to farm science out of Mun and Minmus to unlock the tech tree fast, Then building up my Minmus refueling base, then launch interplanetary missions while doing contracts withing Kerbin SOI, tourist ones was great as you combined this with leveling up kerbals. Land on Mun, get out of Kerbin SOI, return to Minmus to refuel and drop off astronauts, aerobrake into LKO, dock with shuttle or ssto transfer tourists and other missions. So it took forever for fist interplanetary ship to arrive. And I only launched bases, they could refuel other ships like landers and tugs. In KSP 2 dropped first try because so much wrong. Second time I launched two ships at Eve at day 9. First was an nuclear probe carrier with two Eve landers and an Gilly lander, second was the manned part who would return. I should sent 6 probe rovers and an atmospheric probe, manned mission should carry the Gilly lander.
  25. day 82/83 does work at the first several years of a new game. While as time passes, it looks like the actual day will drift. I am planning a transfer from Kerbin to Moho at about year 200 kerbin time, and I have to wait until day 100 to start burning, rather than day 83. Any ideas what is happening there or am I missing anything ?
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