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  1. KSP 1.12.x Kerbal Atomics [1.3.2] Last Updated August 8, 2021 This part pack is designed to provide some new nuclear thermal rockets for your spaceship-building pleasure. There are eight new engines, one in the 3.75m size class, four in the 2.5m size class, two in the 1.25m size class and one in the 0.625m size class. They are fuelled with LiquidHydrogen, and in some cases can use Oxidizer to boost their thrust at the cost of specific impulse. Liquid Hydrogen is less dense than liquid fuel, so for the same Delta-V, you will need more tank volume. To store your liquid hydrogen fuels, I've provided ModuleManager/B9PartSwitch configs that allow you to change the contents of stock tanks between LF/O, LH2/O, LF, O and LH2. These should work with most mod tanks, but no promises. However, Liquid Hydrogen is very temperamental and without the proper storage it will slowly evaporate ("boil off"). Therefore, I provide special cryogenic tanks bundled with the mod, that use a small amount of Electric Charge to stop the evaporation. This mod is designed to synergize well with Cryogenic Engines, and with the various Near Future Technologies mods I make. It is also fully integrated into the Community Tech Tree. Full Screenshot Gallery Frequently Asked Questions Q: RealFuels support? A: Talk to RealFuels people, not my issue. Q: Oxidizer isn't LOX, it's something else! A: You are completely free to do whatever you like and change it Q: How do I stop the engines from using LH2 and use LF instead? A: Install the NTRsUseLF patch in the Extras folder. Q: Why can't I refuel the Emancipator? A: It's a cheaty engine. It has a disadvantage. If you want to refuel it, you need to download NF Electrical and install the high complexity reactor integration patch. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  2. Welcome to Kerbalism Hundreds of Kerbals were killed in the making of this mod. Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. Frequently Asked Questions: FAQ Current version: 3.11 What's new: New and Noteworthy Download: Github - SpaceDock - CKAN Docs & support: Github wiki - Discord - Github issues License: Unlicense (unless stated otherwise, parts might be licensed differently) KSP version: 1.5.x - 1.10.x Requires: Module Manager, CommunityResourcePack See also: Mod compatibility - Change Log - Dev Builds Download and installation Download on Github releases or use CKAN Two packages are available: Kerbalism is the core plugin, always required. KerbalismConfig is the default configuration pack. It can be be replaced by other packs distributed elsewhere. Requirements - Module Manager: must be installed in GameData - CommunityResourcePack: must be installed in GameData Third-party configuration packs Make sure to install exactly one configuration pack only. Don't combine packs unless there is explicit instructions to do so. - ROKerbalism for Realism Overhaul / RP-1 by standecco - SIMPLEX Living by theJesuit - KerbalismScienceOnly for Kerbalism with the science feature only Installation checklist for the "GameData" folder required content : - CommunityResourcePack (folder) - Kerbalism (folder) - KerbalismConfig (folder, can be replaced by a third-party config pack) - ModuleManager.X.X.X.dll (file) Mod compatibility and support Checking the mod compatibility page is mandatory before installing Kerbalism on a heavily modded game. Kerbalism does very custom stuff. This can break other mods. For a lot of mods that breaks or need balancing, we provide support code and configuration patches. However some mods are incompatible because there is too much feature overlap or support is too complex to implement. Documentation, help and bug-reporting - Tutorials and documentation are available at the Github wiki - Need help? Ask on Discord or in the KSP forums thread - You found a bug? - Maybe it's related to another mod ? Check the Mod Compatibility page. - Maybe it's a known issue ? Check the GitHub issues and ask on Discord. - You want to report a bug? - Reproduce it consistently, provide us with screenshots and the KSP.log, modulemanager.configcache and persistent.sfs files. - Report it on Github issues (preferred) or in the KSP forums thread. - You want to contribute or add support for your mod? - Check the technical guide on the wiki - Pull requests are welcome, especially for mod support configs. For code contributions, it is recommended to talk to us on Discord before engaging anything. - Read the contributing documentation - To build the plugin from the source code, read the BuildSystem documentation Disclaimer and license This mod is released under the Unlicense, which mean it's in the public domain. Some parts are released under a different license, please refer to their respective LICENSE files. It includes MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For more control, download the full KSP-AVC Plugin. What does it do? Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. All vessels, all the time Contrary to popular belief, the observable universe is not a sphere of a 3km radius centered around the active vessel. All mechanics are simulated for loaded and unloaded vessels alike, without exception. Acceptable performance was obtained by a mix of smart approximations and common sense. The performance impact on the game is by and large independent from the number of vessels. Resources This isn't your classic post-facto resource simulation. Consumption and production work is coherent regardless of warp speed or storage capacity. Complex chains of transformations that you build for long-term life support or mining bases just work. Environment The environment of space is modeled in a simple yet effective way. Temperature is calculated using the direct solar flux, the indirect solar flux bouncing off from celestial bodies, and the radiative infrared cooling off their surfaces. The simulation of the latter is especially interesting and able to reproduce good results for worlds with and without atmosphere. Radiation is implemented using an overlapping hierarchy of 3D zones, modeled and rendered using signed distance fields. These are used to simulate inner and outer belts, magnetosphere and even the heliopause. Solar weather is represented by Coronal Mass Ejection events, that happen sporadically, increase radiation and cause communication blackouts. Habitats The habitats of vessels are modeled in terms of internal volume, external surface, and a set of dedicated pseudo resources. These elements are then used to calculate such things as: living space per-capita, the pressure, CO2 and humidity levels of the internal atmosphere, and radiation shielding. Individual habitats can be enabled or disabled, in the editor and in flight, to reconfigure the internal space and everything associated with it during the mission. Inflatable habitats are driven directly by the part pressure. Life support Your crew need a constant intake of Food, Water and Oxygen. Failure to provide for these needs will result in unceremonious death. Configurable supply containers are provided. Kerbals evolved in particular conditions of temperature, and at a very low level of radiation. You should reproduce these conditions wherever your crew go, no matter the external temperature or radiation at that point. Or else death ensues. The vessel habitat can be climatized at the expense of ElectricCharge. Environment radiation can be shielded by applying material layers to the hull, with obvious longevity vs mass trade off. Psychological needs The era of tin can interplanetary travel is over. Your crew need some living space, however minimal. Failure to provide enough living space will result in unforeseen events in the vessel, the kind that happen when operators lose concentration. While not fatal directly, they often lead to fatal consequences later on. Some basic comforts can be provided to delay the inevitable mental breakdown. Nothing fancy, just things like windows to look out, antennas to call back home, or gravity rings to generate artificial gravity. Finally, recent research points out that living in a pressurized environment is vastly superior to living in a suit. So bring some Nitrogen to compensate for leaks and keep the internal atmosphere at an acceptable pressure. ECLSS, ISRU A set of ECLSS components is available for installation in any pod. The scrubber for example, that must be used to keep the level of CO2 in the internal atmosphere below a threshold. Or the pressure control system, that can be used to maintain a comfortable atmospheric pressure inside the vessel. In general, if you ever heard of some kind of apparatus used by space agencies to keep the crew alive, you will find it in this mod. The stock ISRU converters can host a set of reality-inspired chemical processes. The emerging chains provide a flexible and at the same time challenging system to keep your crew alive. The stock ISRU harvesters functionality has been replaced with an equivalent one that is easier to plan against, as it is now vital for long-term manned missions. The means to harvest from atmospheres and oceans is also present, given the importance of atmospheric resources in this regard. No life-support like mod would be complete without a greenhouse of some kind. The one included in this mod has a relatively complete set of input resources and by-products, and some more unique characteristics like a lamp that adapts consumption to natural lighting, emergency harvesting, pressure requirements and radiation tolerance. A planetary resource distribution that mimics the real solar system completes the package. Reliability Components don't last forever in the real world. This is modeled by a simple system that can trigger failures on arbitrary modules. Manufacturing quality can be chosen in the editor, per-component, and improve the MTBF but also requires extra cost and mass. The crew can inspect and repair malfunctioned components. Redundancy now becomes a key aspect of the design phase. Engines have their own failure system: limited ignitions, limited burn duration, and an overall ignition failure probability will even make your 100th moon landing feel like an achievement! Science Experiments don't return their science output instantly, they require some time to run. Some complete in minutes, others will take months. Not to worry, experiments can run on vessels in the background, you don't have to keep that vessel loaded. There are two different kinds of experiments: sensor readings and samples. Sensor readings are just plain data that can be transferred between vessels without extra vehicular activities, they also can be transmitted back directly. Samples however require the delicate handling by kerbals, and cannot be transmitted but have to be recovered instead. They also can be analyzed in a lab, which converts it to data that can be transmitted. Analyzing takes a long time, happens transparently to loaded and unloaded vessels alike, and can't be cheated to create science out of thin air. An interesting method is used to bridge existing stock and third-party experiments to the new science system, that works for most experiments without requiring ad-hoc support. Transmission rates are realistic, and scale with distance to the point that it may take a long time to transmit data from the outer solar system. Data transmission happens transparently in loaded and unloaded vessels. The resulting communication system is simple, yet it also results in more realistic vessel and mission designs. Automation Components can be automated using a minimalist scripting system, with a graphical editor. Scripts are triggered manually or by environmental conditions. You can create a script to turn on all the lights as soon as the Sun is not visible anymore, or retract all solar panels as soon as you enter an atmosphere etc. User Interface Kerbalism has a nice user interface. A planner UI is available in the editor, to help the user design around all the new mechanics introduced. The planner analysis include resource estimates, habitat informations, redundancy analysis, connectivity simulation, multi-environment radiation details and more. To monitor the status of vessels, the monitor UI is also provided. This looks like a simple list of vessels at first, but just click on it to discover an ingenuous little organizer that allow to watch vessel telemetry, control components, create scripts, manage your science data including transmission and analysis, and configure the alerts per-vessel. Modules Emulation Most stock modules and some third-party ones are emulated for what concerns the mechanics introduced by the mod. The level of support depends on the specific module, and may include: simulation of resource consumption and production in unloaded vessels, fixing of timewarp issues in loaded vessels, the ability to disable the module after malfunctions, and also the means to start and stop the module in an automation script. For Modders Kerbalism has a lot of interfaces ready for other mods to use. If you are a mod developer and want Kerbalism to play nice with your mod, please see the wiki or contact us on discord. Legalese
  3. I can't find if this was not done already. Please list your favorite mods that are good enough to be stock for everyone. Here is my list of KSP 1 mods that I think are good enough to be stock. Use Multi-CPU core physics. Put those 16 logical cores to good use. Tweak Scale: Should not be so hard to double the size of something all else equal. This makes larger or smaller rockets a lot easier. KAS/KIS : KSP 1.11 has a basic attachment system/inventory, but the mod is still better MechJeb: KSP has basic maneuvering, but the mod is still a lot better. Possible now here on Earth. Futuristic Kerbals should be able to do this. USI Life Support/OKS/MKS : This was already discussed in the forum for 2.0. There needs to be some life support for long trips, but the devs also don't want forgotten kerblals dying. SpaceY/Modular Rocket Systems: Makes building large rockets a lot easier Cryogenic Engines and tanks: I think this is already planned Near Future engines/reactors/nuclear storage. I think this is already planned. KSP Interstellar Extended: This one is BIG. It not only adds engines (electric/thermal/charged particles) and reactors (fission and fusion), but in a very correct physics way with different materials having different characteristics(half-life/propellants/burn-time, etc) and needing to solve issues like waste heat and depleted fuel removal. There is also beam power which allows a large power station to beam power to smaller ships with a lot more power than solar. Different frequencies have different characteristics and the lasers can relay/mirror like the comm relays. When KSP 2.0 starts getting high-tech, the science must remain real without getting magically good. This will be difficult to keep the physics/science real without getting magical. Chatterer: Kerbals need to talk sometimes. I don't care if they sound Russian or Spanish. Free IVA: Lets kerbals walk around inside spaceships in 1st person and 3rd person while having realistic gravity. Kerbals also need some daily routine to move from sleeping to working to dining. This was done in the Sims 20 years ago, can't be too hard. Galaxies Unbound: Adding star systems already planned. EDIT: Alcubierre Warp Drive: No Plan Robotic Arms: Guessing planned, but I didn't see yet. Scatterer/EVE: Looks like some of these features are going to KSP 2.0
  4. This is the KSPI-E support thread where you can ask questions on KSP Interstellar Extended If you want to chat about KSP Interstellar you can do it at our KSP Interstellar Discord Server For talk about new development and features request you have to be in the KSPI-E Development thread For any release related news or issues, please discuss them at KSPIE Release thread KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. KSPIE also introduces a modified version of the CTT (which is a hard depenancy) which add additional technodes and integrates them better with other tech nodes If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and extract/copy the GameData to your KSP Folder (allow overwrite) Recommended scale: KSPIE part are based on real world parts. For realistic balance, it is recommended to scale Kerbin to at least 2.5x or 3.2x size and if you want to get serious scale to 6.4x or 10x size. Scaling can be accomplished via Kopernicus, Sigma Dimensions, and scale preset configs are available through Rescale! Recommended Part Mods Supported Tech Trees Recommended Star System/ Galaxy mods: Recommended Tool mods: Suggested Challenges: Documentation & Tutorials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: The most recent tutorial (RUS/ ENG) KSPIE reference spreadsheet by Friznit KSPI-E Guide by flyguybc KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki Mission/Vessel Examples Neren Solar Power Station flyguybc SSTO Interstellar Adventure Video: KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Pebblebed Thermal Turbojet SSTO Demo Warpdrive antigravity tutorial Support KSPI-E add support for the following mods
  5. Way back in Summer 2019, I participated in the JNSQ Space Race. That was my first actual KSP competition, plus it used add-ons and an upscaled star system I wasn't very familiar with. I published a YouTube playlist as 'Not Manley' for that competition, taking my YouTube caption-inspired Purple Space Program persona and adding a Québécois / French Manitoban theme in the spirit of the planet pack's name sake. At the end of that series one or two of my ten viewers suggested exploring the rest of the system. So I started a JNSQ Exploration series, maintaining that theme while emulating Mark Thrimm's Galileo's Planet Pack exploration series. I didn't expect it to take three real-time years and four versions of KSP to finish it, though! Maybe Mark had the right idea to quit after getting to Tellumo orbit. But I stuck with it and finished exploring Nara finally, on 03 October 2021. What I'd like to do in this thread is inflate my YouTube view count, um, I mean, go behind the scenes in the production of this series. Talk about the mistakes made, the bloopers recorded, the bugs worked around, and tie up some loose ends. For instance, Duna's anomalies are a lot more than the sand dunes I thought I found. I'd also love to discuss what happened with everyone here, talk about how things could have improved, and share your own experiences. I'll also make my save file available (70 MB, Google Drive) for you to examine, and possibly even load up. The save and craft files do work in KSP 1.12.2, but you'll need to get all of the add-ons to use the craft left behind. Ol' Boom Boom 2, for instance, is still returning from Lindor. I'll add a post detailing all of the add-ons right after. Enjoy this "making-of" mission report for: The JNSQ Exploration Series aka: "Le voyage d'espace, Je Ne Sais Quoi." Or also, "I should've stopped after Duna." Team Galileo released their Magnum Opus, after the success of Galileo's Planet Pack, in May 2019. According to them, this is the result of everything they learned from GPP. It is a challenge, but it is not an RSS-scale of a challenge. If you have a powerful enough PC, do consider playing in this gorgeous expanded vision of the stock solar system! Here's the playlist in full. What I'll do is, time permitting, add one response for each world. These could include some screen shots of oddball things, maybe the odd blooper reel. Let me know what you think of each of these. The next post will include the add-on list so you can reproduce this environment. It works in KSP 1.12.2 with the correct versions of each add-on. Make sure you make a copy of KSP separate from your SteamApps folder, and make sure the built-in Users group has read/write access to the copy, so log files and saves work properly without needing admin or root permission.
  6. Happy Friday! There's no Show and Tell today, but we do have a brand new feature video for you. In Kerbal Space Program 2: Episode 3 - Next Gen Astronauts @Intercept Games devs talk about their mission to onboard the next generation of space industry experts with KSP2’s new tutorials, UI/UX improvements, quality of life features, and more.
  7. This is not limited to metallic hydrogen. Any modern orbital-class liquid engine would melt instantly if you tried to operate it without a coolant, which is why virtually all1 modern liquid rocket engines pump their fuel around the combustion chamber and nozzle to act as a coolant. However, if metastable metallic hydrogen existed, its properties would preclude it from being used as a coolant. So you would need an auxiliary propellant, like liquid hydrogen, to provide that coolant effect. 1. Some engines use ablative cooling, where the "coolant" is a solid layer coating the inside of the chamber and nozzle that burns off gradually. But that's not true. There are well-defined limits to everything. What you've done (and what you tend to do) is ask questions like, "If there wasn't a limit, where would the limit be?" And that's why these threads can be frustrating. I will point out that it is fine to go the hard-science route and get into the nitty gritty details. The Martian did a great job with this. But the problem arises when you try to mix nitty gritty hard-science details with handwavium. Because that breaks the reader's ability to maintain suspension of disbelief. See, this is exactly what I'm talking about. An anti-inertia drive is fine. Does it break physics fundamentally? Yes. Does it make any logical sense at all? No. But can you make one and put it into your story? Sure. Of course, what you're describing is WILDLY overpowered, but you are the god of your story, so you can fix that. If you don't your anti-inertia drive to be abused, then just say that it releases "graviton radiation" whenever it is used in a way that would make it too overpowered. You don't have to explain it. Your reader will accept the suspension of disbelief. But it makes no sense to talk about the nitty gritty details of material thermal properties in a metallic hydrogen engine when you've also got a universe with an anti-inertia drive. It's like trying to rewrite the story of Apollo 13, but with Moon Vampires. One of these things is not like the other. Agreed. It helps to know what you're talking about. And I agree. That's why I often show up in these threads. I remember when I was just learning all of this stuff. I will say, however, that I wish he'd just make one thread and stick with it. Otherwise it gets hard to see the rest of the threads I want.
  8. Dragon was originally for Moon, Mars, Mars habitat, rocket landing, and whatever, Irl it just had been splashing from LEO and never tested at 11.2 km/s, like, say, the Soyuz (Zond) capsule was.. Its engines are heavy but puny things useless for both lunar flight and landing at lunar speed. but making itheavier, so worse for aerobraking and adding more stress in the hull. And as we can see, all claims about Dragons have been flushed down by SpaceX itself long ago in the name of Starship. Currently only talks about the lunar tourists are seen, for years and it's doubtful if they ever will get real. Say, the brutal Soviet rocketeers have launched several Zonds to the Moon and back before putting a brave cosmonaut inside. But where is at least one crewless lunar Dragon flight? Will a (US? JP?) billionaire be an equivalent of the Soviet lunar tortoises to test the capsule? Talks are cheap. Where? I don't talk about the hypergoilcs fear, it's all about the dockings themselves? Gemini/Apollo/Shuttle were docking manually. Cargo Dragons and Cygnuses are captured manually. Just several dockings of the lightweight Crew Dragon? Tens of docking ports and dockings to assemble a ship in orbit is a very optimistic way, The only two orbital assemblies ever assembled in orbit without hands are Mir (6 modules) and the Russian ISS segment (also ~6 modules), others were assembled manually. And even after the automatic docking, the integration required EVA. 80 ? Has the Canadarm-2 provided this number in all its life? Was it ever working without a human onboard? Currently it's as absolutely the way as N-1, Nova, Convair Nexus, Rombus, Sea Dragon, and a hundred of others were. Just those were spending mostly paper, while Starship and N-1 also metal. *** The only two rockets who ever could with great efforts were Saturn-V and Energy. Currently maybe SLS, as it uses tested equipment.
  9. KSP 1.12.x Near Future Propulsion [1.3.5] Last Updated August 26, 2021 This pack contains advanced electric engines for deep space travel. Generally engines split into the following categories: Gridded Ion Engines: like the stock Dawn, they have low TWR and great Isp. They run on Xenon fuel. Hall Effect Thrusters: similar to Gridded thrusters, but with better TWR at the cost of some Isp. They run on Argon fuel and are pretty cheap! Magnetoplasmadynamic Thrusters: with the best TWR of all electric engines, these engines are very power-hungry. They run on Lithium fuel. Pulsed Inductive Thrusters: similar to Hall thrusters, they run on Argon fuel and have the unique ability to dump extra electricity into the engine, increasing Isp but generating more heat. VASIMR Engines: high tech and fancy, these engines run on either Xenon or Argon fuel. They can be tuned for high-thrust, low Isp operation, or low-thrust, high-Isp operation These engines are all very power hungry - use nuclear reactors or high intensity solar to get the power you need. Their balance has been finely tuned to work with stock mechanics and to extend the KSP experience, particularly in combination with the Community Tech Tree. Full Screenshot Gallery Frequently Asked Questions Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Q: The mod album shows parts that look old/don't exist. What's up with that? A: Keeping the gallery up to date is not super easy. I have it as an action item in the future but this takes time away from real modding. Q: Does this work well with KSPI-E? A: Talk to FreeThinker about this, he manages KSPI-E and its compatibility with NFT Dependencies (Required and Bundled) Module Manager B9 Part Switch Community Resource Pack Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (Github) Issue Tracking and Source KSP 1.12.x Near Future Electrical [1.2.3] Last Updated July 21, 2021 Ever wanted some futuristic energy generation that wasn't too... futuristic? I have you covered here. This pack contains: Nuclear Reactors: Turn Uranium into power! Attach nuclear reactors to your vessel and generate large amount of electricity. Ensure that you have enough cooling capacity with radiators for your reactors to work properly. Refuelling Parts: store extra uranium, reprocess it and extract it from Ore with containers and reprocessors. Capacitors: discharge for a burst of power! These parts can be charge up with normal generating capacity, and once activated will deliver a large amount of power to your ship's electricity banks. Very mass efficient! Full Screenshot Gallery Frequently Asked Questions Q: Does this work well with KSPI-E? A: Talk to FreeThinker about this, he manages KSPI-E and its compatibility with NFT. Q: The mod album shows parts that look old/don't exist. What's up with that? A: Keeping the gallery up to date is not super easy. I have it as an action item in the future but this takes time away from real modding. Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Dependencies (Required and Bundled) Module Manager B9 Part Switch Community Resource Pack Dynamic Battery Storage Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source KSP 1.12.x Near Future Solar [1.3.2] Last Updated July 21, 2021 This pack contains many concept solar panels to use on your ships and stations. There are many sizes ranging from small form-factor panels up to gigantic solar arrays. Additionally, some wraparaound solar panels are provided, for coolness. Full Screenshot Gallery Frequently Asked Questions Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Dependencies (Required and Bundled) Module Manager Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source KSP 1.11.x Near Future Construction [1.3.1] Last Updated December 26, 2020 This pack contains a good number of skeletal trusses and construction type parts for building those near-futurish ships you see in concept art. You'll enjoy: A 1.25m size class triangular truss set A 2.5m size class octagonal truss set A 3.75m size class square truss set A 5m size class annular truss set Adapters and connectors galore! Full Screenshot Gallery Frequently Asked Questions Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Q: The mod album shows parts that look old/don't exist. What's up with that? A: Keeping the gallery up to date is not super easy. I have it as an action item in the future but this takes time away from real modding. Dependencies (Required and Bundled) Module Manager B9 Part Switch Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source KSP 1.12.x Near Future Spacecraft [1.4.3] Last Updated August 26, 2021 This pack contains a variety of parts for making crewed spacecraft. This means command pods. Pretty much just command pods, but also monopropellant engines in many sizes! Full Screenshot Gallery Frequently Asked Questions Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Q: What is up with the RPM IVAs? A: Some exist but now require the ASET props pack to work. They only function for the older (Mk4-1, Mk3-9, PPD-1) pods. Q: The mod album shows parts that look old/don't exist. What's up with that? A: Keeping the gallery up to date is not super easy. I have it as an action item in the future but this takes time away from real modding. Dependencies (Required and Bundled) Module Manager B9 Part Switch Near Future Props Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source KSP 1.12.x Near Future Launch Vehicles [2.2.0] Last Updated July 21, 2021 The latest and greatest (for size, perhaps) in launch vehicle components. This pack includes 5.0m Parts: a balanced and extensive part set that provides a new size of rocket parts. Comes with tanks, adapters, utility parts and specialized components for engine clustering. 7.5m Parts: an extra-large set of rocket parts for those huge constructions. Includes adapters, clustering, cargo and utility parts. Advanced Engines: several new rocket engines based on a whole set of concepts in the 0.625 to 3.75m sizes. Support Parts: new supporting parts that help enhance the large rocket experience, like heavy RCS thrusters. Full Screenshot Gallery Frequently Asked Questions Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Dependencies (Required and Bundled) Module Manager B9 Part Switch DeployableEngines Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source KSP 1.12.x Near Future eXploration [1.1.2] Last Updated July 21, 2021 This pack contains a set of parts to help enhance and improve the KSP probe experience, particularly in the later game with larger probes. You will find: More Probe Cores: A set of eight new probe cores in medium (1.25m) and larger (1.875m) sizes. Probe Bus Parts: Cargo bay-like parts that match the footprints of most probe cores (stock and NFX). Useful for storing batteries, fuel and the like Probe Fuel Tanks: New multi-fuel probe tanks in stack and radial sizes that are in the vein of the stock Dumpling and Baguette More Direct and Relay Antennae: More antennae that seamlessly fit into the KSP CommNet system to fill in missing ranges and add more interesting options. Reflector Antennae: A new type of antenna that does nothing on its own, but instead bounces signal from another antenna to amplify its range. Point antenna at a deployed reflector to recieve the bonus. Available in many sizes. Small Probe Parts: A few small probe parts (battery, reaction wheel) to fill out the probe range Full Screenshot Gallery Frequently Asked Questions Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Q: I'm using Remote Tech and something doesn't work! A: This mod is not compatible with RemoteTech. Some aspects may work but the reflector/feeder system would need to be reimplemented by the RT devs. Dependencies (Required and Bundled) Module Manager B9 Part Switch Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (Github) Issue Tracking and Source KSP 1.12.x Near Future Aeronautics [2.1.1] Last Updated July 21, 2021 This pack contains large and powerful aerospace parts, such as jet engines, intakes, and nacelles. It was preciously part of the MkIV Spaceplane system but has been split off. Large Multimode Engines: Big (2.5m), powerful RAPIER-like engines for your wildest spaceplane needs. Large Jet Engines: Hefty 2.5m engines - turbofans and turbojets for big aircraft. Advanced Propeller Engines: Super-efficient low speed propfans and turboprops. Lift Fans: Designed specifically for efficient VTOL and available in many sizes, these engines can run on LiquidFuel and air, or be driven electrically for flight in oxygenless atmospheres. Nuclear Jet Engines: Massive, rewarding engines that let you fly almost forever! Large Nacelles and Intakes: Of course, 2.5m nacelles, engine pods, precoolers and advanced intakes to help out. Full Screenshot Gallery Frequently Asked Questions Q: CKAN Support Questions? A: Talk to CKAN folks, CKAN is not supported. This is because KerbalActuators, a dependency of this mod, is specifically NOT listed on CKAN. Q: Will you add a part I want? A: I have defined this mod as feature complete, and bugfixes are all I plan to add. Q: I don't like the balance of *thisPart* A: I appreciate suggestions from experience aeronauts for engine balance, it's not really my specialty (Sith lords are). Dependencies (Required and Bundled) Module Manager B9 Part Switch Community Resource Pack KerbalActuators DeployableEngines Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source Special Thanks A big hand to @Streetwind , who basically designed the balance for the whole NFT suite. If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  10. Starship 2021 Design (S20) Hello! This is the first time I work on a KSP mod, so pls be gentle Right now the mod is still very incomplete, it only has the Ship part of it and even that is still missing a lot of details. Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod. First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test: Screenshots: Dependencies: TundraExploration is required for the flaps to function. TexturesUnlimited is required for you to see the shiny metal. Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. I'd recommend using the LF/Ox patch OR the patch I include in the Extras folder of the .zip so you can use it with my ship until I have tank fuel configs. Waterfall - For the raptor exhaust plumes. HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos. StarshipLaunchExpansion - For the suborbital clamp and launch tower. Kari's Starship Expansion Project - If you need a booster that fits with my starship until I release my own, Tundra's works but needs extra manual fitting. (I tested it) Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. When the mod is on CKAN all you have to do is select and install. I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section. I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent. I'm not planing to make RSS configs for my mod, but you're free to post your configs on this post and if people like them I may recommend them here. Features usually get released to patreon first a couple days early and then I will make a public release once all testing is done. The next major update (2.0) will likely be the SuperHeavy Booster. NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design. Download: Spacedock (& CKAN) | Dev Versions: Patreon Roadmap: Trello License: MIT About Me & Mod: I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January but stopped because I wasn't making any progress learning (because quite honestly the documentation for modding isn't.. very friendly for new devs, but that's a rant for another day). About 2 months ago I restarted the project and here we are. I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences. Modder Resources for making compatible mods: Changelogs: Work In Progress:
  11. Hi, my name is Shana Markham and I’m the lead designer on KSP2. I’m the “why” and “how” to Creative Director Nate Simpson’s “what.” I work with him to ensure what we’re building meets our vision for the game, and that it results in the most enjoyable and worthy successor we can build. I’m more of a scripting-and-spreadsheets sort of designer, so you’re going to get some “interesting” art here. Sequels are a balancing act. If we only added more content, that would be better done as DLC. If we revise gameplay wholesale, then we run the risk of not making a sequel anymore. How do we make sure we don’t fall to either extreme? By understanding where we came from and where we are going, and then framing our design around this context. We start by defining the key features and experiences of KSP — what we call our “pillars.” Ideally, anything we add or change enhances at least one of these pillars. For KSP, the pillars are: Sequels are an opportunity to do things that would be difficult to do through patches or DLC. We can take advantage of new technology that’s become more common for our players, apply the lessons learned from other games that have come out, and rework systems and content that would be too involved to do otherwise. If we did it right, then we’ve enhanced the game for our veteran players while enticing new and lapsed players to join in the fun. Our goals for KSP2 are: Make it easier for players to understand what is happening in the game, so they can confidently plan and execute missions Educate players on rocket design and space travel, then show them how to apply that knowledge to the game Explore next-generation space-program concepts, including new rocket technology, colonies, and interstellar travel Explore the possibilities of solar systems beyond our own How does this apply to our day to day? Let’s look at colonies. There are entire games dedicated to the creation and management of colonies. When we players see the word “colonies,” we have expectations for what that experience should look and play like. We also have reality to draw upon: Just think about what it takes to keep the International Space Station running. It’s easy for us to use that wealth of knowledge and propose new features to make colonies engaging and strategic by layering on resource systems and complex interrelationships between structures, colonists, and different types of colonies. Even with infinite time and money, KSP2 would not make a colony system as complex as a game that is dedicated to them. Why? KSP2 is a game about building and flying cool rockets, so our colonies serve rocket gameplay. We’ve minimized colony micromanagement to make sure that our players are free to build their next great idea and are not babysitting an interstellar empire’s worth of needy Kerbal colonists. We all know that Kerbals just need cool suits, snacks, and something fun to crash. When we talk about colonies, we frame the experience in terms of rocketry. The player builds a rocket with inflatable colony modules and flies it to a location to establish a colony. The colony synthesizes fuel to refuel rockets. Players fly missions to provide colonies the resources they need to become self-sufficient. The colony grows to allow players to build and fly rockets from these new locations, opening a host of new possibilities for missions. While colonies are subservient to rockets, that does not mean that colonies are a dry, minimal experience. We’re researching the mechanics of space colonization with the same attention to detail that we apply to vehicle parts and planets. We want players to build crazy orbital drydocks and mining colonies on stalactites. Colonies need to be fun to create and build up, and they need a wealth of possibilities. Nate describes this as a “toyetic” experience. If someone happily spends their play session rearranging the modules on their Ultimate Mun Spaceport, then we’re doing the right thing. Much like a toy, the experience is in how these modules fit together and give the player new things to do. Finally, while we’re responsible for the core experience, we know we won’t be the only experience. KSP has a fantastic modding community, and while our visions for colonies may differ, we need to make sure our systems are designed to be open for new interpretations. Each proposal we reject internally shows us the wealth of opportunities colonies have. Hopefully this gives a little insight into what we’re thinking about when it comes to design. We’re excited to develop this game, and we’re just as excited to see what you’ll make of it. Thank you! View the full article
  12. One mostly overlooked detail from the Ep. 4, we got a little bit of news about Intercepts' thinking on the science system. From Shana's explanation about topology and game design (around min 6:30) it sounds like the basic structure of biomes, experiments, and gathering science to unlock parts will probably be carried into KSP2, with added emphasis on tying these biomes to interesting and unique geological spaces, which sounds great. This is echoed a bit by Tom's mention of 'goodies' to be found in Dres' equatorial mountain range (could be ISRU goodies as well). I know it's been a somewhat controversial topic in KSP but Im personally pretty happy to see science continue to be important to exploration and development. At the same time I think a lot of people would agree science in KSP1 had some big issues, primarily clickiness and grind, that would need to be resolved. There were also some issues with the structure of the tech tree itself. There's also the factor of KSP2's vastly expanded scope both in terms of planets and new technologies that would need to be taken into account. For feedback I thought we could talk about the pros and cons of science in KSP1 and ideas for how KSP2 could make something great out of it. In all likelihood they've already got a pretty strong feeling about it but its fun to speculate. First off I think there are subtle but important pros to the biomes + point-buy system: it's an open way to reward players for visiting new places and gives them the flexibility to develop as they choose. You're not tied down to a linear set of tasks to get the parts you need. Whether you go land on Minmus first or orbit the Mun or do a sub-orbital mission to Kerbin's poles you're still making progress. I also just like it conceptually, that science and doing experiments and discovering new places are critical to actual gameplay. A lot of people have proposed radically different solutions to the science system but few that I've seen seem to achieve these pros while making the game more fun. Then, sadly, there are the cons. The most common complaint I see is a general sense of grind, but there are a lot of sources for this feeling. Right off the bat there's gameplay and UI issues. The way the experiments and biomes are structured players are begged to right-click several very small parts, sometimes hidden inside service bays, and then individually dismiss half a dozen readout screens, often in mid-flight. It's a huge distraction and even when hot-keyed and becomes tedious really quickly. The second problem is a pacing problem caused by the shear volume of science and potential experiment repeats. Besides asking players to manually conduct science while landing and taking off it encourages a huge number of repeat missions in KSOI leading to a near complete tech-tree before their first interplanetary mission. Then there's the tech tree itself, which is a mess, and a host of other minor issues with science labs, balance, lack of mapping, etc. Given all that I do think it's salvageable and with some work could be really fun and great. This post is already getting long so I'll let others chime in before breaking down some possible solutions.
  13. Project "Moo" Just let Kerbiloid talk until the manure stacks up high enough that you can WALK to orbit.
  14. I can’t believe it...but I got to talk on the FAA/Spacex public hearing. HOLY COW....that was nerve wracking. I made notes before hand but still...very, very scary. 

    My name is Aaron Lewison...maybe you heard me talk. This was an amazing opportunity, I still can’t believe I actually did that

  15. No people on earth are ever free from the 'talk first think last' types.
  16. From what I can see, you should try adding engines (and propellant for those engines). I hope that does not come across as condescending, since it is a sincere reply to your question--but because I see no engines, what you have in orbit right now is what I would call the return capsule, or the very last part of the rocket that is left when the rest of the mission is done. If you took this to orbit, then the only thing that you can do with it is return to Kerbin ... but to do that, you need either an engine or else an orbit that hits the atmosphere. If you want to do other things, like go to other planets or moons, then you need more rocket. I can't be more specific about what to improve without knowing what you want to do with it, because those mission types, and the rockets needed to complete those missions, vary dramatically with the destination and intended goals. Given what you've shown so far, I'm going to guess that you're a new player (or else you're very dedicated to using the demo). That's great--we love introducing new players to the game!--but it also means that there are ideas at work here that you're probably unfamiliar with, and sometimes, we experienced players forget to explain them. Instead, let's talk about it from a different direction. There's no such thing as a 'best' rocket, because rockets are designed completely differently to carry out completely different missions. There may be a 'best' rocket for a specific mission, though, so let's talk about the mission. What do you want the rocket to do, which it is not currently doing?
  17. Audacity Memoirs of a Kerbonaut by Martina D Kerman Thread of the month! Thanks, kind nominee (whoever they were- let me know and I'll give you a cameo part ) Contents: Chapter 0 - Maps and stuff Chapter 1 - First Contact (scroll down!) Chapter 2 - Perseverance Chapter 3 - Darude Chapter 4 - Aftermath Chapter 5 - Gategrash Chapter 6 - Overture Chapter 7 - Progress Chapter 8 - Expectations... Chapter 9 - ...and reality Chapter 10 - Ablaze with stars, part 1 Chapter 11 - Ablaze with stars, part 2 Chapter 12 - Ablaze with stars, part 3 Chapter 13 - Love, and loss Chapter 14 - On a knife-edge Chapter 15- Bah, politics! Chapter 16- Bring the Mun Chapter 1 – First Contact It was the music that caught her attention first. That stirring, upbeat tune that sounded like a military march, simple yet instantly recognisable among the other jingles and ads.* The voiceover kicked in as the camera seemed to soar over mountains and shoot up through the sky until the sky changed from blue to black and the stars appeared. "We chose to go to the Mun, not because it was easy but because it was hard. Now, we choose to move on from our first steps to take our next giant leap forward into space." The immortal footage of the great Jebediah Kerman stepping down onto the Munar surface accompanied the first half of that sentence; the latter was backdropped by a panoramic image from the Spirit of Discovery rover from Duna’s surface, Ike hanging low in the sky overhead. "Our programmes continue to expand with more recruits arriving every day." A montage of trainees going through their regimen of exercises, underwater EVA practices, centrifuge training and more flashed across the screen. Scientists in white coats and engineers in yellow overalls traded notes in front of a scale model of the Acapello rocket, pilots flew simulated manoeuvres to dock with a space station, a Javelin launch booster dropped onto its landing barge with a tremendous plume of fire from its engine exhausts and (miraculously) stayed upright and in one piece when the engines shut down. "There’s only one thing missing..." A space suited figure appeared in the centre of the screen, flipped up their visor and looked directly at the camera- directly at her. It was the very same Jebediah Kerman, and he pointed right at her. "-You!" A final musical flourish and the screen cut to black with just the familiar red logo and the slogan "Kerbal Space Program - join now!" "That doesn’t look like homework to me," a voice from behind her made Tina jump. Too late she tried to click onto something homework related but instead managed to start the video again. Several frantic button presses later it eventually stopped and she turned to face her father, blushing furiously when she saw the amusement on his face. "Um..." was all she could think of to say. Dad put on a mock stern expression. "Homework. Now. Or I’ll eat your Minmus sorbet." It was an idle threat- Dad was on a strict diet and everyone knew it, and he liked to complain about it every mealtime. "Yes, Daddy." Tina played the Daddy’s Girl card, looking up with big, round eyes and slightly trembling lower lip, and he laughed and walked away but left the door open so she could hear him muttering loudly: "Mmmm, Minmus sorbet. I can barely remember what it tastes like, maybe I could sneak a little spoonful from the freezer..." Tina smiled, but it faded quickly as she turned back to the English essay that was supposed to be written by now, the cursor blinking mockingly at her on the empty page. It was hopeless- that poem made no sense to her at all, how was she supposed to write a thousand words about some stupid people from hundreds of years ago swooning over each other. She stood up from the desk, grabbed her phone and a jacket and was downstairs and out the door in seconds with a "That was quick!" from Dad following her out. She headed for the end of the street, through the little play park and out to the open field at the edge of town, then cut across the north side to her usual spot on the bank of a small river. It was quiet here, just the sound of the river and birds and the wind rustling through the trees and she felt herself relaxing with every deep breath of that fresh country air. A muffled thud reverberated through the air, almost felt more than heard. She sat up, slightly too quickly, looking around to find the source. A second, louder thud came shortly afterwards and she scanned the skies again with no luck. Only a supersonic spaceplane made that distinctive double sonic boom, but there weren’t any flights scheduled anywhere near here according to kerbinspacetracker.com or- A much louder bang came from behind the trees, accompanied by a chorus of car alarms. The trees themselves seemed to be rustling with increasing volume and the river looked like it was rippling. She climbed back up the bank to get a better view and was promptly blasted back down by a tremendous wall of heat and noise and light that made her teeth rattle and her ears ache. When it had finally stopped, she cautiously peeked over the edge of the bank. The ground looked scorched, the trees had lost most of their leaves and the field was covered by smoke and steam, but there was no mistaking the shape sticking up at an angle in the middle. It was a Dynawing. Tina grabbed her phone and took a picture, then reconsidered and began recording a video as she slowly approached the downed shuttle. She saw what looked like an airbrake with its outer tip buried in the ground and a single wheel, torn off its mount by the impact, and then she saw the shuttle itself, sad and broken now, resting on its belly and one valiant landing gear that hadn't been torn off in the crash, missing half a wing and- pointing backwards? The marks on the ground confirmed it: the Dynawing was facing the wrong way. Even more intriguingly, the scorch marks on the ground suggested that the engines had fired to bring it to a halt, so it had either landed fast and spun around, or else it had actually landed backwards. The heatproof panels were still smoking slightly so she kept her distance, still recording, when suddenly a ladder deployed below the cabin hatch in front of her and the hatch itself opened with a clang and a hiss. A space suited figure emerged, clambering down the ladder and hopping the short drop to the ground. When they turned round, Tina’s jaw dropped: it was Valentina Kerman, the most famous female astronaut ever and her greatest hero. Tina had dressed up as Val last Halloween, had a little bobble head Val sitting on her desk back at home, followed every social media account she had, and now here she was right in front of her!! Val noticed her and waved; Tina was too star-struck to respond, which made Val come over and ask "Are you OK?" She tried to speak but couldn’t so resorted to nodding. "Jeb, you nearly landed on someone!" Val shouted up to the open hatch. "‘Nearly’ being the key word in that sentence," replied a voice that was instantly familiar to Tina. She felt giddy- first Val, now Jeb too!? It couldn’t be... A second astronaut emerged from the hatch and climbed down to the ground. Tina was slightly disappointed that it wasn’t Jeb, but only slightly. "Nice idea with that monopropellant thruster, Val, it sure did the trick." "Thanks, Nat. Still, I can’t take all the credit-" she punctuated this remark with a nod of her head towards the hatch and a roll of her eyes at the same time-" and anyway, it was you who figured out that the SAS core was misaligned in the first place to give me enough control for that manoeuvre." "I heard that eye roll, Val!" Val stuck her tongue out in the direction of the hatch. "AND that stuck out tongue! I know all your tricks, Valentina." "Really? I didn’t see you suggesting that monopropellant thruster trick, Jebediah..." Val retorted. Nat laughed. "She’s got you there, Jeb." Jeb suddenly appeared on the roof of the shuttle, tool two steps then jumped off and only just got his parachute open in time yet managed to land perfectly. He spotted Tina and her phone, struck a glamorous pose and said "And that, viewers, is how you land a Dynawing backwards!" Val snorted. "‘Land’ indeed; ‘belly flop with the grace of a brick through a plate glass window’ would be more accurate." Tina giggled; Jeb acted outraged. "You’re taking her side!? Me, the greatest pilot in all of spacedom, who just landed a Dynawing BACKWARDS, and you pick Valentina ‘use the monopropellant thruster’ Kerman over me!?" "Electronics are all shut down, fuel cells disabled and fuel tanks locked off." A fourth astronaut emerged from the shuttle and joined them. He spotted Tina straight away. "And who might you be, young lady?" "I’m Tina," she replied in barely more than a whisper. "Hey, just like me!" Val grinned. HOW COULD SHE NOT HAVE NOTICED THIS BEFORE!?!?!? Sirens were approaching in the distance and a crowd was already gathering at the edge of the field, phones and cameras clicking furiously. "Alright people, selfie time!" Jeb plucked Tina’s phone from her hands and propped it against a rock a few paces away. "In three, two-" "Wait!" Val interrupted. She popped her helmet off and plonked it on Tina’s head, nearly making her fall over under its weight. Jeb rolled his eyes theatrically. "Whenever you’re ready..." "Ready." "Three, two, one-" Click. BOOOOOM!!! "Uh, Doodul? Did you turn off ALL the fuel cells?" "Oops..." THUNK. A lump of smoking debris bounced off Tina’s helmet, leaving a little scorch mark, then landed straight on top of her phone and cracked the screen. "Nice going, Jeb..." muttered Val. "Hey! That wasn’t MY fault!" Jeb retorted. "You stole the poor girl’s phone and then it got broken, how is that not your fault?" Nat chimed in. "Fine, if it makes you happy..." Jeb pulled a notepad and pen out of a pocket, scribbled something on it and handed it to Tina, but when she went to take it he snatched it away and said "Nope, you chose Val’s side, so I don’t like you." The big grin on his face said otherwise, and he handed her the note again. "Just make sure that gets framed and hung on your wall, OK?" The first of the first responders had just arrived. The four astronauts and Tina headed towards them, picking up her damaged phone on the way. Half way there, Val and Tina slowed down for a chat. "So what do you want to be when you grow up?" Val asked. "I want to be an astronaut, like you." Tina replied, still unable to talk above a near whisper. Val smiles. "Excellent choice! Well, if you work hard at school, do all your homework- ALL your homework," she added as she saw Tina grimacing, "then when you’re ready, you send in an application to the Space Program and I’ll talk to some people and get you a place." "Really?" Tina was thrilled. "Sure" Anyone with such an impeccable choice of favourite astronaut deserves to join the Program." "I heard that!" Jeb shouted over his shoulder. Val peeled her name badge off her suit and stuck it on Tina’s jacket. "Just keep hold of that, so I know it’s really you. I will need that helmet back though." Tina was actually glad to lose the helmet, it was really heavy and the rim was digging into her arms as she tried to prop it up. Another explosion shook the downed Dynawing, sending a fireball into the sky and causing the last wheel to collapse, shaking the ground as it settled heavily onto its belly. "Just promise me when you’re an astronaut, you won’t do that," Vall added and Tina nodded so quickly she made herself feel dizzy. As they reached the crowd at the edge of the field, Tina spotted her parents at the front and ran to them. They immediately started fussing over her. "Are you OK? Are you hurt? What happened to your phone?" "I’m fine, really!" "I take it you’re her parents," Val said from behind her. "Unfortunately, yes." Dad replied. "Well, I told her that if she wants to become an astronaut, she has to finish ALL her homework. Can you make sure she does that?" A very mischievous grin appeared on Dad’s face. "Absolutely! Right young lady, you have an English essay to write and I have a Minmus sorbet to eat." "No you certainly do not!" Mum rebuked him. "You're on a diet." Dad sulked. Val was about to walk away, but turned back and quickly signed her own name on the note Jeb had given Tina. "We both know who your favourite astronaut is," she whispered loudly enough that Jeb could hear it; Jeb sulked even more than Dad. The four astronauts were escorted through the crowd by police, stopping for photographs and autographs, then climbed into four separate ambulances and were rushed away with a police escort, while firefighters tried to contain the fires as much as they could and prevent the river being polluted by leaking rocket fuel. On their way back home, Tina read the note Jeb had given her and was confused by it- I. O. U., Jeb. Dad explained: "An IOU is what you give someone when you owe them some money, but can't pay it right there and then. It's basically a promise that you'll pay them later once you have the money." "I think we have a picture frame somewhere, we might be able to get the pictures off your phone and print one out to put on your wall with that note and your name badge," Mum said. "Hey! That's for my before and after diet photos!" Dad protested, then seeing everyone's expressions added, "And there will be an after photo, too." Never in all of history had anyone eaten a Minmus sorbet so slowly, and with so many appreciative "mmm"s and "yum"s and bowl scrapes to extract every last minty morsel, as Tina did that evening. Later that night, after everyone else had gone to sleep, Tina still lay awake. The events of that evening were replaying over and over in her head. She got up and walked over to the window, and as if on cue the clouds parted and revealed the full Mun in all its glory, illuminating everything with its soft white light. She looked up at it, trying to pick out the place where only last year Jeb, Fleegus and Bartger has taken those famous first steps, and trips and falls and faceplants, on its surface. Some day she was going to do the same, or if not the Mun then on Minmus, Duna or Ike or even Gilly. Some day she too would be strapped to many tons of explosive rocket fuel and hurled into the sky on a giant trail of fire and fury, then travel on to other worlds; or even other solar systems, if the rumours she had picked up online about Grannus being real were true. Some day she too would become a Kerbonaut. Of that, she was absolutely certain. Chapter 2 (*Yup, it's KSP Theme. They did it with the Imperial March in Solo, and if it's good enough for Star Wars...)
  18. Hunmm…. This information is going to be very handy… It's helping me to understand why things are going south. Once you reload something, a lot of data structures are reset and then rebuilt from scratch - so whatever is happening now, should be something changing a thing it's not persisted on the craft file, that once is reloaded gets that bit undone and things go back to normal. What hints me that there's a tiny bit of code on that commit I mentioned on the issue that should not be there…. In a somewhat convoluted way, your information is kinda confirming my current working theory, and it's explaining some results I getting here on my side of the keyboard…. I don't know, I think you need to talk with the CKAN guys in order to see how to rollback the last update… I usually like to update things by hand exactly due these situations - it had bit me in the past. Nowadays I prefer to use KSP-AVC to notify me about the new releases and then I update them one by one, rolling back when something goes trough the south. Updating things on KSP is not exactly safe, anyway... On the "bright" side, I think that most of the worst problems are due a borked BDArmory. Do you remember what version you was using before? CKAN has the habit of changing the target of an Add'On transparently (as it happened recently to Procedural Wings), and sometimes the new fork is not exactly retro-compatible with some things…. Nope, you didn't. There's something else wrong on your installment. Please send me your Module Manager Config Cache (it's on the GameData). I will need to dig a bit more on this case, there's something new here. Well, send me the new KSP.log so. Let's see what else is borking on ya!
  19. Now I have something to work with! I found two probable contributors to your problem (more about below): Textures Unlimited: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.ApplicationLauncher.RemoveModApplication (KSP.UI.Screens.ApplicationLauncherButton button) [0x00029] in <cd473063d3a2482f8d93d388d0c95035>:0 at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) and System Heat Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at SystemHeat.SystemHeatEditor.FixedUpdate () [0x0001a] in <faa8f438e27f4148b7041ce82be5b9c9>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <faa8f438e27f4148b7041ce82be5b9c9> Line: 0) CorrectCoL_Persistent.Start (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [KerbalKonstructsSettings] Start: Career Module Start Called (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at SystemHeat.SystemHeatEditor.FixedUpdate () [0x0001a] in <faa8f438e27f4148b7041ce82be5b9c9>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) They are not the ones directly causing you problems, I found a third one and I will talk about below. But it happens that once something throws up an Exception, it breaks a chain of events because everything that was waiting to be executed after is not executed. This leaves a lot of things not correctly initialised, and then someone else trusting everything was correctly initialised borks and end up taking the blame! So the best way to proceed now is to backup everything and remove TextureUnlimited and SystemHeat from your GameData to see if the problem goes away. If it does, well, you will need to file a bug report for these two Add'Ons in order to have them fixed - to tell you the true, you should do it nevertheless. If by removing them things are the same, then we can conclude that the Add'On I will mention now may be the problem: Adding default item(s) into seat's 2 inventory of part [Part:mk1-3pod (id=C4292261514)]: KIS.evapropellant (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) LiquidEngineLV-T91 added to ship - part count: 2 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <12e76cd50cc64cf19e759e981cb725af>:0 at PreFlightTests.StationHubAttachments.TestCondition () [0x0003f] in <cd473063d3a2482f8d93d388d0c95035>:0 at PreFlightTests.DesignConcernBase.Test () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at KSP.UI.Screens.EngineersReport+TestWrapper.RunTest () [0x00006] in <cd473063d3a2482f8d93d388d0c95035>:0 at KSP.UI.Screens.EngineersReport+<RunTests>d__49.MoveNext () [0x000bb] in <cd473063d3a2482f8d93d388d0c95035>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) This exception is happened everytime you tried to add the LiquidEngineLV-T91 to the craft - and the part is vanishing because in the middle of the processing, this exception blowed up everything interrupting that chain of events I talked above, and some other code on KSP hits the "panic button" and get rid of the troubling part. The KIS Inventory module may or may not be related to the problem - it could be only an innocent bystander that was caught by the mess, or it may had contributed somehow to the problem. This Exception is weird because it's borking on UnityEngine.Object.GetName(UnityEngine.Object) what implies that the object the code is trying to get the name is no more - what suggests that the code believes it should exists, or perhaps the code should be dead by now (because its data is already dead) but someone forgot to kill it. And this is where that Exceptions above may have playing a hole on it - by blowing up their chain of events, they may be preventing things to be created, or preventing things from being cleaned up. Both hypothesis satisfy the working theory I proposed on the last paragraph. Well, so in a nutshel: 1) File a bug report on Texture Unlimited giving this KSP.log. Then remove Texture Unlimited from your rig 2) Do the same with System Heat. 3) Remember to have everything backed up 4) Try to reproduce the problem again. 5) If the problem vanished, well, it was one of the two thingies above. Wait them to be fixed before installing them back - this can be a problem with System Heat. 6) If the problem persists, then my best guess is KIS Inventory - reach KIS maintainer for help. But first get rid of Texture Unlimited and System Heat to make things easier for him. Keep me in the loop one way or another! Cheers!
  20. Forgotten Space Program Latest Post: 2021-07-07 - Legitimate Salvage -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Thread of the Month: May 2016 -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper 2017-05-08 - Whispers Volume 2 Sequence 5 2017-05-14 - Mission Report, Wooden Nickel 2017-05-23 - Crazy Talk, Manganese Station 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire Volume 2 Sequence 6 2017-07-03 - Ghosts On The Ice / The Other Side 2017-07-14 - Into The Abyss 2017-09-13 - The Hook 2017-10-19 - Out In The Cold 2017-10-23 - Late Arrival 2017-11-28 - Late Departure 2017-12-04 - Exit Vall, Stage Outwards / Pol-italicized Pol-lution2018-01-31 - Children of Bop 2018-03-19: Where There's a Whip... / ...There's a Laythe 2018-03-27 - Will the Last One Leaving Jool... / ...Please Turn Off the Lights / Year 100, Day 336, Hour 2 Volume 2 Sequence 7 2018-07-16 - Shadows and Whispers / Nickel and Dimed 2018-07-24 - Council of Copper / Another Nickel's Worth 2018-08-03 - Controlling Copper / Supplying Chaos 2018-08-12 - Project Copper / Culpa de Cuprum 2018-08-19 - Copper Loss 2018-09-16 - Titanium: The Next Generation 2018-12-03 - Where We Left Off / Copper Gains / Friendly Warning 2019-05-08 - Planning Pioneers / Living with Copper / Copper 12 2019-05-27 - Copper Supply 2019-06-09 - Titanium Y-6 / Iron Transfer 2019-06-12 - Iron Enrichment / Titanium Y-7 / More Irons on the Fire 2019-06-18 - Titanium Sky 2019-07-22 - Interlude - Course Correction Volume 2 Sequence 8 2019-07-30 - Alone on Duna 2020-12-03 - 28 Days Earlier / Ghosts and Stuff 2021-07-07 - Legitimate Salvage (Shift + Enter. NOT Crtl + Enter. Shift + Enter.) -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.4.5) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Older Mods in Use (for previous KSP v1.3.1) Older Mods in Use (for previous KSP v1.2.2) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  21. If you can't interact they're useless, if you can use them then the whole infrastructure gameplay becomes exponentially easier. It just spreads existing gameplay over tens if not hundreds of people, if anything it reduces the scope of the game. Space is vast, empty and pretty much dead, if it's crowded it's not a space game. I can see a tiny window of opportunity for a Death Stranding like asynchronous system tied to the contract system in which you can post your contracts for other players to pick or do missions like bringing something to a specific destination or building a specific craft but that's a nightmare to design and make work and probably still beyond Intercept's capabilities and budget. And remember that anything that anything that makes multiplayer more central to the core experience goes directly against moddability, if you remain in the realm of coop and small private servers you can just require everyone to have the same mods, but if you start to bring random players in each other games and talk about MMO like population the only way to manage modding is to forbid it altogether when playing multiplayer.
  22. Including Iridium Next, New Horizons and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) (Special Gojira Guide HERE) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues IVAs are weird. A future update will be focused on IVAs! Is your Starship black? Go to the main menu > Settings > Graphics > Make sure the Reflection Refresh Mode is on. "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Not required but highly recommended: Textures Unlimited (For a shiny Gojira Mk4) Recommended Mods MAS Interactive IVA (For big screens inside Rodan command pod) Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Near Future Props (for custom props inside IVAs) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah and Gojira landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR Beta versions on GitHub Realism overhaul config patches (Currently for TE v1.6 only) by @Nessus_ A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar and @Infinite Monkeys for the help of balancing some of the rockets for a better gameplay! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings. CKAN is NOT supported by me, any problems with it is not on me. (kinda) Follow me on Reddit! /u/damonvv Consider buying me a coffee or a rocket ticket!
  23. ... or at least as hard as (mostly) stock KSP allows. By that, I mean: No quicksaves or reverts Starting budget of 0 The whole commnet thing, but with extra stations enabled (+reentry blackout) 120% reentry heat, which for some reason is the maximum? 60% multiplier on everything (I might lower the funds further later) 200% penalty on everything, which will hopefully never take effect a few more things Considering that I have never landed on the Mun without at least quicksaving beforehand, this will be quite interesting. In addition, this isn't completely stock. I'm using VSR, which adds a few of its own parts, so I better mention it. Everything else is just graphics mods like Scatterer or EVE. (I want to note at this point that I am by no means a good storyteller. I tend to focus on mundane things or tell in a boring manner. Please just bear with me, especially in early-game stuff) The game started just like any other, really. Get some pad science, launch the first rocket, etc. So far, so normal. I know it's possible to reasonably reach orbit as soon as the Swivel is unlocked. I've done that myself in the past. But I decided to stick to SRBs for a bit and achieve some altitude records - get as much science and money as early as possible without too many risks. Plus, I'll need those heat shields! And not having playing KSP for a bit, this was also when I was reminded of how great this game can be. Sort of felt like the first career all over again. Unfortunately, I ended up just a few kilometers shy of reaching space. I limited the engine so I wouldn't have to worry about heat (and passing out), but that might have made up the missing bit. So I ended up using liquid fuel to reach space... and then come back to the ground a few hundred kilometers downrange. Surprisingly, that used a bit of ablator. On the bright side, this allowed me to test whether the pod would flip and ruin my day when I come back from orbit later (it didn't). About reaching orbit... without how high up my apoapsis is, going into orbit turned into a bit of guesswork. Typically, I aim for around 85 km, but this time my orbit ended up over 130km above the surface! What's important is that I reached orbit and came back safely. And it's not like the first real orbits were perfect, either. Next (and so far last) item on the itinerary was the Mun. And that took more tries than I hoped. At this point, I want to remind you that I don't have reverts, I paid for every attempt! Given that I know very little about my orbits and 18 tons don't give a lot of dV, the idea was to just briefly enter the Mun's SOI, get the contract done, and immediately return. Equipped with a calculator and the vis-viva equation (I mean, how else was I supposed to do this?), I discovered that attempts no.1 and 2 would fall short of the Mun, by less than 100m/s to boot. In terms of distance, that's, like, two thirds of the way to go. At least I could gather some high orbit science. Attempt 3 was just a total failure. Fuel management was a disaster on that flight, let's not talk about it. I rearranged the tanks a bit to have more dV in the upper stage. I had to stage earlier, but some 900m/s worth of fuel were left. Finally! At last I could... miss the Mun by what I can only imagine to be a few thousand kilometers, maybe even less. Turns out I was just a little too far ahead. This being KSP, I decided to wait a few orbits instead of giving up. And sure enough, around 12 days later... I don't think I've ever been this relieved about a Mun encounter before. Not even my very first missions felt that tense. The Mun contract gave me enough money to upgrade my tracking station, but I'm torn between it and the launch pad. Mass is a huge limiting factor right now, and I think I can achieve orbit with only the lines and nothing else. Or I could go into aviation and eventually upgrade both. I cannot wait to fly an aircraft without reverts! (/s) But the end of that mission marked the end of my session, so I have plenty of time to come up with an answer. I honestly look forward to continuing this, that was a lot of fun! I noticed that I'm a lot more careful than usual. Knowing that you don't have a second shot somehow changes everything.
  24. This challenge was continued with permission from the previous thread manager @sdj64 LINK to the old Jool-5 thread There are over forty-five pages of entries and discussion, so look and see what made it and what didn't LINK to the older Jool-5 thread. There are hundreds of pages of entries and discussion, so look at it to see what worked and what didn't! CHALLENGE RULES Given the scale of this challenge, everyone who completes the mission successfully gets a spot in the hall of fame. 1. No cheating, including the stock debug menu cheats, HyperEdit, kraken drives, or file editing. HyperEdit is allowed for testing but get rid of that H when you fly the real mission! 2. No part-clipping of functional parts (fuel tanks, batteries, crew pods, engines, science parts, SAS) into each other. It is okay to clip structural and non-functional parts, wings, and heat shields. 3. Any number of launches are allowed to assemble the ship in low Kerbin orbit (preferably below 100km, not a hard ceiling though, but do try to stay around or below 100km at most). All launches must be flown! 4. There's funding for one main ship only so all the crew, lander(s) and other stuff has to go to Jool as one big ship. Once the ship leaves LKO, it cannot obtain more parts or fuel unless it mines and refines the fuel itself. The ship can separate once in Jool's SOI. 5. Kerbals must be in a pod or cabin (no seats) for the interplanetary journey. Seats are okay for landing and flying within the Jool system. 6. One refueling mission is allowed in the Jool system if you run out of fuel, unless your ship uses ISRU. The refueling mission can only transfer resources, not parts, to your Jool 5 craft. This mission must actually be flown! 7. On all of the landings, the Kerbal must be able to get out and walk (or swim!) around on the surface. Make sure your ladders work! 8. Use Normal difficulty or harder, except, any ComNet settings are allowed including turning it off completely. 9. All the Kerbals have to arrive back to Kerbin surface at the end of the mission, happy and alive. You are allowed to optionally send up a craft to return them from LKO. 10. Mods / DLC: STOCK: only mods which do not add parts and do not change physics are allowed. This includes any informational, planning, visual, autopilot, or automatic functions. DLC: Any and all DLC made for Kerbal Space Program are allowed. MODDED: Use of most parts mods and certain game mechanics mods are allowed. You NO LONGER HAVE TO ASK if your favorite part pack is allowed! Some parts mods are prohibited. Please see below. Specific Mods: ENTRY SUBMISSION RULES 11. Submit your challenge as an imgur album, with good captions and descriptions, as a video or series of videos, or as a thread in Mission Reports. 12. Pictures or it didn't happen! Please keep the resources tab open, as well as show the informative windows from Mechjeb or KER if you use them. Take a picture of every important moment, including transfers, dockings, landings, stagings, and refuelings. For Jeb's Level, also take pictures of the science screen when you recover your craft. Alternatively, video submissions are a great way to show everyone your mission as well. These will help future participants to see exactly how you accomplished each part! CHALLENGE LEVELS 1ST LEVEL: one Kerbonaut lands on all the moons and come back safely. Low mass and low cost and low parts sub-challenges: with stock parts and physics, how low can you go and still accomplish the mission? NOTE: Low cost submissions may not utilize ISRU, or a negative cost would be possible. (Thanks @jinnantonix!) 2ND LEVEL: two or more Kerbonauts land together on all the moons together and come back safely. 3RD LEVEL: There's not enough time left for training one crew member to be an expert on all of the moons, so five Kerbonauts must go to the mission, with at least one unique Kerbonaut landing on each moon. JEBEDIAH'S LEVEL: collect as much Science as possible! Your score is the number of science points from the Jool system only, returned to Kerbin (not transmitted). Only stock experiments count for this! To score, take pictures of the science screen(s) when you recover the data. Otherwise, the rules are the same as 3rd Level. GATECRASHER / HONORARY MENTIONS: Missions completed the mission in spirit but didn't meet every requirement. ISRU: Use of ISRU will get a note ISRU on the entry description in the hall of fame. This includes stock ore harvesting and converting as well as mods such as Kethane and Karbonite. ISRU is allowed for any level of completion. GRAND TOUR: Not officially part of the challenge, but landing on all planets and moons in the Kerbol system in one mission will earn a GRAND TOUR note and the everlasting praise of all of Kerbal kind. Rule 4 is waived, but any Kerbals on the mission cannot return to Kerbin in between any landings and you still must follow the other rules. Additional optional information to help others see how the mission was accomplished: - Which game versions did you use? - What mods did you use, if any? - How many Kerbals are on the mission? - How many launches were needed to start your mission from Kerbin? - How much did your mission cost? - Did you needed a refueling mission? - Did you bring additional stuff like satellites, rovers, etc? - Share the delta-V information too, if you tracked it! ------------------------------------------------------------------------------------------------------------------------------ Well, now this big announcement is in the Kerbal News, all the public is excited about this mission and even the Government is watching! Now it's up to you, to the engineers and to the bravest and craziest Kerbonauts of all time! Completion Badge: Anyone who has finished the challenge can add this badge to their signature. The Low Mass Feather badge is available for entries in the low mass sub challenge. Hall of Fame 1st Level- - @Laie Video here. Used a smaller-than-you'd-expect rocket with a dedicated Tylo lander and a spaceplane shell that encloses the Vall-Bop-Pol lander to make the Laythe lander. A very well done mission with a great video. - @Stratzenblitz75 Video here. Used a completely reusable mission involving a tiny mothership which orbited Tylo and tiny landers that explored the system. I should also point out that no nuclear engines or ions were used in the mission. Truly impressive. - @Ultimate Steve Videos here and here. Used a single launch in career mode sending Val to many places in the system including Vall. Very impressive how quickly the mission was thrown together and carried out. - @IncongruousGoat Album here. A simple, single launch Jool 5 mission that only uses 42 parts! Very well optimized and well done. Good job! - @chargan ISRU Gif here. Used an ISRU shuttle and hopped from Kerbin, to the Mün, to the Joolian moons, to Duna, and finished it off with a glorious vertical landing at the KSC. Excellent job! - @GRS Album here. Used a massive, creatively named mothersheep that carried landers for Laythe and Tylo, landing on Vall and Bop (AND DRES!) by itself. As an added bonus, the lonely Dres was even visited, that doesn't happen very often. Amazing job! - @Challyss Album here. Used a brute force 5 meter launch booster with two 5 meter side boosters. Once in LKO used a vector-power stage to boost to an elliptical orbit, then used a rhino powered mothership to go to Jool, where it completed the mission. - @5thHorseman Videos here. Used a single launch to send three Kerbals to the Jool system, where the ship parked in an elliptical Tylo orbit. From there a tug took the landers to their respective moons where they *wait for it* landed. The ship then fired all three Kerbals home safely. An amazing mission and equally amazing videos. - @Xurkitree Grand Tour Thread here. A surprisingly small mission that not only landed on all the Jool moons, but also every other planet and moon in the system. The mission sent a craft out to Eeloo, which landed and returned to Jool before heading home. Once in orbit Derton was picked up by a recovery rocket and landed safely back on Kerbin. Outstanding. ISRU Video here. I don't even know where to start, Xurkitree didn't just do a Jool 5 in this mission, they did it twice. A large SSTO ISRU craft launched and refueled on Minmus before gravity assisting its way to Jool where it completed the landings and then returned to Kerbin, WHERE IT RELAUNCHED and then detached a small non-ISRU craft which carried out the landings again. A fun note was when the Laythe lander landed by computer control while the Kerbal parachuted down. Great job on your fourth Jool 5 submission! - @dvader Album here. A single launch using only chemical engines. Used several gravity assists to make the trip to Jool cheaper in terms of delta-v. Used a small but capable plane for Laythe, and a donut lander for the other moons (with extra fuel for Tylo and Vall.) Overall a very optimized mission, complete with a near KSC landing. - @fulgur Album here. A very small and well optimized mission with a smaller-than-you'd-expect mothership. Ions were used to scoot Jeb and Vall about the system to the various moons, and then left as the small mothership made its way home, getting into Kerbin orbit with only forty m/s of delta-v remaining. (Talk about close margins!) The crew were returned safely by an Aether SSTO. - @Pro100kerbonaut ISRU Mission report here. Used an SSTO spaceplane to go to Minmus to refuel, then flew off to Jool. This mission is the most impressive in how it handled the Tylo landing. Not only was the landing done using the SSTO, but it came directly from Vall without refueling at Bop or Pol. The landings were all completed flawlessly, but was destroyed in a crash landing back on Kerbin. The pilot survived though, and any landing you can walk away from... - @dnbattley Album here. A direct ascent mission to all five moons, starting with Pol and Bop, then Vall, Tylo, and finally Laythe. The tensions on this mission were very high, as Jeb began his Tylo descent on a NERVA powered craft with a TWR of .9, managing to get it above 1 just in time to pull off the landing. From there Jeb flew to Laythe where he somehow missed the ocean (this might be a KSP first) and used the craft's jets to push it into the water for an ocean launch. After struggling back into orbit, Jeb flew by Tylo back to Kerbin, using a Duna aerogravity assist to get the right trajectory (ARE YOU SERIOUS?) Upon returning to Kerbin he was able to sneak in a Minmus landing. This mission is without a doubt one of the more Kerbal ones submitted, complete with Jeb gliding the final stage down to Kerbin with his EVA chute. - @EveMaster Grand Tour, ISRU Thread here. Additional album here. EveMaster managed to complete the Jool 5 challenge with an ISRU craft, utilizing the power of two mammoth engines and a detachable spaceplane. Also went the extra few million miles and completed a grand tour! Both Bob and Jeb were on this mission, however Bill stayed behind on Eve, so only Jeb is being considered for this entry. Regardless, an excellently executed mission. - @ManEatingApe, @Jacke, @dvader, @Muetdhiver, @Rakaydos, and @Pds314 Mission thread here. What these users have completed is the first community Jool 5 mission for this specific thread, possibly the first ever. Furthermore, this mission was done in a 'caveman' style approach, meaning no maneuver nodes, tier one buildings, and launch mass restrictions. These restraints meant the main ship was built over multiple launches. The landings were carried out by a plane and three identical landers, which carried Jeb to, around, and back to Kerbin from the Jool system with excruciating precision. I highly suggest checking out this mission's thread, it's one of a kind! - @Space Nerd Album here. Using a long nuclear mothership, Jeb and Malvis conquered the Jool system in a surprisingly easy manner. An off-center Bop/Pol lander was docked onto the side of the mothership, leading to one of the more interesting mothership designs. Jeb took Laythe, Tylo, and Vall, and Malvis handled Bop and Pol. Once all the landings were done, they flew back to Kerbin and used a 10 meter heat shield to slow down and splashed into the ocean. - @ralanboyle Video here. Using a single brute force launch, a main station of sorts was put into Jool orbit,. From there a Laythe-plane was released, and upon returning from Laythe, a lander/fuel tank combo (and an extra part for Tylo) took on Tylo, then Vall, then Bop, then Pol. They forgot to put a flag on Pol, but who cares. Also, the lander was able to return to Kerbin all by itself. Quite the capable craft I'd say. The mission is edited into a very nice video, and I suggest giving it a watch if you've got the time. - @Carbonjvd Album here. Using the incredibly stylish IPV Excelsior spacecraft, Tridous Kerman flew to Minmus to refuel, where she picked up two more crew members in Minmus orbit. From there they flew to Jool, where they refueled at Bop. After the tanks were full, they hopped to Pol, then Tylo, then Bop again, then Vall. From Vall the crew hopped back to Bop for more refueling, then flew to Laythe. After converting stored ore into liquid fuel, the crew touched down on an island, then (you guessed it) flew back to Bop! (for more fuel) From this final Bop landing, the Excelsior returned to Minmus where it all began, then safely touched down on Kerbin. A stylish landing for a stylish craft. - @camacju Grand Tour. Album here. This mission is impressive as it not only visited the five moons of Jool, but also every other landable surface in the Kerbol System. The Jool portion of this mission was completed after the mothership completed the Eve portion, then used gravity assists to get to Jool. A Tylo assist put the ship on course to aerobrake at Laythe, and after landing on Laythe the lander was then reused for Tylo. The other moons were completed using a smaller lander, and the brave Kerbonaut landed back at Kerbin after quite an exciting trip. Video here. A very well edited video of a Jool 5 mission which used only liquid fuel! Launching from the runway as a spaceplane, the craft flew up before staging its rapier engines and continuing to orbit on nerva-power. The Laythe landing was done using a smaller spaceplane, and the rest of the landings were done using a very impressive lander which used only 1 nerv engine to land on all the other moons, including Tylo! The lander also served as a trip home and as a heat shield so that the brave kerbonaut could parachute to safety. This mission is beautifully summed up in the video link, and I highly suggest checking it out. A truly unique mission! Video here. Another liquid fuel only mission! This one utilized multiple relaunches of the same spaceplane to put multiple fuel tankers in orbit. From there, the craft departed for Jool after some gravity assists and once again demonstrated the unusual, difficult, and impressive use of a nerv-powered Tylo lander. The video this mission was edited into is nice and tidy as well, and I suggest watching so you can see all the work that went into it. - @Goufalite Video here. This mission began with the assembly of a main mothership in LKO. Once complete, the ship cruised to Jool where it used gravity assists to achieve orbit. From there, the spaceplane was deployed to Laythe, but missed its target island. Never fear! The spaceplane had such high performance it was able to fly to a nearby island. Once back with the mothership, the SSTO was drained and detatched, and a capsule on its nose was undocked and docked to the Tylo lander. The Tylo lander used 2 aerospike engines to blow its way to the surface, and the final stage of the lander redocked to the mothership to be reused as the lander for Vall, Bop, and Pol. After visiting Vall and Pol, the lander flew by itself (and out of connectivity range) to Bop, where it landed and returned to Pol all on its own (Goufalite found this method was more fuel efficient). After returning to the mothership at Pol, a Tylo gravity assist sent the crew home, and both safely landed only 50 kilometers from the KSC. This mission made me nostalgic for my first Jool 5 mission, which in turn makes this mission special to me. Nice job, @Goufalite. - @king of nowhere Grand Tour. Mission thread here. This mission was done using Kerbalism, and an absolute UNIT of a mothership. Appropriately named the DREAM BIG, this ship conducted the Jool 5 challenge with dozens of farms, radiation shields, and drop ships to keep itself self-sufficient. Fighting food limitations, mod issues, solar storms, insanity and radiation damage, the crew of DREAM BIG flew throughout the entire Kerbol system planting flags on every world. The mission thread is an entertaining read, and has a video tour of the DREAM BIG spacecraft, which I highly recommend you check it out. I congratulate @king of nowhere on completing the mission, and for not losing their sanity in the process! - @Lt_Duckweed Video here. This Jool 5 mission is notable for three reasons. Firstly, it is fully recoverable. Secondly, it only uses two engines, being the nerva and rapier. And thirdly, it was edited into a masterpiece of a video. This mission began with a launch just west of the KSC, and made a direct transfer to Jool. Upon Jool arrival, the elegently designed craft deployed a nerva-propelled lander, which performed the Tylo landing. After refueling at the main ship, the lander then visited Vall, Bop, and Pol with refueling trips to the main ship in between. The lander then returned to the main craft, which transfered to Laythe, completing the final landing. The craft then returned to Kerbin and came to a stop on the KSC runway, returning with it every part it launched with. I must repeat the high quality video the mission is edited into, and strongly suggest giving it a watch. - @bwest31415 Album here. This mission began with the launch of a long thin rocket which was followed by a normal transfer to Jool. Upon arrival to Jool however, inflatable heat shields were used to induce a Joolian aerobrake, a maneuver I've scarcely seen used since the addition of reentry heating to the game. The first landing to be done was Laythe, and the final stage of the lander was used to land on Vall and Tylo. The lander then left the main ship behind and traveled to Pol, then Bop, then back to Kerbin all without refueling. Jeb landed safely back on Kerbin after a toasty aerocapture, and exited the pod to take in a nice mountain view. Low Mass - @EvermoreAlpaca Video here. Mass of 6.2 tons (Current Record!). Spaceplane launch, gravity assists off Kerbin and Eve to reach Jool. Landed on Laythe with the same rapier used in the launch stage, returned to orbit with an incredible TWR, scooted over to Tylo where the most bare-bones Tylo lander I've ever seen was used to land on and take off from Tylo (saved fuel by having Bill push it to the top of the mountain), flew over to Vall where the landing was done using staged batteries and a single ion engine. The Vall lander (which was also part of the Laythe lander) completed the last two landings on Bop and Pol and returned to Kerbin using many more gravity assists before preforming an aerobraking, with Bill parachuting to the space center and landing atop the RnD. Low Cost - @jinnantonix Video here. 34,663 funds. The thread's first low cost submission! Using a low cost launch vehicle and a K-E-K-K-J flyby route, the mission put Val and a fuel-tanker station in elliptical Laythe orbit. From there one lander tackled Laythe, and another tackled the other four moons, with an extra few stages for Tylo. It is worth mentioning that this mission used no electrical charge and relied entirely on engine gimbal and some RCS to steer. On the way back, a double Eve flyby helped slow down, so an aerocapture could be done at Kerbin, where Vall proceeded to parachute onto the VAB. - @camacju Mission here. 24,070 funds. This mission used a SRB powered launch stage and a terrier powered transfer vehicle to get the landers to Jool (after numerous gravity assists). A dedicated Laythe lander tackled the ocean-world, while a multi-stage Tylo lander tackled the rest of the moons, and returned the brave Kerbonaut Wildard Kerman to Kerbin. Before heading back however, the new space-construction method was utilized to steal a solar panel from the transfer stage, marking the first time this creative form of staging has been used. Mission here. 17,635 funds (Current Record!). This mission is a more stripped down version of @camacju's previous low cost mission. This mission featured a visit to Laythe's ocean floor, and utilized eva construction to manually remove empty fuel tanks from the mission. Additionally, eva fuel tanks were used to refill the brave kerbonaught's jetpack to enable fuel savings by extended jetpack use. Low Parts - @bayesian_acolyte ISRU, Album here. A small, single stage craft comprising of 31 parts. Bayesian_acolyte said there could have been some part count improvements, but even without it the mission still did so much with so little. This mission shows just how far ISRU can be stretched, especially with that Tylo landing. - @Majk Thread here. A simplistic Jool 5 mission consisting of only 30 parts . The mission began using a very basic launch stage, and flew to Jool using a long nuclear ship. Lander reuse enabled part count savings, and usage of the nuclear ship as an ablative heat-shield helped return Val to Kerbin's surface in one piece. - @Majk Video here. Easily the most simple Jool 5 mission completed to date, accomplished using only 9 parts (Current Record!). This mission started with the 9th part, an RTG, stowed inside the command pod before installing it in orbit. It is also worth recognizing that a clever method of timewarping in the tracking station enabled refueling to take place while utilizing only a single RTG. The submission takes the form of a short, concise, and wel narrated video, and I highly encourage giving it a watch. 2nd Level - @jinnantonix ISRU, Album here. Used a big launch with a self-refueling vector-powered lander that made multiple Laythe landings and mined ore from every moon. Two kerbals were landed on each moon and the lander was recovered at KSC. - @Kerbolitto ISRU, Album here. Excellent mission done using two space shuttles capable of refueling on moons. Absolutely amazing job. In all things I ever thought I would see happen in KSP, a space shuttle landing on Tylo was not one of them. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @PhoenixRise86 Album here. Used a mothership for the first part of the mission, then resorted to ions to get to Ike and Minmus, then safely back home. Also, this is the first 2nd level mission to not use ISRU. - @GRS: Album here. The highly anticipated Sheep v2 did not disappoint, and went above and beyond by visiting not just Jool's moons but also Kerbin's and Dres. Used massive nuclear boosters to get around the Jool system and the Tythe lander to get two Kerbals on every moon and Dres, before using the Sheep v2 to land the entire crew on Minmus and Mun. Spectacular! - @Xurkitree ISRU Video here. This modded mission utilized ISRU, a nuclear mothership, and eight aerospikes to land on all five of Jool's moons with Cerdrin and Lodous Kerman. Returned the lander and mothership to LKO where a separate rocket retrieved the crew. I highly encourage watching the video submitted, it is excellently edited and the music supports the awe of the mission. - @QF9E Thread here. This mission used a blunt-force approach by lifting off on a powerful launch stage, and made quick work of Jool's moons. The moons were all visited by one lander, which dropped various attachments that helped it land on some of the bigger moons. At the end of the mission, the three brave kerbonauts safely touched down in the ocean, and a BFR style spacecraft recovered the remains of the lander in Kerbin orbit for historical preservation. Truly an impressive mission indeed! - @Mars-Bound Hokie ISRU Mission here. Using the Anubis II SSTO, Tancan, Fernal, and Kenby Kerman flew to Minmus to refuel, then blasted off for Jool. After touching down on Laythe to refuel, the crew went for Bop, then to Tylo. After landing with no liquid fuel to spare, the Anubis II was refueled, then launched for Pol. After a risky auto-piloted landing, the ship refuel before bounding to Vall, where the crew had a group picture. Heading back to Kerbin, a mix of brute force and aero-braking was used to get the trajectory needed to get back to the KSC, and then the crew refused to ditch the plane and pulled off the legendary runway landing. 3rd Level - @iAMtheWALRUS Grand Tour, ISRU, Album here. Used SSTOs to launch the mission and used moon hopping to get around the Kerbol system. Very nicely done. Also, first 1.4 submission - @sturmhauke Album here. To put it in the words of the pilot them self; "A mostly reusable mission to all 5 of Jool's moons. Single launch SSTO carrier drone, with a separable mothership and 5 landers." Very well done and efficient mission. Used fuel cells to power ion crafts for Bop and Pol, sent a plane to Laythe, and conquered Tylo with a rocket lander. - @mystifeid Album here, ISRU. Used two launches to put a mothership and a universal lander into orbit. Then used left over launch stage to boost to Jool and then around the system until it ran out and was staged at Tylo. Bob landed on every moon, accompanied with a different Kerbal for every moon. Very nice mission, and even had the added bonus of a near KSC landing. - @PhoenixRise86 Album here. Used a single launch of pure rocketry, no jets, ions, or nukes used in the entire mission. This mission did the Jool 5 mission in style, with some of the most interesting landers I've ever seen, including an aerospike Laythe plane. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @jinnantonix ISRU, Video here. Of all the Jool 5 missions I have seen in this thread so far, none treat their Kerbals better than Jinnantonix has. The craft was modular in design and split into several different arrangements for various landings, and came with a gravity spin for deep space transit. Very considerate, and very awesome. - @Grogs Album here. Two launches to build the main ship in orbit, one crew launch for realism. Used a giant transfer stage to get the landers to Jool. Chemical engines pushed the landers about the Jool system, with nine Kerbals in total being involved in the mission. Once the landings were completed the mothership returned to Kerbin where a fourth launch collected the Kerbals and returned them safely to Kerbin. - @Pipcard ISRU Thread here. A well executed, eight Kerbal mission with one of the longest ships I've ever seen in this game. Excellent mission that toured the Jool System in an engaging thread. Mission was assembled in multiple parts, flew to Jool, landed on the moons (being sure to refuel on Bop and Pol when needed), EVA jetpacked off Tylo, and the crew was returned to Kerbin by a separately flown space plane. - @Kerbolitto ISRU Mission here, here, and here. Kerbolitto's second submission! Using a space shuttle with several surface experiments, a crew of eight explored the system. The Tylo landing was done with perfect margins, landing with no fuel left! This craft may also hold the record for lowest TWR launch of Bop in history, and an outpost on Laythe with a mini-plane was even constructed. Bob chose to stay behind and man the base while the crew returned home. Excellent end to an excellent mission! - @Ksp Slingshooter Album here. Assembled the main ship using multiple launches, then flew to Jool, settling in an elliptical Jool orbit with some help from a few gravity assists. From there the landers detached and flew to their moons, one by one and completed their landings. Due to some unexpected occurrences at Laythe, the Vall lander swooped in and rescued the Kerbal, taking both back to the mothership. Without enough room in the command pods for everyone, two brave Kerbals rode back to Kerbin on ladders, detaching and re-rendezvousing during timewarp. A rescue craft was launched, and met the mothership just in time, with only three minutes to transfer the Kerbals before a fiery re-entry. Truly a Kerbal mission! - @RoninFrog ISRU Thread here. Using the gloriously huge HMS Sauron, Jeb and 16 friends took to Jool in this massive SSTA. First they stopped at the Mun, then flew to Pol, then Tylo, then Vall, Laythe, and finally Bop. On the way back to Kerbin, time and fuel and the positions of the planets made a Duna landing prove itself most useful, before heading back to the Mun, and finally, back to Kerbin. This 1 stage mission has some amazing screenshots in its thread, as well as most amusing comments for each picture. If you're wanting to learn more about an ISRU approach, I suggest giving this mission a peak. - @OutInSpace Video here. Using a total of eight launches, this mission's mothership was constructed methodically, complete with an enormous pair of transfer boosters. After heading to Jool directly, the mothership flew to Tylo, Vall, and Laythe by itself, and sent an ion craft to Bop and Pol instead. After numerous attempts, the Laythe plane was finally able to show what it could do, and the 5 crew returned to Kerbin orbit, where they were picked up by a landing craft. If you want to see the nitty-gritty maneuvers used during a Jool 5 mission, I suggest you check out this mission's video. Its editing and methodicalness make it an unintentional flight-tutorial for getting to Jool. - @Entropian ISRU Mission here. Using a 5 meter tank with 5 meter tanks strapped on the side and a large cluster of mastodon engines, the craft rocketed off the pad to Minmus, where it refueled and went off to Jool. Landing on Laythe proved to a close call, with ZERO delta-v remaining upon touchdown. From there the ship bounced to Vall, Tylo, Pol, and Bop, before making a rough splashdown on Kerbin. It is worth noting that the crew did forget to put a flag on Bop. However since every other mission criteria was met and the craft was landed on Bop it is still being counted. - @GRS Grand Tour. Mission here. This time with the Sheep v4 the Jool moons were visited again, along with 60 other destinations! Relying heavily on ion power, landing after landing was accomplished visiting worlds close to the sun, around Jool, and even outer dwarf planets. So many worlds were mentioned that the Jool 5 portion is only a tiny fragment of the overall mission. There is genuinely too much in that mission to describe here, so I highly suggest you check out the most expansive sheep yet's thread! - @s_gamer101. Mission here. This mission began with the launch of an enormous reusable launch system that placed the main ship in orbit. A trip to Jool ended with a fiery aerocapture above Laythe, where two of the crew members took a small spaceplane to the surface. After a tricky fuel situation in which drop tanks were accidentally kept as huge pieces of ballasts, the Tylo tug was used as an extra stage to boost the main ship. This proved to be enough delta-v, as once the landings were completed the ship cruised back to Kerbin, where they parachuted safely to complete the mission. - @AlpacaMall Mission here. This mission began with the launch and orbital construction of the KSS-J "Orca". Engineer construction added fuel lines and removed unneeded RCS thrusters, and the craft departed for Jool with a reusable lander upper stage, with lander stages for Laythe and Tylo. The landings were completed in the following order: Laythe, Tylo, Vall, Pol, Bop. From Bop, the Orca was left to serve as a relay station while the crew module left for Kerbin. The vessel landed with all the crew and 23458 science. - @BeanThruster Album here. This mission began with the launch of Vapidity, the mothership used during the mission. Instead of going to Jool, Vapidity made its first flight to an E-class asteroid so it could refill all of its fuel tanks (it launched almost empty to save weight). After flying to Jool, the first landing took place on Tylo, before leaving the engine nacelles in case later refueling was needed. Next, the last stage of the Tylo lander was used to land on Vall, then the lander flew solo to Bop where it awaited the rest of the ship. Vapidity took the time to take a spaceplane to Laythe, then went back to low Tylo orbit to refuel. Vapidity met the Vapidlander at Bop, conducted the landing, then went to Pol to do the same. Vapidity returned to Kerbin before the crew landed using the Laythe spaceplane. In total, the crew collected 20113.6 science. - @RuBisCO ISRU Album here. This mission began with a lot of mainsail engines to push the main craft into orbit, and delivered not one, but seven Kerbals to the surface of each moon. The first visit was Pol, where cleverly built piston legs kept the refueling craft perfectly level. Next was Bop, then Vall, then Tylo, where a rover and lab were brought to the surface and returned to orbit (except Tylo where it got left behind). For the Laythe landing, the crew took down a spaceplane, as well as a helicopter and a floating lab with plane-refueling capabilities. The helicopter was used to collect science from the local area, and after being refueled, the plane returned to orbit. After the main ship was refueled on Pol, the crew returned home. Jeb's Level - @Xurkitree Grand Tour, ISRU Album Here. Collected 19,711.3 science from Jool on a girl's night out mission with no lack of gravity assists. A note from the author said that the mission greatly improved their skills in KSP and proved that fact well with the insane gravity assists they pulled off. Also first Jeb's Level on the new thread yay! - @ManEatingApe Video here. And here. And here. And here. And here. And here. Collected 16,532.0 science from Jool. There isn't anything I can say about this mission except you need to see it for yourself. Exclusively low tech was used, and collected in space science from all biomes. This mission did the near-impossible, with primitive parts, and landed all Kerbals safely back on Kerbin. - @SolarAdmiral Video here. Collected 42,296 science from the Jool System. Single launch on a cluster of three meter parts, before heading off to Jool. Started with Laythe first, landing using a floating platform. Science was collected with a small jet-powered boat. Next stop was Tylo, where a rover was used to collect science from many biomes. On Vall one landing was done, and a hop added to it before heading to orbit again. Numerous biomes collected from Bop and Pol by hopping around in their low gravities. Direct shot home and landed all seven Kerbals to tell the tale. Absolutely astounding mission! - @jinnantonix ISRU Video here. Collected 82,510 science from the Jool System. Single launch, one much smaller than you might expect. Used a plane to gather large amounts of science from Laythe, dove into Jool's atmosphere, grabbed science from almost if not everywhere, and even managed to use the Laythe plane as the final stage on the Tylo landing. Had an artificial gravity system to facilitate the kerbals, and landed back at the KSC. Honestly jinnatonix managed to do so much in this video I can't describe it all here so I suggest you just watch the video. Amazing job. - @GRS Album here. Collected 28,643 science from the Jool System. The long awaited Sheep mission that satisfied both the Kerpollo and Jool 5 requirements led by Simone Kerman that explored the Jool system and returned home Apollo style. The mission had a heavy launch and went to, around, and from Jool using a massive nuclear stage. The usage of the Scifi visual pack gave the mission a unique look as it took science from every moon (including Jool's upper atmosphere!) in style. Incredible. - @Jim123 Video here. Collected 8780.9 science from the Jool System. Single giant launch put a large nuclear mothership in orbit. Flew straight to Laythe where the landing was completed with a dual stage to orbit (and Jeb's jetpack). From there the crew went to Vall and landed, before heading to Tylo and dropping one of the most Kerbal looking Tylo landers I've ever seen to the surface. After Tylo biome hopping was used on Bop and Tylo, before a pair of service modules detached and went back to Kerbin, boosting each other home where the crew landed. Nice video. - @jost ISRU Album here. Collected 16940.2 science from the Jool system. Flew to Jool using a long nuclear mothership. From there an ion ore probe helped find ore on every moon but Laythe for the rocket lander. Laythe used a three seat plane for the landing, and even found a geyser while on the surface. Landed on Tylo with 1m/s to spare before refueling, and landed everyone safely back on Kerbin after leaving the nukes in a graveyard orbit around Kerbin. Excellent! - @Beriev Album here. Collected 49430.1 science from the Jool system. This entire mission was done in a 6.4x solar system. Launched off the pad with an absolutely enourmous rocket, fittingly dubbed the 'Absolute Unit'. Used many kicks to get out to Jool, where the ship split up to tackle the moons. For Laythe and Tylo, ascent vehicles were landed separately, before the crew arrived on-surface. Later, both sets met up at Vall, then flew to Pol, then Bop, and then to Dres. After a fun journey, the Absolute Unit returned to Kerbin, and the crew landed safely. This mission has an incredible execution and design, as well as a well-captioned Imgur album. I highly suggest giving it a look. - @Pro100kerbonaut Video here. Collected 10238 science from the Jool system. This mission was done with a rather interesting, asymmetrically balanced ship, and had quite the bouncy ride. On Tylo parkour was done, on Laythe swimming. On Vall two landings were done, and on Pol and Bop the lander bounced around. This mission used a combination of a gravity assist off Tylo and a retro-burn to capture at Jool, and upon return to Kerbin parachutes were attached to the crew section using a klaw. A fun mission with great editing. - @king of nowhere ISRU Mission thread here. Collected 105136 science (Current Record!) from the Jool system. This mission was insane from its conception, with the goal to collect every single bit of science from the Jool system as possible. While this goal was not ultimately accomplished, the mission is still one of (if not) the greatest Jool 5 submissions I have ever seen. To collect science on each world, a durable lander known as the Dancing Porcupine was deployed and driven on all moons but Laythe. For Laythe, a spaceplane called Absolutely NOT Albatross was used to collect science from each biome. In fact, Absolutely NOT Albatross did even more than just Laythe. Using a multi-stage attachment, Absolutely NOT Albatross visited the lower atmosphere of Jool and returned to tell the tale. The craft's brave pilot even took an EVA report while in flight before ascending. The main ship dubbed the Flying Christmas Tree, and was capable of refueling on low gravity worlds. Upon returning to Kerbin, a craft launched to return the brave Kerbonauts to their home-world. Having visited every biome on every moon, it is no surprise that this mission amassed more science than any other Jool 5 mission before it. I highly recommend viewing this mission's main thread. Amazing job king of nowhere! Gatecrashers / Honorary Mentions - @JacobJHC Grand Tour, video here. Giant single launch craft, also visited every planet and moon from the OPM planet pack. Very big. Gatecrasher because crew hasn't landed yet. - @Fraus Mission here. There's nothing that can be said about this, other than that this mission definitely had more thought put into it than any other Jool 5 I've seen.
  25. Honor. Glory. Immortality. History nerd alert. History nerd alert. As a historian, I immediately picked up on the Spartan and Roman overtones within how the Klingons were written in both ST: TOS and ST: TNG. The Klingons saw virtue in the same thing the Romans, (with some overtones from the Etruscans, Vikings, and other warlike civilizations), and Spartans did (and to some extent, the Japanese Samurai, too) - honor, courage, sacrifice. Surrender to an enemy was considered as a disgrace and defeat was the ultimate personal humiliation. Granted, there were exceptions - facing one's enemies in the face of imminent defeat (such as the case of the 300 Spartans and fighting to the death anyway, or the Japanese "Divine Wind" pilot from World War II performing the ultimate sacrifice for his emperor) was considered as the most glorious way to die. So, with that said, Gene Roddenberry was a well-educated man and often pulled his inspiration for ST: TOS and ST:TNG from the best and worst of Earth's colorful history. The Klingon Empire was a warlike empire and pulled extensively from both Rome and Sparta. For a Klingon, immortality was not just arriving with honor in Suto'vo'qor (their version of the Viking Valhalla), but to reach immortality was to mean that future generations of Klingons would sing songs about them and tell stories about their great heroic deeds for generations to come (Remember Kahless, anyone?). We still talk about the great Spartan 300, Leonidas I (the famous Spartan king and general), Alexander the Great (not necessarily as a Spartan but as the heir to Spartan greatness as the conqueror of the Greek world). Rome adopted a lot of Greek ways, particularly how one achieved immortality. We still speak of great Roman generals, Scipio Africanus, Lucius Quinctius Cincinnatus, Cato the Elder, Titus Quinctius Flamininus, and I'll spare you the lesser known ones and skip to Julius Caesar, and Marcus Antonius. Within the traditional Hellenistic world, they achieved immortality because we still speak of their names today although their bodies are long gone. For Gene Roddenberry's vision, this is what it would be for a Klingon - this is what honor and immortality means - to be remembered for your heroic deeds long after your body is gone. My students in 21st century America have a hard time coming to terms in this version of immortality and importance in honor and value placed in courage by a people who lived over two thousand years ago. But once you grasp the basics of the Hellenistic Greek and Roman world of the Classical Era, you can understand the Klingons and the Romulans of Gene Roddenberry's Star Trek pretty well.
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