Jump to content

Search the Community

Showing results for '������������,������������������������������TALK:PC53���'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
    • KSP 2 Suggestions & Development Discussion
    • Show and Tell
  • Kerbal Space Program
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. 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
  2. There is a LOT of great stuff going on in Fanworks and Mission Reports now, with some new stories and some continuing ones. Some are all text, some are text and screenshots, and there are at least two graphic novels. I've had some good conversations with other writers in PMs and thought it would be nice to have a thread where we can talk about things like characterization, canon/fanon, plotting, tone, things to avoid, etc, etc. If I may be so bold, I propose a few ground rules to start: All of the Forum and Community rules apply. They apply VERY much. Don't criticize another writer's work unless asked to--and then, only criticize those aspects about which the writer asked for help. When criticizing, above all be constructive. "You did this wrong, this is how you should do it." is not helpful. "When you did this, I had this reaction, which I'm not sure you intended. If you intended the reader to have this OTHER reaction, you might try doing it in this way." -- that might be. But... If you asked for criticism--take it. Try not to argue with the critiquer. Is he wrong for feeling what he felt when he read your work? Maybe, but he did feel it, and writing is about the reader's perception more than the author's intent. Find the kernel of truth in the critique and do your best to learn from it. If you get angry about a criticism--stop posting, make peace by PM, move on. Let's not post drafts of works-in-progress for commentary on this thread. I was thinking this one could be more about general topics and idea sharing. Interest? Ideas? Other directions for the thread? Thanks all.
  3. Including Iridium Next, New Horizons and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues IVAs are weird. A future update will be focused on IVAs! "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) 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 F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah 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!
  4. In talk about multiplayer, there's been a lot of talk about how many players there will be and how extensive interactions will be between them, but not a lot of definition of what exactly a player is in terms of the game. My take on it: Kerbal nations! Essentially, instead of controlling a set of craft and colonies, players have a population of kerbals that they control. Each player has a population pool on Kerbin that slowly regenerates (for soft locking reasons) and can grow their population in their colonies. Players can manage anything their kerbals can manage, which can lead to some interesting dynamics, such as colonies being taken over after being vacated, or hacking and piracy. Here's the specifics: In regular craft: a player can control anything that their kerbals can on that craft. This basically means that if a Kerbal is in a pod with control over the ship, the player can control that ship. However, if a Kerbal is in a passenger module, they cannot control the ship, and can only toggle lights in their module. Some things cannot be controlled from every module. For example, the mk. 2 lander can doors only open from the lander can, which means that if a player only has a Kerbal in one pod, they might not be able to control everything on the ship. Additionally, some pods have more advanced capabilities that distinguish them, like being able to control advanced features (like planning baristochrone trajectories or piloting probes). In colonies: the same thing applies for colonies, where there is a "colony planner" module and other control modules which players need to have a Kerbal in to control the feature. For example, to build new things players need to have a Kerbal in the colony planner, and if builds take time they need more kerbals for more simultaneous builds, to manage projects. Whenever a population increase happens, the amount of new kerbals for each player is proportional to the percentage of the total population of the colony they make up. In order to trade with another player's colony, either the other player needs to allow in a colony menu or the player wanting to trade needs to put a Kerbal in the colony to allow it themselves. For probes: Probes will have a control point that can be changed (the default is the place that they are launched from) and will link to other probes which are controlled by the same player to get the signal back to the control point. If multiple players have a Kerbal in the control room, then multiple players can control the probe. The player that launched the probe initially can lock the control point to the launch site, but if they want to be able to change control points (to maintain signal) some trickery can happen. Any player with access to the control room can change the control point of the probe (if it is unlocked), setting it to a controller which no one else has Kerbals in, making them the only player with control over the probe (all science also stops going to the other player at that point). However, if the probe was linking to the first player's relay network, there is a chance that it cannot reach the new control point only using the thief's relay network, making it unusable. this creates an incentive to rely on multiple people to help probes connect via extensive networks. Science and other data: If multiple players control a mission and are collecting science from it, each Kerbal gains science for their player (so a landing craft will be sent with duplicates of experiments) and probes split their science evenly among every player whose control they are under. Hijacking and Piracy: This system is kept relatively peaceful because kerbals are a relatively peaceful (if death-defying) race. Essentially, majority rules. Each part which can house Kerbals has a safety multiplier, which can become very high for late-game pods and even higher for colony control modules. This multiplier makes it harder to hijack a craft. The multiplier is multiplied by the number of kerbals in the respective modules and added together to get a sort of "safety score" for each player across the whole craft. For example, if player A has 5 kerbals in a pod with a multiplier of 2 and 10 kerbals in a passenger module with a multiplier of 1, their safety score is 5*2 + 10*1 = 20. To overcome this score, another player must have more kerbals than the safety score (with each Kerbal only having a multiplier of 1). So, player 2 must have 21 kerbals on the craft to pirate, no matter what pods they are using. (splitting this to get away from numbers) So, what happens when a craft is pirated? The player who has enough kerbals can move any Kerbal, even if it does not belong to them, around on the ship. However, they cannot EVA them, so instead of tossing the kerbals overboard, they will simply transfer them to the pirate ship as the pirates embark the other ship. Remember, some colony modules will have very high safety scores, so a group of 20 kerbals holed up in a colony bunker can stave off 500 kerbals in the rest of the colony, but cannot exert control over them either. If pirating seems like it is too hard to do, remember that attaching with the Klaw counts ass forming one ship so someone could have all the pirates in a bunch of passenger modules to make the crew change ships, they do not have to be on the original ship. Also, finding your crew is no longer in the really good ship you just made is bad, but not as bad as finding them stranded without a ship of comparable technology to get them to a planet where they can refuel.
  5. 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. - @18Watt ISRU, Thread here. This mission was done as both a Jool 5 and a Kerpollo submission. The mission began with a brute force launch and direct transfer to Jool. The mothership used wolfhound engines, which was good for TWR but slow when the ship was fully fueled. The ship flew first to Tylo, and after landing, the Tylo ascent stage would be reused for later landings. Next, the ship went to Bop to refuel, then to Laythe, where a staged spaceplane returned the brave Kerbonaut to the mothership. Next Val went to Vall, then the ship went to Pol and landed, before returning the crew to Kebrin, who parachuted to the surface of one of Kerbin's icecaps. 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. - @18Watt ISRU , Mission here. This mission is nearly identical to 18Watt's previous submission, but now has accommodated a unique Kerbal for each moon, bumping it from a 1st to a 3rd level submission. Main ship refueled on Minmus before heading to Jool, refueled on small moons, and pilots Val and Billy Bobfurt flew each unique specialist to their respective moons. 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.
  6. I'm not asking for solutions, just an open ear. I'm gonna talk about something heavy, if you don't want to read it, don't click the spoilers. Thanks for understanding
  7. 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
  8. The HLS is planned, and i have heard Kari talk about an elevator for a while, so this might actually happen. Its redacted, what can i say
  9. Scenario: Your next door neighbor powers his personal computer at home with a submarine rated nuclear reactor, with a battery only as back up if the reactor must but shut down for maintenence. Your neighbor also has a pool. You asked him once if he had a permit for his reactor and he said he did. You called your local goverment official and they said what he was doing was OK because he cleared permission with them (*cough* paid them off but let's not talk about that lol). When you asked the neighbor why he needed a nuclear reactior to power hus computer he said "Isn't it obvious? I use AI to mine crypto currency 24/7 without turning my computer off. You should see the cooling system on it! Why gamble when you can make your money get more money for you? I won't need a job anymore, that's the goal!" Main Question: Would the neighbor's house have steam billowing from some exhaust port on the roof becasuse of the reactor? What are the benefits of running your PC off a submarine rated nuclear reactor as opposed to just using rechargeable Lithium batteries? Would maintenence be easy enough to do without getting cancer? Let's assume the neighbor has a radiation hazmat suit if matters come to that lol.
  10. KSP 1.12.x Kerbal Atomics [1.3.3] Last Updated January 22, 2022 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.
  11. I've seen people here talk about hydrogen fueled tugs and fuel depots, but with the boiloff system in BDB it doesn't seem feasible. Is there some way to better insulate tanks that I'm not aware of? If not, would it be possible to have a refrigerator part that can eliminate or greatly reduce boiloff. Costs electric charge and needs radiators to transfer the heat into space.
  12. 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.
  13. When I sneeze, I always point my face into the crook of my elbow - even if I have a mask on. But then again, I am 51 and have common sense. Most of today's young people aren't that aware of their actions. I'm not saying it as an insult or a put-down. And I am sure at one point in my life, someone probably said the same about me. She just didn't think about it and did what was natural. When we sneeze, our natural instinct is to get stuff away from our face. And that's what she did. At some point in her life, someone should have taught her to cover her mouth and nose - but they didn't. I do not believe it was deliberate. And I also do not believe in publicly shaming people either. There were two other students waiting to talk with me when the sneeze happened - and I do what I do best. I made a joke out of it. I took the Purex bottle, squirted some in my hands, rubbed them together, and proceeded to decontaminate my exposed parts of my face as best as I could. Sure, she felt embarrassed, but everyone got a good laugh out of it.
  14. I'm pretty sure that was the plan all along. Any talk about "5 years operating" is mainly to get congress approve the budget.
  15. KSP 1.10.x Mark IV Spaceplane Fuselage [3.1.2] Last Updated August 3rd, 2020 This part pack adds a new lifting-body fuselage system for aircraft heavily inspired by an iconic 60s sci-fi design. It's designed to fit 2.5m parts in a cargo bay easily, and 3.75m parts snugly. The parts are done in a stockalike style and I've attempted to be as close to Porkjet's Mk2 and Mk3 parts as I can. Highlights include: A full fuselage system in the Mark IV standard, from cockpits to cargo bays All the parts are fully configured to work with the Community Tech Tree in its highest aerospace nodes. Full Screenshot Gallery Frequently Asked Questions Q: CKAN Support Questions? A: Talk to CKAN folks, CKAN is not supported. Q: Sometimes I have issues with parts being occluded when they aren't supposed to. A: This is a bit of a headache for me. Please, post solid reproduction steps with pictures to help. Q: Example ships? A: No, I suck at planes, but feel free to post and maybe I'll add them! Q: This pack used to have engines. Where are they? A: They have been moved to Near Future Aeronautics for easier maintenance. 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 everyone who helped test these parts while they were in development. 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.
  16. I understand none of this is personal, don't worry about that. I only provided my own personal standpoint on the subject as a way to provide some background, as I planned to use myself as an example later. As its easier to talk about things on an individual, as its less complex and simpler to understand compared to say "a government isn't doing anything". I'm also sure my own personal choices aren't isolated, unique or even novel, so I think I can use myself as a solid starting point. But I'll use myself as an example at the end of this post. I want to first go over the idea of governments are the ones not doing anything, which confusingly your using the term of "people". I'll stick with the idea governments are the ones that don't care. The idea governments don't care is somewhat true at a certain level. But the reasoning behind why they do, or don't care ultimately is a similar reason why an individual wont care. Both sensible entities made by humans, ran by humans, for humans. This by itself is the underlying issue, that governments magically are dictated by different laws, and incentive than an individual. I'll use the 2 the generic government structures, the extreme-authoritarian with near absolute power, and a more free-market economy. I'll also use the idea that this government's economic is stable, has significant buying power and technology level. Such governments don't really exist at these extremes but they provide a solid starting point and are easy to understand without any real-world implications. The other key thing people, and governments both fall prey to is comprehending the long term impact of their decisions. This is especially true with an invisible problem that gradually gets worse, and the worst case effects wont affect those alive today, let alone those in office right now. There is minimal incentive to shift industries into long term "green" industries from classical "dirty" industries. Building factories to pump out wind farm equipment isn't cheap, nor does it have much overlap with whatever a coal plant is setup to do. Not only are the actual humans/areas where coal plants are being ran different than where you'd actually invest to build/setup wind farms, but their workforces would require retraining. Immediate rewards for any economy don't really exist in this. Its vastly easier/cheaper to just build a wind farm where its most economical viable and higher people locally. In an authoritarian government these issues of "winners and losers" don't matter much, as the government will prevent any issues from arising to public awareness, and quell any protests about these decisions. However, they still need to pay for all of this, which again doesn't make much financial incentive when dirty industries already exist and are cheap. In a free-market you have even less incentive to migrate to green industries if natural "dirty" industries are cheap (which they usually are). End result: Governments of all kinds don't have incentive to do anything There is the idea that short term gains will be overshadowed by long term problems of climate change. But, as I mentioned before about the individual, the governments who have the most power to do something about it, will also pay for it unequally in terms of the impact of climate change. If you take my hypothetical country and assume it will see minimal impact from climate change, there really is no financial incentive to switch to green energies. If you take a country that would have a significant problem with climate change, you'd also have to consider the simple problem that most governments can't consider future problems of that scale. Politicians would care more about their upcoming term than an issue 100 years down the road. What this means in regards to action depends more on the people who would vote/support. However, again there is no incentive to do anything beyond do what politicians always do, which is talk about action. This is until serious problems start arising, and their supports start asking for action. However, at that point its too late to actually do anything. So then we end up where we need to consider how individuals consider what "action" their governments should be doing should include. I'll now move on and change this hypothetical from an individual considering what "action" is from their government, to something even more simpler. What could an individual would consider action from themselves. This would serve as an allegory, where every personal decision could be akin to a policy decision, without needing to consider all the problems a government would have with actually executing those decisions. This would also overlook the differences with different governments, as a free-market government would have even less power to execute such decision without direct financial incentive. --- And now lets take me, and "drink the cool aid" and believe it is my personal goal to be as green as possible. Again, this can serve as a high level allegory for what decisions a government could take. I will assume I want to keep my current state of "living in the modern world", as going "backwards" and living a non-modern life isn't an option. 1. I don't drive a gas powered car anymore, I bought an electric one that costs more upfront, more to repair (due to limited part availability), longer to charge, and has more limited "fill-up" places than my older car. I also don't see any net carbon savings until I drive the car for a number of years. Upfront I've lost more money, and actually have done worse for the environment. 2. I believe in solar energy, and thus setup my own solar panels for my house. This not only is expensive, but it also is yet another thing that has environment impact to build. I again have spent more money upfront, and did more environmental impact buy getting solar panels, which again will require longer term investments to make up. 3. I know natural gas is worse for the environment so I ban them from my house. I can't do anything about the existing infrastructure, but I don't have to use it. Instead I install an electrical stove and heater. Now my power bill is significantly higher as it combines the rates from the gas hookup. For the sake of the argument I'll say I generally save some money doing this, rather than potentially get hit with worst costs, as this is dependent on my local power infrastructure and less on my actual individual decisions. 4. I know the beef industry impacts the climate through cow farts, so I decide to skip out on beef entirely. I also know other industries have their own carbon impact such as poultry and port. So I go full vegetarian and buy local. Not only do I need to eat more to keep up my calory intake, I'm also paying more for food that isn't mass produced. Overall I do see immediate carbon gains through doing this, but I'm less happy doing it as I can't have a burger. Its true this diet transition away from beef could be done a multitude of ways, but this is a generic simple example. 5. I now work from home, thus saving on the cost of energy for even charging my car. Now those costs are shifted to whatever costs for power, internet, and home computer setup I needed to do my job from home and offset all the costs to the grid. (lets assume for the sake of the argument these have net carbon savings compared to going into work to do whatever job I used to do) 6. I no longer fly anywhere, as planes have significant carbon footprint, and there are no alternatives. The only vacations I take are "green", where I use my electric car and charge on the grid 7. I change jobs to now work for green industries, so I'm directly involved in building the infrastructure to support the green revolution. I took a massive pay-cut to work at this job however as the non-green industries paid better as they are more established and have deep pockets. (this pay cut is a hypothetical and only semi-reasonable and exists primarily to serve as a bridge back through the allegory) 8. Finally, I no longer work/pay for anything related to high carbon industries. This could be from the obvious such as gas/coal, to more nuance industries like stuff built with non-recyclable plastic and general consumerism. I also don't buy anything new and try to recycle as much as possible. At this point you might think something along the lines of "wow this guy is serious", except if you noticed ever single point has a bolded negative cost to what I'm doing. Nearly half of what I'm doing just pushes costs to the gird, which may or may not actually be prepared for what I'm doing. If the grid runs on gas/coal then I could actually be harming the environment more. Or worse, the grid isn't even ready for what I'm doing and it crashes, now suddenly I can't cook food, buy anything, or even use my car! Furthermore, I can't go on vacation via plane, train, or boat, nor can I eat what I want. Sure this is an individual example, but as I mentioned originally this is an allegory for a government. I purposely threw in 7, as that is usually what most people think governments could do, but as I mentioned earlier there is a financial cost to transition to green that is paid for by governments. The rest are what even the most fanatical person/government could do, and all of them have negatives that range from "wow no meat that sucks!" to "I'm about to die because the grid failed and I have no heat!!". I'm sure you can find holes into these points, or point out flaws within them but I gave them more high level examples of why "action" from people, or even governments isn't clear cut. The idea that "action" is what we need only works if the action they need to perform actually works. Even in the best cases there is a price to be paid for. I'm sure you'd argue all these prices are worth paying for, but I'm also sure you'd agree if I actually did all of these things listed above, I'd be "doing a lot". And ultimately you forgot the biggest point not listed. I did these things, and paid for them in a multitude of ways but my neighbor didn't. But then my neighbor owes me nothing and can do whatever they like, and there is literally nothing I can do about it.
  17. 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 @Fractal_UK original KSP Interstellar 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 is 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. This is the KSPI-E release thread where we announce any releases of KSPI Extended If you want to chat about KSP Interstellar you can do it at our new Guilded Server (old: KSP Interstellar Discord Server ) For technical questions or Mod support, please ask them in the KPIE Support thread For talk about new development and features request you have to be in the KSPI-E develpment thread Latest Version 1.29.5 for Kerbal Space Program 1.8.1 - 1.12.2 Download older version from Here source: GitHub 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 put the GameData in your KSP Folder (allow overwrite) License Info KSPI-E code and configfiles:are distributed under KSP INTERSTELLAR LICENSE Molten Salt Reactor model from USI Core by RoverDude licensed under CC 4.0 BY-SA-NC Tokamak model from Deep Space Exploration Vessels by Angel-125 licensed under CC BY-NC SA Solid Coie NTR, Nuclear Ramjet, Nuclear Lightbulb and Nuclear Candle models and textures from Atomic Age by Porkjet all licensed under CC BY-NC SA Super Capacitator Model from Near Future Electric Mod by Nertea licensed under CC-BY-NC-SA Surface Wrapper Radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Microchannel radiators from Heat Control by Nertea licensed under CC-BY-NC-SA Inline RCS stack by TiktaalikDreaming for Inline licensed under MIT Nuclear Ramjet Model by Lack licensed under CC-BY-NC-SA retractable RCS by BahamutoD licensed under CC-BY-NC-SA Wrapper Tanks from Kerbal Hacks by enceos license under Creative Commons 4.0 Inline Thermal Dish Relay Receiver by @steedcrugeon licenced under CC-BY-NC-SA at JX2Antenna Plasma Wakefield Particle Accelerator Ring by Sin Phi CC BY-NC-SA 4.0 at Sin Phi Heavy Industries If you think I missed something, please notify me Credits @Fractalfor developing the original KSP Interstellar @Eleusis La Arwall for most of the new Reactors, new Power Dish transmitters and Beam generators @zzzfor most of the original models/texturing @Boris-Barborisfor porting KSPI to 0.90 and fixsing many bugs @Northstar1989for providing theoretical basis for many of the new features in KSP Interstellar Extended @SpaceMouse for Magnetic Nozzle, MHD generator and EM drive engine @EvilGeorgefor programming Solar Wind collector and ISRU processing and several other ISRU processes @Cyne Daedalus Fusion Engine Model and Texture @Arivald Ha'gel for helping to fix several issues @MrNukealizer for his help in C# development work on KSPI @Snjo for making the code FSFuelSwitch public available Olympic1 for his help with the integration of KSPI with CTT KaiserSnow for providing Icons for Integration with Filter Extension InsanePlumber for converting part textures to DDS format A2K For helping get KSPI-E on CKAN Bishop149 for Helpi improve the Wiki and OP ABZB for Helping to find many bugs and developing Mk2 EXtension Mod SmallFatFetus for giving permission to use is Vasimr model michaelhester07 for creating Particle Accelerator NathanKell for creating ModuleRCSFX. Trolllception for helping new players understand the tables on the OP and MM scripts Nli2work for creating the Magneto Inertial Fusion Engine @Nansuchaofor helping to create documentation and guides for KSPI-E @th0th for providing Icons for the tech node @Tonas1997 for proving new technode nodes Recommended AddonMods Recommended Planet Packs/Star System/ Galaxy mods: Recommend Tech Tree: Recommended Tool mods: Suggested Challenges: Documentation & Tutotials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: KERBAL INTERSTELLAR EXTENDED GUIDE KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Support KSPI-E add support for the following mods
  18. 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 new Guilded Server (old: 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
  19. Look - you are on to something, and not wrong. Not at all. I'm not trying to dissuade you, by any means. ... I was thinking about this as I drove to the tire place. Another personal story/analogy to kind of frame the issue: From the time I was 18 'til about 38, I lived an incredibly active lifestyle. I was the guy who in my late 20s and most of my 30s could spend 10 days living in 'the field' hiking an average of 10 - 25 km per day with 40-60 pounds of gear, interspersed with periods of intense cardio or just waiting for the next event, sleeping rough (when we slept) in all weather from snow and ice on the coast to high desert and heat depending on time of year and place of event. Come back in for a single day of recovery, laundry and gear-cleaning and then spend the next week doing 'normal' stuff like running 3-12 miles per day, 3 days out of a week and giving/taking classes or doing paperwork, planning, maintenance, etc. and getting ready for the next 'Field' op. Food was fuel, and we ate a LOT of it. During my off hours, I ate or drank whatever I wanted, including alcohol to whatever extent I wanted. This was my life for most of the first two decades of adulthood. Fast forward to me in my 50s. I've transitioned from that early active life, and for the last 10 years have led a comparatively sedentary existence. I benefit from all that early, strenuous activity - but my habits formed then still affect me today. I eat. A lot. My 'instinct' when it comes to food is to stock up on as much fuel as I can, every time I sit down to eat - because (back then) there were times I never knew when I was going to either need the fuel - or if I would have a chance to fuel. (During one notable op, I had to go three days without eating anything, despite covering an estimated 53 klicks in 40 degree weather and only sleeping one night of the three... that kind of stuff takes a toll). You've probably guessed this - but the habits I had during those decades, while good for me (and necessary) at the time have taken a toll on my old body. I allowed myself to get overweight and for the life of me can't lose it. Rather than looking like a fit, 6-7" football receiver, I look like an old lineman gone to seed. Mind you - I'm educated and like to cook. So I go to the expensive 'Fresh' grocery and try to buy organic foods and make healthy meals. That requires mindfulness and a lot of effort and, yes, education, and time. I've also got teenagers living in the house. They just want fuel. Easy food, nothing fancy, and they certainly don't want to wait, and they want a lot of it. So mealtimes in my house is a competition between what my wife and I need and want, and what they crave and need. Then there's the 'little bit of leftovers' issue: not enough to save, but I'm full ... yet why waste it - so just let 'Dad' finish it off... Mind you, I'm educated, I know what I 'should' do - and acknowledge what I actually do. When I 'get it all right' I feel pretty good - but it's also a luxury... of time and money and mental effort. (I also have a full kitchen with high-quality pots and pans that make it easier to prepare fresh, organic foods; something I did not have or enjoy in my youth). ... I live in a 'normal' American city where quite often the subject of poverty and food scarcity and food quality comes up for those living in the urban parts of town. We've also got a 'lower middle class / poor' suburban part of the city where they talk about 'the obesity epidemic' and 'kids not eating during the weekend'... and the news shows people on food stamps buying nothing but easy-to-make processed foods with tons of preservatives in it (mind you, their store does not have an organic section and the selection of fresh foods is slim). They'll follow a family back home and entertain us by watching these poor slobs microwave crap and slop goo from cans into pans to feed their kids... and then lament how fat everyone is, even when little Johnny might have one or two weekends where if he's not on subsidized school meal plans he won't have anything to eat. ... Education tells me that little Johnny and my kids and I need to, for our own respective health and well-being, eat fresh farm-to-table foods that don't come out of cans or packages full of pseudo-hormone containing plastics, fire retardant chemical preservatives or other crap. Do you know how hard that is? How much time, and mindfulness and effort it takes to 'live a normal life' and also 'buy and prepare and cook healthy' meals? It's not easy. I can do it, given the privilege of my education and financial success... but the single mother who takes a bus from job to job? And even though I can do it, and know I should do it, and try to do it... quite often it's a bucket of beer cheese, a box of Triskets and a football game with several beers that ends up being my 'meal.' (While the kids scrounge up their own crap and stare at their own devices). ... So this story / analogy is to highlight that something as personal and immediate and real as my own health, the health of my children and the health of my community - ends up being nigh-unto-impossible to 'solve'. How much less immediate, with far less obvious solutions is 'climate change' or 'ocean acidification' to the average person? I would never accuse them of 'not caring'... but there's a lot of people with both more pressing, immediate needs and frankly, habits they don't know how to change. ...
  20. Jesus, talk about a blast from the past. This is all old-hat stuff for me now.
  21. I have taken breaks from KSP a few times over the years and I have missed out on some mods that don't get enough attention. For example, I only discovered this one a few days ago. Those giant sun shields are awesome and the robot dog is just mind boggling how that even works. I know all the bigger mods that people talk about a lot, but I'm sure there are plenty of smaller mods that I have missed out on. Anyone care to share their favorite ones?
  22. 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. CryoTanks are required because of the LqdMethane configuration as of 1.2. (This was an accidental thing, I'll see if I can make it optional for 2.0, alternatively, you can probably delete the tank configs in the Patches folder of the mod) Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. My mod includes a config for the engines and tank contents to be compatible. 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 Ship until I release my own and you'll also have more Ship variants to play with. Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. 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. 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 2021 but stopped because I wasn't making progress learning (because quite honestly the documentation for modding isn't.. very friendly or updated for new devs, but that's a rant for another day). Few months later 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. RSS/RO Configs: I'm not planing to make RSS/RO configs myself, but you're free to post your configs on this post and I'll list them here below. I will not test them myself (I'm bad at RO lol) so use at your own risk & let me know, also send me pics on twitter!!: Modder Resources for making compatible mods: Changelogs: Work In Progress:
  23. Hello, not sure if this is still active, or if there's another forum page id didn't come across. I am using the tweakscale companion for Waterfall. I've encountered a weird issue. If I install an engine and tweakscale it and then launch, it works correctly. However if I go back and load the same spacecraft from a save file and launch again, the waterfall mesh returns to the original size of the engine before scaling. I appreciate your work on this tool! Both waterfall and tweakscale are must haves for me so it's nice to have someone working toward making them talk to each other
  24. 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 17 - The night is darkest before the dawn 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...)
  25. Unbanned for speaking now. Let's not talk 'bout alcohol
×
×
  • Create New...