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About me



  1. Hello, my name is Jim Peck, a.k.a Just Jim here on the forum, and today I am excited to talk to you a little bit about writing for KSP2! First I should mention how this all happened. A lot of newer members probably don’t know the story, but it really all started here on the forum. I first discovered KSP (and this forum) about 8 years ago and was instantly hooked. Something I really liked was all the fan-fiction stories being written. I have been fascinated with space and science fiction all my life. I have also been writing all my life. I still have piles of notebooks lying around filled with all sorts of fun stuff I may revisit someday. So I decided to start my own fan-fiction story “The Saga of Emiko Station”. And it was really popular. A couple years later I was still writing Emiko when I heard about a QA position that was available for KSP, and I applied, and to my delight I was hired! I spent the next 3 years working on KSP and learning a lot about how the game really works. And having way too much fun. As far as KSP2, I was honored to be one of the very first in Squad to be given access to the game, and it gave me a lot of insight for what was to come later on. Last year I moved over full time to help on KSP2, and a few months ago I was super excited to become a full-time KSP2 writer! So enough about me, let’s talk about the game. To be clear, when I say I’m a writer, I do not mean writing/designing the game on a large scale. Those are design decisions that fall mostly on Nate Simpson, Shana Markham, and the rest of the senior staff. My job is writing out all the text that is used in the game, and it is a little more involved than you might think. One of the most important aspects of my job is maintaining the spirit and flavor of the original KSP as closely as humanly (Kerbally?) possible. I can safely say everyone on the team feels the same. KSP is incredibly unique and continues to be so. Not just for the game physics, but also because of the Kerbals. Kerbals are a vital element in adding some fun and humor to what is otherwise a very challenging subject. But the game is not about the Kerbals directly, it is about building and flying rockets. It's up to me to help bring life to our little green friends with the writing; help the players know who they are, how they think, what is driving them to the stars. OK, so one of my largest and most involved tasks is writing up the text for all the parts. There are somewhere around 600 parts currently planned for KSP2. I do not have the exact number off-hand, but somewhere around there. And this is a very big chunk of what I’ve been working on these past few months. For each part in the game there are 4 items I need to focus on: Title Part titles can be a model or designator number or a name, and often both, which can get a little confusing, especially to newer players. KSP parts will keep their existing titles, such as the FL-T400 fuel tank or LV-909 "Terrier." To make things a little more understandable, we added subtitles. Subtitle Subtitles are more descriptive than our colorful titles, and they help players identify a part without having to dig around the tooltip. This is especially handy in cases where we got a little crazy with the titles: Title: Advanced Photonic Generation System Subtitle: Lightbulb Manufacturer All of the existing KSP manufacturers will be in KSP2, along with some new ones! We are giving them a little more of a voice and influence, some of which is reflected in how they name or describe the parts they make. All of this is to add some variety and humor while also maintaining a sort of consistency between parts and manufacturers. For instance, despite being fierce competitors, Kerbodyne & Rockomax have very similar writing and naming styles (but would never admit it). C7 Aerospace considers themselves a little “better” than the rest of the manufacturers and would never, ever admit to a mistake, whereas Jebediah’s Junkyard would pride themselves in inventing a new engine by accidently exploding a bar-b-q grill. Description Part descriptions are where things get really fun, but also a little more challenging. In KSP, part descriptions were funny, but sometimes not very descriptive. There is a real opportunity for them to tell you about the use case or the science behind a part, so we are making these more descriptive while also including the Kerbal style of humor whenever possible. The biggest challenge is I have to do all of this with 300 or less characters, including spacing and punctuation. This is to ensure they fit into the pop-up window properly, but means I have to choose each and every word very carefully to make these as beneficial and funny as possible for the players. For new KSP2 parts the process is very similar. I will give a new part a title and subtitle that matches up with other parts of that type, and assign it to the most appropriate manufacturer, including several new KSP2 manufacturers. One of my favorite new manufacturers is: Shakeproof Atomic Fusion Engines (SAFE) Shakeproof Atomic Fusion Engines are the designers and builders of some of the newer tech engines, such as the Orion-style fission engines shown in our previous videos, and guarantee all their products to be completely safe. I mean, it’s right there in their name, so they must be safe… right, right??? While I’m on the subject of the newer technologies, one of the really fun things I get to do is researching the new techs. Everything we’re doing is grounded in real science, even if some of it is theoretical, and all of us on the team spend a great amount of time making sure everything is as accurate as possible for you, the player. Now once I’m done writing these, they are all checked over (and often tweaked) and approved by our senior design manager: Shana Markham. And let’s not forget our legal team. They also have to approve everything I write, and are another reason why finding the exact wording is so important. Once everything has been approved it must be implemented into the game. There are tags in the game everywhere, each with its own text string attached. Usually the person(s) working on the feature will do the set-up, I just provide the text. It is a huge process, and I am grateful for all the work that my teammates put into it. Another very important part of the writing process is we are localizing KSP2 into several different languages. This means we have to be extra careful about the writing process in general, as well as finishing far enough ahead for our localization teams to have enough time to translate everything. Sometimes there might be an issue with a particular translation, such as how a joke is perceived in a certain language, and we need to work out the proper wording. I helped the KSP localization teams quite a bit and I had a lot of fun. It can be a really unique and interesting challenge playing the game in the different languages, and I got quite good at it after a while. OK, so this does not just apply to parts. It is an example of everything that must be written for the game: experiments, the tech tree, celestial body descriptions, etc, etc... Every written bit of text in the game goes through the same process. Literally thousands of text strings that must be translated into all our different languages, and then implemented into the game in order to inform, teach, and make our players laugh and have fun. And that’s it, that’s what I do. Best job ever!!! One more thing. I would like to point out that we all work on this together. There have been a few times where I was stuck on a word or phrase and posted it on our slack channel and the next thing I knew I had 5 or 6 terrible jokes or puns from the rest of the team to choose from… And what would KSP be without the occasional horrible joke or pun? Seriously, we are a very tight-knit team, and we have a lot of fun, and I wouldn’t have it any other way. I’m going to end this with one last note. To those of you that want to be writers, or whatever your dream may be… Please don’t ever give up on it. If you like to write, then write, and write a lot. Not for money or attention or hits on the internet. Do it because you want to. The rest will come later. Trust me, I’m living proof. -Cheers Jim
  2. Yeah, it should be noted that Eve-ascent is probably the hardest challenge in the game. There are so many phases that you need to think about, and you kind of have to do it in reverse order and it's easy to end up in a situation where what you've designed just won't work and you need to start again. So let's talk about the phases in reverse order -- The ascent: You will need a vessel with roughly 8k delta v to go from the surface of Eve at sea level to orbit around Eve. It needs to be as aerodynamic as possible, and needs to have as little payload as possible - including doing the stuff that you always forget to do like removing monopropellent from the capsule. Save every gram you can! You want a separate craft to rendezvous with the orbital craft, either to pick up the crew, or dock with it to take it back to Kerbin if you want. Don't try and design it to get all the way back to Kerbin from the surface of Eve -- you'll be adding a lot of additional complexity to an already mammoth task. If you have MechJeb installed, use its delta v calculator in the VAB, set the body to Eve and pay attention to the SLT number - this is the surface-level-thrust and takes into account the atmosphere. It should be above one for every stage within your rocket (except possibly the final orbital-insertion burn). Because of Eve's gravity and soup-like atmosphere, you'll need big powerful engines that work well in atmospheres - the Vector, the aerospike, and if you've gone really big, the Mammoth. You also want it as aerodynamic and as slippery as a fish whilst in the atmosphere as the drag from that atmosphere will huuuurt your chances. My typical ascent profile tends to be straight up for the first 35k of atmosphere and *then* do the gravity turn. And seriously, think about aerodynamics when designing. I had a rocket that could make it from sea level with ~1k delta v to spare, I added some stabilising standard fins to it because the gravity turn was a bit hairy to pilot and just the addition of those fins made it such that the rocket would then not even get close to orbital velocity. With Kerbin, you can brute-force stuff, use reaction wheels, not worry about aerodynamics all that much, but with Eve you very much have to care, We also want to talk here about staging, which you will have to do in some way to get to 8k delta v. I have often designed my Eve ascender where ejected stages just end up crashing into the rocket, and no amount of separatrons fixed it. You should carefully consider the aerodynamic forces that will be at play when you eject stages -- is the atmosphere going to push on it on one side after ejection, and cause a rotation that smashes it into the active stages? Stuff that can help: Tail fins are the best stock aerodynamic surface in the game. Use them for aerodynamic stability, not just on your Eve ascenders but on every rocket that goes in an atmosphere. Try to make the rocket relatively tall and thin. It's kind of cheaty but a closed air-intake is the most aerodynamic thing you can put in an airstream. When doing the gravity turn be *gradual* - it's easy to cause flip-out, ruining your chances of reaching orbit. Make sure to eject every gram of weight off your ascent stage before ascending - don't take the landing legs or the deflated parachutes with you. If you want more than a one-man ascender, consider using the aircraft cabins as they're the lightest crew-to-cabin ratio you can get. Don't be afraid to throttle back when in the lower atmosphere - in the dense soup below about 20k, trying to go above about 250ms means that almost all of your thrust is going to be effectively used by aerodynamic drag and not accelerating your rocket. The ground: So you managed to land! Congrats! You thought about how the Kerbal was going to get from the capsule high up on the rocket to the ground to plant a flag and get back didn't you? Before moving from the ground-phase to the ascent phase, you should be able to eject everything that is unnecessary for the ascent phase - parachutes, ladders, science gear, ISRU, ore tanks, etc. If it's not needed for the ascent get rid of it before you start ascending. With the kerbal-to-the-ground problem, there's two basic ways - either have a capsule low-down near the ground, where you can then 'transfer' crew from the bottom capsule to the one that they'll be sitting in when they launch (disadvantage - you lose science experiments), or have a Acme corporation ladder-style arrangement from the top capsule to the ground that can be ejected before take-off. Stock landing gear suuucks on Eve. You can easily end up with situations where it vibrates, explodes, judders or simply doesn't hold it steady, and blows up in bad ways if you shift focus to another vessel and back again. This just generally means extra testing, careful placement, lots of strutting and possibly fiddling with some damper / spring settings in advanced tweakables, For particularly large landers it can sometimes be worth trying just landing everything on girders rather than landing gear, as they're pretty sturdy and don't suffer from the same issues as stock landing gear (they suffer from DIFFERENT issues!). The other issue will be slow movement - you can perhaps use ground tether to fix this which should work most of the time but may also occasionally cause some of your landing gear to explode either immediately or when shifting focus from to another vessel and back. When a vehicle is moving, even very slowly, a Kerbal on a ladder will not have the option to 'climb out', which gives rise to certain scenarios where a kerbal can get out, reach the ground to plant the flag, and then not be able to return to the capsule, so if possible, have your ladder array such that a Kerbal can go round something circular, let go and simply be standing on something rather than always requiring 'climb out' to be available. The descent: From a low orbit of Eve, you will be hitting the atmosphere at approximately 3km/s. For an interplanetary intercept, you'll be hitting at least 4 km/s and also won't have much choice on *where* you land. Both are dangerous and extremely likely to make things blow up on atmospheric entry without heatshields. However, just sticking a big heatshield on the bottom is unlikely to work, because to make it aerodynamic in the ascent phase, the rocket is now tall and thin, meaning that the centre of mass of the rocket is a long way from the heatshield. Which means as soon as you start hitting the soupy atmosphere, the craft will then spin round to face the titanic heat of atmospheric entry and blow up. The way to fix this is to add extra heatshields at the top of your rocket, at an angle, like the following image. What this will do is make it a little like a very draggy dart - the heatshields acting as the flights on a dart to keep it firmly planted in the direction of travel, and all the fragile explodey-bits safe from the air-stream. Continually rotating the craft during atmospheric entry can also help as it allows different bits to heat up at different times, possibly preventing an explosion. Naturally, if you go with the configuration in the image, your entire rocket *must* fit above a 10 metre heatshield, which may involve redesigning the ascent or ground stages. If you find you need the upper heatshields, you will also need the ability to eject them as soon as you reach a low enough speed (500ms ish). After ejecting the upper heatshields, you then need to inflate the parachutes, which I only tend to do once I'm below 10k in altitude - it's easy to end up with a situation where you eject the top heatshields, inflate the parachutes and then because you no longer have the draggy things at the top have Eve's gravity accelerate you to the point where the parachutes go poof. Which isn't great. Then, after the parachutes have fully deployed, you should be able to eject the bottom heatshield without crashing into it (adding weight / separatrons can help here - if it's too light, i.e. just the heatshield it's easy to crash into it and have your precious engines destroyed). Don't forget to deploy your landing gear after this and hope you don't land on a steep slope ! Off Kerbin / to Eve: Given the amount of effort involved in designing the Eve-portion of the craft, I'd recommend just brute-forcing it however you can to get it there. You have mammoths available on Kerbin and can refuel vessels in orbit - do it and don't care about the cost! I also try to get the vehicle in a relatively low orbit around Eve before attempting descent/ascent, as this will mean I can more easily pick a landing spot and I'll be hitting the atmosphere at the lowest speed. Testing If you're not adverse to it, design and test it in Sandbox mode, use debug F12 cheat menu to put it in orbit of Eve for testing, and only copy the craft over to your "real" game when you're happy. If you want to test in sandbox mode at Kerbin, there's a few bits of "simulation" that you can try which will get close to the conditions you'll experience at Eve: By putting the craft in a highly elliptical orbit and then adjusting the periapsis to hit the surface, the craft will hit Kerbin's atmosphere at roughly the same speed as you enter Eve's at from low orbit. The ascent phase you design should be able to lift off from Kerbin, get to orbit, de-orbit, get close to the ground (you won't have landing gear to actually land) and then make it back into orbit a second time. You should also test whether the kerbal can successfully get out of the capsule, to the ground, and back up to the capsule and safely eject all of the parachutes/landing gear/etc.
  3. I don’t think this matters, insofar as deciding what is relevant to discussion and what isn’t. Starship is intended to land humans on Mars in the 2030s. I myself believe the relationship between *the country SpaceX is located in* and *the country in the process of building a modular space station called Tiangong* are so grave that before talking about Starship on Mars we need to “talk” about the possibility of Boca Chica going up in a 5 megaton mushroom cloud, but I don’t bring that up because it doesn’t contribute to the discussion. Just as discussing the possibility of nuclear war doesn’t add to the discussion of Starship, I don’t think detailed analysis of Russian economics is relevant to the ROSS. As far as what contributes and what doesn’t, I think it goes like this- Is the issue “small” enough that it can easily be solved and make a change in spaceflight AND directly relates to spaceflight and not some other issue? Then it contributes. An example of this is how people have mentioned the retirement of Senator Shelby from Alabama as a possibly stepping stone towards the retirement of SLS. That’s a thing that is now happening and might make a contribution to spaceflight. Those comments have been made before, and slide despite technically being politics. Is the issue gargantuan? Then it does not contribute to the discussion. Why bring up geopolitics or economics when even professional analysts themselves have no idea how to solve these problems? To share these issues with no plausible solution available is either a complaint (if there is no intent to attract replies) or blatant off topic (if the intent is to initiate a political or economic discussion). If there was no “no politics” rule here, I can’t help but think the actual space discussion would pale in comparison to the political and economic arguments that would spring up in this thread. It needs to be kept mild for a reason. I think that is partially because of a lack of interest in Russian spaceflight rather than the program supposedly being tied to economics. If it had the level of following and available information we do with SpaceX, we would have discussions about Russian spaceflight with the depth and passion we get with SpaceX and Rocketlab. That’s on the poor organization of the program too though obviously. But anyways, if you can’t discuss it without getting into politics you just don’t discuss it. That’s why the ISRO thread is nearly silent instead of being a discussion about the economics of India and why they can’t do more in space. And why the JAXA thread is sparse instead of a discussion about population decline and economic stagnation and how that affects spaceflight. That is practically what most of the threads in this section of the forum are; sharing tweets with news and then offering a little comment on them. Occasionally offering technical analysis spanning 3-4 posts. If there is no news, you just don’t talk about it. We don’t discuss SpaceX’s labor policies or the commercial viability of Starship. Those types of discussions usually start out in a “negative” post not unlike the ones you usually make in response to news about ROSS, devolve into personal comments and politics, and then get ruled OT following a thread lock. Now I would like to make something clear. I am not saying your opinions aren’t valid or “negative thoughts should be kept to one’s self”. I am just saying they don’t belong on the forum, or at least ones beyond “mild” small remarks don’t belong here. It seems like a double standard, and it arguably is (insofar “as politics are not allowed”, comments about the way Congress funds SLS should be removed and ruled OT as well, along with “pork” comments, just as discussion about whathaveyou in the CNSA and Russian threads are, yet they slide), but that’s how things roll here.
  4. The problem in this case is, well, the elephant in the room. Or the Mûmakil, as DDE put it, because the ordinary allegory doesn't quite suffice. The US and EU might have issues with their economics and domestic policies, but Russia has issues. It is difficult to go into details or provide any sort of context without sounding overly negative or coming off as unpleasant, because there's just so many aspects that create worry for the space program. And without details or context, what sort of discussion is there to be had? I think “The Russian economy isn’t doing too well, they may not be able to afford their new space station” is putting it very mildly. I dare even call it a euphemism. The aforementioned issues have broader and deeper implications than calling into question the space station project. I wouldn't consider it an exaggeration that the Russian space program itself is in danger for multiple reasons, half of which aren't even related to the, er, "events of 2022". It is kinda difficult to have any sort of discussion of the Russian space program without acknowleding that it is threatened by all sorts of concurrent perils at the moment. I would consider it relevant to (if not entirely overshadowing) pretty much any sub-topic worthy of discussion. But if discussion is only permitted if the issues aren't mentioned, or swaddled in multiple layers of euphemisms, it loses all purpose. How can one meaningfully talk about the Russian space program without acknowledging any of the numerous complicating circumstances under which it is presently operating? Things are, or at least seem, bad at the moment. They've seemed bad for a long time, but now it's really time to bring out the italics. Following the rule of caution, I haven't responded to several posts that responded to mine. I definitely think there are fallacies in them, but I keep them to myself because it's pretty much impossible to formulate a counter-argument without stepping over the red line. Sure, it keeps the thread clean, but I really think it stifles the discussion. So what is left to talk about? Laconic reports on the various launches along the lines of "A Soyuz launched today", with a strict "never discuss matters outside the frame of the picture/video" policy? Pretending that all is fine and dandy with a "no negative news" rule? Saying nothing? Because if the inconveniences are to be ignored or never talked about, there's precious little else to discuss regarding the Russian space program at the moment. Never mind that forcing silence about political issues can be a political statement in itself. In that case, you might as well lock the entire thread instead.
  5. 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
  6. 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.
  7. Have to wonder if they are eating Stratolaunch's (intended, not provably real) lunch. They appear to have the worlds best "hypersonic testing facility" on the Earth. With the claimed recovery of all launch tests, this might make some customers wonder if adjusting a scramjet test to handle 10kG of lateral load might be worth it. Best guess is that they have to move as fast as possible to try to get the big yeeter up and running, and don't have time to talk about anything else. This might be the most progress on the craziest idea I've ever seen in spaceflight.
  8. While I was walking through the National Museum of the United States Air Force last Saturday, I was reminded of all the KSP replicas of those same aircraft. Some of them looked like they can be done with pure stock parts and no DLCs, while others (mostly the older ones) need mods that come with more parts. So, I started this thread for everyone to showcase their replicas of the aircraft that the four large hangars (plus the Missile Gallery) have on display. The guidelines for this showcase thread are simple: You are free to use any and all parts necessary, including ones that come in DLCs and mods. Vehicle has to be functional. Which means pictures/video of the craft in action. Similar performance stats are a plus. Vehicle has to look as close as possible to whatever real-life craft you're trying to copy. Therefore, it is highly recommended that you have photographs to reference. Build something not yet claimed on the checklist (link below) first. If you want to show something that's already been showcased on this thread, fine - but you don't get credit for it. I don't care if you built the craft 7 minutes or 7 years ago, so long as it's yours. If you have an old stash of aircraft replicas that you're willing to showcase (and can work), great. Weaponry (e.g. guns, bombs, missiles) not necessary, although I won't object to them either. If the original aircraft was manned, so is your replica. If the original aircraft was unmanned, so is your replica. I won't object to a probe core for your manned aircraft if it doesn't deviate too much from the aesthetic, so long as you include the appropriate crew module/s. You don't need to match the passenger/crew capacity of your original aircraft, so long as your replica comes close to looking like its real-life counterpart AND it's functional. e.g. if you use one or more Mk. 3 Passenger Modules for an Air Force One variant, as long as your aircraft makes a convincing replica I don't mind you exceeding or falling behind its real-life counterpart's passenger capacity. Those things weren't designed for carrying a lot of people anyway; just provide comfort for the president and his staff. (SIDE NOTE) Whoever builds the Douglas VC-54C "Skymaster," I'm not requiring you to install an elevator in the back to load polio-stricken passengers in and out. If you do and the plane still flies smoothly, even better. The one housed in the museum was designed specifically to transport then-president Franklin Delano Roosevelt, who needed a wheelchair. Craft files a plus. Below is the link for the replica checklist: https://docs.google.com/spreadsheets/d/1tA9IGsSCQIuTFjw9eNHYcgv8JboCxKiAy9ep5-nflR0/edit?usp=sharing Here are the instructions on how to use it: Pick an aircraft that has not already been built Like I said earlier, if you want to build something that's already been done here, don't steal credit from the original kerbalnaut Once you're done, write: Column D: Your KSP Forum name Column E: The link to the specific forum post showcasing your replica/s It is acceptable to put more than one craft in the same post. Just leave a link for everyone to find it. Column F: Whatever DLCs you used to make the replica If this doesn't apply to that specific craft, leave it blank Column G: Whatever (parts) mods you used to make the replica If this doesn't apply to that specific craft, leave it blank Column H: (IF YOU WANT TO) Additional notes that other readers may find interesting Please don't modify someone else's notes. If you want to debate/talk to someone about their craft, don't do it on the spreadsheet. Source for my list: https://en.wikipedia.org/wiki/List_of_aircraft_at_the_National_Museum_of_the_United_States_Air_Force I'll start us off with my favorite, the SR-71 Blackbird. The SR-71 Blackbird on display in the SPH Picture taken February 2020. Ted Kerman enjoying himself flying at high altitudes at a speed higher than the aircraft's real-life counterpart. There you have it, folks. Have fun, and I can't wait to see what you got.
  9. Currently homeswitch and rescale cannot work together for unknown reasons. The KSC icon drifting is a visual bug caused by home planet being too far away from center of universe (Kerbol/the Sun). I have tried to replace the Kerbol system, but since the scale of Kcalbeloh system is still too large, it doesn't help the KSC icon drifting issue. I can talk to Kopernicus or KSPCommuinityFixes development team to see if it is possible to be fixed. The rescale setting only applies to Kcalbeloh system bodies. If you want stock system rescaled, you need to install some other recale mod for stock system. If there is any issue, you can tell me what rescale mod you are using and I can take a look.
  10. Laughing at this. I went to Bavaria (Bayern) where they don't speak Deutsch, they speak Bayrisch! They made so much fun of my horrid American-Hoch Deutsch accent that they made me learn Bayrisch pronunciation (including gutteral 'rolling' Rs). Turns out (now) that my German is the opposite problem you presented: I have perfect, practically native pronunciation and horrid grammar! I can read German just fine - but the minute I start to talk my words jumble out in the wrong order and tense. (Product of not studying very hard in the 3 years, and not being immersed in the language long enough!) This ends up being problematic for the German speakers who I meet - they wonder if I'm stupid, tetched or weird... Before landing on 'just can't speak German, let's speak English! @steve9728 I thought it was Cantonese that had more tonal variations. Do I have that backwards?
  11. Ever since I finished writing the mission report of my ludicrously overbuilt Tylo circumnavigation mission a while back, which*checks calendar*.. was ten months ago now, I've wanted to write another mission report of similar style, but never really had an idea that stuck on what such a thread should be about. Then, a couple of months ago, I downloaded the Whirligig World planet pack just to try something new, and ended up absolutely loving it, doing an entire career save and whatnot. After I'd progressed through most, if not all, of the tech tree and visited numerous planets and moons within the mod, it came to me. I should do a grand tour of the Whirligig World planet pack, which, at least to my knowledge, is something that nobody has done before (or at least posted about on here before). So, after yet a few more months of procrastination and getting caught up in other things like a full-time job, here I am. Welcome to... by Jack Joseph Kerman PART 1: DESIGN AND PRE-MISSION TOMFOOLERY Before I get into the design of the craft I'll be using (can you possibly guess what its name is?), let alone the actual mission, I'd first just like to give a brief overview of the Whirligig World mod and the system(s) I'll be attempting to conquer in one go. So, for those of you that aren't aware, Whirligig World is a Kopernicus planet pack created by @GregroxMun that radically changes the home system and how one goes about playing the game. Instead of starting out on Kerbin or any old habitable planet, you start the game on Mesbin, a massive, airless world that has an absurdly high rotation rate, which gives it its highly oblate shape, and gravity ranging from "feeling like you had a few too many snacks" at the equator (1.3 Gees) to "your spine will discombobulate into woodchips" at the poles (13 Gees). Luckily for our Kerbals, they are situated near the equator, and it is from here that your spacecraft are launched from. Getting into orbit around Mesbin is actually quite easy thanks to the fact that it rotates almost as fast as its orbital velocity, but because there's *almost* no atmosphere, landing again is pretty much like landing on Tylo in stock KSP. I don't want to spoil too much about this mod right away, and the mod even has a little bit of lore to go with it, so be sure to check out the mod's forum page if you're interested. In general, the system's arrangement makes the game considerably harder, and that's why I think of a grand tour as a worthy challenge. Speaking of challenge, let's talk about the unique challenges imposed by some of the places I'll be visiting in this mission, and how I hopefully managed to work around them in designing the Kilonova. The Kilonova III (Kilonova III prototype in orbit of Mesbin during a "simulation" test AKA cheat menu orbit setting). I present to you the Kilonova III, my craft of choice for conducting this mission. As its name suggests, it is not the first iteration of such a vessel, with the first two having been scrapped for more or less the same reason: too many parts. While the current version has around 450 parts, raised to 650 or so with all three landers docked, the original two models had a partcount approaching 1,000 (in the Kilonova I's case, without any landers), which, while they could have been used for the mission, would have been like trying to run a marathon with sandbags tied to your legs. Sure, you could probably do it, given enough time, but does that seem worth it in any way? Not really. The strain they put on my crappy laptop was just too much to justify using them, because I'd rather not do an entire mission at 5-10 frames a second. Kilonova I, more or less created just for fun and maybe a crazy Jool-5 mission: Kilonova II: The first major design element that I had to incorporate was simply giving the Kilonova a high amount of delta-V, around 7,000 meters per second at a minimum to be sufficient for some of the more outlandish transfers that I'll surely be having to make. That's kind of a no-brainer, however, as pretty much any interplanetary cruiser type-ship is to be decked out with loads of delta-V. Now, you may have heard me say that this thing has three landers earlier. That's actually not true, there are seven landers in total, but two of them were counted in the ship's "unloaded" part count simply due to how small and light they are compared to the other three, and the two remaining landers are not going to be attached to the Kilonova itself, but rather shipped to the destination in advance. Confused? Me too, let's walk through them one by one. Lander 1: The Workhorse Here is the lander that I will be using for the vast majority of the landings over the course of this mission (minus the docking ports, they were part of a configurable variant of the lander that I've since scrapped). It has over 3,600 meters per second of delta-V, which should be enough to land on and return from most of the planets and moons in this mod. The parachute at the top can also be removed or attached by an engineer Kerbal, depending on whether or not the Workhorse needs to land on a body with an atmosphere. Lander 2: Tartarus Imterril Lander This lander is the lander that I will be using to land on and return from Imterril. Instead of a fully powered ascent, it covers the first 70 kilometers or so of ascent using propellers, as Imterril's atmosphere is so thick at sea level (15 atmospheres) that most rocket engines simply wouldn't work at all. In addition, because Imterril is completely covered by water, it needs a flotation system in order to stay upright. You may recognize it from a forum post of mine from a few months ago in the thread "What did you do in KSP today?" in which I talked about my mission to Imterril. Its design is more or less unchanged from its previous use during that mission (the only notable difference being that there is no submersible this time), in which it proved highly reliable. Lander 3: Kerbmun/Gannovar SSTO Lander Quite a bit different from the other landers we've seen so far, this lander is a small SSTO spaceplane that will be used to land on Mesbin's habitable moon Kerbmun and the distant planet Gannovar, both of which have oxygenated atmospheres. It's pretty much identical to a basic Kerbin SSTO in a functional sense. Landers 4 & 5: Brute 1 & Brute 2 (Brute 1 during a simulation test taking off from Valyr) These two landers are the largest and most powerful of the bunch, both weighing in at over 100 tons. They are the landers that will be shipped to their respective destinations (Valyr and Derbin, which are both harder to escape from than Eve in stock KSP) in advance in order to save weight. Fully fueled, they have around 8,000 meters per second of delta-V, and performed exceptionally well in testing. Let's see if that holds up in practice. Landers 6 & 7: DV-30000 "Hermes" 1 & 2 (Hermes 1 in side cargo bay) Finally, we have the two small ion landers, which, as the name "DV-30000" would suggest, each have around 30,000 meters per second of delta-V to reach the most difficult/far-flung places in the whole mod (Ammenon, 2 Wolda, & Fophie). They may also be used to visit some of the smaller moons too, if I don't feel like bringing out the Workhorse. OTHER NOTABLE FEATURES: Another notable feature of the Kilonova III is its ability to latch onto asteroids and mine them for fuel, which will likely be necessary in situations where I don't have enough delta-V to reach a small moon somewhere for refueling. The asteroid capture arm consists of four Advanced Grabbing Units mounted on a large piston. In addition to the asteroid mining, another notable (and somewhat questionable) choice I made was to use landing gear instead of landing legs for the ship to rest on when landed. This wasn't really a practical choice so much as it was a cosmetic one; the two fuel tank rings would make using landing legs impractical, so I just went for large landing gears instead. Part 2 Launching Soon..
  12. 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 18 - The beginning of the end Chapter 19 - The road to recovery 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...)
  13. It's taken a lot longer than I expected, but Chapter 19 is here at last! Chapter 19 - The road to recovery Tina woke up screaming, thrashing against the bedsheets that had tangled around her. Martin quickly moved over and wrapped his arms around her, pinning her arms to her sides until the panic subsided and she stopped fighting; a technique he and Jeanette had developed after numerous bruises and scratches from Tina’s flailing limbs. It had been nine days since their airborne escape from Estovus and they were all exhausted: the nightmare recurred every time Tina fell asleep, leaving her badly sleep-deprived and terrified of falling asleep as well; any time she did fall asleep, she invariably woke again within an hour screaming and thrashing, always with the same dream- floating over Jool, the appearance of the odd little moon Bop and the unspeakable terror that seemed to live on its surface- and at first requiring a change of bedding until they made the difficult decision to have her wear what amounted to an adult nappy to avoid ruining the sheets several times a day, a decision that merely added to Tina’s misery. Martin and Jeanette were also beyond tired as both Tina and Sasha kept waking them at all hours of the day and night, wrecking their sleep patterns and leaving them short-tempered and irritable as a result; throw in Jeanette’s broken ankle, Martin’s bad back and jet lag all round and the whole family were close to breaking point. “I’m sorry,” Tina whispered, but Martin shook his head. “It’s not your fault, Tina. You have nothing to be sorry for.” He helped her out of the bed and over to the bathroom then waited outside while she cleaned herself up in the shower, emerging about ten minutes later wearing a scratchy hospital dressing gown, matching scratchy hospital slippers and a plastic shower cap to cover the bandages that still covered her eyes. “Better?” He asked. “A bit,” she replied after a long delay, the words coming out only with a lot of effort. Four days ago, Tina had completely lost the ability to speak. She could still think of the words to say but somewhere between her brain and her mouth they got lost, leaving her distraught for the twenty hours it had lasted; she had recovered slightly since then, but progress was slow and she struggled to say more than a couple of small words at one time. This difficulty had only added to Martin and Jeanette’s worries, yet another thing they wanted desperately to help her with but about which they could do nothing but watch. “Hungry?” Tina nodded and held her fingers up close together; then her stomach let out a loud rumble and the gap widened considerably. “How about we get you dressed, then we can get some food, hmm?” He waited outside the room while she got dressed and then they headed in the general direction of the hospital canteen, moving slowly as much because of Martin’s bad back as for Tina’s lack of balance; another symptom that was improving, but slowly. They passed a small staff room where it sounded like Sasha was the star of the show. She spotted her sister and shouted “EEEAAA!”, arms out expectantly towards her, but Tina hesitated- they’d had barely any contact with each other since before the crash and on previous occasions Sasha had acted as though she was afraid of her. A bit of fatherly encouragement and Tina approached; Sasha leaned forwards, planted a big wet kiss on Tina’s cheek- and promptly lost interest in favour of one of the nurses who had bright blue hair, which of course she managed to grab a fistful of and found it very amusing as everyone tried to make her let go. Tina’s stomach rumbled again, even louder than before. “How about we get you some lunch?” Martin said to Tina. He looked at the clock on the wall and added: “If you can still call it lunch at eight, that is.” They made their way down to the cafeteria on the ground floor and discovered that lunch was finished- but dinner was just starting. “So, your options are: 1) lasagne, 2) leek and cheese quiche, 3) mushroom pie or 4) fish and chips.” Tina held up a single finger. “Good choice. Two lasagnes coming right up. Drink?” “Water.” They shuffled slowly along the line of food counters, collecting two plates of almost hot lasagne, two slices of slightly stale garlic bread, two empty plastic cups to fill up at the water cooler in a corner of the room, two sets of cutlery and a handful of paper napkins, then found a table to sit at. Tina ate slowly despite her stomach’s protests, more because she didn’t trust herself to not vomit it all back onto the plate than to enjoy the flavours of undercooked rubbery cheese, overcooked crunchy pasta sheets and bread that someone might have glanced at while holding a clove of garlic. When Tina was done chasing the last few fragments of food around her plate, they stood and left the cafeteria, heading back to her room. Tina yawned in the lift, which set Martin off, which somehow turned into a “who can yawn in the most ridiculously exaggerated way” contest that Tina won hands down. Jeanette and Sasha were waiting outside the room and the parents swapped daughters and helped their respective charges into their pyjamas, something which neither offspring was particularly happy about. Martin and Sasha came back into the room once Tina was in bed. To everyone’s surprise, Sasha immediately leaned forwards, arms outstretched, shouting “EEAA!” again and again insistently until Martin handed her over to Tina. Sasha cuddled in between Tina’s body and right arm, with her head resting on Tina’s shoulder; Tina wrapped her arm around her, and she responded by grabbing her big sister’s thumb with her fingers. Within seconds both were fast asleep, and both slept soundly until the morning. When Tina woke up, she felt different. Part of it was because she’d slept through the night without a single reoccurrence of the nightmare, but that didn’t explain everything. Maybe Sasha had something to do with it? She was still there, lying on one side of the bed and still asleep (for now…), but how- Oh. “Well, look who’s finally awake.” Jeanette said. “Did you have a nice little nine-hour nap?” Nine hours?! “Typical teenager, lying in bed until lunchtime.” Tina stuck her tongue out at her. “Feeling any better?” “Much.” “Good- here’s hoping there are many more nights like it to come.” Sasha woke up, blinking groggily. “And sleepyhead number two is awake too.” Mum moved to lift Sasha, then stopped. “You appear to be leaking.” Tina sighed. “Again.” “I completely forgot about that. We should probably tell the doctors about that so they don’t get very confused; as long as you’re OK with that?” Tina nodded. “Good. I’ve put some clothes in the bathroom for you, once you’re dressed we can head down for some food.” A quick shower and a change of clothes later Tina was ready to go for breakfast- or more likely brunch- but before they could head to the hospital cafeteria there was a knock at the door, which Mum opened to reveal a harried-looking doctor. “Sorry for the intrusion,” he said, his voice betraying his stress. “I don’t mean to be rude, but I’m in a real hurry so I’m going to get straight to the point. Dr Frolie told me you have symp-lac, is that true?” “Sorry, who are you?” Mum replied. “Dr Geofdos, from the NICU. I’m only asking because you might be able to save my patients’ lives. Our entire supply of infant formula milk just got recalled because it may have been contaminated; we’re trying to get hold of some alternative supplies but there was already a shortage before this and now it’s proving nearly impossible to find any via the proper channels. If you have any formula milk to spare, we’ll gladly take it, but what we really need is the real thing. There’s a pilot program due to start next munth, but the hospital board has given us permission to start it early and skip most of the red tape around recruiting extra people. If Frolie was right, you’d be a perfect candidate-” “I’ll do it.” “Are you sure?” Mum asked and Tina nodded. “I, can…” The words weren’t coming, but then she realised they didn’t have to. “I can.” “Sick and tired of being sick and tired?” She gave Tina’s hand a reassuring squeeze. “Go for it. I’ll probably come over there later myself.” “Great!” Geofdos sounded relieved. “I’ll grab a wheelchair and we can get going- time is of the essence.” Less than a minute later he was back, then he proceeded to wheel Tina through the hospital at what felt like blistering speed. She lost her sense of direction after the first turn, was convinced she went up in one lift, over a bridge of some sort (judging by the sounds of rain battering the windows and an ambulance that seemed to go directly under her) and then down again in a second lift immediately afterwards, and then they arrived in a place that was full of noise- children, medical equipment, irritatingly cheerful songs that could only be from TV shows aimed at children. Further down the corridor the sounds changed from young children to babies and toddlers. “I think I’ll try you with one of our special patients. She’s small but very loud when she wants to be, and right now she’s right at the top of the priority list.” They entered a room that smelt of babies and antiseptic, a rather unsettling combination. This room was much quieter, a lot less of the typical baby sounds and a lot more noises from medical equipment and machinery. “This little one is incredibly lucky to be alive: her parents were in a horrendous car crash last week and her mother died shortly after we delivered her- but it was rather too soon for her. We still haven’t given her a name yet, so you can do that if you want- but there’s really no pressure,” he must have seen her worried frown at the thought of having so much responsibility. They stopped beside what felt like a warm plastic box. “Now, don’t take it personally if she starts screaming the moment you touch her, she does that to everyone.” He guided her hands through a narrow opening in the side of the incubator to something incredibly small that started a thin, feeble wailing as soon as she touched it. Surely that can’t be a baby, it’s far too small! But no, that was her: only just bigger than Tina’s hand and barely two hundred grams even including the little knitted hat keeping her head warm, this baby was absolutely tiny. She scooped her up carefully into her hands, moving very cautiously in case she somehow damaged this frail little thing, and all the while the baby kept up her feeble mewling. “You’re allowed to breathe,” Geofdos said. “I’ll let Nurse Mauwig here help you get her in position and then we’ll see how she reacts.” Just like with Sasha, Tina was irrationally surprised by how warm the little baby was against her skin. For a few moments she was unsure what to do, but then instinct kicked in and the baby responded, her cries silenced almost immediately. Geofdos and Mauwig exchanged incredulous looks. “Wow.” Geofdos sounded genuinely impressed. “She always cries when anyone touches her. I’ll give it a minute to see if she stays settled, then I’ll need to move you to another room.” Tina felt herself relaxing as the seconds ticked by. “I think she’s happy now. I’ll move these two out to the waiting room, you can go and look for more volunteers,” said Mauwig. “I’ll come back later to check on you, alright?” Geofdos said and Tina nodded. “If you need any help in the meantime, just shout- there are plenty of people around here to give you a hand.” Mauwig wheeled Tina out of the antiseptic-smelling room, down a corridor and into a room with a TV playing in the corner, where she left them. There were other people in the room, but Tina quickly tuned their conversations out along with the noise of the TV; her awareness shrank down to the tiny life cradled in her arms and she lost track of her surroundings until she heard the name Valentina and tried to focus on her surroundings again. Someone was channel-hopping, watching each channel for a few seconds before clicking over to the next. “-promising a full investigation into the cause of the contamination, which police sources say is being treated as malicious-” click “-carries the momentum through the Hyperbolica and towards the line, what’s the time? It’s a one fifteen flat and that’s pole position!-” click “Can Thompberry’s dastardly plan be stopped!? Will our heroes make it in time!? Find out next time, on *thunderclap* THE SAGAAAA OF EMIKOOOOO STATION!ion!ion!” click “-into the final furlong, Admiral Fluffy still has the lead but That’s The Last Time I Eat Picked Eggs is gaining and Who Invited This Guy puts on a burst of speed and it’s a three-way race at this point can Admiral Fluffy hold on-” click “Wait, go back!” A child’s voice interrupted the channel surfing. click “-photo finish because that was too close to call-” click “-as we begin IntAir Flight 2319’s Countdown to Catastrophe-” click “Nevergonna Give! You! Uuuuup! Nevergonna-” click(!) “-and Governor-Elect Harvey have both appealed for calm after another night of violent protests across Estovus-” click “-faster in the first sector, faster in the second- OH! Big crash ahead and it’s Arcazon who’s gone into the barriers!” “No, no! Put Emiko Station on!” The child piped up again. “I want Peppy the Plane!” Another child said. “Emiko!” “Peppy!” “EMIKO!!!” “PEPPY!!!” “Enough shouting, you’ll scare the babies.” Someone else (their parent maybe?) interrupted the shouting match. “She started it!” “Did not!” “Did too!” “Nuh-UH!” “Uh-HUH!!” “NUH-UH!!!” I’ve seen a political debate a lot like this, Tina thought to herself. “Look at that- it’s six o’clock! You know what that means…” “Lunch time!” The children chorused, their argument of moments earlier forgotten already. “What’ll we have then? We could have… soup?” “Soup time!” “We could have… sandwiches?” “Sammiches time!” “We could have… broccoli?” Tina heard a door close, cutting off the exaggerated vomiting sounds and leaving her with just the TV and the sound of a dozen adverts- an eclectic mix of hearing aids, over-50s life insurance, a commemorative coin for some historic battle or other, two sets of sports trading cards, a multi-platform MMORPG game and a very shouty used car salesman with an annoyingly catchy jingle. She could hum the jingle perfectly well, but words still eluded her. Weird. The baby started whimpering and for a moment Tina was lost- did that mean she was finished, or needed winded, or something else? Her left arm was going dead just because of the way she was holding her so it would probably be a good idea to move her, but at the same time she didn’t want to disturb her and make her start crying, which would probably make them take her away, which made her feel strangely protective of this little baby she’d only just met five minutes ago. It was an odd experience, but not unpleasant- far from it. “How are you getting on?” Doctor Geofdos asked from behind her as he entered the room. “Good. Um…” “Need a hand?” He must have sensed her discomfort. “Trying to figure out the logistics but not quite sure where to start?” Tina nodded, relieved. Geofdos came over and talked her through how to move the baby from one arm to the other. “Have you given her a name? Don’t worry if you haven’t, you really don’t have to-“ “Emiko.” Where did that come from? “Emiko? Sounds familiar, but I can’t quite remember why. Alright then.” Tina tried to say something, anything, to take back that terrible suggestion, but her words just wouldn’t travel from her brain to her mouth. “I’ll leave you and Emiko in peace, just holler if you need anything.” Great. Now you’ve gone and ruined this poor baby’s life by naming her after a TV show you haven’t even seen. Nice work. Time passed, people came and went, the TV kept up its incessant background noise- and that stupid jingle kept coming back, burning itself into her brain. Stupid shouty car man and his stupid catchy jingle. A smell began wafting up from the baby’s direction, but just when she started to worry about that particular issue someone else in the room noticed and waved a nurse over, who whisked ‘Emiko’ away and returned her a few minutes later, clean, un-smelly and screaming her outrage at being so rudely separated from her new best friend. She soon calmed down again and even fell asleep right there in Tina’s arms. Someone had turned the TV off and the room was quiet… She woke up with a start, causing Emiko to start whimpering until she shushed her back to sleep. Someone had propped a cushion behind her head; thanks, whoever you are. “EEEAAA!” Sasha shouted the moment she saw her. “How are you doing?” Mum asked moments later, sitting down beside her. “Emiko.” Stop saying that before it sticks! ‘Emiko’ made a noise and Sasha reacted in almost comical surprise, looking around to see where it had come from. “I talked to Doctor Geofdos outside, apparently you’re some sort of baby whisperer. Can we see her?” “Sure.” She thought for a moment. “How…?” “I’ll get her.” Mum understood exactly what she meant. She came over and expertly scooped the little baby out of Tina’s arms. “Well, look at you! Aren’t you just the cutest little thing? Too bright? Maybe that’s why you were happy in there with Tina, hmm? Shh, there now, that’s better.” Sasha clambered onto Tina, her greater size and weight coming as a shock. Mum sat down beside her again and Sasha was immediately transfixed by the sight of the tiny baby in her arms. She reached over and- “Ah ah, no!” Mum warned her and she retreated. “We don’t want you getting sick, now do we Emiko?” “…ee-oh?” Sasha repeated the unfamiliar word. “Yes, her name is E-mi-ko.” “Ee-oh!” Tina sighed. Looks like that name has stuck. Stupid TV. And stupid brain for not letting her talk properly. She stayed with ‘Emiko’ almost until midnight, until she almost fell asleep in the chair whilst sitting beside her little incubator and had to leave to go to bed. Despite some trepidation from Tina- and her parents- the nightmares stayed away again and she woke the next morning feeling more refreshed than at any time since her impromptu trip to space. Every day she went back, and every day she became more and more convinced that little Emiko recognised her, cooing happily when she came each morning and crying bitterly if she ever left. She liked to curl up with her head resting on the top of Tina’s sternum, under her T-shirt where it was dark, warm and she could feel Tina’s heartbeat, and would usually fall asleep there. There was always someone on hand to help out with all those baby-related tasks that are so much easier when you can see what you’re doing, but they were always patient and helped Tina do much of the work herself, something that helped her own mood almost as much as it helped keep Emiko calm. After five days Geofdos was thrilled by little Emiko’s improvement: she was gaining weight, her breathing was much stronger and she could now tolerate being picked up for short periods without crying, though she still greatly preferred Tina’s company. Tina’s condition also improved as her speech gradually returned and her sleep pattern returned to normal, untroubled by nightmares. On the sixth day Dr Suzon, an ophthalmic surgeon, arrived to perform the first of several surgical operations to restore Tina’s sight. She explained the procedure’s objectives and the potential risks, but despite her reassurances Tina barely slept that night as her mind tried to think of all the worst-case scenarios and then combine them in new and awful ways. It was rather anticlimactic in the end, over within an hour with no problems or complications and the reassuring news that her right eye had sustained less damage than initially thought and was healing faster than predicted. One more operation in a few days’ time and she would probably be able to see again, though it would take a while longer to be able to read. Still groggy from the anaesthetic, she spent most of the day asleep, waking at just after 7 o’clock and immediately feeling irrationally guilty for abandoning little Emiko for that long. Worse still, she wasn’t allowed in to see her to prevent any residual anaesthetic still in her system from potentially harming Emiko. She was over there first thing the next morning though; well, second thing after breakfast, but that goes without saying. About half an hour later, Dad arrived with someone else behind him. “You have a visitor.” “Who is it?” Tina asked. “It’s Nat,” said Nat. “Na-ta-li-a.” Tina was frustrated by how long it took her to say that simple word. “They told me you’re having some trouble talking.” Tina nodded. “Words are… they get lost. It’s…” Come on, mouth, get it together! “Getting better. Slowly.” “That’s good to hear. How about your eyes?” “This one…” She pointed at her right eye and made a so-so gesture with her hand. “It should work soon. The other,” she gave a thumbs down. “They want to give me a, a…” “A camera they took right out of a smartphone and made into a bionic eye,” Dad joked to fill the silence. “I keep telling her they won’t include the flash, but she won’t listen.” “Don’t be ridiculous, Martin.” Nat replied. “They’ll give her one with a built-in heads-up display, thermal imaging, gyroscopic stabilisers…” “Eye roll.” Said Tina. “Did you just say ‘eye roll’?” Nat asked. “Well, I can’t do it, so I say it instead.” “And she says it a lot.” Added Dad. “Along with ‘sidelong look’, ‘confused blinking’ and her most popular one, ‘blank stare’.” “How’s Val?” Tina asked. “She’s hanging in there. They keep tweaking her life support to see how she responds, so she has good days and bad days, but they’re happy with her progress so far.” “But how is she?” Nat sighed. “They’re pretty sure her spinal cord is severed in at least two places, possibly three. She’s missing her right kidney, her left spleen, just under half her liver and they’re also worried about internal bruising, hypoxic brain injuries…” She sighed again. “But she’ll get through it. I know she will- she’s too stubborn to let this beat her.” “How about you?” Martin asked. “Oh, tired, stressed and still hoping that this is all a cheese-fuelled nightmare that I’ll wake up from at any moment. They keep telling me that stress is bad for the baby, but I just tell them that almost getting murdered is a whole lot worse and I’ve got plenty of things to be stressed about. My doctor said I should try a massage; I lasted about two minutes before I nearly broke the poor girl’s fingers and that slightly spoiled the mood.” “Hey, Nat. How are you?” Jeanette said as she came into the room, nudging Sasha along with one of her crutches to keep her moving. Nat ducked down to say hello, but Sasha completely blanked her and crawled over to Tina’s leg where she sat tugging insistently on her trouser leg saying “EE-OH!” repeatedly. “OK, OK, she’s here.” Tina said as she brought Emiko out into the light. Emiko wasn’t happy about it, but for once she didn’t start crying. “So this is the little friend Martin was telling me about,” said Nat. “Aren’t you a cutie? Can I...?” “She’ll cry,” Tina warned her. “She cries for everyone else but me.” She handed her over to Nat and within a few seconds Emiko’s lower lip started trembling. “Shh, it’s OK, it’s only me.” Nat tried to comfort her. “You are just the sweetest little thing, aren’t- oof, right in the pancreas. And watch those elbows, will you?” “I know the feeling,” said Jeanette. “The last two munths with Sasha, it felt like she was trying to punch her way out, plus she got hiccups every night just when I was about to go to sleep.” Nat’s phone rang, which was enough to set Emiko crying; Nat handed her back to Tina and rummaged in her bag to find the phone. “Hello?” Martin and Jeanette watched as Nat’s face changed from worry to something more like exasperation. “Another one? Tell them what we told the others and send them on their way.” She hung up and sighed. “What’s that about?” Martin asked. “You haven’t heard? Apparently that ‘Me-nome’ company had a massive database failure that meant a lot of people’s results got sent to the wrong people. I’ve had six- seven, now- people turn up claiming to be Val’s long-lost relative.” The look that passed between Martin and Jeanette spoke volumes. “Did I miss something?” Nat asked. “You look like you need a coffee,” Martin said. “My treat.” “Actually, I…” Nat started to object, then realised what he meant. “I’d love a coffee, thanks.” “Jeanie, you coming?” “Only if tea’s on the menu.” Jeanette replied, scooping Sasha off the floor and carrying her squirming and protesting out of the room. Tina hadn’t been paying attention to the conversation and didn’t realise they were leaving until after they were gone. Emiko had stopped crying and possibly fallen asleep, but there was no way for her to tell without waking her up again. A man entered the room with two children (Tina assumed they were his), one of them sobbing quietly. They sat down in the same row of chairs that Tina was sitting on, but the other child quickly got bored and started wandering around the room. “Don’t touch it,” the man said. “But it hurts,” the crying child replied. “I know it hurts, but if you keep poking it, it’ll just hurt for longer.” “But it hurts now…” “Will chocolate make it hurt less?” “Uh-huh…” Tina couldn’t help smiling at that. The crinkling chocolate wrapper immediately attracted the other child’s attention and they trotted over. “No, Dillon, this is for your sister.” “But I’m sick too!” Dillon protested, letting out a very fake cough that fooled nobody. “Lizzy, can Dillon have one of your chocolate buttons?” “Hmm…” “Pleeeeeeeease?” “OK.” “What do you say?” “Thank you, Lizzy.” “Good lad- I said one, Dillon!” “They were stuck together, it’s not my fault!” “Ah, the old ‘they were stuck together’ chestnut, like I haven’t heard that one before.” Tina heard footsteps running from one side of the room to the other, then returning and stopping in front of her. “Hello.” “Hi?” Tina couldn’t tell if he was talking to her or not. “What happened to your face?” “Dillon!” “What? You always say, ‘If you don’t understand something, ask’, so I asked.” Tina laughed and the father let out a sigh that was more amusement than annoyance. “Oh, you’re your father’s son, all right. Sorry about that.” Tina was about to reply when a doctor came into the room and said, “OK, Lizzy, it’s time for your X-ray.” Lizzy started crying again, Dillon asked “What’s an X-ray? Can I have one too?” and then they were gone and Tina was alone with Emiko once more. A while later, Mum, Dad and Nat came back. “If you’re feeling up to it, Darryl wants to come and see you tomorrow,” said Mum. “Who?” “Darryl.” “Who?” “Darryl.” “Just repeating the same name to me won’t magically make me know who it is.” Tina snapped. She sat for a moment surprised at what she had just said, then burst into tears, a strange experience with one eye half-missing and both eyes covered with bandages. Mum and Dad sat down on either side of her, Mum scooping little Emiko into her arms so she could lean into Dad and sob into his shoulder. “Tell your old Dad what’s wrong, hmm?” Said Dad. “I’m broken,” she choked out. “Broken?” “I can’t see, I can’t speak, I can’t stand without feeling like I’m about to fall over, I couldn’t even sleep for weeks, I can’t think straight half the time, I just…” Dad tried to reassure her. “Val is alive because of you. Nat is alive because of you. Emiko is alive because of you.” “She’s named after a TV show because I couldn’t talk properly!” “You’re looking at this all wrong, Tina,” said Nat. “You got launched into space with zero warning, performed an impossible EVA rescue with no training and no real plan, flew an unstable prototype shuttle through a hard re-entry, pulled more negative Gs than anyone in history with re-entry plasma blasting through the windows right into your face, landed that shuttle in the ocean, nearly drowned trying to drag Val out as the shuttle sank, shrugged off brain haemorrhages like they were nothing, woke up from an induced coma, got shot in the face… did I forget anything?” “There was that fighter plane that tried to shoot us down,” said Martin. “That was more me than her, but fine. After all of that, you’re still here, you’re still living and breathing, walking and talking- and yes, you’re not doing all of those things as well as you used to, but considering you should have died about twenty times over I’d say you’re doing fantastic.” “Easy for you to say,” Tina replied, but it was clear Nat’s words had had an effect. “The entire world knows what you did up there, Tina. You’re a hero in the eyes of billions of people.” “A bit of an exaggeration,” said Mum. “No, really. All the newspapers and TV stations are arguing about pretty much everything except for the fact that Tina is absolutely and unquestionably the bravest person on the entire planet, bar none.” “I was literally scared- uh, witless, the moment that airlock door opened and I barely avoided projectile vomiting across the helmet visor the whole time. Sound ‘brave’ to you?” “The first time I flew on a Dynawing, I tossed my guts up in the van driving out to the pad and they had to turn back to get new pressure suits for the entire crew. Actually, that was the first time I ever flew with Val, she was commanding that mission. She probably has all kinds of stories to tell about the early days when she did the first EVA by anyone, ever…” She took a rather shaky breath. “Sorry, it just sneaks up on me sometimes. My point is, bravery isn’t not being afraid, it’s overcoming that fear. So maybe you were scared witless and maybe you only just kept your breakfast from spattering across the inside of your helmet, but you still did the most ridiculously dangerous and difficult EVA in the history of spaceflight and brought Val back with you. “All I ever wanted was to go to space, to be like Val; but now that I’ve actually been up there… I don’t know that I could ever do that again. Or that they’d even let me, because let’s face it, I’ll probably never pass the medical tests with a missing eye and a leaky brain. If that’s gone, then what?” “Are you kidding me?” Dad replied. “Johnbro and Desdas practically hired you on the spot on the flight back from Darude, never mind all the other companies that would be climbing over each other to give you a job.” Nat joined in. “If that nuclear engine on the Firebird was anything to go by, they could turn that into a plane that could fly continuously for munths at a time- just imagine what that could do if you dropped one into the atmosphere of Eve, or Jool, or Huygen. Or use the original engine you designed to fly around on Laythe with an ISRU system to make the methane.” “Or adapt the technology to something right here on Kerbin,” added Mum. “Hydroelectric turbines, more efficient jet engines on planes, propulsion systems for ships- is she sleeping?” “I think she is,” replied Martin, looking down at the head resting on his shoulder. “Pass me that cushion and we’ll leave her in peace. *** This again. Jool below her, Bop before her, but this time Sasha was strapped to the front of her in the baby carrier thingy. The moon closed in, the monster on its surface reared up- And oh so gently reached out a tentacle the size of a skyscraper to just in front of Sasha, who oh so gently grasped it with both hands and planted a little kiss on the tentacle’s tip. When she woke up, both the dream and all memories of the nightmares before it were gone as if they’d never happened.
  14. 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
  15. 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. Video here. And yet another Jool 5 mission, but this time with only one engine! A cargo spaceplane with a single rapier made multiple launches to place several fuel tankers into orbit before flying a gravity-assist-utilizing course to Jool. Once in Jool space, the Laythe landing was conducted first, and then the plane ditched its outer shell so that just the rapier engine and a few fuel tanks remained. The craft then docked to a fuel module in orbit and flew to Vall, landed, then went to Tylo where a dedicated fuel drop-tank was used with what I'll dub "backflip staging". From there the Pol and Bop landings were done, with fuel to spare. After a fiery return to Kerbin, the brave Kerbonaut, Wildard, paraglided safely into the ocean. I recommend giving this video a watch, because it's short, to the point, and an amazing display of Kerbal engineering. - @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! Mission thread here. This mission was done with tremendous build constraints, and done entirely in a no-contract career mode save. Each launch was limited to 20-25 tons, meaning it took dozens of flights to finish the main ship, the Marco Polonium. The ship used many cost and weigh saving methods, including using the Laythe lander as a stage on Tylo, and by using claws instead of docking ports in some cases. The mission also visited Duna, Ike, Eeloo, Dres, and Eve (orbit) as well. This mission is one of the most entertaining ones I've reviewed (along with one of the most optimized) and I highly recommend giving it a read. - @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. - @OJT ISRU, Thread here. This mission was fully reusable* (apart from deployed fairings but we couldn't decide if that counted or not) and landed every component of the main ship back on Kerbin upon finishing the Jool system's exploration. The mission began with three launches, one for the mothership, one for the lander, and one for the SSTO spaceplane. Due to unfortunate moon placements, no gravity-assisted captures were possible and a retroburn was conducted. From there, a surprise Laythe aerocapture was conducted, saving much needed fuel. After the Laythe landing, the main ship flew to Vall, left the plane in orbit, and then landed with the lander beneath it and refueled on the surface. Next up was a Tylo landing with razor thin fuel margins, followed by Pol and Bop. It is worth noting that this mission did not repeat OJT's previous Jool 5 mission's Pol refueling process, in which the lander did numerous trips to the surface to bring tiny bits of fuel up to the main ship. With the landings complete and plenty of fuel to spare, the ship flew back to Kerbin where it landed piece by piece, with the lander being launched an SSTO parachute module. An excellent mission, and no doubt a fine achievement. 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. - @Krazy1 ISRU, Album here. This mission was done with the Principia mod, which makes gravity and orbits behave more realistically. The spacecraft used was the "2 by 4", named after its two mammoth engines and four nervs. First the craft launched to Minmus, then visited a passing asteroid, then went back to Minmus to refuel, then shot off to Jool. After the Laythe landing, there was some trouble getting to Vall due to orbital issues. After Vall came a very bouncy Tylo landing, which was followed by a Pol landing, and then a Bop landing. It is worth noting that Bop is orbiting retrograde in this mod for orbital stability. After completing the landings and experimenting with weird orbits, the 2 by 4 traveled home, refueled on Minmus to prep for landing, and then touched down safely on Kerbin with its crew of 5. ISRU, Album here. This mission utilized an orange and gray aesthetically pleasing spacecraft. Once launched into orbit, the craft refueled on Minmus, then shot off to Jool where it landed on Vall, then flew to Tylo where it performed this landing, before nearly burning on Laythe, then finished up with Bop and Pol. Upon returning to Kerbin, some excess ore was turned to fuel to save weight, and the crew splashed down 10km from the KSC. 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! Mission thread here. Collected 11395 science from the Jool System. This is my favorite submission to the Jool 5 Challenge I have ever reviewed. The sheer amount of effort put into this mission cannot be overstated. King of Nowhere started this mission as a nanocristalline diamond caveman mission, which in short meant no contracts, no facility upgrades, no quicksaving, on career mode, while starting the save with severe limitations. While the mission ended up needing quick-loading, it still is eye popping to see just how much work went into it. Each launch (in the VAB) was limited to 18 tons maximum, so a work around was used by having docking ports around the base of the rocket, to which separate boosters would be docked using a runway-launched rover. This meant that many launches required multiple launches of booster attachment vessels before the rocket itself could attempt to leave the pad. After over 100 launches, the Navis Sideralis Neanderthalensis and all its cargo were ready, and the ship departed for Jool, leaving a most amusing pattern of drop tanks in its wake. Upon reaching Jool, disaster struck when the Tylo lander suffered an anomoly, and quicksaves were needed to complete the Jool 5. While at Jool, science modules were discarded after use because a lack of KSC upgrades prevented their resetting, and every aspect of the mission, from flying between moons to the landings themselves, were executed with meticulous testing and prior calculation. I cannot possibly explain everything this mission did in this little blurb, so I highly encourage anyone who wants to see some of the best Kerbal engineering I've ever seen to check out the linked mission thread above. - @OJT ISRU Mission thread here. Collected 26871.3 science from the Jool System. This mission thread contains some of the most eye-catching, visually stunning KSP screenshots I have ever seen in a Jool 5 submission. The mission itself was tested and proofed in sandbox, and consisted of a long, skinny mothership, a spaceplane, and an ISRU lander for Tylo. With the lander and plane hanging from docking points on the main ship, the craft boosted to Jool and used a Tylo flyby to capture. Visiting Vall first, the lander took around 100 days to refuel. The ship then flew to Pol where the relatively tiny lander (in relation to the mothership) flew to Pol's surface and back numerous times to refuel the main ship before it could head to Bop. At Bop a kraken was discovered, and on Tylo the crew found it refreshingly eventless. The last destination was Laythe, where the plane and lander were left in orbit so the main ship could return to Kerbin. A return craft returned the crew and science, and crew XP was had by all. 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. - @cqIpb Mission here. This mission was flown on an Xbox, and pushed the console to its framerate limits! cqIpl was inspired to do a Jool 5 mission after finding this thread, and despite not being able to land on Laythe due to lander instability, still had a lot of fun finishing the rest of the mission, and took a few great screenshots along the way! As of writing this, cqIpb is still new to the KSP Forums. Welcome, we're glad you're here! - @Alpaca Z, using a craft built by @Lt_Duckweed (with permission) Grand Tour, ISRU . Video here. Using a rather simply built SSTA, this mission was a simple case of flying around the entire solar system and refueling everywhere. This craft utilized air-fans, ions, vectors, and nerv engines, allowing it to be not only capable of high efficiency maneuvers, but also those requiring high TWRs. A highlight of this mission was the strategy to use EVA construction to rebuild the back of the plane to enable it to land vertically on Tylo's surface. Why bring landing legs when you have wings that could do the job just as well? This mission's video submission is also of a high quality, so I recommend giving it a view. In all, the crew of three finished their grand tour in only 15 years and 117 days! Efficient and speedy Moved to Honorary Mentions due to the fact that the crew could not exit onto Tylo's surface.
  16. Just talk like any game character. Example: Me, the great abel101126, will capture and cook you! Nyeh Heh Heh! (Papyrus UNDERTALE )
  17. War comes to mind. Or terrorism. Most natural causes could be excluded on their own since they can't (reliably/targeted) hop star systems, but with human/alien help they could of course. Those would be my top 'most likely' options. Grey goo and/or rogue Von Neumann probes could be a less evil/intentional but still intelligence-caused option. Related to that, evil AI could do the trick (Roko's Basilisk?). For purely natural causes anything that could wipe out an entire multi-stellar civilization is liable to destroy the entire universe. There's Strange Matter/Strangelets for example (think cosmic Ice-9). Then there's False Vacuum Decay (or a 'Vacuum Metastability Event'), basically a phase transition of the entire universe to a more stable quantum state. There's the geometric cut-off suggested by eternal inflation theories, this gets a bit above my pay-grade in maths and statistics but basically, in order to make the probability calculations in quantum physics work physicists have to use some boundaries because in an infinite universe/multi-verse with infinite space-time every event happens an infinite number of times and therefor the probability of any event happening is equal to the probability of all other events happening, throwing sand in the quantum probability machinery. It has been suggested that these boundaries may actually be real rather than just a mathematical tool which would mean time would simply end some time in the coming 5 billion years. Some people might suggest a galaxy collision/merger but the reality is that these events rarely involve actual stellar collisions, it would definitely change the night sky but it's unlikely it would wipe out an entire civilization assuming they are somewhat spread throughout their home galaxy. Of course universe ending catastrophes aren't all that interesting to explore because there'll be nobody around to talk about it around the water cooler anyway. Besides the water has probably turned to ice because of the Ice-9. So my vote for the most likely cause would go to some form of sabotage/war/terrorism on an interstellar scale. Assuming such a cause, some pockets would be likely to survive due to isolation, and although rebuilding might take a long time, that's only 'long' on human scales, not on cosmic scales. The science has all been done, it's mostly a matter of building back up to whatever level of development allows you to produce the presumably exotic materials needed for your interstellar engine magic before the whole story starts over again. This time with even more motivation to eliminate everyone else!
  18. And yet the terrain below it is the same flat and smooth terrain of KSP (obviously being it just a mod). KSP2 terrain is on another level altogether, on a geological scale. Cliffs, canyons, peaks, rugged terrain. A bigger variability in the terrain types you can find on a single celestial body. You can add all the scattered object you want to KSP1, but at the end of the day you still are left with the same flat and smooth planets below them. Just like when you add a high resolution texture pack to Minecraft, the effect is the same. You can arbitrary decide to disregard when they show assets in the assets editor all you want because "they're not actual gameplay footage" but you have to understand that your arbitrary decision doesn't automagically nullifies the fact that we were shown those assets and the tech behind the planets is on another level compared to KSP1. I read the discussion and all I see it's you using, again,old flawed arguments to keep up the "controversial at all cost" character you're playing. If you can't understand the difference between the people working on this game and the people that wrote the first updates of KSP1 you shouldn't talk about the technical part of the game at all. Even just on a mere "let's see what previous experience this devs have."
  19. ok? don't need turn it on, i even stated saying its showing the limits of what the game can do with tires... no reason to talk about it then its a tv static statement. can't you adjust the settings? just like the collisions. oh, you CAN, intresting. yup cannot read the entire post, i don't care if it needs more time or not even come out this decade im putting what they said out of when the possible release is, its not fautual that it will happen on X date, im saying that if they want to keep the "lines" of what they stated, they only have X, amount. thank god you are me and know exactly what i think about this game at all times. same thing, but read the entire post instead of whatever you want to make yourself seem justified to make yourself seem better. man, you literally cannot read what i typed, in my honest opinion i don't like parallax 2.0 at the end i like its there, just like i said its fun to see how the game has grown to a point that such mods exist for ksp, but i honestly don't like it, but oh, you are me, you know exactly who i am... good, thats a healthy statement, thank god im not saying the game should be that good in regard of visuals. people already talking about the mod. i got no complaints?? so far 3 people that think they know every ounce of the game and think they are the other person, amazing.
  20. Decided I'd try something novel today and only report on my activities this past 24 hours. Probably should've picked a more interesting day to talk about. I was rather dismayed to discover that something had changed that made my TBD rovers not want to drive at all on Kerbin; I had fully intended to get construction started on South Base in my current save, but I couldn't get the thing to move faster than 0.1 m/s; not sure what exactly happened there, but in fairness it has been four versions since I've tried to deploy one. With that plan dead, I instead decided to spend the day getting CommNet links established over Kerbin and Mün. The Pink Noise 7 probe over Mün was adjusted to 241.6 kilometer polar flyby orbit, shortly after which the Hurdy Gurdy 7 craft carrying six colonists to Hadwin's Shipwreck arrived and an intercept was established. An adjustment was made to a Boop-Boop 7x probe on its way to fulfill a satellite contract, after which the Hurdy Gurdy's rendezvous with its target was set up. The Pink Noise probe over Mün hit its target orbit next and soon Muncomm Alpha was established in the proper orbit, releasing Muncomm Bravo and Muncomm Charlie, both of which burned for their respective proper orbital positions to set up a triangular link over Mün. I should now have full CommNet access anywhere on the Münar surface. That job done, I set to work establishing the Kerbincomm network. A Pink Noise 7 probe was launched to a 776.6-kilometer equatorial apoapsis followed by a second such probe launched to a 110.80- by 110.4-kilometer orbit over the poles. I think Kerbin is the only planet in existence where the north pole is clearly labeled with a pucker mark...though you really have to be looking in this screenie. It's off to the left. Kerbincomms Alpha, Bravo and Charlie were deployed once the probe carrier circularized its equatorial orbit, while the polar probe carrying Kerbincomms Delta, Echo and Foxtrot burned to raise its orbit up to the correct altitude (a ninety-minute orbital period up around 776.6 kilometers). Alpha, Delta and Bravo are currently in their correct orbital positions and I plan to get the other three in position as soon as I have time to do so today. Last thing that happened was the arrival of the Hurdy Gurdy at Hadwin's Shipwreck; the craft was successfully grabbed. I now face the problem of having one seat aboard the shipwreck and six kerbals to count as delivered, which I think is going to require that I ungrab and regrab with each kerbal in the single seat of Hadwin's Shipwreck at least once. I'll have to go back over the conditions of a colonization contract to be sure. That will likely take up my time today. I also still have the Sandstone Yoke mission heading towards Minmus, the Boop-Boop probe mission, a couple of science missions that are taking longer that expected and an ongoing tourist mission to Mün to deal with as well. TL, DR: Deployed comm sats and not much else. Be happy I did a short post. For once.
  21. I would like to know more about the process of creating parts. You talk of unwrapping meshes and such. I've got no context. Is there a primer that discusses the particulars?
  22. I hate being asked "How's school?" for small talk, no ones going to use the info, I don't remember half the info, and the answer is always "It's fine"
  23. PatchManager is a simple mod which will allow mod and patch authors to package various optional patches with their mods, or as stand-alone patch sets. By creating a simple config file for each patch, PatchManager makes it possible to install and remove patches from inside the game. Gone are the days where you would have to copy patches into the game. An additional benefit is that all active patches are stored in a single location, making it easy to save, package up and redistribute to your friends. This mod will do nothing by itself. It requires a mod to include patches in a specific format. When the window is open, lines with text in red are patches which are not enabled, lines in green are patches which are enabled. Note that the changes aren't done until until you click the "Apply All" button. Mods which use this: KW Rocketry Rebalanced mod (released in Beta) Munar Industries Tanks Mk 2.5 Spaceplane Parts Community Database of Module Manager Patches for stock KSP Interstellar Fuel Switch Pics: Toolbar button: Main PatchManager window: Patch Manager Confirmation window: Settings screen: =================================================================================== Instructions for Mod authors I'll be referring to the KWRocketry Rebalanced mod, so if you have any questions, I suggest you first download that and look at it as a working example. PatchManager looks for config nodes which have the following format: PatchManager { // Required settings. // srcPath should use forward slashes, and include the full file name. srcPath should be in a directory // called ".../PatchManager/PluginData" modname = KW Rocketry patchName = GraduatedPowerResponse srcPath = KWRocketry/PatchManager/PluginData/GraduatedPowerResponse.cfg shortDescr = Graduated Power Response // Optional, but recommended longDescr = Makes the engines take time to spool up and down //// Optional entries here // dependencies, only show this patch if these specified mods are available // List either the directory of the mod (as show by ModuleManager), or the // mod DLL (as show by ModuleManager) //dependencies = // exclusions, this patch is exclusive with these, in other words, don't install this // if a patch listed in the exclusion is installed // exclusions = // Path to icon, if desired. Can be a flag, but will be shrunken down to a 38x38 image icon = KWRocketry/Flags/KWFlag04 // Is this patch active on mod installation? If this is true, then this // is describing a patch which is initially active. installedWithMod = false // Author's name, if desired author = Linuxgurugamer } patchName This is the name of the patch. It should be short but descriptive srcPath Where the patch file is located, relative to the GameData directory. You MUST include the full file name as well. The filename MUST match the patchName shortDescr A short description of the patch. longDescr A longer description of the patch dependencies What mods this patch is dependent on. If these aren't installed, the patch won't be shown. This is a comma separated list of mods exclusions Specify a comma separated list of other patches which should prevent this patch from being installed. Note that this does not work in reverse installedWithMod If true, then this mod is active when the mod is installed icon An icon to show, if desired Author Author of the patch The directory structure is intentionally rigid. This is done to make sure that patches are found properly, that patches aren't accidently made active, etc. PatchManager configs should be in a directory in the mod folder called PatchManager. The patches themselves should be in a directoryy called PluginData, inside the Patchmanager directory. See the following tree diagram for an example of how it's set up in KW Rocketry Rebalanced. Note that while I did use different names for the PatchManager file and the actual patch file, and recommend that you do so, it isn't absolutely necessary: KWRocketry | |->Flags/ |->KWCommunityFixes/ |->Parts/ | |->PatchManager/ | | | |->PluginData/ | | | | | |-_GraduatedPowerResponse.cfg // This is the actual patch file | | | |->PM_GraduatedPowerResponse.cfg // This is the PatchManager file | |->SoundBank/ | |->KWRocketryRedux.version |->MiniAVC.dll Now, as I was developing this, I was working with another mod author, who had a lot of difficulty understanding what I was trying to explain. The problem was we each were thinking of a "mod" in different manners. So, to be clear, I'll define here what I'm referring to when I talk about a mod: Mod Definition: KW is a mod, it has it's own set of patches CommunityPatches is a mod, it has it's own set of patches. JoesKWPatches is a mod. it has it's own set of patches Special Instructions regarding the "installedWithMod" option ============================================================ Some mods may wish to have patches which are installed and active when the mod is installed. This requires special handling: The patch goes into a different directory called ActiveMMPatches in the initial Patchmanager folder. Internally, the operations are somewhat reversed. Instead of the patch being copied to the main PatchManager directory, when deactivated the patch will be moved to the local PluginData directory, and back again if reactivated. The "srcPath" should still point to the PluginData directory, even though the patch will be in the ActiveMMPatches directory. In this case, "srcPath" is telling the mod where to move the patch to in order to disable it. The name of the file will be obtained from this entry. srcPath = KWRocketry/PatchManager/PluginData/GraduatedPowerResponse.cfg Using the same diagram as earlier, the new directory layout is: KWRocketry | |->Flags/ |->KWCommunityFixes/ |->Parts/ | \->PatchManager/ | |->ActiveMMPatches/ | | | |->InitialActivePatch.cfg // This is the actual patch file | |->PluginData/ | | | |->GraduatedPowerResponse.cfg // This is the actual patch file | |->PM_InitialActivePatch.cfg // This is the PatchManager file |->PM_GraduatedPowerResponse.cfg // This is the PatchManager file Some final notes: If there aren't any mod patches available to be installed, the toolbar button will not be displayed You can disable the toolbar button in the standard game settings page. There is an override which will force the toolbar button to be always shown, regardless of dependencies If you install some patches, and then remove a dependency that one or more of those patches depend on, the patch WILL NOT be removed Available Source Code: https://github.com/linuxgurugamer/PatchManager Download: https://github.com/linuxgurugamer/PatchManager/releases License: CC-BY-NC-SA-4.0
  24. The thing about “asynchronous” is that a lot of people are seeing LMP and DMP as being equivalent to “asynchronous time warp” when there’s other ways to implement it. Since we’re jumping back into this (wheeee), I’ll talk about my system which does increase interaction and does fit under “asynchronous time warp” as defined here: The idea is that you can time warp however you want, but you also see other peoples’ real-time movements and activities. Bej also said that the risk of paradoxes is overblown, and I agree. Even if there is a temporal paradox, players will probably not notice it if it is small, and LMP can’t fix it if it is big. Here’s a commonly brought up paradox: one player has progressed very far in the game and is further along in time, and the other player has not, and is less far along. The two players interact, and suddenly technology from the “future” makes its way to the “past”. Or, the advanced player has a base and the less advanced one goes around it, and suddenly they see a base that doesn’t exist yet. Well, LMP has ways to solve this… or does it? You can disallow interaction across time and you can have a “keep out” zone where future structures are, and then players can do their temporal mental gymnastics much more easily. But if the two players ever want to actually interact, then the less advanced player has to warp to the more advanced player. In-game “1000 year hiatus” aside, what functionally just happened is that the less advanced player, who has not actually advanced through the timewarp, has just come into contact with the player in the future. All of that non-interaction just to have an in-universe explanation for why two space programs that were founded at the same time and are thousands of years apart in their development suddenly interacted in the “present.” That seems like a paradox to me, even though it is (weakly) explained in-game. Since we are also on a trend of using Minecraft for analogies, when you walk over to someone’s base in the LMP system, you wouldn’t see or interact with them, you would see a recording of their actions at the time that you are at (as in, if you played less hours than them, you would see them some number of hours ago) and instead of seeing the world populate with cool creations, you would see it populate with chunks that you can’t interact with because another player did something there in the future. In order to have interaction, you press a button to populate the world, but why would you want to have that system when you could just see the other players and their creations by default instead? I’m just saying, if LMP doesn’t actually solve the problem of people in the past and the future interacting, why would you have all those extra steps to have an in-game justification and the semblance if a paradox-free experience?
  25. Most of you are familiar with Chris, AKA Nertea on our forum. Here is some insight from him about part creation: Hello! My name is Chris Adderley, a designer on the KSP2 team. If you’ve been around the community for a while, you may recognize my alias of Nertea from a few mods for KSP1 I have made. Almost a year ago I moved over to game design for KSP2 and I’m here to talk to you about my key area of responsibility and joy… PARTS. Parts are great, and while KSP2 is made up of Kerbals and a bunch of physics/engineering driven systems, one of the main ways the player interacts with the game is with the library of parts that you assemble into a vessel and then fly off into the sunset or ground. For those new to KSP, this is a part: It does get a little weirder. In case you’re curious, this asteroid is also a part: Games are strange. With KSP 2 on the horizon, it might seem odd to talk about developing new parts from square one. However, KSP is such a complex set of interacting systems that through iteration and testing, the team often finds areas where the game could benefit from a new part (or two, or three). In addition, we have a long roadmap of features we want to add to the game, so looking towards the future consistently results in new parts showing up for the team to design and create. Seems like a good opportunity to go over the why, where, when, what, and who of KSP2 parts. Why Parts? Let’s back up a bit. Why build a new part? Ultimately, a part needs to serve KSP2’s four design pillars, which I’ll recap here with a few notes about how parts play into them: Building cool and unique rockets: well, you’ll be doing that with cool parts that you can assemble in unique ways. Exploring new planets: this typically requires a vessel, made of parts. You may have heard that KSP2 will have new and interesting planets that might require interesting part-related challenges. Realistic space flight: as we develop them, we must make sure the parts we provide have a strong grounding in science and engineering. Defining and achieving unique goals: parts should enable the definition and creation of unique missions and activities for players. If a part doesn’t align with these needs, we are probably not excited about building it. You’ll notice that parts that have extremely narrow roles or very specific designs don’t fit into this very well, but perhaps a reality-grounded part that is very cool-looking, which enables new ways of exploring planets, with a myriad of possible unique uses might be the holy grail of parts. Where Parts? There are a few different places a new part could come from. Often playtesting might reveal the need for a part. This often comes from existing part families – we may find that it helps player construction if they have access to a larger, 3.75m battery. Parts that come out of this kind of need are quite common – though we already have over 600 parts in mind for KSP2, there’s always a few bare-looking part families that can use some love. Even so, new-sized parts of existing part families are not the coolest and so might not hit all four design pillars, so while we may want to do them at some point, we will prioritize other parts over them. A missing part might also come from capability. A new, electricity-consuming part that doesn’t have useful ways for a player to power it may identify a gap in capability. Depending on whether there are other ways for a player to solve the design problem, that might identify a critical place for a new part or is something to look at down the road as a quality-of-life feature. In other cases, a feature or gameplay system may require new parts to be fully realized. As a very simple example, if we want to include a new fuel type in the game, many parts are required to support it. We’ll need engines and fuel tanks at the minimum and maybe resource mining and conversion equipment. This isn’t something to be done lightly, and when bringing a new system to life in the game, we have to carefully weigh the needs of the system versus any parts (or changes to existing parts) it calls for. The final place I’ll discuss for part sources is something we like to call cosplay. If you’re a pure power gamer, your ideal vessel might include nothing but functional parts relevant to your mission. As an aside, rocket engineers are somewhat power gamers – no space or mass is wasted on a spacecraft. Cosplay parts don’t significantly add to the core play experience of KSP but can greatly expand what players can build – consider all the inventive fan creations that have come from the humble M-1x1 Structural Panel. For KSP2, we want our players to be able to build vessels at least as cool as what the community has come up with in KSP1, and expand the range to huge interstellar ships and extensive colonies on many celestial bodies. This lends itself to a need for more cosplay parts. When Parts? Once the design team has decided that a part is needed, the part is added to the backlog of work we have scoped for the game. Our Production team has the ultimate say about when we will commit resources to actually designing and building the part, so cooperation is key! One of the important things to identify at this stage is whether we need the Engineering team to develop new technology to make this part work. That could be a new Part Module , new functionality for an existing Part Module, or even specific user experience (UX) work that we want to do to ensure the part, once it is in-game, delivers the gameplay experience we want for it. When Production is confident that the team can deliver anything the part needs, it gets scheduled for building. What Parts? Once we finally get down to the Part Build section, we’ve got to design it in a visual sense. For KSP2, this involves building what we call a whitebox or greybox, a 3D model that doesn’t have a ton of detail or any surfacing (it’s uh, white or grey) which is the responsibility of yours truly. Before the whitebox really gets started, we ask some fundamental design questions that will determine some core aspects of a part, such as: What size should it be? How will it connect to other parts? Should we stack it? Attach it on the surface? What part family does it belong to? What subfamily does it belong to? What technological level does it belong to? Does the part have any real-life analogues that will define its shape? If not, what technologies can we use to refer to this? Sometimes it is easy to answer these questions. A basic methalox fuel tank is probably a cylinder that can stack and surface attach to parts. Its size, part family/subfamily and tech level usually depend on the fuel type it contains, and how much we want stored inside of it. There’s also a lot of real-world reference. At other times, the answer is less obvious. We can explore some of these questions with sketches and mockups. If we really want to test how a part will behave, we can even add a blocked-out version of the part to the game to see how it feels in context to other parts. I’m going to demonstrate this exploration by looking at a small plasma rocket engine from start to finish. This is a high tech (medium tech for KSP2) part, which follows attachment rules shared with other engines. It will draw from a mix of plasma engine proposals. This leads up to a fairly basic shape to start off with; a cylinder on top and an expanding nozzle below. Plasma engines have very basic nozzles without most of the turbomachinery of chemical rocket engines, so we’ll try to keep the engine from becoming a mess of pipes. The basic shape with attach nodes in context (1) lets the parts designer feel out how this part will attach to other parts as well. We can drop in some of the parts we expect players to use (2/3) with it to see how they fit into things. This gives us what I like to call the conceptual design – the very rough look of the part, and a gut feeling that we can build it up to look really cool. I’ve usually done some research at this point to develop the initial part concept, but here’s where the deep dive starts. Depending on the part, there could be a lot of material out there. Generally, the closer to reality a part is, the easier it is to find reference material. That can be a problem with some of KSP2’s part roster, because to our knowledge nobody has built nuclear pulse engines and orbital colonies yet! However, there are a wealth of concept studies, physics treatises and hypothetical engineering trades that have been done to propose things we might build in the future, so we can usually muddle along. With this part, we are representing an electrodeless plasma thruster. There are a number of promising designs out there, including the electrodeless Lorentz force thruster, helicon plasma thruster, Faraday thruster, the pulsed inductive thruster and the well-known variable specific impulse magnetic rocket (VASIMR). We don’t always want to stick to exactly one thruster technology, particularly when most of these engines are basically lab models at this point. Staying away from one specific tech lets us be a little more flexible in terms of how we assign in-game statistics, and lets the artists draw from a wider set of possible concept models to create beautiful art. Once I have a pretty good idea of the tech that’ll be used, and have done some research, I’ll do a bunch of basic silhouette conceptual studies to define the final part shape: Starting from the high-level concept (1), I felt that this was too basic, and the profile wasn’t particularly unique from other engines. It also had poor commonality with the nearest equivalent, the Dawn engine which returns from KSP1. Going for a more cylindrical shape (2) seemed the most interesting. We’ll place capacitors and power conditioning equipment in that area (3) to call back to the distinct two-section design of the Dawn. Based on the research we did earlier, the magnetic nozzle will need some power transmission and support struts, so adding some vertical connections will help with that (4). This will be the approximate silhouette of the model for detailing. I’ll work with our art and creative team to ensure that we are all on the same page and are happy with the result of the part. Depending on the part’s complexity, it could be time for another detail pass, with me going back to the reference material for more… reference. The goal here is to get to a detail level that represents the engineering reality of the part and provides a good base for the part art team to go in and make it look great. As we can see, I build up the area around the power conditioning, going back and forth on how many boxes I want (1/2). Then, building out the magnetic nozzle and finalizing the overall shape (3). Lastly, another layer of detail completes the whitebox (4). Now I’m pretty happy with it! At the end of this phase, we have a concept model to hand off to the art team. This model comes with a set of rough annotations to tell artists where they may want to add (or remove) detail, as well as describe the functioning of the part. Because we want to stay realistic, this whitebox should come with a ton of reference for materials, mechanical diagrams, and the like. Who Parts? I’ve mentioned a lot of teams in this process, from Design, through Engineering, Art and QA, so to me, the answer to the question of ‘who parts?’ is pretty clear – it’s everyone!
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