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Found 7 results

  1. Crimson Vanguard Mission. Objective: taking screenshots of Duna. Crimson Vanguard is a probe desined to serve a communication relay above Duna for future mission on the surface of Duna or Ike. It is launched on a Krocket III rocket. On the pad: Somewhere above the ocean Somewhere very high above the ocean. Or was it above a continent? Transfer to duna (requires a mid-course correction of achieve target's interception.) Into the interplanetary space! Duna is visible. Closing in! Above duna. End orbit AP-130KM / PE-69KM. No fuel left.
  2. The president Kerman entered the room. Each of his steps were resonating until he sat at the briefing table with all the ministers. He didn't said "hello". Instead the following went out of his mouth. "Boys. And Girls. We need to learn to fly." And then he left. A few weeks later, the first test plane build by Jeb's Junkyard and Jebediah was ready to take off. Fig-1 Jebediah's Flyer I The plane didn't leave the strip. And slightly get out of the runway ... when suddenly the plane, well .. the thing, exploded. Jebediah escaped unarmed the accident. A few weeks later, again, a second Flyer was ready. This plane benefited from the mistakes of the first one. Fig-2 Jebediah's Flyer II Jebediah get high, I mean he reached a high altitude, nobody knows really, we still haven't invented the altimeter at this time, but sure he got high. Too high and ran out of gas. He attempted a landing, a soft one but mostly failed. Mostly because the pilot seat and Jebediah were still intact after landing. Fig-3 Jebediah in what's left of the Flyer II But this day was the most important in the history of flight somebody went above ground without jumping or using a ladder. New episode coming soon!
  3. WELCOME to the Kerbal Air and Space Exploration Initiative (KASEI) ! This thread will serve as a place to store and share my KSP-related After Action Reports (AARs). I'm a long-time KSP player (first played in Spring of 2012); however, it's been more than two years since I last played it in any serious fashion, and so after a short warm-up stint, I feel comfortable trying out a new modded Career playthrough, which I hope to share with you. The playing sessions will be relatively short (less than one hour), but will happen regularly. Updates will be to-the-point and illustrated. Game mode and House rules Game version is 1.3.1 Career mode, customized Hard difficulty settings to make Science collection more of a driver, and hunting for Funds less of problem. Values changed are: Science rewards: slider down to 50% (extra-hard) Fund rewards: slider up to 100% (normal level) Starting funds: 35'000 kerbodollars (normal level) A realistic delay must be observed between two consecutive launches inside a given program: I will start with 20 days for sounding rocket launches, and 60 days for early crewed launches, and will adapt these values as I see fit. No single-crew missions beyond Kerbin's SOI: crews of 2 at the very least, 3-4 would be better. Even though no life support mod is used, sufficient space and housing must be provided for long-duration flights: this will be done by using crew compartments at half-capacity (ie a Hitchhiker module is considered a good housing solution for a 2-person crew going to Duna, even though its max capacity is 4 people). Mods used Celestial Bodies: Galieo's version of the Outer Planets Mod (do not install CustomBarnKit as instructed! The JX2 antenna listed in the "Parts" section below takes care of communication problems) Visual Enhancements: Scatterer Planetshine Distant Objects Enhancements Pood's OPM Visual Overhaul Engine Lighting Tech Tree, Science and Crew: Community Tech Tree Hide Empty Tech Tree Nodes Crowd-sourced Science Reports DMagic Orbital Science SCANSat Final Frontier Engineering and Flight Planning: Kerbal Alarm Clock Transfer Window Planner Kerbal Engineer Redux Trajectories RCS Build Aid Parts: All of Nertea's Near Future Technologies Other Nertea projects: Stockalike Station Parts Expansion Kerbal Atomics Cryogenic Engines Heat Control JX2 Antenna Lithobrake Exploration Technologies Hullcam VDS Continued Surface Lights Sounding Rockets Alcubierre Warp Drive Table of Contents Part 01 -- Project DART & the DARTling Flights Part 02 -- JumboDART That's it for now. Hope you will enjoy !
  4. Dev Program - K1 (Designing and flying Rockets for the Kernow Space Exploration Agency) Greetings fellow forumites. My name is Robert J Powell and I have recently gotten back into KSP after an absence of a little over a year. Recently I posted a few teasers in the what did you do in KSP today thread promising that I would not only post the mission I had run but continue forward and produce more. The result of that is this thread. I intend to move the thread forward one program at a time, generally having one program per post although more complex programs will probably be spread across several posts. Best estimate for updates based on my proof of concept (in this post) would be 1 per week, with the possibility of more when I am on annual leave from my job. More complex designs may require more time, although in the case of a launch not happening in a week, i will try to post a mini development update in the interim. I expect to spend anywhere from 5-20 hours in the VAB designing my rockets with another 4-8 hours allocated for simulation giving a total development time of 9-28 hours. It will then take about 2-3 days to edit the images together into the format I have chosen and to write the AAR (After Action Report). The entire program will be run in what I have termed 'career lite' mode in that i will be using the Career mode for the play through but editing the save file as I deem necessary to modify science or funds etc within a set of parameters (tbd) from here on out known as 'the rules'. I will also be adding my own modified engines into the game as and when needed which will follow a very specific set of rules as laid out below. Long Dart Munar-I (KSEA proof of concept build and journey) Without further ado, I present to you, my fellow forumites, the LDM-I rocket. Sadly this rocket uses a few 'cheat' engines as I designed and flew the rocket before coming up with the rules above. All further rockets in the play through will use only engines available as stock or through the mods I have installed and those I modify. All modified engines will be listed as they are developed and used in the program. The Design: The Flight:
  5. PROLOGUE: FIRST FLIGHT, SQUARED. The year is Kerbin Combat Century 0067(1). It has been over six and a half decades since the disastrous Atomic Conflict. Kerbal society has experienced a strong recovery. Under the aegis of the United Nations of Kerbin's loose world government, economic growth and technological progress are at an all-time high. Global trade is vigorous. Illness, injustice, crime, and all sorts of wrongs and problems are on the decline thanks to these conditions. Travel has been mastered by Kerbalkind, thanks to the combustion engine. With it and the pneumatic wheel, land travel is no longer exhausting and timeconsuming. With it and the propeller, sea travel has become a major fixture of world trade and transport; even the skies have been conquered as air travel is commonplace thanks to the combustion engine. However, there yet remains one final frontier. Space. The black void that lies beyond Kerbin's atmosphere. It has been subject to the wandering speculations of dreamers and discussion of scholars since time immemorial; but it has been so far inaccessible, and many say impossible, for Kerbals. However, with great expectations, the United Nations of Kerbin, that same government which has spearheaded the effort to rebuild global Kerbal civilization, will embark on a grand effort to reach out to this final frontier. Those brave engineers, scientists, and pilots who it falls to to push the last frontier beyond Kerbin are technically called Kerbonauts, but they are much more popularly known as... SPACE KERBALS. (1) Kerbin Combat Century, signifying the number of years after the Atomic War. (This time, I'm confident I have what it takes to go through with this. Again: Cydonian Monk and Czokletmuss were my primary inspirations here in terms of layout and design, but I'm a horrific procrastinator and am still somewhat inexperienced. Reverting flights and resurrecting crews have been disabled for this playthrough. I start off with 150,000 roots and 1,000 science, so as to avoid that early grind. KCT and Kerbal Alarm are my primary mods, and I will be noting them as I implement them.) INDEX OF INSTALLMENTS: 1.1.3/KCC 0067 OPENING THEME Prologue (you just read this. unless you're a filthy skimmer.) Episode 1: Climbing the Summit/Interlude 01: Dunking the Ball (just after this) Interlude 02: Whirling Around/Episode 2: Doing the Hula (just after episode 1) Interlude 03: Around Again/Episode 3: A Slightly Bigger Hoop(e) (just after episode 2) ------
  6. By Their Bootstraps A Tale of Rockets and Cosmonauts (and some other stuff too) About This Story This is a career mode playthrough of a 6.4x rescaled, heavily modded game, done in the style of an after action report. In some respects, it can be considered a sort of spiritual successor to my previous AAR, Because It's There. Unlike Because It's There, this AAR will be told in a more traditional style, with a mixture of in-universe dialogue and out-of-universe commentary. Updates will happen on weekends, and I'll try to have at least one launch per update post. In-Universe Background By Their Bootstraps takes place shortly after a major, decade-long war which saw the end of many longstanding nations and empires. The dominant powers in the aftermath of this conflict are the Greater Kerbal Empire, formed from the remnants of several former imperialist nations, and the Coalition of Free Republics, a loose alliance/confederation of former colonies of said former imperialist nations. The two powers are in state of cold war, with neither side willing or capable of starting another protracted conflict. Our story focuses on the Empire's space program, which is split between the military Imperial Rocketry Corps and the civilian Ministry of Aerospace Studies. Chapter List Chapter 1: Sparks Fly Chapter 2: Flare Ups Intermezzo 1: Sparks 6 Design Leak Chapter 3: Spark Gap Chapter 4: Flash Lights and Test Flights Chapter 5: Cold Embers Chapter 6: A Flash of Lightning Chapter 7: Gumdrops Chapter 8: Probes and Preparations Chapter 9: Plum Full of Problems Modlist Yes, that is 130 installed mods. Amazingly, I can load into the main menu with just under 3 GB of memory usage. If anyone wants, I can give you a .ckan file to save you time installing them all. Data Tables Career Stats Funds: 3700278 Science: 65 Reputation: 74% Building Upgrades Vehicle Assembly Building: 2 Launchpad: 3 Spaceplane Hangar: 2 Runway: 2 Tracking Station: 2 Astronaut Complex: 3 Research and Development: 2 Administration Building: 2 Mission Control: 3 Tech Nodes Unlocked Missions Rosters
  7. Xeorm

    My AAR

    Hi, haven't posted much on these forums, but I've recently been doing an AAR (After Action Report) of a career mode run in KSP. I've been sharing this with others, but recently thought of sharing it here as well. The goal has been to make it interesting for people that might not be all that into space programs, or those that are somewhat interested in KSP itself. Here's the link if anyone is interested: http://seacdev.blogspot.com/ Any thoughts or criticisms are appreciated. If you like it, don't forget to share!
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