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  1. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do to complete the contract. Requirements - This is what is required before the contract will show up. Most of the ProgressTracking information is supported, along with a few other things. Behaviours - These are behaviours that are applied at the contract level. A behaviour can create additional objects related to the contract (such as spawning Kerbals), be used to store persistent data or any number of other things. Data nodes - These define new data for use within the contract using Contract Configurator's powerful expression language. And if the provided parameters and requirements aren't enough, Contract Configurator is extensible. New parameters and requirements can be added in as little as a dozen lines of code. Download Contract Configurator can be downloaded from GitHub. Source The full source and test configuration is available on GitHub. Documentation The user guide is hosted on the GitHub wiki. Change Log Version Checking This mod includes version checking using 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 a more comprehensive version checking experience, please download the KSP-AVC Plugin. Recommended Mods The following is a list of mods that enhance some of the things Contract Configurator does: Waypoint Manager - this will help with any contract using the stock waypoint system by drawing the waypoints in the flight view. Makes hitting targets more accurately much easier! License Contract Configurator is licensed under the MIT License. RemoteTech integration (CC_RemoteTech.dll) is licensed under GNU GPL v2.0. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  2. Ladies and Gentlemen, presenting for your entertainment and delight, Exploration Plus - an overhaul of the stock Exploration Contracts. So, I really like the new Exploration contracts introduced in 1.2, but they aren't without their problems. Do I really need to prove that I can rendezvous or dock around every body before I can move on? Aren't the skills transferrable? I also feel like your progression can get bogged down, as you only have one of these contacts at a time. So here is an attempt to fix this: Features Multiple exploration contracts at a time. The moment you perform a flyby of a body, the mod will encourage you to push to the next one, while offering follow up contracts for the body you just reached. Works better with Monthly Budgets. The stock exploration contracts make heavy use of parameter level rewards, which my Monthly Budgets mod doesn't like, as it can't intercept the rewards. This pack only uses contract level rewards, so if you are using Monthly Budgets the budgeting system will work better. Better Progression. No more "must perform a rendezvous/docking around x body before you move on" - You will be asked to demonstrate your skills once around the homeworld and then we assume you know what you are doing. Even if you are dragging your heels on that mission, the other contracts will still generate. In addition, if you miss any of the "minor milestones" (returning, planting flags etc) you'll get a follow up mission to finish it off. Obviously this will disable the stock Exploration Contracts Fully Planet Pack compatible - The screenshot above is from Galileos Planet Pack, as that's what I'm playing at the moment. I can safely say, if it works on that one, it will probably work on almost any planet pack. If you do find any issues, let me know. Known Issues: Rewards have been generally balanced against what the stock contracts would pay you, but there may be some hiccups. For instance, "Mopping Up" assumes you have missed all the potential milestones and pays you accordingly. If you find any others, please report them. [Not really a bug] - You'll get a "perform a spacewalk" mission, even if you've already done it without the contract. Unfortunately I can't check for this. Licensing CC-BY-SA 4.0 Download First you'll need Contract Configurator Then grab the pack from here Acknowledgements As ever thanks to @nightingale for Contract Configurator.
  3. Increase the variety of tourism contracts available! Have tourists visit your stations, and build new attractions for them! (image credit MalevolentNinja) Description This is a Contract Pack that gives contracts to take tourists into space. There are contracts for: Taking tourists all around the Kerbin system. Taking tourists to your existing stations and bases. Building space tourism attractions. Taking tourists to your newly built attractions. Unlike the stock tourism contracts, all tourists for a given contract want to go to the same place. You'll also start receiving tourist contracts for 20-50 Kerbals to visit your attractions at a time. There are 10 randomly regenerating tourism contracts and 4 one-time contracts that progress your space tourism program. Will you be able to build the space casino and start printing funds? Download CKAN: In CKAN, Select and download the mod "Contract Pack: Tourism" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Tourism contract pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff It is recommended that you install Waypoint Manager, as there is one contract that involves touring the KSC, and it will be more difficult to hit the waypoints without it. The contract pack works for RSS and planet packs - there's a late-game contract to visit gas giants that will pick up any gas giant loaded in the game. Source The full source is available on GitHub. Change Log License The Tourism Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  4. This is the record of my new career mode game in a JNSQ/Principia world with Kerbalism and SkyhawkScienceSystem. Because of Principia, the Kerbolar system will look slightly different from what would normally be expected in a JNSQ setup. The most obvious change is that Minmus is the inner of Kerbins two moons. I am publishing these mission reports both here and on GitHub (mainly because I need someplace to put the images, and GitHub is convenient), and will link to the GitHub version of each story from the story title here. Dawn of the Space Age A history of the Kerbinian Society for Astronavigation They finally made it. Almost a decade after founding the Kerbinian Society for Astronavigation, after almost endless discussions, research, planning, more discussions, scrabbling for money, lobbying, convincing investors and sponsors, calling in all favors any of them were owed (and now owing quite a lot of favors themselves), they finally had a launch site and research center. A former aircraft test site, conveniently located in the middle of nowhere (but smack on the equator!), complete with runway, hangar (a bit decrepit, admittedly), a small office building and a shed (now serving as mission control and admin office), a barracks building (newly renamed to "Astronaut Complex", and their home for the forseeable future) and a couple of nissen huts clustered around another office building (the "Science Center"). Always optimistic, they changed its old name to "Kerbin Spaceport Complex" (and to be honest, that does sound better than "Aeroplane Research Site Four"), and spent almost all of the societies' remaining funds on a brand new rocket assembly building (planned for a bright future, and way too large for what they could actually build) and a tracking station. And, of course, a launch pad (to be brutally honest this time, really just a patch of roughly graded dirt hopefully far enough away from everything else that accidents could happen without causing too much damage). Who they were? A bunch of eccentrics, convinced that it was possible to use rockets to not only leave Kerbins atmosphere, but to actually "fall around the world" and stay up in the skies forever. And to go even further, to Kerbins moons, to other planets, and even other stars! The "space fool Kermans", they were sometimes called (and yes, even though Kerman is a very common name, there were an unusual number of Kermans in the society). Wernher von Kerman. Jebediah Kerman (no relation to Wernher). Gene and Mortimer Kerman (cousins, but not related to either Wernher or Jeb). Max Kalier. Robert Krussel. And last but by no means least, Valentina Korova. The founding members of the Kerbinian Society for Astronavigation. And as of today — day one of year one of the space age, because of course they had started a new year count for the occasion, in good kerbinian tradition — they were officially in business. The business of guiding Kerbalkind to the stars, as stated in the societies' bylaws.
  5. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/UmbraSpaceIndustries/SoundingRockets/releases
  6. Career Evolution Contract Pack The smart contract pack that fixes many of the issues in stock career mission progression. I only play Career mode in KSP because I need to have a direction, a mission, a plan. The contracts give me something to do so I can plan my missions around them. However, I have not played stock career mode since my first career. Thanks to @nightingale and his Contract Configurator mod, I haven't had to. There are amazing mod packs created by @nightingale, @severedsolo, @inigma, @Yemo and many many more. The issue I had with all of these modpacks is that they work together to some degree, but the do not necessarily progress logically because they are all from separate packs. WHAT IS THE CAREER EVOLUTION? It is a Contract Pack that takes the player from uncrewed launches like sounding rockets, to the first satellite into crewed launches that explore the solar system. There are contracts for uncrewed exploration of the solar system as well as crewed exploration that includes space stations, surface bases and more. It uses a logical progression so you will explore your nearest planetary neighbors before getting contracts for the rest of the solar system. You crawl before you can walk before you can run. WHAT ARE THE MISSIONS? Early Space Program (No Crew) Satellites (No Crew) Mun & Minmus Exploration (No Crew) Crewed Milestones Planetary Flybys, Orbits & Landings (No Crew) Space Stations (with MUCH influence and code from @severedsolo great pack) Crewed Flybys and Landings Surface Bases (with MUCH influence and code from @severedsolo great pack) WHAT ELSE DO I NEED TO KNOW? These contracts support all modpacks where the HomeWorld is the 3rd planet from the Sun. This means Stock, and stock resizes, RSS, all RSS resizes as well. This currently does NOT support Galileo's Planet Pack but I am looking at ways to remedy that. I HIGHLY recommend Stock with Outer Planets Mod by @CaptRobau or one of the RSS variants. The contracts are designed to take advantage of the extra planets. You MUST use a Unmanned first Tech Tree. These are the ones I recommend: Historical Progression Tech Tree by @pap1723 (me) Unmanned Before Manned by @Yemo Engineering Tech Tree by @Probus REQUIRED MODS Contract Configurator from @nightingale Module Manager DOWNLOADS GitHub SpaceDock License: CC-BY-NC-SA
  7. 22 years ago, Kerbin was hit by a comet. The 16 kerbals of the Space Station Ranger used its remaining fuel deposits to flee to Eve during the lucky transfer window it got. Arriving at Eve, the crew landed in their various Kerbin reentry pods and began to build underground bases to shield from the radiation and the harsh environment. Now, the 34,000 residents of Eve's only city New Kerbin City but on Eve hopes to return to Kerbin. They do not know how they could escape the thick atmosphere and strong gravity, but these hardened Kerbals knew one thing. It would not be easy. ----------------------------------------------- Yup. A new career game. But not just any career. This time, the KSC is on Eve and HARD MODE. No quicksaves, no reverts, tougher contracts and funds. And Unkerballed Start. And SimpleConstruction. And all their dependencies. But why SimpleConstruction? Because the Goal for this career is to COLONISE KERBIN. This mission report will have some story elements. Jeb: Like this. ----------------------------------------------- Let's get to it.
  8. Field Research - Get paid to do science! Description This is a Contract Pack that gives contracts to perform various science experiments. There are contracts for: Biome studies - collecting results from a number of experiments in a single biome. Climate studies - performing various climate experiments on bodies with atmospheres. Geological studies - performing geological experiments on various biomes of a celestial body. Experimental studies - run one experiment under multiple conditions (including experiments from mods). KSC Science - contract to go around and collect all the various small science around the KSC. Scientist Ferry - bring a scientist to a specific location to perform a specific experiment. Rare Science - contract with suggested location for difficult biome/situation combinations (eg. Splashed down at Kerbin's Mountains). Re-run experiment - contracts for science completionists - re-run an already done experiment to get a little bit more science out of it. Notes: The contract pack works for RSS and planet packs - you will receive contracts for any celestial body that is loaded in the game. This mod disables the stock "Collect Science" contracts, as they become somewhat redundant when this is installed. https://imgur.com/a/R9WvJ Download CKAN: In CKAN, select and download the mod "Contract Pack: Field Research". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Field Research Contract Pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff Crowd Sourced Science - You're likely going to be getting a lot of science reports with this mod. Why not make the reports into some more interesting reading with hundreds of unique science reports. Science Alert - Never miss an opportunity to collect science. Also includes a super convenient UI for collecting multiple experiments. [x] Science! - Contains a great GUI for tracking how much science is remaining for various biomes/experiments/etc. No More Science Grinding - Get 100% science from running stock experiments (no more need to re-run experiments multiple times). Waypoint Manager - For viewing contract waypoints in-flight to much more easily hit your target (recommended for the scientist contracts in particular). Source The full source is available on GitHub. Change Log Special Thanks @arkie87 - For giving me the idea and getting me started on making this. @DMagic - For providing code and general KSP science systems support. @xEvilReeperx - For providing a great block of code to get the list of science subjects out of KSP. @amorymeltzer - More general science support! @ObsessedWithKSP - For all the things you do. Everyone else who posted in this thread where the idea got started. @Zeenobit - For his very cool mod Historian, (now maintained by @Aelfhe1m) which I used to put together the images for this post. License The Field Research Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the beer fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  9. Strategia - A Brand New Strategy System! Description Strategia is a revamp to Kerbal Space Program's strategy system. All the stock strategies are removed, and replaced with new and unique strategies. The first set of strategies are special mission strategies. These strategies will give you advance cash and bonuses to certain milestones for completing a high level objective as part of your space program. They are dynamic, so they will work with mods that change the stock solar system by adding or changing celestial bodies. Be warned though - if you cancel one of these strategies without completing the objective, you will face a heavy penalty! Crewed Missions Once we've proven we can get a Kerbal to orbit and back, we need to continue to break new barriers. We have a choice of nearby bodies that we can get to. We choose to go to <insert celestial body here>, not because it is easy, but because it is hard. Uncrewed Missions The costs of sending a Kerbal to another planet are astronomical compared to those of sending a probe that we can leave behind. Why don't we send some probes to our neighbouring planets to gather science autonomously for us? The remaining strategies are the standard strategies - these give a bonus while active, and can be active for as long as you like. Astronaut Training Program Our standard training procedure is to treat newly hired astronauts as a disposable commodity to greatly reduce the cost of unscheduled disassemblies. Still, some argue that training our astronauts before putting them on top of a top of a ton of explosives will result in a lower mission failure rate. The cost of setting up the program will be high, nevermind the cost of actually training the astronauts. What do you say, do we want the right stuff, or the almost-good-enough stuff? Massive Scale Launches We've found some investors who are willing to sponsor us if we're able to launch colossal structures into space in a single launch. We'll have to employ some truly Whackjobian construction techniques to get these things into orbit. Contract Slot Machine These agencies seem to think they're doing us a favour offering by us these ridiculous contracts. Why should we be penalized for being choosy? By closing our books to the public, agencies will have no idea what we're willing to accept. There might be a little chaos in the contracts we see under this model, but if we're only choosing the best ones, then who cares?!? To Boldly Go If we want to get the most research possible done out there, we need to explore as many new biomes as we can. Government grants from exploration programs will ultimately help us fund further exploration and research. Probe Frenzy If we want to do some research, then probes are the way to go. What we save on sending Kerbals out there can be spent on a vast fleet of autonomous probes. Local Science There are so many research opportunities right in our back yard. We should focus on local research to bootstrap our space program. That way when we do make it further out there, we'll be sending the best technology we can. Stagnated Research There are several conservative groups on Kerbin that think we've gone too far, too fast. We're not about to shut down the space program, but maybe slowing down our development of new technology to appease these groups will get us some goodwill and ensure that they don't burn down KSC? Free Ice Cream We've come up with a crazy idea - giving out free ice cream at the space center. The public will absolutely love us. If we push the program far enough, we'll get better rewards for rescuing Kerbals (they'll get ice cream when they land!) and maybe even be able to get a discount on hiring new astronauts. FREE. ICE. CREAM. Media Circus To make a reputable space program, we need to ramp up the media involvement. Cameras everywhere, coverage 6 hours a day, 426 days a years. Of course, this could easily backfire if we have any... accidents. Pilot Focus Clearly the most important role among our astronauts is that of the pilot. Without a skilled pilot, nobody is going to space today (or any other day). Shall we build our space program around our brave pilots? Engineer Focus Where would we be without our engineers? They make sure everything is in order to get the other astronauts up and down safely. Shall we build our space program around the skilled engineer? Scientist Focus The scientist is the key role that we need to focus on. A skilled scientist knows exactly which sample to send back to maximize our science gain (we can only fit so many Mun rocks in those capsules). Shall we build our space program around our brilliant scientists? Download CKAN: In CKAN, select and download the mod "Strategia". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from its release thread. Custom Barn Kit is a required dependency and can be downloaded from its release thread. ModuleManager is a required dependency and can be downloaded from its release thread. Strategia can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Special Thanks sarbian - For mods like ModuleManager and Custom Barn Kit that make my life a lot easier. smjjames - For the ridiculous amount of bugs he found during the beta phase. License Strategia is licensed under the MIT license. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  10. Welcome To Kerbal Academy's Kerbonaut Training Program Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions) Version 1.2.0 Released "A Fresh Coat Of Paint" **Version 1.2.0 Changes** -Added New Logos And Flags -Updated All The Contract Descriptions -Cleaned Up Spelling And Syntax Errors -Rebalanced Contract Costs -Contract Costs Now Generated Based On Kerbal Experience Level -Boot Camp Contract Cost Now Generated Based On Cost Of Next Kerbal -Boot Camp Now Uses New Drill Craft -Bugfixes Full Change Log Here; [Change Log] *Report Issues On The Forum Page Or The Issues Section Of The Github Repo* What does this contract pack currently do? Kerbal Academy provides a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. For example; the Pilot training scheme will have your Pilots practicing changing orbital inclination, as well as how to do flyby's of various bodies. (More mission scenarios, as well as in atmosphere missions are being investigated) Scientists will be practicing going actually collect science, and engineers will be doing simulated repairs on various craft. Only after they have demonstrated their skills in their field will experience be awarded. Kerbal Academy is a for-profit venture* , you pay them to provide missions and programs in order to train your kerbals. Think of it as an investment. Contract prices are currently being re balanced for training missions, and the "Boot Camp" mission as it allows for the recruitment of new Kerbalnauts without the expense of rescuing them from various wrecks. *(Ingame) Current Available Missions (v1.2.x) : There are three programs available at Kerbin Academy: Boot Camp - If the pack finds that you are lacking in a certain role, you will be offered the chance to put a Kerbal through Boot Camp. This involves proving basic skills in that role. On completion of the course you will be reimbursed half of your hiring cost, plus your new applicant will be advanced to level 1. For pilots this mission consists of a quick takeoff, flight, and landing at a predetermined location Scientists must complete and collect a experiment specified by the contract Engineers complete a quick intro to vessel operations and maintenance The Basic Program - Where a kerbal is severely lagging behind their colleagues in terms of experience, or one Kerbal is much further advanced than the others, the more experienced kerbal can "mentor" one of their less experienced peers. Obviously only kerbals of the same skillset can be mentored. So a pilot couldn't mentor a scientist (because that would be silly). On completion of the course, the less experienced kerbal will be given a hefty experience boost, which can (but is not guaranteed to) bring them to within 1 level of their mentor. Pilots are tasked with flying a course complete with way point markers Scientists are tasked with doing some more science! Engineers are tasked with completing simulated repairs on a vessel The Advanced Program - If a Kerbal is near the top of their field they will be put forward for the advanced program. This involves demonstrating their skills in the field. On completion of the course, the Kerbal will be advanced one level. Pilots do some orbital maneuvering to improve their skills Scientists do some more science! (Improving Scientist Missions Has Been Made A Priority, Please Suggest Some Ideas) Engineers complete tours of duty on various bases and stations, performing a few simulated maintenance tasks. Known Issues/Workarounds (1.2.x) : -Drill Ship spawning may have been fixed. Further Testing Needed Other Stuff This contract pack will disable the stock rescue missions by default, as they are a horribly cheaty way to get new kerbals perfectly valid player choice, if you like that sort of thing, and this pack already provides a way to recruit new kerbals cheaply. In order for Engineers to advance through the program, vehicles must be marked properly. So a lander (with legs) should be marked as a lander (by clicking rename vessel in the flight scene), stuff with wheels should be a rover, and stations and bases should be marked as such. If you don't do this, you won't see any Engineering contracts offered. Future Plans By Version; Version 1.2.0 Released May 12th Version 1.2.1 Released May 12th v1.2.0 (May 2-4) Flair Overhaul Add updated logos Add mission patches Kerbalize contract descriptions Rebalance Contracts Change Advance Payment Add Completion Payment (Shouldn't Effect Current Active Contracts) v1.3.0 More Missions For Engineers Better Missions For Scientists Release TBD, work not started General Future Plans; Bugfixing for spelling/grammar errors reported in v1.1.8 (v1.1.9) Rebalance Contract Pricing (v1.2.0) Add updated logos (v1.2.0) Add mission patches (v1.2.0) Kerbalize contract descriptions (v1.2.0) New Atmospheric mission profiles for Pilot training (TBD) New Station/ Base "maintenance simulation" mission profiles for Engineer training (TBD) New Docking/ Rendezvous mission profiles for Pilot training (TBD) New mission profiles for Scientist training (TBD) Add Spacedock page under @Mark Kerbin (v1.2.0) (Spacedock Page Added) Investigate CKAN support (TBD) (CKAN Support Added, I Clicked A Button.) Continue investigating flipped contract ship spawning. Likely caused CC, has been reported to dev. Current Version is 1.2.1 For KSP 1.4.3 Dependencies Contract Configurator 1.25 & Module Manager 3.0.7 Downloads; (v1.1.9-10) (v1.2.x) (v1.1.x) (v1.2.x) Dependencies (Make Sure These Are Installed); Legacy Thread by @severedsolo: Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  11. In development, but fully featured. Headlines models the reputation aspect of the space race, and follows the careers of your crew members. Hire, fire crew members and let them do their best at the KSC when not flying. Pilots are ideal for public relations, fundraising, talent scouting, and help your program increase in reputation. If the public and government don't understand how great your program's achievements, then you end up celebrating in private as the press won't show. The highest your profile, the better the staff you can recruit. Scientists lead teams in the R&D complex, and high profile scientist may bring colleagues from abroad to draw the most out of science data. Engineers lead teams in the VAB to make assembly more efficient. Requires: Realistic Progression 1 KSP version: 1.10 (as per RP1), 1.8 should work ok, but untested. Video: Introduction to the UI Documentation: https://github.com/bongotastic/Headlines/wiki Package: Available on CKAN https://github.com/bongotastic/Headlines/releases License: https://creativecommons.org/licenses/by-nc/4.0/ Photo: ISRO satellite launch: Proud moment for India, 104 satellites placed in orbit Sample UI: Changelog v0.5 - Program Manager and better Media live events. v0.4 - Media Invite logic overhauled into media campaign + live event. v0.3.3 - Hiring cost subsidies to help build larger teams. v0.3.0 - Initial release.
  12. Introduction I've been playing stock KSP, or visual mods only, for a while and reckoned it's time to have a go at a modded career mode playthrough. I wanted something in the same vein as stock but with more and different challenges. In particular I wanted crewed spaceflight to be more demanding, and uncrewed spaceflight to be more autonomous. I settled on the following mods with UnKerballed Start, kOS, and Snacks! the headline performers. Episode 1 Mission 1: Sprite 1 As in stock KSP, there's not much design space for the first rocket, but unlike the 'Jumping Flea' it will be a completely unguided sounding rocket. Each of my playthroughs have a different naming scheme. This time round I'm using mythical creatures - so here's Sprite A. It only needs to reach 200m so I'm only partly fuelling it. Light the fuse and watch it go... 'Catastrophic failure'? Nope, I fulfilled the 'First flight' and 'gather scientific data from Kerbin' contracts! Onward to greater things!
  13. computer got accidentally turned off during sub-orbital flight above kerbin quicksaved luckily just before my foot rested on the off switch but when my pc restarts and i load up ksp my career save says 'just started' and when i click 'load' nothing happens any way to fix this issue and recover my hard earned space program? thank you so much for any support this is killing me
  14. I am going to start a Career Mode Mission Report here. As the name may suggest, I have both DLC and 'a few' mods: Also, if you see a box as the last letter of the title, that last letter is an interrobang (combined exclamation point and question mark). *edit* I'm playing on 1.12.3.(whatever)
  15. I really like the satellite contracts in KSP, but I get fed up of KSP asking me to move my Remote Tech or SCANsat probes. So, I decided to try and fix it. I present to you: Clever Sats. A replacement for stock Satellite Contracts. How is this different to the stock Satellite contracts? Intelligent target selection. Instead of just picking anything that "might" be a satellite at random, you will only be asked to move satellites deployed by this pack. Like your remote-tech comm relay where it is? That's fine, CleverSat will leave it alone. Moved your sats into a constellation? Don't worry about it. CleverSat knows that satellites in a constellation should stay in a constellation. (please see known issues). RemoteTech Integration - CleverSats will not ask you to deploy a satellite unless you have 50% RemoteTech coverage (assuming you use that mod of course). Highly recommended that you combine this pack with the RemoteTech pack by nightingale. What sort of contracts can I expect from this pack? Right now, I have these missions: The basic "launch a satellite into orbit" mission. This is pretty much like the stock missions. The harder the contract, the further out, and the wilder the orbit. You'll probably find that one star contracts will give you mainly equatorial, low orbits. Three stars, well all bets are off. Create a satellite constellation - this is a bit of a clever one. It will try and find two satellites which are close by. If it finds them, you'll be asked to synchronise their orbits. Any satellites that are part of a "constellation" should be ignored by other missions (but see Known Issues) Move a Satellite - this is basically like the stock enhanced contracts, you'll be asked to move your satellite to a new position. Move a Constellation - move a constellation of satellites to a new position. Repair a Faulty Satellite (Coming Soon) - Decommission a satellite (Coming at some point - maybe.) Deploy a GPS network Please feel free to suggest more. Known Issues: One satellite in a constellation may not be marked as protected, and you may be asked to move it. Probably some reward balancing issues at the moment. On the move a constellation mission - the orbital parameters will be displayed multiple times (one for each sat in the constellation). I know how to fix this, I just haven't got round to it yet. Special Thanks @nightingale as ever, for his tireless hard work on Contract Configurator. Installation: Highly recommended that you install from CKAN (when available). However, if you insist on installing manually you will need: Module Manager (available here) Contract Configurator (available here) The CleverSat contract pack (duh) (available here) License CC-BY-NC-SA 4.0 This mod includes version checking using 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 a more comprehensive version checking experience, please download the KSP-AVC Plugin Source available at the release link above.
  16. I have a career mode save, and I recently completed the tech tree. I am thinking about getting some mods to add some more parts, but I don't know which mods I should get. Know of any good ones?
  17. (This is a sequel to my very unfinished America: 1951, which I lost motivation to do after only 2 years ingame) Prologue: Germany fell. Joint allied and Comintern occupation of Germany. Von Braun and his men were lucky. Why? They got to US forces as opposed to soviet forces. After a year or so, Von Braun was ready to become a rocket scientist again. The twist? He was now an American rocket scientist. The year is now 1946, January first. Now, it is in their hands. Will the soviets win the space race or will the Americans? The worlds fate was in their hands. And thus begins the tale. The tale of America: 1946.
  18. Forgotten Space Program Latest Post: 2021-07-07 - Legitimate Salvage -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Thread of the Month: May 2016 -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper 2017-05-08 - Whispers Volume 2 Sequence 5 2017-05-14 - Mission Report, Wooden Nickel 2017-05-23 - Crazy Talk, Manganese Station 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire Volume 2 Sequence 6 2017-07-03 - Ghosts On The Ice / The Other Side 2017-07-14 - Into The Abyss 2017-09-13 - The Hook 2017-10-19 - Out In The Cold 2017-10-23 - Late Arrival 2017-11-28 - Late Departure 2017-12-04 - Exit Vall, Stage Outwards / Pol-italicized Pol-lution2018-01-31 - Children of Bop 2018-03-19: Where There's a Whip... / ...There's a Laythe 2018-03-27 - Will the Last One Leaving Jool... / ...Please Turn Off the Lights / Year 100, Day 336, Hour 2 Volume 2 Sequence 7 2018-07-16 - Shadows and Whispers / Nickel and Dimed 2018-07-24 - Council of Copper / Another Nickel's Worth 2018-08-03 - Controlling Copper / Supplying Chaos 2018-08-12 - Project Copper / Culpa de Cuprum 2018-08-19 - Copper Loss 2018-09-16 - Titanium: The Next Generation 2018-12-03 - Where We Left Off / Copper Gains / Friendly Warning 2019-05-08 - Planning Pioneers / Living with Copper / Copper 12 2019-05-27 - Copper Supply 2019-06-09 - Titanium Y-6 / Iron Transfer 2019-06-12 - Iron Enrichment / Titanium Y-7 / More Irons on the Fire 2019-06-18 - Titanium Sky 2019-07-22 - Interlude - Course Correction Volume 2 Sequence 8 2019-07-30 - Alone on Duna 2020-12-03 - 28 Days Earlier / Ghosts and Stuff 2021-07-07 - Legitimate Salvage (Shift + Enter. NOT Crtl + Enter. Shift + Enter.) -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.4.5) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Older Mods in Use (for previous KSP v1.3.1) Older Mods in Use (for previous KSP v1.2.2) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  19. It's been a while since I've done this sort of thing, so bear with me... Welcome to Ultra Hardcore, a KSP career save played with punishingly difficult settings and mods. No quicksaves, life support, part failures, a 2.5x system rescale, the works. I've wanted to try something like this for a long time. Don't take the flashy banner as an indication of any real story, this will mostly be your standard garden-variety mission report. Mod list: Settings: With that out of the way, time to get started! Part 1: Sine (I already have the screenshots for a couple more parts taken and ready to go, but I didn't want to put all of them in one post, because that would be huge. Expect those soon-ish, I guess)
  20. Contract Pack: GAP for JNSQ - a missionpack with milestones, airline and rescue missions. This mod is aimed for use with JNSQ and Kerbal Konstructs only. If you play without a planet pack, you should look at the original GAP mod instead. Main Features: Milestones to complete and to unlock all the other missions. Airline flights to different Airports on Kerbin Coastguard Missions Air Freight Missions Autoloading Passengers Communications Dependencies: Contract Configurator Module Manager JNSQ Kerbal Konstructs Recommended: Airplane Plus or other part mods for more airplane parts AtmosphereAutopilot for better cruse flight at timewarp Waypoint Manager Download: Github SpaceDock Notes: You need to finish some of the milestones first, to unlock other missions. If you dont see the different runways in JNSQ: "JNSQ provides at least 14 facilities powered by Kerbal Konstructs and requires Omega's Stockalike Stuctures. (also on CKAN) If you have performance issues with 60 kerbals spawned on the bigger flight missions: LowPerformancePatch Gap-for-JNSQ. This lowers the spawned kerbals to 4-6 on these missions but keeps the rewards and requirements for these missions. Read the README file for install instructions !
  21. Hello! I am happy to show you the Space industry job board I am working on. https://rocketcrew.space/ To populate the site with job offers, I created a web scraper for more than 25 Space companies. And I will include more in the future! Every apply link goes directly to the company career page. Let me know if you have any questions or feedback!
  22. Behold, a career with the mod Headlines that I document here: https://live-from-cape-canaveral.notion.site/live-from-cape-canaveral/Live-from-Cape-Canaveral-4408cd40a1344aed9a1b0b4506e2a88d 1951 brought two good bursts in R&D activities, and a bit of a standstill in the VAB as the program lost its chief engineer. Nonetheless, 4 live media events covered our launches. We crossed the Karman line and unveiled a post-war jet engine just shy of supersonic capabilities. 1952 will see multiple launch of the Series 3000 Launch vehicle to send sensors, small animals, and photographic equipment into sub-orbital space. Here is a picture from Cape Canaveral taken by the P1000 DragonFly during its maiden flight:
  23. Welcome! Glad you stopped by here, as some of you may know my space agency, CASO has launched the CSL space station (pictured below), it will server as a long term pitstop, lab and housing for kerbals. it currently doesn't not have a built in laboratory, which is where you come in. You are too create a laboratory to be mounted on the CSL! Rules and guidelines The lab must be 2.5 meters in diameter The lab must have at least 1 standard clamp-o-tron docking port The lab must have science (duh) No mods at all, DLC is fine All participants must send either a workshop link or a craft file to their lab. The lab must be compatible with the science level below: Judging will be based on Science equipment, Aesthetics, Features and functionality Deadline is August 1st The winner will have their module launched to the CSL Good luck! and may the best aerospace engineer win!
  24. Reusable Space Program is a career mode series set on a Kerbin where resources are running out. After generations of kerbals have squandered the planets precious metals by firing them into space, but being unsuccessful in getting much further, Kerbal society has retired from the space race. All apart from our fabulous 4 dreamers though, who hope to get to space and beyond with whatever they can. Only one problem...... Everything has to be renewable... no single part can be wasted.
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