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  1. Hello! This is the continuation to my first mod, Planes with Purposes. Unfortunately, I previously abandoned this mod because I was very busy with school work, but after 4 years, I can finally continue work on it. The purpose of this mod is to make Aircraft useful. Big thanks to @inigma for making the mod that inspired this one! His mod: Link to GAP Original PWP forum: Link to PWP The mod is by no means finished or bug free, so please report any bugs encountered in the comments of this forum page, the Github issues thingy or my discord (tudor69420) Known bugs: There are no bugs because I'm the best (Anyone that says otherwise will be given an internship at the experimental rocket testing program) _______________________________________________________________________________________________________________________________________________________________ You can download the mod on: SpaceDock CurseForge GitHub CKAN: (I don't think I can link to that, but you can find it by searching for PWP or Planes With Purposes) _____________________________________________________________________________________________________________________________________________________________ Dependencies: Module Manager ContractConfigurator _____________________________________________________________________________________________________________________________________________________________ To do: Fix bugs Add rescue contracts Add more distance/flight time contracts Add KSC Airlines (transport passengers) _____________________________________________________________________________________________________________________________________________________________ Changelog: v1.0 Mod Released ---------------------------------------------------- v1.1 Fixed Bugs ---------------------------------------------------- v1.2 Added 1 stunt contract Added 2 flight duration contracts ---------------------------------------------------- v1.3 MADE SSTO CONTRACTS WORK!!!!!! Also added 2 sunt contracts ---------------------------------------------------- v1.4 Added more SSTO contracts ---------------------------------------------------- v1.5 Added Mach 9 Kontract Fixed bugs ---------------------------------------------------- v1.5.1 Fixed Reach Space Contract ---------------------------------------------------- v1.5.2 Added Reach Orbit With Shuttle Contract FIXED CURLY BRACKETS Updated Module Manager Version
  2. Hello everyone. I'd like to share with you my attempt at an "Immersive Campaign". I forced my engineers to work hard on cockpits and command centers, and their work paid off - they made me fully immersive cockpits, from which a whole mission can be executed without the need for HUD. The goal was to have an immersive experience of commanding space vessels, and feeling how big the space is. Details of Career: Save Name: Going Out of Business Agency Name: Kalko's Space Immersive Program CEO: Jebediah Kerman (he funded the program and I'm legally obliged to use his logo on vessels, unless a client pays extra otherwise) Difficulty: Normal (with modifications) Starting values: Increased (so that I can skip the first few missions to save time): - Funds: 50 000 Koins (Jeb got some money from sharing his crazy home-made rockets on KerbTube, but it's far from the 500 000 limit) - Science: 50 (max) (Jeb's collaboration with other KerbTubers gave him some scientific insights) - Reputation: -50 (Jeb once accidentally killed some wild animals when his rocket crashed on their next, which lead to his reputation suffering mildly, but nothing compared to the -1000 limit) All parameters and rules might be subject to change at a later date. This is not a "challenge", and although I have some rules, they are there to make it more fun. I sometimes do routine missions in "normal" mode. However, if a mission is worth sharing, I'll do my best to achieve the most immersive experience. (within reason) If you like content like this and want to see more, let me know in the comments. Progress so far: - I've managed to position some satellites - some approaches to the moon and managed one kinda-successful landing with the Jozef XIII mission. Immersive Missions: Jozef XIII: - it's a Mk.1 command module, suited for one Kerbal. - launched with a 2 staged rocket with no side boosters - goal of the mission was to land on the Mun, plant a flag with Jeb's logo, get surface samples and return safely back to Kerbin - landing didn't go as planned and the ship got slightly damaged and toppled on it's side - footage of the landing has been damaged during the crash, and is not available - Jeb managed to get back to orbit on his own - footage of Jeb's getting off the surface is linked below - Jeb then got safely home - footage of Jeb's arrival home is being processed Plugins used: Improved IVA and EVA: - RasterPropMonitor - Free IVA - Through the Eyes of a Kerbal - Vessel Viewer - Parallax DIfficulty modifiers: - Kerbal Krash System - Dang It! - TAC Life Support System Improved audio: - Chatterer - Ships Effects - and some other plugins that got downloaded as prerequisites of those listed but there are like 20 of them and they don't impact the game themselves anyway
  3. Named after the constellation known as "the altar," the Aerospace Research Agency (ARA) was founded with the goal of exploring and expanding kerbalkind into the Kerbol system and beyond. Its motto: "Constellations of Innovation" [This will be a new career with the Breaking Ground DLC and the main mods being the Unkerballed Start tech tree, Kerbal Construction Time, Galaxies Unbound, Modular Kolonization System, and Far Future Technologies (and other mods by Nertea). I've read that stock parts are more balanced for a 2.5x scale system, so Sigma Dimensions was used to change the size. Galaxies Unbound has a config but I had to manually edit the Sigma Dimensions config file to get it to work. The rotation period of Kerbin has changed to 7 hours and 30 minutes (1.25x longer), but the clock still measures days in 6-hour intervals. This is slightly annoying, but just divide the number of days by 1.25 to get a more reasonable value.] [update: I just installed the Kronometer mod which changes the date format based on the local day length. The dates have been corrected below. Note that there are more than 426 days in a year - 506 days (with the occasional leap day) lasting 7.5 hours each to be exact.] Table of contents Mod list (similar to quasinaut's "kinda ksp2" modpack but not the same), not including most dependencies: (last updated 2024-04-19) Y1, D5 to D28 - Suborbital first steps The first program of ARA would be known as Sagittarius (the archer), a designation for suborbital missions. A rudimentary launch complex nicknamed "Kaus" (the bow) was prepared to support this program. (It would eventually be upgraded and called the "Beta Arae" launch complex.) Y1, D7 Y1, D5 (6 h, 24 m) - The White Dwarf 1 (WD-1) sounding rocket (using a small 0.625 m "Mite" solid rocket booster and twisted fins to enable spin stabilization) launched Sagittarius 1 to a height of 25 km while transmitting temperature data. Almost 4 minutes later, it crashed into the ground. For captions, I use Historian Expanded with my config. (The Historian dates below are for a 6 hour day and not accurate) Y1, D15 Y1, D12 (5 h, 42 m) - The upgraded White Dwarf 2 (WD-2) sounding rocket (using the longer "Shrimp" SRB) launched Sagittarius 2 higher into Kerbin's atmosphere, reaching 42 km. In addition to temperature, it measured pressure. Y1, D24 Y1, D19 (5 h, 42 m) - The Brown Dwarf 1 (BD-1) sounding rocket used 4 small LV-T05 "Cogswell" liquid rocket engines and 1.25 m propellant tanks. It launched Sagittarius 3 past the designated boundary of outer space (91 km), achieving an altitude of about 150 km. Y1, D33 Y1, D26 (5 h, 42 m) - Sagittarius 4 demonstrated the first parachute recovery of a suborbital rocket. As a new rocket did not need to be built, this BD-1 was reused on days 34 27 and 35 28 for Sagittarius 5 (recovered from the ocean) and Sagittarius 6, which used Mystery Goo™ containers to collect even more scientific data.
  4. Through the Eyes of a Kerbal KSP IVA career mode I love flying in IVA in KSP, it gives it a completly different experience, especially with mods like FreeIVA, awesome IVA mods available out there. So I started a new career, where I attempt to fly missions only from the cockpits and the mission control room, for unmmaned spacecraft. This will be mostly done in a video format (the serie style is new to me, so don't hesitate to provide feedback ) So let's bang our Kerbal head against all those knobs and switches shall we ? : P - Link to a WIP version of this retro-NASA-styled Probe Control Room IVA, used in this serie : - Modlist (will evolve eventually) : - Chapters : Godspeed ! Ep. 1 - Humble Hoppings We discovered female Kerbals are called "Kerbalinas" ? did you know ? : D Next we'll surely get a Kerbal to orbit, and hopefully some probes to the Mun, while continuing developping aircraft tech to break the sound barrier !
  5. So I started a new Carreer With @CessnaSkyhawk's Skyhawk Science System. It Includes Bluedog Design Bureau, Kerbalism, KSRSS, some other parts mods and realism mods (FAR, kOS, Principia, System Heat). The Skyhawk Science system looks very good and sophisticated and I'm looking forward to it. So we start in 1951 with the first launch and flight into the high atmosphere. The launches went well, we have gained enough science and we are ready to take on some more challenging contracts
  6. Today I ran out of things to do in KSP, so I installed the SIgma Dimensions mod and set it to 0.1x scale. I'm going to attempt to create a "storyline" for this career, but it will probably be pretty silly. Anyways... Chapter 1: Strange Occurrences It seems like Jeb and the other kerbonauts are in a rather awkward predicament. The Kerbol System has shrunk down to a much smaller size and the kerbonauts and their rockets are the only things that have not been shrunk. Oh well, time to get a move on. Well, this is a rather large Flea Jumper, isn't it? Jeb is piloting the Smol 1, which is pretty massive for the size of the KSC. Smol 1 begins its awkward sideways flight. If Jeb goes too quickly, he could end up outside the atmosphere, coupled with the fact that the parachutes don't work very well in a 7 km tall atmosphere... it could get messy. So he has to keep his altitude low. And landed. A good amount of science was gathered. Introducing the Smol 2, the latest in Kerbal Rocketry! Featuring the latest LV-T45 Technology! It's twice as tall as the VAB! Wait a minute... how did they build a rocket bigger than the VAB in the VAB? I suppose it's bigger on the inside. Liftoff! Jeb gets to pilot again. Jeb doesn't even need a gravity turn to exit the atmosphere. And in orbit! This is the most low-tech SSTO i've even built After a quick EVA and sciencing, Jeb begins the deorbit procedure. To avoid the parachutes breaking due to high speeds, Jeb has to use the engine to decelerate. Whoops... I guess I'm not getting that SSTO back in one piece then...
  7. Hi ! I will post here significant log about this career, which has already started, not every flight tho, just the ones I find interesting to share ! The save is started already so for a while it will be getting up to date. The goal is to colonize every possible body, and establish permanent colinies as much as we can. Harvest everything. Every last piece of ore, the last picogram of space dust, the last bit of antimmater, even absorb the Sun, if we could. Incentive given on complex ISRU chains, on top of MKS (see below). And finally, to claim Kerbals superiority over the konwn Universe, and show the Kraken who is the boss. Also calm down maybe ? Additional career rules/ bits&bobs (see Gameplay mods used below too) : - science progression is heavely nerfed (custom patches), just to not be bored after Minmus. - no quickload on dumb mystakes, kraken emergency reload allowed - To add challenges, make the end game more interseting : I cannot launch "complicated" ressources from Kerbin (all Nuclear ressources except early tech, all charged particles, antimatter, maybe some epxensive gas as well, some manufactured MKS ressources maybe too). Meaning If have a KSPIE reactor I can launch it, but without fuel. To acquire theses ressources, I have to ISRU them (not from kerbin tho, too easy), and either use them in-situ, or ship them back to Kerbin where the amount recovered will be stored in the KSC warehouse (my notepad basically ^^), to be available for future launches. I believe this will open new interesting gameplay loops, and avoid the I-throw-funds-at-problems in regards to KSPIE, and also give each engine/situation a more unique feel, and a greater sense of achievement. - Custom Engines nerf : nerf all engines ISP at sea level by *0.6, thus forcing me to make at least a 2 stage rocket to reach orbit, contrary to stock where rocket SSTO is absurdly easy, and giving more value to near future stuff when unlocked. - Mods used (most noticeable ones) : - Current state of exploration / kerbal presence : - Chapters : See you in deep space !
  8. hi everyone i'm finally back after a near-fatal addiction to gregtech. So recently I've been working on a new save involving MKS and KSPIE. I will make a mission report-like updates here and when I finally stop procrastinating I will post these to my youtube channel. Without further ado... Because We Kan! Modlist: Chapters: 1. Going up and staying there 2a. Mun time 2b. Minmus Probed 3a. Minmus Mission in Style! Part 1 3b. Minmus Mission in Style! Part 2 4. Expand the Station! 5.To the Mun! Will Update!
  9. After having already played on it for over a year I have decided to start posting the results of my KSP career save here,on this career I have set myself the goal of colonizing every single body(except stars) using MKS and EPL as the two main colonization mods. In addition to those two mods I have a huge customized modpack including interstellar engines from Far Future Technologies, a modified version of Beyond Home that adds its system not as a replacement to the stock system but as an addition to it and many more. For other planet packs I also use OPM. Due to the large time already spent playing on the save I had to first go through the backlog of the many already completed missions and already started colonization efforts, so the first 38 chapters were me posting the earlier missions with whatever screenshots I have of them that i happened to take, if I have no screenshots of the original mission I showed the mission vehicle in VAB/SPH. Chapters: Chapter 1: Beginnings https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287263 Chapter 2: First interplanetary voyage https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287609 Chapter 3: Launch to Jool https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4289999 Chapter 4: The First Colony https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291039 Chapter 5: Eve Station https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291379 Chapter 6: Minmus Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291628 Chapter 7: Minmus Trade Route https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291953 Chapter 8: Orbital Shipyard https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291998 Chapter 9: Eve Colony Shiphttps://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292303 Chapter 10: Jool Arrival https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292438 Chapter 11: Satellites & Mun preparations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4293995 Chapter 12: Duna Mission & Space Freighter https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295223 Chapter 13: Moho Mission & Colony Expansions https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295688 Chapter 14: Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4318324 Chapter 15: Eve Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4319907 Chapter 16: Gilly Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320205 Chapter 17: Mission Returns & Leveling Cruise https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320228 Chapter 18: Interplanetary Fusion Spaceship & Heavy Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320909 Chapter 19: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321698 Chapter 20: Harbor Activity https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321716 Chapter 21: Eve Heavy Industry & Plock Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322980 Chapter 22: Jool Colonization Fleet https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322991 Chapter 23: Sarnus Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4323343 Chapter 24: Gilly Station & Eve Karborundum Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325354 Chapter 25: Jool Colony Fleet Arrivals https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325356 Chapter 26: Explodium Dragon https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4327871 Chapter 27: Tekto Exploration & Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328950 Chapter 28: Duna Logistics https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328955 Chapter 29: Sarnus Exploration https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4329992 Chapter 30: Pol Colonization Beginnings https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330003 Chapter 31: Laythe Colonization Part 1 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330018 Chapter 32: Laythe Colonization Part 2 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330148 Chapter 33: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330154 Chapter 34: Nuclear Transport & Jool Scooping https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330335 Chapter 35: Laythe City Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330349 Chapter 36: Bop Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330373 Chapter 37: Laythe Skyscrapers https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334600 Chapter 38: Dres Station & Neidon Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334626 Chapter 39: ? [Coming Soon]
  10. The Sky is Not the Limit: A KSP1 Mission Report The Sky is Not the Limit will show the development of the Kerbal Aeronautics and Space Administration (KASA) from a small Kerbin space program from the country of Vankadia, striving to beat the Zolosten Union to the Mun, to (if all goes planned) a large organization, settling the final frontier and pushing the limits of Kerbalkind. This save will be mostly normal difficulty, but with Kerbal G limits, plasma blackout, and no Kerbal respawn. I also have a bunch of mods, but the most important ones are Kerbalism, Outer Planets Mod and Exploration Plus. The full modlist is here: And the full table of contents are here: *** So, without further ado, let's get this started! (EDIT: At over twenty chapters in, I decided to retcon the countries system in this report. Now, instead of having Earth countries in Kerbin, we now have unique countries and flags, however, this does mean that for all the chapters up to Chapter Twenty will feature American flags, and may have some occasional inconsistencies. I've tried to edit the "legacy" chapters as best I could, but there's no getting around the flags. So just try to maybe imagine that the American flag is this flag instead: Volume One: The Race for Space - The Kerbin country of the Socialist Union of Zolosten has started reaching out into space. Given the competitive nature of Kerbals, the Democratic States of Vankadia's space program won't stand for this and will attempt to land the first Kerbal on the Mun. Chapter One: Big Things Start Small Note: These photos were made in a different save after the originals were lost. I've tried to be as consistent with the originals as possible, but there may be some errors. These missions were done 100% legitimately in the main save.
  11. I've decided to dive straight into an RSS/RO/RP-1 run, for the first time. I have used some of the individual components before (RealFuels, Procedural Parts, Kerbal Construction Time), but not in a big package like this. I spent ~4 hours last night, and November 1954, I have completed the Downrange 3000km contract, and unlocked the level 2 60t launch pad. I shouldn't need to do a Corporal stacked on a V2 any more My thoughts on RO so far: Everything being procedural is very, very unfamiliar for me. It feels like I've spent double the time building a procedural rocket, versus quickly throwing BDB parts together. Everything feels fiddly, for some reason. KCT simulations are neat. How can I get it for my non-RP-1 installs? I am very slow (at least according to https://rp1careerlog.azurewebsites.net/), 11/1954 is pretty late. Apparently first orbit IRL is in 1957, so I am behind a bit. Kerbalism science is neat, auto-collect and auto transmit. I wish the BDB tanks and probe cores, at least, were available to make building rockets a little quicker. Lego building blocks and all that, versus the 3D-printing of Procedural Parts. I'll be uploading my career logs in a Gist: https://gist.github.com/bigyihsuan/1e59e64e7cb36f8759cf0b188b9f90a7 And to the RP1 Career Tracker: https://rp1careerlog.azurewebsites.net/?careerId=644846f1763150b279354eec https://imgur.com/a/Hb2UeHA
  12. Any and all spacesuits for Kerbals in KSP were always cosmetic. As long as you had a spacesuit, you could go anywhere in the Kerbol System with no problems. The Breaking Ground DLC added a little bit more gameplay to it but little else. But what if there was more? My idea for spacesuit progression in KSP2 works like this. You start out with essentially an old, decrepit, extremely depressing space suit that doesn't really do anything other than shield your Kerbal from the vacuum of space. You have no jetpack to move around, and rather have to attach many ladders and bars so that your Kerbal can maneuver their way around the craft. Your Kerbal has a tether attached to them, so you can only go so far (it would be nice to be able to pull yourself back to the craft using the tether in case your Kerbal starts to float away). The more science and resources you get, the more base space suits and extensions you unlock. Over the course of the game, you might unlock a general space suit, a high-pressure suit for thick atmospheres, a G force suit that let's Kerbals experience higher Gs before blacking out, a high mobility suit that lets your Kerbal walk/run faster on surfaces etc. You would also unlock extensions that increase a space suit's functionality. Depending on where they're going, you could give your Kerbal headlights, a larger EVA pack that makes them more mobile in vacuum, climbing gear that lets them climb much steeper surfaces, or even robotic arms that lets them do science on the go. To stop players from create these weird frankenstein mech suits that can do anything, suits would have a maximum weight and be limited to one per Kerbal. This would force the player to make unique suits for every mission that they go on, which would aid in the realism department since that's what NASA and other irl space agencies do. What do you guys think?
  13. Greetings, fellow Kerbalnauts! We are thrilled to announce the development of an ambitious and groundbreaking mod for KSP2: "Kerbal Space Program: Odyssey"! Our mission is to provide you with the most realistic, immersive, and enjoyable experience in your interstellar adventures, whilst redefining the boundaries of modding in KSP2. Kerbal Space Program: Odyssey is currently in VERY early development, we do not want to do too much until the API is released as we want the most streamlined development of this mod as possible, this is already happening with a dedicated team of modders working in their free time on what they can for now to bring this epic vision to life. Stay tuned for more updates, sneak peeks, and development milestones as we progress towards the launch of the ultimate KSP2 modding experience. (GitHub Link To Follow) Regarding similarities with other mods: Thank you for your support, and we hope you enjoy the unique gameplay experience that "Kerbal Space Program: Odyssey" has to offer in the future! I'll try to answer any questions :)
  14. Kerbals of All Trades (KOAT) This addon will let your kerbals have many more skills than typically given and adds four new kerbal types. Each one is a different merging of skills and abilities. Scientist / Pilot — Engineer / Pilot — Scientist / Engineer — Team Leader These new types will let you go on manned expeditions without the need for excess pod weights. By zer0Kerbal, originally by @Exodus_Solis adopted with express permission and brought to you by KerbSimpleCo See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) TweakScale (twk) Tags config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎
  15. I decided to try out the Rescale! mod by Galileo88 on 2.5x scale. The stock parts are supposed to be balanced, meaning that I can't send a small rocket into orbit without having to add more boosters. I will be using MechJeb to help me out with some stuff. Some mods that I am using are Strategia, MechJeb, DE-IVA extension, Restock, and various part mods. Let's begin! (Also, don't question the names I give my rockets, I ask some people from a Discord server what to name my rockets) The Shart Fart Program END GOAL: Get into orbit. "shart fart 1" I started out by making that flea rocket that everyone makes and accepted some easy contracts. And now, the "shart fart 1" is ready to launch! I decided to launch towards the ocean, instead of straight up due to instances where the parachute breaks after going too fast during descent. Landed! (and some science gathered) Tech tree:
  16. 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.
  17. 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.
  18. 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)
  19. 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?
  20. 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!
  21. (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.
  22. 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)
  23. 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!
  24. 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:
  25. 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.
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