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  1. So I'm gonna admit this now. For the past year-and-a-half that I've had this game, I've never gone super in-depth with career mode, as sandbox is just kinda my thing. But career mode has gotten my interest for a good few months now, and I just think the mode itself with its technological progression with the tech tree has made me fascinated. Now I'll actually try to play the mode and be able to go past getting into suborbital flight. I've also not posted that much here on the forums, so I'll do more by showing off missions that I do through logs. I'll be having fun with this and I hope you do too as you read along. I'll post my first log soon, maybe tomorrow or the day after, but I'll definitely make sure I do. By the way, my career won't be completely stock, as I have a few mods (some by Angel-125, CobaltWolf, bcink, and others) along with it. Most of the time when I see other users' logs, they will have a few mods, too.
  2. I recently had a game breaking crash on my other save: Exploring the Kosmos, so instead of spend days fixing everything I decided to abandon it and start fresh. I have been reading @adsii1970's story, Kerny Kerman's Journal and wanted to try a report from the perspective of a Kerbal. I have installed @Angel-125's mods: Snacks , BARIS, and also reinstalled Kerbal Health. Because this is going to be from Jeb's perspective, I have also installed Raster Prop Moniter for better IVA's. I don't know if this will be useful (Haven't planned that far ahead yet) (Yes it is useful, it gives you backstory on the countries and a map) but here is a link to my other thread where I am building a history of my corner of the kerbin multi-verse (Foreshadowing?): The flag I will be using: (From @Just Jim's Emiko Station) Settings: Allow Quicksaves - for bugs and glitches Allow Revert - Same as before No Respawn I would finally like to thank @Just Jim and @adsii1970 for inspiring me to create my own content. Thank you for all the work you do to make this forum fun. Mod list
  3. Backstory The Kerbal Space Agency suddenly felt the urge to make money as fast as possible, once they heard that the government would start to decrease their annual budget funding in exchange for a better military in these wartimes. Initially, KSA employees were so infuriated that some of them were already working in secrecy to deviate some near Kerbin orbit asteroids to "end it all". Fortunately, Wherner von Kerman, Chief Rocketry Engineer at KSA, managed to stop this insane evil plan and change his co-workers mind stating that he had a plan: Raising 10M funds as fast as possible with the help of ... well ... you, in the position of General Manager, Mission Designer and Lead Flight Director at KSA. Objective This challenge is pretty straightforward: Get 10M funds and be the fastest (have the lowest in-game time) Rules Start a new career mode in normal difficulty and take a screenshot for proof (F1 key) Do NOT change any other parameter in the difficulty menu (such as rewards, penalties, ore abundance, etc) Cheats (alt + F12 menu, hyperedit, exploits, and other cheats considered to defeat the spirit of this challenge) are NOT allowed Mods that change intended solar system size, change celestial bodies science gains, add overefficient engines/overpowered parts are NOT allowed Accepting contracts just for in-advance contract money is allowed (even if you don't do them) (just keep in mind that not doing contracts won't refresh the available contract list) Informational mods such as Kerbal Engineer, Kerbal Alarm Clock, Mechjeb (as long as you pilot your rockets manually) are allowed and will be counted towards a stock leaderboard Aesthetic mods such as Scatterer, EVE, SVE, Astronomer's Pack are allowed and will be counted towards a stock leaderboard DLC's are allowed and will be counted towards a DLC leaderboard Rebalancing mods such as Strategia, [Any mod that adds new planets], Contract Configurator Packs, FMRS are allowed and will be counted towards a modded leaderboard Note: As a rule of thumb, any mod that gives you a slight advantage over other players (as long as it isn't crazy overpowered or unrealistic) is allowed to be installed. The reason being that I want to see how fast this challenge can possibly be done. Note: These rules are subject to change since I don't know yet how these will affect gameplay, therefore I'm open to suggestions to improve this challenge. Note: I might do a selective mod leaderboard in the future to make the speedrun feel more static and less mod advantageous (depends on feedback) Tips and Tricks Submition Describe every mod/DLC you've used Take a screenshot of the difficulty screen and of the 10M fund mark with the UT (universal time) [Optional] Take screenshots of pertinent missions you've done/strategies you've taken (any screenshot you consider cool in your way to 10M) Stock Leaderboard DLC Leaderboard Modded Leaderboard (Free to choose)* Selective mods Leaderboard * -> Check Rules Also, is there a difference in advantage of a DLC over the other in this challenge? If so, should I split the DLC leaderboard?
  4. Why science jr?? https://discord.gg/EJmz3kE I wrote cience in the video xD
  5. A simple challenge! I looked around the forum and asked Google-sensei and incredibly, nobody seems to have codified this into a proper challenge. If someone does find the "original" thread, please notify me and excuse me for missing it (I bet it's on like page two and I'm blind...). Anyway: The challenge is simple to describe and judge, perhaps less simple to execute: Complete the stock technology tree without undertaking any interplanetary voyages! To submit an entry, simply share your save file (e.g. persistent.sfs or any quicksave SFS file). If it loads a full technology tree and has no records of interplanetary voyages (i.e. no experimental results or points for recovery of a vessel from any destination outside Kerbin's SOI), it wins and you get a cool badge. Tiers: Lax version: Do not enter the SOI of any planet other than Kerbin. Feel free to visit any place on the surface of Kerbin, the Mun, and Minmus, any orbit of these, or any part of Kerbin's atmosphere as many times as you like, but not the surface, atmosphere, or space in the SOI of any of the other planets or their moons. Breaching into orbit of The Sun is permitted, though experience tells me this doesn't help as much as one might hope. Science from mobile labs is permitted. Any and all mods are permitted, but use of HyperEdit or a similar mod to set orbits, manually alter Science points, etc. is not permitted. Using debug cheats to set orbits or edit Science points or similar progress is not permitted. The technology tree can contain mod parts or additional nodes, but all of the stock nodes must be where they are by default. Science rewards must be at a maximum of 100%, starting Science must be at a maximum of zero, etc. The game mode must be either Science or Career. Standard version: All above rules, but "gameplay mods" are restricted: mods that alter the technology tree so as to provide additional Science parts or otherwise provide additional ways of gathering Science points are permitted to be present, but your save file must not contain results from any such parts or activities. Strict version: All above rules, but the game mode must be Career, difficulty settings must not be made easier than those in Normal difficulty mode, and no craft is permitted to leave, nor can Science data be obtained in any way, from outside of Kerbin's SOI. This includes asteroid and comet visits and use of the SENTINEL infrared telescope. Mods that alter the technology tree are permitted, but only on the condition that no part from any such mod is unlocked before the entire stock technology tree is unlocked (though not all of the stock parts need be purchased). Extra strict version: All above rules, but no gameplay mods are permitted (i.e. only visual mods, performance mods, input mods, and similar are allowed). Science from mobile labs is not permitted. Extra extra strict version: All above rules, but no DLC is permitted for use, i.e. no DLC parts may be used and no Science points from Breaking Ground surface features may be obtained, though having the DLC installed is allowed. Please let me know if you find a cool exploit or other flaw in these rules. As I cannot commit to staying active in this thread and devoting time to judging submissions indefinitely, I encourage people to examine one another's save files for violations and courteously point them out. Honest attempts that fall short in some minor way still have a chance of qualifying, perhaps at a lower level or as honorable mentions, but egregious cheating is discouraged unless for the purpose of humor rather than as an official entry. Lastly, to prove that this challenge isn't bonkers or an expression of sadism, here is my own entry, which satisfies the requirements of the Standard version and some, but not all, of the requirements for all stricter versions: save file
  6. After a while of lurking on the forums and replying to the occasional topic, I decided to make a mission report. This report will cover my journey in the Alternis Kerbol planet pack with Sigma Dimensions set to 2x scale. Table of contents here: Mod list below: ---------------------------------------------------------------------------------------------------------------------------------------------------------- Part 0: Everyone's gotta start somewhere, right? Introducing the Dawn program, an unoriginal way of naming the dawn of a new space program. Dawn 0, the first rocket: After that mission, the space program only had enough science for fuel tanks, but not engines. Dawn 1 was assembled to get that science. Afterwards, the engineers finally had enough science to build a real rocket. Introducing Dawn 2. Very creative, as always. Aviation parts and wings were unlocked, and the R&D department realized that it would be easier to use a plane to get some data. These new parts were quickly glued together in the SPH to get some science, and Jeb was the victim loyal test subject that was put in the pilot's seat. With more science, the space program was finally ready to reach the cosmos. The next mission would finally go to orbit. However, a camera malfunction (me forgetting to take screenshots) led to only one picture of this mission, of the tiny satellite in orbit. Dawn 4 is in orbit! As is the pattern, there is a drought of science. Dawn 5 was launched to escape Kerbin's sphere of influence and transmit data from Jool. No photos of this mission exist, but the probe looked similar to Dawn 4. In addition, the VAB was upgraded before the launch and the pesky 30 part limit was FINALLY gone. Dawn 6 was up next: That concludes the first part of this space program. Next up will be the start of the long science grind until better parts.
  7. First Light: The Journey of the Phthanophaneron It turns out I've never actually done a mission to Moho. Shocking! I call myself a veteran, with well over 1000 hours (though I don't have records of this, I'm fairly sure) of play over the years since version 0.20.2, but I still haven't managed to actually "complete" the game as far as actually visiting all the objects available. Thus, since the transfer window to Moho is the first to occur in my new Career (after spending the first 110 days or so completing the tech tree by thoroughly scrubbing Kerbin, the Mun, and Minmus for Science), I'm taking the opportunity to document the adventure as a sort of refresher course for myself before taking on the Ultimate Jool-5 Challenge once more (since it's been literal years since I last put down the game). For this expedition, I had been made aware that trips to Moho and back often take far more delta-V than one would expect, especially eschewing a gravity assist from Eve and the extra mission time that would entail, so I set my goal at 10 km/s and a maximum acceleration of at least 0.20 gees to avoid excessively long maneuver burns. I prepared what I considered the necessary payload and, based on its total mass, set about drafting some hull designs in the VAB, whereupon I discovered that the ship could certainly meet my needs, but it would be very, very large. Some of you may remember my "Sights of Kidonia" thread from a few years ago wherein I built a grand mothership to tackle the Jool-5 Challenge. While I eventually finished orbital assembly and performed the ejection burn from Kerbin, while it was en route real life got in my way, followed by several updates to the game that altered part geometry and made some of the mission components unusable. The final fatal obstacle was that, once I picked up KSP again a few weeks ago, I discovered whilst doing a test run in a simple ion probe that Kidonia probably never would have been able to complete the full mission for lack of delta-V. It had been designed with just over 9 km/s in total, but that only meets the requirements of a Jool-5 Challenge mission nominally, i.e. in real life one is unlikely to pull off the mission with that much delta-V with extreme luck, extremely meticulous planning, or a lot of gravity assists and thus a very long mission time. In any case, this thing is... comparable in size and has less than half the payload mass. On the one hand, I'm pleased that this gives me an excuse to build an even huger ship for next time, but on the other, increased sophistication in KSP's code base appears to have made the game less performant when operating ships with enormous part counts, so it might be a taller order than I can handle. But enough about Jool. This is a Moho mission! In this thread I'll be documenting the progress of the mission from start to finish and sharing my thoughts.
  8. AURORA ADVANCED SYSTEM EXPOLORATION PROGRAM Hi there folks today I wanted to talk about a space program I put together in the past 3 weeks. Its an advanced space program so dont expect to see starter ships I mean I have already went to duna and used nuclear engines etc so this one is gonna be little bit sci-fi style but not too far fetched. My main goal is simple create a mother ship which can carry landing ships and make countless trips to anywhere you without refuling it for a very very long time in order for me to do that I need 500k DeltaV or maybe more think this as a build and forget style of a challange. You can see this thread also as a guide how to produce your own complicated space programs and deal with problems about range and acceleration. I thought this section of the forum is the right place to share but if I am mistaken modarators can move the thread to the correct sub forumI hope you all like it and by the way sorry for my bad English this is the best I can do. Note: I know that if I push enough farm lots of science I can create engines work with antimatter or go for the warpdrive technology and get what I want but I am limiting myself here kinda like roleplaying. Mother Ship - Barbarossa Main objectives of the Mothersip In order to properly explore the Kerbal system go to planets without sending multiple strange looking crafts (and reduce count part due to lag), reduce kerbin launch times and not refuel the craft for a very long time I needed to create a mothership. Therefore by using the assets from KSP Interstellar and the science I have collected so far I have managed to build a gigantic mothership which is capable of exploring all Kerbal system while carrying 4 landers with it. It also has to have lots of rooms for kerbals to live in space comfortably (yeah I am roleplaying this part) and a centrifuge ring to ease of the pain of no gravity in long voyages. Actually creating a big mother ship was not a really hard task (I have done this before a nuclear engine mothership to Mars) but the problems were too many. The sheer mass of the craft was too much (add lander masses it carries adds to it) so my long voyage mothership had low deltaV which made me to refuel it after two voyages to Duna and It also had problems about making orbital maneuvers due to low TWR. Nevertheless it helped me making multiple Duna missions but after that I begin looking for a advanced tech to solve my problems. First Version - Barbarossa TB-1 At first I went for plasma propulsion and this immediately solved my range problem. I had like 300.000+ DeltaV which was enough for me to making countless trips anywhere I want without refuling it for years. But plasma engines had one big problem. Their TWR (acceleration according to the ship mass) was too low because I had to carry insane amount of hydrogen with me to have a good range. So even a small burn to get into solar orbit was taking like at last an hour long burn. This situation created multiple problems. - Really long burn times like sometimes 2 and sometimes even 11 hour long. Solved by simply warping during the burns not a big deal for me it still takes seconds I only need to be careful and do the stuff manully not mechjeb etc. - Due to really long burn times and low TWR if a ship starts to burn at the apoapsis when its burn completed it already reaches the periapsis so in order to correct the situtation burns has to be made piece by piece or spending more fuel. - Due to really low TWR presicion burns are almost impossible (like getting into stable 200 km orbit of eve) I mean ship can easly enter the orbit with a long burn but making good orbits was taking too long. Again refering to the problem above in my tests I needed to make like 20 seperate burns just to put the ship in a stable 250 km orbit of a body. - All those plasma engines and reactor creating soo much heat so I had to put like insane amount of radiators on the ship which increased the part count and resulted a lag when mothership carries landers. Second Version Barbarossa - TB2 So as you can see from the problems a listed above TB1 version simply failed. Although it had really good range due to TWR issues and part count its not practical to use it. Therefore I started from stratch and first reduced my part count. Secondly I begin to look for a new engine which can give my ship really good range without suffering from TWR. Lucky I was also doing other missions with less capable crafts so I had like 20k science to spare. So I went for a fusion engine called Dedalus and this immedietly solved my TWR and mass problems. Its very fuel effiecent the range is insane like 2 million DeltaV (yeah wow right) TWR is great especially if engine size is tweaked to x2 or more. The fuel also can be caried in only one tank and its mass is really low compared to others. But this new design also had its flaws. The new engines were using Fusion Pellats as fuel. Now add the cost of the Fusion Pellets, double or even triple size Dedalus engine and the other ship parts well the cost of the ship skyrokected to 76 million or above. Also engines consume lots of megajoules to work during their burns so my new design again created me lots of problems. But this time I was able to solve it and here is how I do that. - In order to supply to engines with enough megajoules during full throttle I needed to pick a good nuclear reactor and power generator. It sounds easy but picking right stuff without increasing the mass too much is harder than it sounds. It took me like a 10 hour trying out diffrent reactor and generator combinations but finally I was able to create a system to sustain my ships megajolue needs. One reactor double size and 2 generators was able to supply my Dedalus engine (twice size) enough juice to work at %100 without depleating my megajolue supply when I am at constant %100 speed. - By tweaking some other stuff and playing around I was able to bring the cost to 28 million. After that I just made some other missions and gathered enough money for the ship and its launcher. I needed a good launcher (old school lquid fuel and solid boosters) which can put the ship in kerbin orbit (2 million km) cause I cant use fusion engines near Kerbin (forbidden due to pollution). So in total of 29 million I was able to create both the ship and the launcher and it has been put into orbit in one big launch. The Succesful Creation and Result To sum up here is the ship I put together. It costs 28 million and has more than a million DeltaV If I carry four landers with me the range and TWR drops down like %20 but its still decent. Any kind of orbital manaevur is really easy its not time consuming and range is still massive. Actually I have made a emtpy ship test and saw that with enough time that monster can reach lightspeed pretty quickly (compared to normal engines of course) so its definetly a beast. The picture of the monster I created is below (without landers) for me the engine section looks bit odd and my old ships looked cooler but hey ship mass ratio is perfect and it can go up to millions of DeltaV so who cares it gets the job done plus with my new beatiful landers its gonna look cooler. Next time I post I am gonna talk about the landers and their challenges thank you all for reading. Note: In order to get rid of the insane lag I had to reduce the part count. My old designs each had like 250 parts but this one only has 92. I had to do this or my game become unplayable...
  9. So today i stumbled upon recent PC Gamer article about KSP 2. I recommend to watch the videos, reviewing this article, before reading this post(or you can check out transcript somewhere on this forum). Videos can be found on ShadowZone and Matt Lowne YT channels. https://www.pcgamer.com/space-odyssey-our-first-big-look-at-kerbal-space-program-2/ I'm not gonna talk about the whole article, but rather about the part, that states, that KSP 2 will have what is called "Adventure Mode". From my understanding of this article, there is planned to be no funds/contract system in the game, because dev team considers, that it was too grindy in the original game. I disagree with this position. In fact the Career Mode is my favorite game mode for a very long time now. The only time i'm not playing it, is when i feel an urge to tinker and have fun with airplanes in sandbox, which is one of my hobbies (BTW this is why i really expect KSP 2 to improve in this area as well, but that's the story for another time), but when it comes to playing a campaign of my own Space Program - Career Mode is my only choice. I've never been an active user on this forum, or on any forum tbh, but the threat of not having this, EXTREMELY important feature, in the sequel, made me sit and write this post anyway. I really hope, that sharing my thoughts here, will make players give it a seconds chance and KSP 2 devs reconsider their position about adding it to the game, because it really deserves it. And here is why. Firstly let's talk about why the Career Mode was called "too grindy" in the first place. The contract system in the original game pretty much consist of the list of the simple objectives and rewards with some RNG integrated, and feels like it was done in a hurry by someone, who had little idea about how to realize the feature in the first place and took completely wrong approach. As a result of that most of the contracts were about pressing certain button at certain speed/altitude for a minor payout. I'm not arguing, with the fact, that it was indeed very boring. It was. But it is important to note, that is an issue NOT with career mode itself, but rather with the way contracts were implemented, so it shouldn't be used as a reason to not include the career mode into the sequel. The thing that is also worth noting, is that a lot of people, who've tried career mode, abandoned it almost instantly, without investigating the game mode further. Because of that they've had no chance of understanding good and important concepts, that this mode introduced to the game, so the community opinion about career mode being garbage was born. But i am not one of those people. I am one of the few, that gave the Career Mode a chance to prove itself. And spoiler alert - i wasn't disappointed. The importance of the "Funds" concept. KSP is a game about building rockets from parts and launching them into space. Some parts are better, some are worse, and some might come in handy in a specific situation, while being completely useless in the other. A good half of the fun in this game comes from designing a unique vessel, that serves specific purpose and taking some trade-offs in the process. In the game like this, it is VERY important to keep the parts balanced, otherwise your're gonna end up with a same design being an answer to every question, which is obviously not good and will for a fact make the game boring. There is of course a lot of ways to balance parts, such as mass and size for all parts, and some unique parameters for a certain part category, like range and throughput for antennas, lift and drag coefficients for wing parts and thrust and ISP for engines, when sometimes you sacrifice some thrust, in order to squeeze more dV out of your vessel, that is to reaching your destination destination, and other times you don't get a luxury of having good ISP, because you need a lot of thrust to push your massive 1000t craft out of the atmosphere. And in Career Mode there is also a cost. Why is it so important you might ask? Answer is going to be complicated. Let's talk about RTG's. RTG's are great! They have almost no mass, they take almost no space and they generate electricity absolutely for free, regardless of any conditions. The only downside of them is the fact, that they generate electricity at really low speed, which can be countered with just using more of them. You can see where i'm going with this. Why would i ever use solar panels and huge batteries(not even mentioning the fuel cells), when i have RTG's unlocked? If i'm playing Science or Sandbox i can just put 20 RTG's on my craft without any trade-offs and completely forget about the electricity as a game concept. Not good. But in career mode i have a clear reason to not do so - COST. For the same money, it costs to put 2 RTG's on my vessel i can launch a rocket to the Mun that will land there and return safely to Kerbin with crew onboard. A bit more ridiculous example: Why wouldn't you use a Daedalus engine to propel your 500kg probe into the LKO? Same answer. COST. And that is where the Career mode absolutely shines. Not only it introduces a necessary balancing factor into the game, that prevents player from thoughtlessly spamming parts, that are OP in other game modes, but on top of that it also FUNDAMENTALLY changes the way you approach designing your spaceship, by introducing unique trade-offs, that are present in no other game mode. For example: * You want to launch a communication satellite to the LKO. Which command probe will you chose? Sandbox/Science: "The best one obviously!" Career: "Well since it is a just communication sat, that is not indented to dock with anything, intercept something or land at specific location there is no point in having expensive SAS so i might just use the cheap one and save some money for future missions." * You want to launch a communication satellite to the LKO. Which engines will you chose for the rocket? Sandbox: "Vectors." Science: "Look at that new and shiny Mainsail i just unlocked!" Career: "It's only LKO i'm going to and my payload is not that big. I might easily get away with Swivel." * You want to launch science mission to the Mun's surface. Where will you put science equipment? Sandbox: "What's science?" Science: "Descend stage obviously. I can just take all the data from them and not take extra weight back with me." Career: "Damn these GRAVMAX and Double-C Seismic Accelerometer are so expensive! I think it's worth trying to recover them! Let's see...I can try snapping all the science on top of the crew module right near the parachute and hope, that it won't overhear on reentry... OR... I can put my science module in the service bay between the heat shield and crew module! But is it really worth paying extra for the service bay? Hmm..." The Career Mode adds new and, most importantly, interesting challenges(or puzzles how the Devs are calling them) of getting to space, in the game that is ALL ABOUT the challenge of getting to space. I don't know about you guys, but for me it is VERY exciting and makes me enjoy the game SO MUCH MORE. But wait! There is more! Have you ever heard about the guy called Elon Musk? He once said “Six million dollars is falling through the sky. Would we try to catch it?” Well would we? No. Because guess what! There is no such thing as "dollars" in the game! You might still do it for fun or challenge, but the whole concept of making reusable rockets or even SSTO's becomes pretty much pointless! In conclusion: Pros of Career Mode: * Balance for the expensive late-game parts * More challenges for the player * Encouragement for a player to reuse rockets Cons of Career Mode: * Was too grindy in the original game (which, as i explained earlier, is not even an issue with Career Mode itself) I think it is clear now, that Career Mode brings so much to the gameplay. It makes the game even more in-depth and realistic (you have to remember, that rocket science IRL is not just about getting to space, but rather getting to space with the cheapest and easiest way possible, which is often forgotten by KSP community), it introduces A LOT of new opportunities and challenges to the player, that NASA, SpaceX, Blue Origin, Rocket Lab and every other rocket company IRL faces and has to deal with. And i not just absolutely love that. For me it is ESSENTIAL in the game like KSP. And taking all this good stuff out of the game, just because original game had not enough good ways to farm the money? It's just unacceptable in my opinion. So we have an essential, for this game, mechanics - money and a fact of grinding said money was boring in the original game. What do we do in the sequel? I would answer - instead of removing money from the sequel entirely, it is better to rethink the way player earns this money. And i have some ideas on how to do so, that i'd like to share. * Not all contracts in the original game were boring. Most of them yes, but not all of them. Tourism for example. Riding couple VIPs to the Mun and back is nowhere near a bad gameplay. It had it's issues of its own, like the required destinations would be a complete mess (for example land on Minmus+complete suborbital flight on dune on the same flight, which complicates the mission by a lot) if you visited a lot of celestial bodies, but that could be manipulated by the player. My strategy about it was: if you land on the Mun to unlock Mun contracts, but then won't go to Minmus or any other place, so the game gives you contracts, associated with only Kerbin (suborbital+orbit) and Mun(fly by+orbit+suborbital+land), and all of these objectives could be completed within nice and simple Mun landing mission. If you want to learn more about this method of farming you can check out thingy in the Steam Workshop, that i've posted a while ago. TL;DR: rocket with 16 VIP seats could make profit over 2 millions per flight if you get lucky with contracts. Again for a relatively simple Mun landing mission that will take 30-60 minutes that is not "too grindy" at all. My suggestion here - leave VIP contracts in the game, but limit the objectives in the way, so there will be one single destination for the whole contract, that is shared by all the VIPs in it. And maybe some multiplier for flying a lot of VIPs at the same time (single VIP - 50k, x2 - 55k each, x3 - 60k each and etc.), to reward player for taking time and effort in designing big and capacious spaceships. * Another example of good contracts are Rescue contracts. You get free Kerbal in your Space Program(just a reminder that in Career Mode you have to purchase Kerbonauts for those who haven't played it) and you also get paid for it on top of that. Pretty good stuff. * Contracts for putting 3rd party satellites on the required orbit are welcome as well. Also in my opinion it would be better if the game had some pre-build sub-assemblies instead of telling player to build the satellite himself(ex. "Hey here is my satellite. Put it in LKO with 350km apogee, 400km perigee and 10deg inclination." Player accepts the contract and gets a sub-assembly of this satellite and only required to send it to the desired orbit) * Contracts for resupplying satellites/space stations. Player accepts the contract, pre-made craft spawns in orbit, and player has to dock with it and transfer certain amount of resource to complete the contract. * Pretty much advanced and combined previous 2. Client gives contract to get sub-assembly to orbit, some time after player completes it the same client gives another contract to send new sub-assembly to the old one and dock them together. Repeat until the whole space station will be finished. Some time time after that player will start to get resupply contracts from same client. All these contracts will NOT be "boring" just by their nature, but can become boring IF the pay is bad, so the player has to focus on them too much. On the other hand, if player would get paid well for completing them, they WILL be VERY much welcome in the game. I would happily complete as many of them as needed, to fund my Space Program, considering again, that the paycheck is reasonable. * Concept of funding researches with money would never hurt * Idea of KSP 2 is to explore new horizons and find a new home for Kerbal kind. But that's a long term goal. To achieve that goal player has to get through a number of simpler objectives. And that Way could be similar to something like this, if the Career Mode will make it to the sequel: All starts with a cheap prototype rocket launch, continues with couple of commercial satellites being put in orbit and some tourists being send suborbital, to fund the research and construction of new and better rockets. With new tech comes the Mun landing, that unlocks Mun tourism and funds more research. After that player starts thinking about building colonies, to expand his reach, so the great exploration begins. From Duna to Eve, to Jool and Laythe and anywhere within the Kerbol System, until the Great Interstellar Ship has been constructed, while ALL of that being funded by commercial flights i described above. Colonies start to become independent and will use on-the-spot resources to build rockets. So at this point the money will start to lose its value for exploration and after Kerbals arrive to new star system they will have no use for it there at all. All that of course while on Kerbin player can still continue to expand the commercial side of his Space Program. And one more important thing to note here, that the "Cost" concept should still be present for colonies, that mine resources, in order to build a rocket. This can be implemented through a lot of multiple ways, i'm sure everyone can think of one. Here is the first thing, that came to my mind first(don't take this one too seriously): * Add to the game basic resources like Copper and Iron, that will be good for most of the stuff and can be found almost everywhere and some rare ones, like Uranium or Titanium, that will be required for high-tech stuff. Each part in the game will it's cost in the resources. When player attempts to launch build a craft in the colony game calculates total cost of the craft in resources and checks, if the colony has enough of these resources in its storage. Simple. Should work perfectly. This process can also be complicated by adding more different resources/making some resources to not be mineable directly, but rather craftable from other resources (like plastic from oil, or microschemes from copper and iron, etc.)(Factorio vibes yes ). This "cost in resources" thingy can also be applied to Kerbin, so that instead of paying for the rocket directly, player will pay for the resources, necessary for the rocket. * The thing above can easily be a limiting factor for why player can't build a Daedalus engine on Kerbin. It would simply cost to much. So instead of buying it player will be forced to go and get resources, necessary to construct it. * And if that seems too complicated it is still a solution to make VAB's on colonies require funds for rockets, just like the VAB on Kerbin, in order to simplify things. (although i'm not a fan of this approach) * Also great addition to this would be an ability to disassemble landed vessels into resources, for the sake of reusability. I've been typing this for couple hours already, so i'm tired and starting to lose track of my thoughts. This is it for now, but i might add something later. In the end i want to say: Fellow Kerbals, give another chance to the Career Mode. It really deserves it. And, of course, please help me with spreading this word to the devs. KSP 2 devs, i hope that this post makes you re-think your position about Career Mode in KSP 2 and helps you make the sequel as good as possible! And of course feel free to share any ideas on this topic! -------------------------------------------------------------------- EDIT 25.06.2020 A new video on KSP YT channel came out(link) I want to draw your attention on a short glimpse of VAB UI at 4:28. As you can see Protective Rocket Nose Cone Mk7 has a cost of 111 Ore and 11.1 Uranium, which confirms that "cost in resources" i suggested earlier is in fact implemented in KSP 2. Now i can live in peace. Huge thanks to devs! <3
  10. В карьере схватил контракт: станция на 12кербалов + лаборатория+4000т топлива на устойчивой орбите муны. Премия 208тыс Если строить из mk2 (самолет пассажирский фюзеляж) с 2 тройными адаптерами 6.300 тонны 3 кабины автостопщиков 7.500 Лаборатория 3.500 Горизонт ОКТО, РСУ+коcмоболы, шлюз, научный обвес. 11.810 (с кабинами mk2) 3 бака x200-32 и общая масса 65.810 тонн. И как эту бандуру дешевле всего запулить к муне? Без alt+f12 Пробовал 4хKR-1x2 + 4 бака x200-32, с двух курьеров топливо перекачивается в 2 оставшихся. Ракета вышла длинная, при разгоне опрокидывает, поэтому в голове 3 ЖРД Стукач с тягой 40% Где то около 20000 высоты пустые курьеры сбрасываются.на орбиту выходит впритык. РСУ и гиро на такой массе не помогают, маневрировать получается только стукачами. По науке: прокачано почти все за 90+ тяжёлое ракетостроение+ продвинутая электрика. Из мыслей разделить на части, возвратная ssto, сборка на орбите, и запуск к муне. Upd: пока почти удалось вывести 3 бака (нужно траекторию подровнять а то забрасыва на 110км, на выравнивание и возврат не хватает) twr 2.45 дельта 4300. А ведь стыковка 3 модулей на орбите потребует дополнительного топлива. Да и не уверен я что малых стыковочных модулей хватит по усилию на такую конструкцию.
  11. It happened again. Those well-meaning kerbals up and forgot about their space program. Maybe they met evil alternate versions of themselves. Maybe they were blinded on the edge of the cosmos. Maybe their home was eaten by anomalies. Maybe an asteroid brought the mysteries of outer space to their doorstep. Or maybe they're just pieces in a game that nobody cared about anymore. Unfortunately, we'll never know because, hello, we don't care. Space? Whazzat? Years passed. Or was it days? Better mash that backslash, or they'll be the same thing. A new idea. A tale of triumph. A crazy, mashed together creation. A daring challenge for those who should know better. Something draws them back. Something raises the flags and fills the fuel tanks. Something new. Something glorious. A new story unfolds, filling in the gaps. To make space, the old is discarded. Thrown aside. Forgotten. - But this time, something remembered. R E M Ǝ M B E R A KSP Collaborative Game based on @Cydonian Monk's Forgotten Space Program (snazzy banner coming soon!) What is this? Forgotten Space Program is set in a world where the process of updating Kerbal Space Program has drastic implications for the Kerbals. Each version change resets Kerbin to a pre-determined time, right before the space program starts, but curiously, leaves all objects in space untouched. I had the idea to start a collaborative game similar to the Collaborative Station, in which each player controls the space program during one "cycle" of the reset process. Each player will start their game from scratch, building and teching up... until their turn ends, at which point Kerbin is wiped clean, their vessels in orbit become relics of the past, and the save file is sent to the next player. You can play as normal and come across the efforts of previous players, or somehow work together to preserve progress across resets. (This type of game may be better known as a succession game to some.) Some specifics include: The game will be lightly-to-moderately modded. It won't be computer-melting, but it'll be based on a few well known, stable mod sets. Interface or cosmetic mods (Scatterer, KER, Trajectories, etc.) can differ between players. I'll write some kind of program to take a savefile, extract the data for ships and kerbals, perform the necessary manipulations (such as changing kerbal names to avoid conflict or setting vessels to unknown). All you'll have to do to play is create a new savefile, and push a button. For obvious reasons, we can't have the reset cycle be the update cycle of the game. Instead, it will be a random amount of in-game time, determined randomly at the start of your turn. Somewhere around 2-5 years, it might be changed later. Either way, it's unpredictable and unchangeable. When the timer buzzes, your turn is over. (I think I can get Kerbal Alarm Clock to do that.) I'd like to check interest in this idea before starting it, however, so if you: Would be interested in playing a turn of this game Have comments, questions, or concerns regarding the idea Are a mod, and know the proper place for this post (fun fact: I have no idea where this goes. Challenges and Mission Ideas, because Collaborative Space Station went there? Mission Reports, because it'll be soon filled with (many) mission reports if it goes right? Fan Works, even though it's not a typical fan work? General Discussion, because that's all it is right now?) ...then please reply below saying so. If enough people want to play, I'll replace this blurb with a full intro post in a few weeks. What is the modpack going to be? Notes: KSP Version 1.8.1 for now, might upgrade later No DLCs! (I don't know how to turn them off so someone else will have to find out) The 1.9 version for Near Future Technologies is back-compatible. Download the latest version. If it's taking too much RAM, you can delete the IVAs folder in Stockalike Station Parts. It's optional. Multiple mods might bundle different versions of ModuleManager, check in your GameData and delete all but the latest version Uses about 2.7 GB of RAM on my computer. Make sure you're running KSP 64 bit. What's that weird E symbol in the title? That's a turned E. It's supposed to be an approximation of the logical symbol for Existential Quantification, and represents "for one". It denotes a statement that applies to at least one object in the universe. It is specifically contrasted with Ɐ, the symbol for Universal Quantification, which represents a statement that applies "for every" object in the universe. Essentially, if you can't remember everything, at least remember something. ...in all fairness, I just threw it in because it looks cool.
  12. Hey guys, could you please give me a hand, i was just playing kerbal space program career mode and i rescued some kerbals i put on the mun in a rover (not a contract) and when i started the mission i had 1MIL funds, and when i ended the mission and recovered all the kerbals (including the ones that were on the mun) i had 1.8mil funds and it said i gained 400 funds. So basically, do you gain funds from gaining reputation? I just rescued kerbals i put on the mun and gained 800 thousand when i recovered it. Thanks!
  13. I cannot decide if the better strategy for a career game is to design missions for single-use, or to build infrastructure & re-use as much as possible? How do you play?
  14. The Vandenberg Program, Table of Contents. Chapter 1: The First Quarter Chapter 2: No Barrier in the Sky Chapter 3: Early Days of the Sounding Rocket Program Chapter 4: The River Styx Chapter 5: A Need for Speed What is this? The Vandenberg Program, founded in 1951 California, a consortium of steely pilots and starry-eyed dreamers who believe space is for humans, and rocketry the key. The Program stands apart from the submarine designers and warhead builders of the early Cold War. When the sabre rattlers on both sides of the Iron Curtain decided that nuclear artillery, delivered from turreted submarine and overgrown tank, was the key to winning the inevitable tactical battles that were expected to shortly follow, government spending turned away from aeronautics. Vandenberg Air Force Base is the home of the last stand of rocketry & aeronautics engineers, the only testing ground for those who seek to push the limits of speed and altitude. The goal? To increase the number of moons of the Earth by at least one, and to someday orbit a human as a living artificial satellite of our planet. But first they need to secure next year's funding, and to do that they are bound to the whims of their oversight committee. The road will be long, but their patience longer. The sun sets on January 1st over California. This is the Vandenberg Program, and these are their flight records. What is this? It's a super-realistic Realism Overhaul career using Realistic Progression One (RP-1), Principia, Kerbalism, RealAntennas, and NQB, a quarterly budgets/historical contract accuracy mod that I've been developing for RP-1 (learn more). It's me trying to get past the sounding rocket era of RP-1 again, finally. It's me trying to preach the good word of the KSP realism modding community and showcase their hard work. It's my first mission report. I open the Tracking Center for the first time. It's the Vandenberg Program, and I hope you enjoy.
  15. Well, I've decided to do one! This will chronicle my space agency's attempts at spaceflight. What this is? This is a super-realistic Realism Overhaul/RP-1 career game with the ultimate goal of landing Kerbals (or rather humans ) on the Moon. First: Some background, I mean, who doesn't love a good story? The year is 1951. A small space agency, the United States Space Agency (USSA) formed was created, getting a measly $75,000 to land Humans on the moon by 1970. 19 years from going from nothing to a massive space agency. The space agency's real agenda though, unbeknownst to it's leadership, was to develop technology that would combat the Soviet Union's advancements in nuclear technology. The nation's top scientists, Wernher Von Braun, and others were to collaborate in this endeavor. These are it's mission files. The first chapter is coming soon. Chapter list:
  16. I hope I won't be accidentally double posting this, but I do not remember sharing my idea for a more involved Career/Science System I made half a year ago. The following could potentially be handled as a mod, but I am hoping with some feedback and refinement, it could be worthy of a future update since Career Mode and Science desperately need changes. The following Science Manifesto tackles that, along with changes to the Admin Building and Tech Tree. Copied from a PDF I wrote: THE SCIENCE MANIFESTO: CAREER OVERHAUL SCIENCE TYPES Instead of a generic “Science”, it would be split into 3 science types or “currencies”: Biology, Chemistry, and Material. Different science experiments can provide a varying degree of each. Generic instruments could provide all three, while more specialized would only provide one or two. The purpose of the different science currencies would still be used to unlock tech nodes, which now cost different amounts of each. It could also be used for contracts or for events (more on those later) Biology, Chemistry, and Material Science CHANGES TO EXPERIMENT RESULTS Experiment results are no longer abstracted. You no longer receive a ScienceDef result immediately after running an experiment. Instead, you receive one of two new result types: Data or Sample Data: Functions very similar to how science results are treated now. Experiments that generate number values (Thermometer, Barometer, etc.) will create a “Data” result. Data results can be transmitted via the CommNet system Samples: Experiments that collect a physical substance (Drills, soil scoops, gas chromatographs, etc) generate a “Sample.” Samples cannot be transmitted via CommNet, but you can run a second experiment on a Sample to convert it into Data, which you can then transmit. Converting a Sample into Data destroys the sample, leaving only the Data result. One sample could be run through different experiments and be converted into different kinds of data. Here could be some Sample Types: Atmospheric: Air or gaseous substances collected anywhere on a planetary body Soil: Ground sample collected anywhere on a body while “landed” Rock: Geologic sample collected from either specific biomes or from terrain scatters Liquid: Collected while “Splashed Down” Particle: A more complex sample that could be collected anywhere in the solar system. Such as solar wind plasma, Neutrinos, comet tail particles, etc. Samples can be collected and stored or moved. I am thinking is a KIS-style manner, where each takes up space and has mass. Different storage parts could be made to storage different kinds of and/or amounts of samples. Parts could be configured to spawn with a sample already in its inventory, such as to ship experiments to orbital labs (Plant growth, Material bay, etc.) Upon either transmitting, or returning the sample you will receive a science notification. The menu for this can be set very similarly to how contracts are now. An icon on the GUI can be added for science result logs and would flash once a new result is obtained from either a transmitted Data result, or a completed research project (See: R&D Building, Science Teams). It is from the new menu that you will obtain ScienceDef results, instead of when the experiment is first run. SCIENCE PART TYPES Science parts can now be more specialized. Parts could even be used only to collect samples, without providing any data, or to do both: Collector: These parts could run and generate a sample depending on the condition and biome of the craft. The Sample is added to an internal inventory where it can be moved to be worked on. Film Camera: Takes images and generates a “sample” film that must be returned Digital Camera: More advanced Camera that can develop or take digital pictures which are created as “Data” instead Instruments: These science parts take measurements of the environment or craft conditions, which are created as “Data” Labs: Lab parts take an input Sample, examine it (destroying it in the process) and converts it into “Data” that can then be transmitted R&D BUILDING The R&D Building now has four sections instead of the current two: Archives: Functions as it does now (Or can be removed) Warehouse: Stores samples collected during missions that return to Kerbin. Samples can be discarded sold, or moved to the Research Lab for analysis. The Warehouse Inventory can be accessed from the VAB/SPH or nearby in the world (Like KIS) to transfer returned samples back to a craft, if needed. Research Lab: Science teams in the research lab can analyze samples from the Warehouse for a much greater science return than in-situ experiments. You can run an in-depth analysis for each of the Science types (Bio, Chem, and Mat). Each analysis destroys the sample as part of the research, and subsequent runs of the same analysis on samples from the same biome yield vastly diminishing returns and/or take longer. In addition to increased science returns, sample research/analysis from a Research Lab has a chance to trigger an event. Events can be beneficial, detrimental, or preferably provide a number of player choices. For example, a sample from Duna could be found to potentially have micro-organisms. You could have the choice of exposing them to radiation or some other substance. Each choice would have an associated cost and either a randomized result, or a specific one depending on the sample and the Event. Events can be wildly different with different choices, and the percentage of each could be adjusted as to be less randomized. Development Lab: The development lab is the Tech Tree/Technology tab as it is in stock today. A couple of changes are that, like sample analysis, each node takes time to research. The cost of each node will now be one or more of the three new science types; depending on what it unlocks. Nodes for structural parts can cost more Material than other sciences, electrical or propulsion can cost more Chemistry, while manned or life support parts could cost more Biology. Other desirable changes to the Tech Tree system could be implemented here as well. One such change is using nodes to unlocked upgrade technologies and not necessarily “parts” alone. Nodes could even research KSC building upgrades, or Kerbal abilities. A tech node can unlock a part such as a manned capsule. The capsule has built-in RCS and auto-pilot but both are locked. Two nodes later on the tech tree could then “unlock” the ability for new crafts with that capsule to use each the built-in RCS, or its probe core. SCIENCE TEAMS Both sample research and tech node research now take time and funds. Each active research takes a certain amount of funds per day to maintain research. Providing Additional or reduced funding will affect the time it takes to complete each project. Funding would be managed from the Admin Building, along with any other R&D Policies. Research Projects are done by Science Teams. KSC has one Science Team by default, plus one per level of the R&D Building for a total of four teams at the highest level. A science team can be assigned to either research a sample, or a tech tree node. Starting out, you may have both teams analyzing samples for early science gain, and then switch both to research tech nodes once enough is obtained. MOBILE PROCESSING LABS The MPL and other parts like it will function very similarly to the R&D Building in that it provides you with the same three sample analysis options. Instead of requiring funds, MPLs need to be crewed and provided with power (and maybe eventually life support). Each MPL will provide a new science team. The efficiency of the MPL will be based on the Kerbals’ experience, and the results based on the location similar to stock now. Perhaps MPLs could also research tech tree nodes, especially if the tech tree is expanded. EXPERIMENT RESULT FLOWCHARTS The following are flowcharts to show the process for running experiments and obtaining science. INSTRUMENT EXAMPLE In this example, a simple instrument part is run. This generates a “Data” result, which can then be transmitted via an antenna, or returned for the same science gain. COLLECTOR AND LAB EXAMPLE This example shows a part used to collect a sample which is optionally returned to KSC, ran through and X-ray “lab” experiment, or a centrifuge. You would need to gather three samples with the soil collector in order to do all three options. MULTI-SITE AND MPL EXAMPLE This more complex example shows the many options from collecting a sample physically with a Kerbal and then processing it through multiple different experiments. It also shows a possible Event triggered by running a sample analysis in the MPL. I know it is a lot, but any thoughts or feedback?
  17. Monthly Budgets is now deprecated, and no longer maintained. You can either move to Bureaucracy Or JoeBostic on Github made a mod inspired by Monthly Budgets a while ago called Space Program Funding If anyone would like to take over Monthly Budgets, ping me a PM and we'll chat. This mod does what it says on the tin... it introduces a budget system to Career Mode KSP. Unlike some other budget mods, which just add money on top of what you already have, this one will cap your "maximum budget" based on your repuation. I'll explain what I mean further below. Features Monthly Budgets: Every 30 days (configurable) a monthly budget will be allocated to you, primarily based on your reputation (although it takes into account a couple of other factors). If your current funds are less than the budget allocation, your funds will be adjusted to match the new budget. (So, if you say have 100k funds on hand, but the mod was going to allocate you 500k, your funds will be topped up to 500k. If you held 600k, your costs would be deducted, but no budget would be awarded this month. Contracts will (usually) not have a cash payout/advance. Instead, whatever you would have gotten will be converted into reputation instead (at a conversion rate of 1 rep for every 10,000 funds) when you complete the contract. So you get it in the next budget cycle. The exception to this is tourism contracts, because I think it's weird that tourists wouldn't pay cash. Kerbal Deaths are punished. When a kerbal dies, a hefty reputation penalty is applied. The Kerbal government takes the lives of it's astronauts very seriously... so your funding will be slashed if you have many deaths. (reputation is reduced by a quarter, so a high rep program has more to fear from this than a low rep program). Massive thanks to JPLRepo for this bit, as he basically wrote it for me. Costs Running a space program is expensive, kerbals need to be paid etc. When calculating your budget, costs for wages and any active vessels will be deducted before the budget is awarded. If no budget is awarded, the costs will be deducted from your available funds. Configurable - Most aspects of the mod are configurable. You'll be given the chance to set your options when you first run it, if you need to change them later, the settings are available from the toolbar button. There's a bunch of options in there, way too many to list here. Big Project Funding - So you want to buy the level 3 R&D upgrade? Perhaps you have a massive vessel you want to launch, but your budget is just not high enough? You can "divert" up to 50% of your budget every month to a holding account, ready to withdraw when you need the money. Science Funding - Want to go to Mun but just don't have the right parts yet? You can divert some/all of your budget to Science Points (be warned, this is REALLY expensive, the money you spend gets wiped from your budget completely. You need to be out there doing stuff to build your reputation back up to sustain it). Licensing Licensed under the MIT License Icon made by Freepik from Flaticon.com Download Not mandatory, but I've balanced the default values assuming that Kerbal Construction Time is installed - so would recommend that mod. https://github.com/severedsolo/MonthlyBudgets/releases Source https://github.com/severedsolo/MonthlyBudgets
  18. Today I did a rescue mission for a contract in my career gameplay. It was in high Kerbin orbit with relatively high eccenticity. But I managed to save Willwise on my first try! The big challenge in doing this mission was that his capsule was very high (above Mun) and at a very odd angle, and I only had basic parts to my disposal. Here is my probe "Rescue 5" (I know, very original) approaching Willwise's pod.
  19. If anyone playing Career mode has ever gone bankrupt - or even gotten close to it - feel free to share your stories. If you haven't and still want to post on this thread, when did you spend a good chunk of your space program's money within (let's say) a 24-real-world-hour period? DISCLAIMER: This thread does not apply to Sandbox or Science mode players, since money isn't an issue. I'll start us off here. I had just made a 20-person docking-capable self-refueling SSTO, but the downside was that it could not land safely at some places due to a poor TWR there. Since I planned to use this as the new standard tourist transport craft, I had to launch ore transports and more landers so that I could complete landing contracts and refuel the plane in orbit without worrying about crashing on the surface due to poor thrust. I soon sent several spacecraft to multiple locations in preparation for this new change; I also had to send a space station to Eve to complete a contract. Here are the expenses I incurred that day EXPENSES Quantity Item Destination Price Total 1 Hera-class Space Station Eve Orbit 1111771.0 1111771.0 1 (STANDBY) Gilly Lander Gilly 157399.4 157399.4 1 35-person Surface Outpost Ike 747688.3 747688.3 1 19-person Self-mining Lander Vall (SB) 639425.0 639425.0 2 Station Expansion Module Duna Orbit Gilly Orbit 235702.2 471404.4 4 Mass Ore Transport Ike Vall Dres Eeloo (SB) 552223.0 2208892.0 2 Mass Ore Transport (LITE) Mun Minmus 255799.0 511598.0 TOTAL Items Price 12 5,848,178.1 Expenses calculated with Excel Some of the items in the picture are not mentioned in the expenses chart, since they were standing by for their exit burns for weeks IRL. I also have some of the items in the expenses chart on standby (and two on the Mun and Minmus), so they won't show up on this picture. What about you?
  20. This is the idea (I have not found a page like this) : to list the video (and playlist if it exists) gameplay series on youtube made by ksp players all at the same place : Title / Author / KSP ver + major mods / #episodes (avg lenght) / Date / Comments -------------------------------- In progress Series : KSP 1.7 Carrière [FR] / Kerbal Panda / 1.7.2 + USI/NF / 15 (~30m) / 22 May 2019 / No cut Carreer in 1.7.2 (French) RealismOverhaul RP-1 (Official Release) / grayduster / 1.3.1 + RO/RSS/RP-1 1.0 / 07 (~30m) / 5 April 2019 / Second Career Video Serie in Official RP-1 ! =) Glorious Soviet Space Program / NathanKell / 1.3.1 + RO/RSS/RP-1 / 11 (~1h) / 14 March 2019 / Soviet Space Program ! KSP 1.6 with Kerbalism / Raiz Space / 1.6 + Kerbalism / 23 (~35m) / 3 January 2019 / Kerbalism quick adventure KSP 1.3.1 with Realism Overhaul RP-1 / Raiz Space / 1.3.1+ RO/RSS/RP-1 1.0 / 30 (~35m) / 11 December 2018 / First Career Video Serie in Official RP-1 ! =) KSP RP-0 / Cosmonaut Crash / 1.1.3 + RO/RSS/RP-0 / 543 (~25m) / 16 July 2016 / What a huge number of episodes ! (no persistent rotation) -------------------------------- Finished Series : RealismOverhaul RP-1 / grayduster / 1.3.1 + RO/RSS/RP-1 / 20 (~40m) / 12 February 2018 / RP-1 ! =) Rusty RP-1 / NathanKell / 1.3.1 + RO/RSS/RP-1 / 25 (~1h) / 30 January 2018 / Testing RP-1 Let's play KSP RSS / Hardcore Edward / 1.2.2+ RO/RSS/RP-0/MKS-USI/KBPS.... / 176 (~45m) / 27 December 2017 / Alternate history recreations Beyond History / Raiz Space / 1.1.3 + RO/RSS/RP-0 / 48 (~40m) / 28 November 2017 / Continuation of his previous realism overhaul series. R3 / HedgeDog / 1.2.2 + RO/RSS/RP-0 / 9 (~20m) / 7 June 2017 / quick, entertaining episodes showcasing how real the struggle really is. KSP Multiplanetary Species / Justin Bright / 1.2 to 1.3.1 + MKS/USI Collection / 103 (~30m) / 18 October 2016 / Comments RP-0 Tutorial Campain / NathanKell / 1.2.2 + RO/RSS/RP-0 / 80 (~1h30m, no cuts) / 11 June 2016 / Long but cool to learn RO ! RO in 1.1.2 / Raiz Space / 1.1.2 to 1.1.3 + RO/RSS/RP-0 / 80 (~40m) / 18 May 2016 / Realism overhaul series, prequel of Beyond History. Beginners Guide to KSP / NerdySpaceMan / 1.0.4 / 20 (~20m) / 21 September 2015 / Beginners Guide to KSP Serious Business / Scott Manley / 1.0.4 + RO/RSS/RP-0 / 35 (~20m) / 24 August 2015 / Scott Manley live comments and humor Project Alexandria / Bob Fitch / 0.25 to 1.0.4 + RSS / 16 (~35m) / 22 November 2014 / History of spacefligh from 1957 to 1969 -------------------------------- I've done my best to make the presentation clear. Help me to make this catalogue bigger =) Feel free to reply and suggest your series !
  21. First off, hello, names imagine. I'm here because i have had at least 5 contracts flat out break for no apparent reason and ive only had the game for about two days. Current one, after restarting 3 times, several hard resets, redownloads, etc., is the flea booster test. Several times ive had all conditions green, ive tested, ive hit through sequence, i have done everything i can think or find to get this to work, to no avail. Im going crazy here, litterally losing sleep over it. I love this game so much its depressing how bad career mode is breaking. The saddest part is, i know there's nothing that can be done other than a patch, and there are posts just like mine dating months and months back, so what the hell is going on? I'd be satisfied with at least a reason to why the game is broken, and has remained broken for so long. I paid good money to be able to play career mode, so i want it to work properly and it just doesnt seem like anythings being done about it. If i would've known career mode was unplayable, i absolutely would have thought twice about my purchase. Any replies, good or bad, are appreciated. I think its time the developers get with the program and at least explain to the people paying their bills, why our games arent working. Thanks. -Imagine
  22. Backstory I started a mission report a few months back. I liked sharing my missions and people liked reading them. But then my computer died and for a while I couldn't recover the data. And during that period of time, I started playing @Galileo's Planet Pack. And I love it. So I've discontinued my initial save, even if I may recover the data someday (TM), and started another save. Boring! Do you have anything else to say? I am playing on Moderate mode, but I have increased the science! returns so that I can do whatever I want as soon as I want. Moderate mode means that I have to pay to unlock new parts. Still boring! How about a modlist? I have: This continues to be boring! A chapter list? I only have 1 chapter at the moment, but... Chapter 1 started with this post. Still quite boring! Some launch scripts? Here's my Google Drive. But there are no ships to launch them with! Fine! Here are the first pages of Starwind (in GPP): The Ceti Campaign Oh yes, I kept the Original Four Gaelans and added the Original Four Kermen. So I have Eight. Tune in next time for Val making orbit, and an Iota flyby!
  23. The Origin of this Thread (BORING INFORMATION): I wanted to post about my new career mode save with both MH and BG, as I thought we (that is, me + whoever decides to read my undoubtably poorly written mission report) would find it interesting to learn about the application of the robotic parts to career mode. I was going to post about it earlier, but I thought it might be nice to write about it a little. So I made up a vague storyline referencing something (if you get it I will give you rep) and somehow, I ended up with a not-half-bad graphic-novel style mission report. Mods List (SLIGHTLY LESS BORING INFORMATION): I am playing on Moderate difficulty (one harder than Normal), mainly meaning that I have to pay to research a part once I have unlocked it with science. I am also playing with a few mods installed. Here are the ones which impact gameplay: - Both DLCs - KAC, Transfer Window Planner, KER and Trajectories: Essential for any KSP play-through. - Stock Visual Enhancements and Scatterer: So my pictures are less boring. - KAS and KIS: In order that I can flat-pack rovers. - SCANsat: To give more purpose to probes and to add a little challenge. Also because I like the maps. - ReStock and ReStock+ : To make the parts look better (in my opinion) and to add some parts I feel were missing. - USI-LS: In order to make longer duration missions harder (but not impossible). - K&K Planetary Base Systems - they have a nice Extraplanetary Launchpad and an Algae Farm which turns Ore -> Fertiliser (+Mulch -> Supplies). - OSE Workshop - to produce spare parts if, like I invariably will, I forget antennae. - MIP (Modification of Inner Planets) - To add a couple more destinations. You will see them as the story progresses. - NF Solar and Electrics - Because USI-LS makes me use a load more EC. And (stock) solar doesn't work so well at Jool. Also NF Solar is *really cool*. - Heat Control - Because NF Electric makes loads of extra heat. - MkIV Spaceplanes - I HATE ROCKETS and now I can fly bigger payloads into orbit without them. - Kerbal Atomics - I love these 2.5m NERVAs. I am also imposing the restriction upon myself that there may only be 1 rocket launched per day. Chapter List (NOT VERY BORING INFORMATION): Links to Imgur albums. Only finished chapters included. Chapter 1 - Professional Kludges Chapter 2 - I Need to Do More Calculations Chapter 3 - Designing and Refining The beginning! (NOT VERY BORING STORY): Tune in next time for me going to the Mun and getting orbital science. Or don't. (Tune in, that is. I will be getting the orbital science anyway, and you cannot stop me. Muahahahaha.)
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