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  1. Still working fine for 1.3 Initial release of the revamped, scaled down, Additional Progression Contracts mod. This is a replacement for my old "Advanced Progression Contracts" mod, since most of the contracts in it were merged into the base game by Squad. DOWNLOAD Requires Contract Configurator 1.15 or higher. Contracts included on launch: Send the first probe to another planet. Send the first manned flyby of another planet (and return). Send the first manned landing on another planet (and return). Land a rover on the Mun. Land a rover on Minmus. Land a rover on another planet. Perform an EVA in Solar orbit. Future plans: More contracts itemized for planet moons. Jool-system specific contracts (Jool 5 challenge, etc). Repeatable "send a probe to X planet" generic contracts - the ones in stock are often a bit too specific, and don't usually help career-mode missions get funding. Unmanned probe sample-return missions (to Mun, planets, etc) More stuff to do with rovers - distance records, etc (as soon as I get the contract scripting logic for it to work correctly) In-atmosphere aircraft circumnavigation. (as soon as I get the contract scripting logic for it to work correctly) Ideas people suggest/request Released under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  2. **Before I start, a little about me; I've played KSP for a long time, I can't remember exactly which version, and I got into it thanks to Robbaz' YouTube series. I've restarted several playthroughs and been a part time lurker on these forums, but now that's changing. With this career I've decided to become more active, particularly with the Mission Reports and general conversations, I might even take on a few challenges within my career. In my entire time with this game I haven't left Kerbin's SOI, but again, I'd like to change that. My mission reports may be inconsistent in their formatting and style, but one thing I'll try to keep throughout is a track of the money earned from each mission (space exploration is a business, after all), and the science earned from each mission. Without further ado, here is the first instalment, landing on the Mun.** Mission Report: Year One, Day 16. ** OPERATION MUNSTRIDER ** After the successes of the Space Program thus far, the Kerbin World-Firsts Record-Keeping Society has allocated funding for the next milestone; to land on the Mun.The recent flybys and sightseeing launches have piqued interest in the planet's closest natural satellite, and it's time we landed on it and returned safely. Mission Objectives: PRIMARY - Land 3 Kerbals on Mun's surface and return them to Kerbin safely. - Gather scientific data by performing every available experiment we have currently developed; Materials Bay, Mystery Goo, Barometer, Thermometer, Surface Samples, Crew Report and EVA Report. SECONDARY -Proof of concept and test run of a reusable lander, able to land on the surface and return to orbit capable of docking with another craft for refuelling. -Plant flag for FLOOYD Dynamic Research Labs. We've been allocated a 70,560 advance in funding to develop and construct the lander and launch vehicle. The launch vehicle and lander came in a a total of 54,353. *Mission Updates* - Launch went off without a hitch, and Bob, Bill and Val settled into an 85km orbit, before burning out towards Mun. - An uneventful transfer between Kerbin and Mun, tensions began growing as Mun grew bigger. - Orbital insertion burn to Mun was nominal, and the ship settled into a 20km orbit. - Landing Sequence began, targeting the western edge of the East Farside Crater. - Bill reported concerns regarding fuel levels, we ran the numbers and there was cause for concern. - Touchdown on Mun! - Bob took samples from the crater, performed an EVA report and planted the flag as per the mission objectives. Bill inspected the craft for damages and areas of concern. Val's mental state deteriorated, Bill's concerns over the fuel pushed her into a state of panic, she refused to leave the cockpit for fear of being stranded. However, she did manage to fill out a crew report of the situation. - Bob decided to go sightseeing, being a surfer in his spare time he decided to visit a wave-like formation at the edge of the crater. Flight Control was not impressed. He retrieved a surface sample and returned to the ship, spectacularly wiping out on the way, proving the resilience of Kerbalkind and the spacesuits. **CRITICAL MISSION UPDATE** Low fuel levels, insufficient for return. Develop refuelling drone to perform orbital rendezvous in Munar orbit. Kerbin World-Firsts Record-Keeping Society provided additional contract and funding to bring the mission home. PRIMARY OBJECTIVE - Rendezvous and dock in Munar orbit, then return to Kerbin. - Val managed to get the ship into a stable 8km orbit, Flight assured them that they had a solution for their fuel shortage, and that this was part of the secondary objective, and they could use this time to gather more data from orbit. - Refuelling drone launched into orbit with no issues, sitting at 90km before launching towards Mun. - Bob performed several EVA's in orbit, setting a new record. - Refuelling drone docked with Munstrider with no issues, a testament to the capabilities of our probe technology. - Refuelling drone undocked and launched itself into the surface of Mun. **END OF CRITICAL UPDATES** - Val brought the crew home, touching down on the deserts of Kerbin. *Mission Summary* Primary Objectives. Moderate Success. Further development of lander needed, fuel issues need solving before further Mun Landings. Science returns outstanding, can use returned info to develop technologies further. Secondary Objectives. Docking capabilities adequate. Current model is unfit for re-use, development required. Flag planted for FLOOYD Dynamic Research Labs. Space Program reputation increased, public opinion tracking at a record high, funding will be more readily available, providing we can continue to push, to innovate, and inspire. **Funding Breakdown** - Initial Contract - Kerbin World-Firsts Record-Keeping Society 70,560 - Advance 332,640 - Reward -54,353 - Cost --------------------------------------------- 348,847 - Total Earned -Additional Contracts -FLOOYD Dynamic Research Labs 69,000 - Advance 191,400 - Reward ------------------------------------------------- 260,400 - Total Earned 609,247 - Running Total -Kerbin World-Firsts Record-Keeping Society 124,992 - Advance 589,248 - Reward -24,985 - Cost ========================= 1,298,502 - Total Earned Official Images:
  3. This is a new Let's Play style series with career playthough. It is LiveStreamed on Twitch, and edited for upload to YouTube. Mission Tracking Log: https://docs.google.com/spreadsheets/d/1vkPMdifBnjN54sxyOOFecarbSx-moXSO0K4vsOTFVmA/edit?usp=sharing KSP version: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Modlist (more or less complete, with minor edits): Cetera's Suits for TRR 000_AT_Utils - 1.5 Filter Extensions - 3.1.1.2 Toolbar - 1.7.15 USI Tools - 0.10.1 AlmostFreeLaunchClamps - 0.2.1 AirlockPlus - 0.0.9 Astrogator - 0.7.8 AtmosphereAutopilot - 1.5.10 B9 Part Switch - 2.1 BetterTimeWarpContinued - 2.3.9 Bluedog Design Bureau - 1.1.6 Chatterer Extended - 0.6.1 Chatterer - 0.9.93.1804 CollisionFX - 4.0 Color Coded Canisters - 1.5.1 Community Category Kit - 2.0.2 Community Resource Pack - 0.8 CommunityTechTree - 3.2.1 Community Trait Icons - 0.1.2 Connected Living Space - 1.2.5.5 Contract Configurator - 1.23.3 Contract Pack: Anomaly Surveyor - 1.7 Contract Pack: Clever Sats - 1.4 Contract Pack: Field Research - 1.2.1 Contract Pack: Historical Progression - 1.6 Contract Pack: Kerbal Academy - 1.1.7 Contract Pack: Bases and Stations - 3.7.0.1 Rover Missions - 0.1.7 Contract Pack: Tourism Plus - 1.5.2 Crew Light - 1.10 Crew Portraits - 1.3.1 Crowd Sourced Science - 4.1 CryoEngines - 0.5.10 CryoTanks - 0.4.8 Community Terrain Texture Pack - 1.0.1 CustomBarnKit - 1.1.16 DangIt - 0.7.15 Airline Kuisine - 1.5 DestructionEffects - 1.7 DistantObjectEnhancement - 1.9.1 DMagic Orbital Science - 1.3.0.11 CapCom Mission Control On The Go - 1.0.2.7 Contract Parser - 1.0.7 Contracts Window Plus - 1.0.8.1 Progress Parser - 1.0.8 DynamicBatteryStorage - 1.2 Easy Vessel Switch - 1.5.6471.31118 EditorExtensionsRedux - 3.3.16 EVAEnhancementsContinued - 0.1.12.1 EVA Transfer - 1.0.7.1 Firespitter - 7.6 FlagRotate - 1.1.5 Flexible Docking - 1.0.5 Fuel Tanks Plus - 1.12.1 FuseBoxContinued - 0.1.15.3 GroundConstruction - 1.2.1 Galileo's Sun Flares - 1.8.3 HideEmptyTechTreeNodes - 1.0.1 Historian Extended - 1.3.2 HullcamVDSContinued - 0.1.8 Impact - 1.6.2.2 Interstellar Fuel Switch - 2.10.3 JanitorsCloset - 0.3.3 RasterPropMonitor - 0.29.2 Kerbal Attachment System - 0.6.3 KerbalAtomics - 0.4.10 Kerbal Engineer Redux - 1.1.3 Kerbal Foundries - 2.1.2.11 KerbalHealth - 1.0.2 Kerbal Inventory System - No Fun - 0.1.2 Kerbal Joint Reinforcement - 3.3.3 HyperEdit - 1.5.4 Kerbal Inventory System - 1.8.6557.41950 Kopernicus - 1.3.1.3 KRASH - 0.5.26 KronalVesselViewer - 0.0.8 KSP-AVC Plugin - 1.1.6.2 KSPRescuePodFix - 1.2.0.8 KSPWheel - 0.10.5.21 Lithobrake Exploration Technologies - 0.4 Lights Out - 0.2.2 MagiCore - 1.3 Maeneuver Node Evolved - 1.0.3.3 ManeuverQueue - 0.4.5 Mk1-Cabin-Hatch - 0.2 Modular Rocket Systems - 1.13.1 ModularFlightIntegrator - 1.2.4 NASA_CountDown - 1.3.5 NavBallDockingAlignmentIndicatorCE - 1.0.3 NavBallTextureChanger - 1.6 NavHud - 1.3.4 Docking Port Alignment Indicator - 6.7 NearFutureConstruction - 0.8.4 NearFutureElectrical - 0.9.8 NearFutureLaunchVehicles - 1.1.3 NearFutureProps - 0.2 NearFuturePropulsion - 0.9.5 NearFutureSolar - 0.8.8 NearFutureSpacecraft - 0.7.4 NEBULA_DecalsContinued - 0.1.1.5 Final Frontier - 1.3.6.3189 S.A.V.E - 1.4.7.2860 One Window - 1.0.2 OuterPlanetsMod-Galileo - 1.2.4 PartCommanderContinued - 1.1.2 PartWizardContinued - 1.3.6 PlanetShine - 0.2.5.2 PoodsOPMVO - 0.3.5 Portrait Stats - 1.0.15.1 Precise Node - 1.2.6 Radio Free Kerbin - 1.2.1 RCS Build Aid - 0.9.3 RCS Sounds - 5.2 RealChute - 1.4.5 ReentryParticleEffect - 1.2.0.1 SafeChute - 2.1.9 SCANsat - 1.1.8.2 Science Relay - 1.0.4.2 SETI-Contracts - 1.3 SETI-Greenhouse - 1.2.2 SETI-ProbeParts - 1.3.0.2 Ship Effects Continued - 1.0.8.3 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.16 StageRecovery - 1.7.2 StationPartsExpansion - 0.5.2 Stock Visual Enhancements - 1.2.7 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.6.6484.37549 Stock Visual Terrain - 2.0.8 TAC Fuel Balancer - 2.14 TakeCommandContinued - 1.4.11 TextureReplacerReplaced - 0.5.4 TAC Life Support - 0.13.6 ToadicusToolsContinued - 0.22.2 Trajectories - 1.7.1 Kerbal Alarm Clock - 3.8.5 Alternate Resource Panel - 2.9.2 Transfer Window Planner - 1.6.2 TweakableEverything - 0.1.23 TweakScale - 2.3.7 USI Core - 0.5 USI Exploration Pack - 0.9 Konstruction - 0.3 Malemute Rover - 0.4 MKS - 0.53 USI Alcubierre Drive - 0.7 Universal Storage - 1.3.0.1 Unmanned before Manned - 1.3.0.2 UpgradesGUI - 1.5 EVAParachutesAndEjectionSeats - 0.1.15 VesselMover - 0.1.6.2 VesselViewerContinued - 0.8.6 Waypoint Manager - 2.7 IVA Kerbal Identifier - 1.0.4 [x] Science! - 5.11 Hanger Grid
  4. Chapter II: Probes To Iota Chapter III: More Money = New Rockets Chapter IV: Jeb Wrote The Textbook Chapter V: New Prospects Chapter VI: The Search For More Money Chapter VII: A Home, But In Space! Chapter IIX: Project Iron Sands Chapter 8.5: The Big Reveal Chapter 9: Making The Public Interested Chapter 10: The Atomic Age Begins Hey everyone! Following my old Galileo System career save accidentally being replaced by another KSP folder (downloaded another ksp, stuff happened), I decided to this time go bigger. 3.2x was small enough so that I didn't need huge parts, but big enough that I could get some spacecraft parts with a more practical use. This will probably seem a lot similar to the KABOOM! Kronicle. I got a lot of mods from him, and so there's that. I will try to spice it up the best I can however, I just loved the mods he was using for the 3.2x Galileo System. Here's that series if you want to check it out. This guy is amazing. Ground Rules: No alt f4ing. Everything that goes is final. No testing in a sandbox mode. Everything will be tested on the grounds of the ksc, or on an actual spacecraft. I will try to hire more Kerbals when I get the money, as to not focus on Bill, Bob, Jeb, and Val for most of my missions. Realistic progression. No crazy missions off the bat. The more crucial, interesting the mission is, the more images of it there are. Have as much fun as I can making this! Anyways, here's all of the preliminary data for the career: And My Mod Folder: Let's get into it! Our first flight was the Auklet I, a very small spacecraft. If got up to 10km before flipping the other way. A good start. The Auklet II managed to snap the first pictures of the upper atmosphere, almost meeting the 98km mark to reach space. We were getting a decent bit of money from each mission, but the next step was to get into Orbit. I typically go a poor job of the gravity turn, etc, so I packed this thing with 6000 m/s of dV, 600 more than what is needed to Orbit. And finally, the Auklet IV is the first spacecraft to reach orbit of Gael! In fact, I had enough dV left that I managed to get this spacecraft on an escape trajectory out of Gael. Not too shabby for the 4th flight if you ask me Using Strategia, the Iota Probes looked incredibly promising, so I accepted it, and made the Canary II. With upgraded technology, it was prepared to be the first spacecraft to fly by another world. The flyby was so close, you could even see some ground scatter! After using the last few units of fuel, it was recognized that the Canary II was going to do an accidental flyby of Ceti. More science, but since the Iota Probes contract is on, I will get less money from world firsts. Bummer While we are almost done with Chapter I, we haven't touched manned space travel yet. With new technology, the Sheppard I was created. Immediately, Jebediah was the first to actually want to be a testdummy pilot of the spacecraft, so he was assigned the mission. Following the long 4 minute burn with the tiny spark engine, we are in orbit! To celebrate, Jeb goes on a little spacewalk, being the first of many to touch the stars in a 2 ton metal flying machine spacecraft. After 3 hours in space, he heads home, and marks the first successful mission with a person to space and back! That is all for Chapter I. I would appreciate feedback or questions. I will probably end up bring in the Impact! Mod for the next chapter, but I'm not sure. I might stick with the mods I have. Thanks!
  5. Jebediah Kerman First KERBONAUT By Walter Kerman – The Daily Planet – Eelops 1, 720 The first day of the new year sees an exciting new breed of Kerbal. At the Kerbal Space Center, Jebediah “Jeb’ Kerman becomes the first Kerbal to become a kerbonaut. The new title refers to crew members of the Kerbal Space Center's (KSC) fledgling space program. Jeb, as he prefers to be called, has been a test pilot before joining the KSC in the role of kerbonaut pilot. He was tasked with being the first kerbbed crew on a rocket propelled vehicle. The new vehicle, titled Kerbin I, was launched into the sky on a plume of smoke and fire in the early afternoon. The rocket travelled 10km into the sky before slowing down and returning to Kerbin’s surface. The return was aided by a parachute on the top of the “command pod”, a gum drop shaped capsule on top of the rocket. The kerbonaut and his vessel broke height and speed records on this historic first journey. Gene Kerman, Flight Director for the KSC said that this mission was an important first step for future space exploration. Gene said, “Kerbin I, while only going up 10,000 meters, proves that we can use rockets for powered launches. This one small step is actually a giant leap for all kerbals.” Gene also stated that this launch will be only the first of many with the goal being an actual Kerbal in orbit around Kerbin. After his return, Jeb Kerman described his historic flight. “The lift off couldn’t have been more perfect. I was slammed to my seat and felt some gee’s [Gravitational Force] like I haven’t since my test flying days.” Jeb also talked about the sheer joy of knowing that his experience would allow kerbals to explore the space around Kerbin and in time, the other planets as well. When asked if the program could really reach other worlds, Jeb said, “certainly. Getting into orbit is half way to anywhere you want to go. We could get to Mun before the end of the year.” Whether the claims of kerbals on Mun are the stuff of science fantasy or within the grasp of the Kerbal Space Program, one thing is sure this day. The new year promises to be an exciting ride. Profile of a Kerbonaut Jeb Kerman is a decorated test pilot. Flying everything from prop-powered crop dusters to turbine propelled jets, it was once said that “if we could get a tin can to lift off, Jeb could fly it.” He joined the Kerbin Space Center (KSC) as a consultant on aerodynamics and flight controls. He eventually spent more time in simulators than designing them and the decision was made to make him part of the “First Four” flight crew. Gene Kerman said that Jeb’s natural bravery, coolness under pressure, and willingness to “push the envelope” made him a perfect fit for the “First Four”. “Jeb was a Dev send. When he came on, we were mostly scientists and engineers. His flight experience and degrees in Aerodynamic Theory and Avionics have been crucial in both kerbbed and remote piloted endeavors,” Gene said. He also stated that Jeb’s skills helped the KSC solve problems they didn’t realize they had. During his off time between design and piloting, Jeb gives tours around the fledgling KSC to school groups. His ability to explain the complex concepts of Thrust to Weight Ratios and Orbital Mechanics to primary school students is incredible. Often, young kerblits are seen leaving the KSC campus looking up. Jebediah “Jeb” Kerman. First Kerbonaut. The Kerbin I An unassuming craft. The Kerbin I, named after its home planet, is a simple looking piece of hardware. A Mk1 Command Pod sits atop a RT-5 solid rocket booster. On the top of the Mk1 pod is an industrial grade parachute. Along the bottom of the RT-5 is a set of four control fins. Gus Kerman, head of Operations, said that the Kerbin I is the last leg of a long line of smaller rockets and the first step in a new breed of larger rockets. “We have been testing with sounding rockets for some time,” Gus said. “But this beauty puts them to shame.” He explained that the capsule is state of the art with guidance data licensed from KER, vacuum rated hull, and life support systems provided by Umbra Space Industries. The RT-5 has a maximum thrust of 162.9 kN of force on the launch pad. Gus Kerman was quick to point out that the RT-5 was not set up to maximum thrust for the Kerbin I launch. “With SRB’s [Solid Rocket Boosters] like the Flea [nickname for RT-5], we have no throttle. No control on the gas except for how much it can push”, Gus said. He explained that tests at maximum caused “poor results” from test bags of potatoes. As work is completed on Kerbin II, the next vessel in the program line, the RT-5 and Mk1 Pod will continue to be a stable of KSC exploration. Mod List
  6. Attention: This thread is now outdated. Kerbal Academy is now maintained by @Mark Kerbin - new thread here: Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enrol your Kerbonauts in the Kerbal Academy today! What does this do? Simply put, it's a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. So, to give you an example, the Pilot training scheme will make your Pilots learn to change orbital inclination, how to do flyby's of various bodies. Scientists will have to go out and, you know, actually collect science. Only after they have demonstrated their skills in their field will experience be awarded. One thing to note: This is not a contract pack in the conventional sense of "do this and get paid". This will cost you funds. To be precise, you will have to pay (approximately) 100k (on normal - scales with difficulty level) for each level advanced using this pack. Why you ask? Well, most of these contracts can be completed without leaving the Kerbin system, and I felt there needed to be a trade-off. Besides, it's not like Funds are a problem in Career anyway. Available Missions: Known Issues/Workarounds Other Stuff This contract pack will disable the stock rescue missions by default, as they are a horribly cheaty way to get new kerbals perfectly valid player choice, if you like that sort of thing, and this pack already provides a way to recruit new kerbals cheaply. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. In order for Engineers to advance through the program, vehicles must be marked properly. So a lander (with legs) should be marked as a lander (by clicking rename vessel in the flight scene), stuff with wheels should be a rover, and stations and bases should be marked as such. If you don't do this, you won't see any Engineering contracts offered. Licensing Versions of Kerbal Academy prior to 1.1.7 licensed under CC-BY-NC-SA 4.0 Kerbal Academy 1.1.7 licensed under MIT Download Highly recommended you grab through CKAN (where available) However, if you insist on installing manually you will need: Contract Configurator Kerbal Academy Pack Acknowlegments @nightingale as ever for his tireless work on Contract Configurator (you rock!) My wife for creating the Kerbal Academy flag for me.
  7. Tweak Scale Limited I love the idea behind tweakscale and I really want to install it so I can scale infernal robotics parts, but it adds scaling to alot of things that I really dont want scaling on. I also love Kerbal Research and Development for upgrading parts, but it blacklists anything that has a tweakscale module, making using the two together fairly pointless. This is my attempt to build a set of configs that will solve these problems. The first feature I want to add is to limit what kind of parts can be scaled. I ended up putting all parts into a couple different categories as outlined below. Scaling Forbidden Scaling Allowed Crewed Parts Anything with crew capacity, connected living space, everything in the mk2/mk3 form factor, docking ports. Structural Parts fuel tanks, heat shields, wings, control surfaces, structural parts, adapters Complex Machinery Parts All engines, resource converters, drills Simple Mechanical Parts Landing Gear, wheels, landing legs, radiators, cargo bays, air intakes, decouplers, reaction wheels, RCS blisters, infernal robotics, SRBs Complex Electronics Parts science experiments, antenna, data transmitters, resource scanners, scansat parts, probe cores, smart parts Simple Electrical Parts solar panels, batteries The second feature I wanted to add is a limiter on the scaling so that parts can only be adjusted up and down in a small range around the their default size. I also love the 1.875 size parts in several mods and wanted to support that too. Ultimately I decided on adding a new intermediate size between each of the stock sizes, and then allowing any part to get scaled one size bigger and two sizes smaller. For example a 2.5m tank could get scaled down to 1.25m but not up to 5m, this way smaller parts will never supplant larger parts and all the stock sizes stay relevant instead of just becoming cosmetic choices. Compatibility Since this is just some module manager patches that key off the other modules on parts it should work with most mods. Its possible that tweakscale gets removed from something that should still have it, those situations have to be handled on a case by case basis. I have tested it with all the following part mods and will be using this in my future career games. Dependencies TweakScale ModuleManager DOWNLOAD - GitHub Creative Commons Attribution-NonCommercial-ShareAlike 2.0 Generic (CC BY-NC-SA 2.0)
  8. Hi everyone! So I have a slight issue with slow framerate. I have a couple of mods and I only have the issue in Career mode, not in sandbox mode. Every time I switch scene, either VAB, space center, tracking station, or launchpad it takes about 10-12 seconds for the scene to load. This is ok, I can live with that. However every single time when I go to launchpad, nomather from where I go before, if it's from VAB or tracking station or simply a "revert flight to launch" it takes about 30 seconds for the FPS to stabilize. It sits around 17 fps and after these 30 seconds it kicks up to 60 something. Every single time it about the same 30 seconds plus minus a second or two. If I try this in Sandbox mode in takes about 1-2 seconds for the FPS to stabilize at around 60. I don't know whats wrong but I find it very strange that it only occurs in career mode. It seems like it has nothing to do with part count, in career i used like 31 parts and in sandbox I used 110 parts. The link down below takes you to file.fm where I have output log for career and for sandbox, the ksp log and a mod version log. Also I have the screenshots there too that I post in this thread, and also I uploaded a ckan file in the same link as well as my save including shipfiles. I did not upload a save for the sandbox mode, it's a newly started one and I used the standard ships. The files How to reproduce: I guess all you really have to do is to install the mods in the list and go to launchpad. It doesn't mather if you launch a huge vessle or just a probe core. Takes the same time Really appreciate the help guys! Cheers - Schmelge
  9. I'm using Realism Overhaul and RP-0, along with a whole host of other mods for this playthrough. I do have Mission Control and the Tracking Station upgraded to level 2. Yet for some reason maneuver nodes are unavailable to me. For a brief time while ascending through the atmosphere I can click on my blue line flightpath and place a node, but once I get high enough and transition to space, my flightpath line turns pink and I can no longer click on it. Also, I cannot right-click on other ships, moons, or planets to make them targets. I can't rendezvous with anything, or leave Earth orbit. Essentially, I can't play the game. I'm not sure if this is MechJeb, Principia, or some other mod that's blocking it, or perhaps a setting I haven't found yet, or a genuine bug. Please help. Many thanks and appreciation to you all.
  10. hi all, Here is the challenge I propose : Start a new stock career mode (medium difficulty or higher) and complete the technology tree the fastest possible. Your score is the game-time when tech tree is completed. I talk about game-time and not about the real time you spent in the game. This may limit the use of time warp and favor multiple concomitant flights. most of mods are vailable, except those modifying physics and science gain What do you think ?
  11. I'm starting a new career mode playthrough in 1.2 on YouTube, with the goal of making Kerbals a multiplanetary species! I'll be using a handful of mods, including Roverdude's USI Constellation. I'm hoping to post a few of these a week, so please check back on my channel!
  12. Are the new parts from the Making History DLC available in career mode? I am having a difficult time finding a straight answer on this, and I would like to know before I purchase it. Thanks.
  13. Hey all, A frustrating one for you. My 1.3.1 Career save has suddenly started misbehaving. KSP loads to the menu as usual but the persistent and renamed quicksaves do not load when 'resume' is selected, instead crashing the game. Even more frustratingly, there are no crash logs to try and narrow down the problem. KSP: 1.3.1 Windows 64bit Problem: Career save crashes on load. KSP initializes as normal, when selecting resume career save, the screen goes black, the gray animated loading tab in the bottom right appears and the planets rotate a little, then a windows error pops up ("something caused KSP_64 to stop working") and it crashes to desktop. Mods installed: Lots! But it has been working reliably for at least 2-3 weeks on an offline Laptop, nothing has been updated and steam is in offline mode. There are some outdated mods on the install but I've been using them with 1.3.1 since it came out with no issues. Reproduction steps: Reverting to a backup save works, but any saves made after this point refuse to load. The game works fine for as long as i want, but the saves made after the initial loading become dysfunctional. I have tried re-naming quicksaves to persistent and this also does not work. Removing all ship and sub-assembly files (not the folders themselves) doesnt seem to make any difference. Log: None generated So, my questions are - firstly is there any way to get it to generate a output log to try and track down the issue? Or any other tips or hints to track down the gremlins? Secondly, is there something on the last craft I was using that's causing the issue (a simple satellite round Ike, mostly stock with some Scansat, Karbonite, RLA and ProbePlus parts)? A mod causing chaos (I am going to start removing them one by one, but I'm not sure I'll have many crafts left after!)? Or, more depressingly, is their something deeper wrong with the savefile itself and I'm just going to have to start again? *cries* Anyhow, sorry that's not particularly illuminating. Thanks in advance for your attention. BF
  14. Greetings! I've finally worked on building my first CommNet, but I find myself a bit confused after reading https://wiki.kerbalspaceprogram.com/wiki/CommNet and doing some searching here on the forums. Here is my situation: Level 2 Tracking Center 4 Satellites orbiting Kerbin at an altitude of ~777km (Screenshot:https://i.imgur.com/Po3BR5g.png) Each satellite has 4 antennas. Three RA-2s and one 16-S Two RA-2s from each dish are pointed at sibling satellites. One RA-2 is available for tasking as needed. One 16-S is used for comms with Mission Control My confusion is, the RA-2 has a stated range of 200Mm which, as I understand it means 200,000,000 meters. As a result, my expectation was that this commnet would be good for unmanned missions to Minmus or closer. However, on the CommNet wiki page (specifically the table on top) it states that with a level 2 tracking center and a RA-2 that the range is 10Gm or all the way to Moho (if it is close). I am unclear how it could possibly have that range with the RA-2 only have a max range of 200Mm. Can someone help me understand what I'm missing? Thank you!
  15. Hello fellow KSP Players, I am relatively new to this game. I've play about 40 hours and just completed the rendezvous contract/mission. The last thing i got before the docking contract was the Mun landing contract. Now after completing that contract i got a new one saying to do the same thing on Mun. But when am i going to get the Minmus mission? In all tutorial series on youtube they've all gotten the Minmus Mission right after the Mun mission but i'm just not getting it. Is there any reason for that? Thanks in Advance!
  16. Hi all, This is a challenge meant more for the newbies however given what I did the other day it might also be interesting for the experienced as well. Basically, perform a rendezvous maneuver with two crewed craft in a new career save in as little amount of launches... Without upgrading the tracking station. (Fulfill the Contract Explore Kerbin - Rendezvous). Rules: 1. Open a new career save on Normal Difficulty (you can have any G-Force or CommNet options on, doesn't really matter). 2. Never upgrade the tracking station. 3. No mods allowed. 4. KSP 1.3, 1.4 or enhanced edition allowed. 5. Cancel velocity of the two crafts within 2.5km of each other. Scoring: Number of total launches required to achieve rendezvous is the scoring. Might come up with a better scoring system because this technically allows rendezvous at the second launch. Lowest score gets first. Please post evidence of all launches and their highest achievement, as well as the resultant rendezvous. Also name each craft. Example Scoring: Six craft: Hopper I, Hopper II, Hopper III, Stayputnik, Hopper IIIA, Hopper IIIB Score: 6
  17. Hello, I'm going to try a BDB themed career, but I'm just looking for mods that can spice it up. Stuff like emulating tech/real world designs up to (reasonable) near future tech, and minor base-building/colonising efforts with a nicely-orangised progression. so far, this is what I've got listed: entire Near Future suite (Mid-late game doodads for fun and profit) BDB (The bread/butter of the pack itself, with about a bajillion different parts for launcher variety) ProbesPlus (Probes became interesting to design with this ^_^) RSS @ 2.5x stock scale. (I mean, we gotta launch Saturns from the Cape, right? ) Tweakscale & Procedural Parts/Fairings (Sometimes, you gotta design that tank/SRB/fairing yourself.) BARIS (Having Apollo 13-esque issues in flight spices up routine missions) What do you recommend? I'd love to hear em
  18. KERBAL SPACE PROGRAM Also known as how to perfectly crash. Kerbals, the only sapient life in the Kerbol System, have decided that telescopes on Kerbin are not enough, and are launching a space program! ____________________________________________________________________________________________________________________ LOG 1 - SCIENCE HAVE ACHIEVED FLIGHT At 0:00 Kerbin time, Wernher Von Kerman reported that Science 1, a small capsule attached to a booster, with a can of unknown content, and topped of with a parachute, was completely ready to launch. It would wait for two hours before launching at nighttime. Finally, at 2:00 Kerbin time, the craft was rolled out to the launchpad. It was operated by pilot Jebediah Kerman. Jebediah pressed the staging button, and it took off, tilting north due to the drag of the container of unknown content. After the booster ran out of fuel, he proceeded to observe the unknown content in the container, and create a report of his situation. He would then press the staging button again, deploying the orange and white parachute. Finally, he would land off the coast of where the Kerbal Space Center is located. Science 2 is expected to launch next week, packing more power and science.
  19. Failure is not an option - these words, the most famous quote from Gene Kranz, one of NASA's first Flight Director and probably the most famous Flight Director to ever live... January 31st 1967. "Spaceflight is terribly unforgiving, of perelesness, incapacity for neglect, I don't know what the Thompson committee will find as the cause of this accident. But i know what i find, we were the cause: the simulators weren't ready, our software in mission control didn't function. Procedures weren't complete nothing we did had any shelf life and no one stood up and said stop. Now from this day forward, mission control will be known by two words: tough and competent, tough meaning we will never again shirk from our responsibility because we are forever accountable for what we do or what we fail to do. Competent, we will never take anything for granted - we will never stop learning - when you leave here today you will write these two words on your blackboard, tough and competent and they will never be erased. They will serve as a constant reminder to the sacrificial of Grissom, White and Chaffee. That's all" - Gene Kranz Flight: Plane Crew: Jebediah Result: The plane took flight after Jebediah accidently took the gear down, as it couldnt take off it was recovered RP-0 you may want to fix the first flight objectives! anyways thats it for now, a very humerous start to the program with a switch only not a rocket or an engine, a switch and some wheels!
  20. After several hours of gameplay on sandbox and testing my creativity, I decided to get more serious and start a new career mode. As an airplane lover I really felt a lack of utility on creating atmospheric aircrafts despite being useful on running short distances to gather surface samples on the very beggining of your career. I really saw no need on building those gigantic and awesome airplanes. It would be even more awesome building those on career mode, where you would to plan and desing a even more efficient and better airplane then your casual "sandbox jumbo". As a simple solution, I came up with the following idea: Main idea: Add "Airports" around the surface of Kerbin capable of picking up or delivering Kerbals. It doesnt have to be too complex, just a runway and a "terminal".Beyond the missons you receive form the Space center, you would have some "passanger kerbals"(as a new type of kerbal, like the Pilots, Engineers and Scientists, and now, Passanger) on standby. Each kerbal would have a unique destination, and taking him to the "airport" that he wants to go, would reward you with money. Further away the airport, more money you get. Purpouse: That would encourage the player to build a better, saffer, more efficient airplane and as a whole, creating an extra purpouse for atmospheric aircrafts. Canon(?): To make the Kerbal passanger transport make sense as a whole, it would be a cool thing if we added something more beyond taking those random kerbals around Kerbin. It would make more sense if those airport were added next to a cluster of KerbNet Antennas in order to, in theory, keep the maintaince of those antennas. Also, there would have some bigger airports, which those, would be larger and contain a science only building in it, so having more kerbals in it, would increase the income of science. Taking scientists to an airport, would increase the amount of science income, and taking engineers, would increase the efficiency of the antennas. Conclusion to "Canon(?)": Beyond transporting Kerbal passangers that would give you money for that, you would have the option to take Scientists and Engineers too. Taking scientists to an airport, would increase the amount of science income, and taking engineers, would increase the efficiency of the antennas near that airport.
  21. So in a bit on insanity, I've decided to revive my KSP obsession and try some new mods after playing realism overhaul for awhile. For bonus points, I'm going to be playing on the stock hard setting which disables respawning, and quicksave/reload (I'll conditionally re-enable it if something glitches, but if I screw up, I'm rolling with it). There is a loose metaplot going on, starting in Chapter 5.1 Dreaming in Light/Skipper, but it's not the main focus for this thread. Current Achievements of This Space Program Here's a quick reference guide for what we've done thus far. I'm not using the Return Chevron as it makes it hard to see each. For the craft type, I'm going with whatever is the most challenging or what I was most impressed by, hence why Kerbin has a plane ribbon, and not a capsule or station. Guidelines Mistakes will be permament, if I blotch a Duna landing, you're going to get to see it Exception: Atmospheric flight is quicksave/quickloadable as otherwise I won't get the epic photos. Exception: For plot relevant stuff, I'll generally allow quicksave/quickload. This happened during the first lunar mission as I was trying to get a good screenshot of an anomaly for the thread and flew too low. I'll note in each chapter where quicksaves/quickloads were done. I've never played with Kerbalism before, so expect hilarious failures The save is in career mode, stock tech tree. I'll likely be running some missions without posting about it (no one wants to read 300+ part testing contracts) I'm sticking to a 30 day minimum delay between mission launches for the most part. On rare occasions, I'll bend this rule for special/planned events This is primarily to avoid Mun landing in-game day 2, and then fastforward to Duna at the first launch window For missions that don't leave the planet (i.e., launchpad part testing), I won't bother advancing time The mod list will be somewhat fluid, list is at the below Rough goal of at least doing a kerbaled mission to each planet. Will take suggests for mission ideas/craft names/etc. Will also edit the save file if someone wants a kerbal beyond the original four. Current Mod List Kerbalism Kerbal Engineer Alarm Clock Better Burn Time SCANsat Scatterer/EVE Astromauner's Visual Pack + KSPRC was added starting in Chapter 7 DMagic TAC Fuel Balancer KAS/KIS KRASH FAR Gravity Turn Redux NavUtils Chapter 1: K-3 Project (full imgur album: https://imgur.com/a/Kov5g)
  22. I've finished my first Eve/Gilly mission in my current career save, and what does the next exploration contract entail? Go back to Gilly, where I've already been, and transfer crew between vessels, which I've already done. I think to myself, "I'll just warp time and hopefully get that Jool or Bop contract". I do that, what do I see? Transfer crew between vessels around Ike, which I did ages ago. Warp again, "Dock around Mun", already done that. It's giving me repeated contracts to do mundane tasks that I've done before and I'm not getting contracts to go any further than Duna, and it's really beginning to annoy me.
  23. With the new UI on Xbox Enhanced, I started a new career. Flew some contracts to get funds and science. Used the science to unlock Basic Rocketry tree. My career settings are to require Buying Into parts. Went to buy Swivel Engine with Tree researched (says it is researched). I click Right Stick to go to Parts in Basic Rocketry. I highlight Swivel Engine with 72K funds (engine cost 3.5K)....I get no UI on how to buy the Swivel Engine or any other part in any tree I've researched. What am I doing wrong? Again, new Xbox UI. Thanks.
  24. Hi, I'm playing a career mode game, and upgraded the Mission Control building to Level 3 (maximum) a long time ago. The game says this upgrade should allow "unlimited number of active contracts". Although the upgrade did indeed remove the hard limit on the number of contracts, I found that the game simply didn't offer me any more contracts once I had 14 active. Whenever I'd complete a contract, I'd be offered a new one, one-for-one, but no more than that. One day when I completed a story contract, the game offered me two in its place, which expanded the "rotation" to 15, but a few contracts later, for no apparent reason, I completed one and was not offered a new one, reducing it back to 14. The other day I completed a non-storyline contract and was offered two in its place, so it's now back up to 15. Does anyone know what's going on here? Is this "intended" behavior by the game? An arbitrary technical limitation perhaps (e.g. due to the contracts being stored in a fixed-size array in the game code)? I would really like to be able to have more than 15 active contracts. Right now, more than half of the effective "slots" are tied up with long-term missions that I can't (or don't want to) start yet - e.g. I need to unlock the requisite tech tree nodes to complete ore contracts, and I don't want to skip any of the storyline contracts (thus I can't escape Kerbin until I've finished exploring Minmus, since that would skip that contract). This leaves only a few slots for active turnover of contracts, which makes it difficult to e.g. get enough tourists on the books to fill up a big, efficient craft to take them to the Mun. Is there any way to "fix" this? Perhaps a setting, or a mod? It seems weird for the "size of the market" to be effectively capped like this; one would expect the market to increase as I demonstrate the ability to perform more ambitious missions more efficiently. Thanks!
  25. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
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