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  1. 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.
  2. Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. SETI-UbM Career Challenge Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Where funds are piling up so fast, that they are at best only an early career issue for facility unlocks, but not for vessel design. Where even early career science is so abundant without farming, that it does not really matter what you unlock next. Where design restrictions beyond the 30 part 18ton limits are pretty irrelevant. Where contract progression is a bit too procedural. Where you routinely put a kerbal into orbit with one of your first launches. In a 1 kerbal capsule (0.8tons) which is much, much more mass efficient than the later 3 kerbal capsule (4tons). Where all powerful magic reaction wheels fix every control issue right from the start, so you never have to think about it. Where you don't need any life support at all for manned missions, but have to consult a calculator/spreadsheet to find out your commnet sat ranges. And so on... Well, it is pretty impossible to change everything. But if want a bit more balance, a bit less basic mod install hassle and a bit more incentive to design efficient vessels, while being willing to learn and adjust to something different than stock, this might be for you. What is the challenge? Play career with a specific meta mod pack and game settings and thus face decision and design challenges: What mission to select next, and is it really necessary to unlock a tech node or rather save the science in case a later mission needs specific tech? Spend the funds on a facility upgrade, or rather keep them as a reserve? How to control your vessel without magic reaction wheels (you will get them later for convenience, after you are able to do it without them)? Is it worth it to send a 1ton probe with all the expensive experiments for this flyby mission, or would a 300kg probe suffice, and then bring the experiments on the landing mission? etc. What designs do you use to complete the contracts (SETIcontracts are numbered)? How much tech unlocks did you need for them, what are their costs, masses, part count and dV? Would you use them again or design them differently the next time? I'll start with 2 of my designs 02.1 18km Manned Altitude mission, 14500funds, ~5tons, 23 parts: Jet engines are below the wings, in hindsight the tail is too exposed for landing on a dirt runway, and it needs more roll control). 03.0 Orbit Kerbin, 4800 funds, 6tons, 17parts, 3200dV + ~700dV from monoprop: First artificial satellite, no magic reaction wheels (because at this tech level you do not have any). INSTALL: 1. Make a clean copy of your KSP folder, so it does not interfere with your other careers/updates etc. 2. Make sure that your GameData folder is empty except for the Squad folder. 3. Install CKAN (thank you very much CKAN team, this would not be possible without you! @Olympic1, @linuxgurugamer, ...) 4. Search for and select SETI-MetaModPack, nothing else, and then click "Apply changes" and "Apply". 5. Leave all recommendations checked and click continue. Select the suggestions you like and click continue. 6. Wait until all those mods are installed and start the game to check out if it works. 7. Missing at the moment is AnomalySurvey mod from @nightingale (not yet updated to 1.3), it provided a very nice diversion from all the other contracts. Visiting the island, the pyramids and the mun arc and so on... OPTIONAL: 1. Install visual mods, in ckan or manually. Planetshine and RealPlume are already installed with the recommended mods, if available via ckan for current ksp version. 2. I use CKAN config installs of Stock Visual Enhancement at the moment. It produces some flicker on the start screen but works in game. Choose at your own discretion. 3. Of course you are free to add mods like kOS and KCT, I have just not tested playing with them for some time 4. Other contract and part packs might integrate well (CTT is used anyway), I simply can not guarantee it (eg NearFutureSpacecraft configs, and InterstellarExtended mostly uses the later tech tree which is not affected) CAREER SETTINGS: There are no changes to any mods necessary. Just a list of changes from stock (what to expect) and how to alter them. And then the career start options to get a challenging, yet not annoying game. Please provide feedback on the challenge here and/or gameplay/technical feedback on the SETI/UbM mods in the SETI thread linked above. I would also like to thank all the mod authors who made this meta mod pack and thus this challenge possible! 1 House rules 1.1 TweakScale can bridge part catalog gaps, or it can remove the challenge to tinker with your design, use with restraint. 1.2 No excessive science (KSC, Mun, Minmus) and funds (completing new contracts with existing vessels) farming, if you want a challenge. This is a guiding framework, not a rigid corset. You can farm KSC and science hop minmus, but if you are not interested in tech progression and decision challenges, why not start with lots of science and funds in the first place? KSC science can be a fun rover aside, if you just need a bit more science or are really not interested in surveys with aircraft etc. As with every open world game, self control and role playing are advisable for certain experiences. 2 Facilities 2.1 Action Groups, Maneuver nodes (from Mission Control) and 2 strategies are available from the start. 2.2 Kerbal hiring costs are 60k, fixed. 2.3 Many facilities have more levels, no size restrictions from the launch pad (only mass restrictions). 2.4 You start with 3 contract slots, 30 parts and 9ton max vessel size, and R&D can research nodes up to 40 science. 2.5 With efficient designs, you can gather science from "High above the Sun" (SETIcontract 04.2), i.e. leave Kerbin SoI without any facility upgrades. Though I would recommend the first tracking station upgrade to do a flyby of Mun and Minmus. 2.6 So be considerate how you use your funds and science and how you design your vessels. 3 Contracts 3.1 The SETIcontracts are numbered, and may depend on earlier SETIcontracts completion to be available, but you can check their requirements in MissionControl 3.2 For the full experience, I recommend reading a little ahead, eg looking at the contract hierarchy picture in the SETI thread. 3.3 Sure you can complete the Mun flyby contract and then accept and complete the Mun landing contract with the same craft. The contracts are a guiding framework, self-control might result in a more fun game. 4 TechTree 4.1 Use search function in tech tree (thanks to quick search mod by @Malah), if you do not find the part you are looking for. 4.2 Unmanned start, rovers @engineering101 for 4 science (you can place Kerbals in the command seat), planes @stability for an additional 4 science. 4.3 No reaction wheels until miniaturization, use fins, winglets, RCS, gimbals, etc. until then (Unmanned before Manned Challenge mod). 4.4 No fuel lines for a long time and later 2.5m engines, use engine clusters and efficent rocket design until then (Unmanned before Manned Challenge mod). 5 Part rebalances 5.1 Background processing is one of the mods installed, so take enough battery capacity with you 5.2 Many masses, costs and entryCosts are rebalanced, many experiments can be transmitted for 100% 5.3 Many small things, like larger integrated batteries and smaller + radial materials bays. 5.4 Magic reaction wheels are nerfed considerably, you can manually delete the SETIrebalanceReactionWheels folder if you really want the stock ones back 5.5 MysteryGoo and MaterialsBay are not inteded to be collectable (SETIrebalanceMaterialsGoo). If you want to science spam in the late game, the StationScience Cyclotron? can help with that 6 Special Parts 6.1 SETIprobeParts provides a bunch of useful stuff, especially for the early career, eg engines, tanks, etc. 6.2 Cyclindrical probe cores, which are better protected by 0.625m heat shield and have inbuilt thermometers 6.3 RCS tanks with built-in thrusters and small linear RCS 6.4 Early Mini Alkaline Fuel Cell @survivability, once activated, only uses resources when there is EC demand. 6.5 The Hybrid Rocket Booster by @Lord Aurelius is more expensive than an SRB, but you can throttle it 7 Remote Tech 7.1 KSC range 900Gm, equatorial ground stations cover keostationary orbit. Defined in SETI-RemoteTechConfig mod. 7.2 Signal delay is off by default, you can turn it back on per in-game RT settings or just refrain from manually controlling vessels outside of Kerbin SoI. 7.3 If you want probe control to depend on an active connection, just uninstall SETI-ProbeControlEnabler mod via ckan. Otherwise you only need a connection to transmit science, comsats are still useful for comfortable science transmission beyond equatorial Kerbin orbit. 7.4 RT antennas are relabalanced, most stock dishes are not rebalanced yet. Usually too heavy/costly/EC consuming for their range/cone. 8 TAC Life Support 8.1 Recycler descriptions amended, so that you know what fraction of the original resource demand is necessary. 8.2 US recyclers are for 1 kerbal, small TAC ones are usually for 3 kerbals, 2.5m TAC ones are usually for 9 kerbals 8.3 SETIgreenhouse provides a food recycler, please consult the graphic in the SETI thread on how it works. 9 Career start options
  3. Hello, This is the release section for my latest and most developed to date mod, Kerbin's KSP overhaul. what it adds: a more challenging career mode with less science at the begining new replacement resources more labs and most importantly MOAR SCIENCE! what makes this different: normaly, career tech tree mods require community tech tree however Kerbins KSP overhaul like my other mod 64x overhaul require only Module Manager DOWNLOAD https://spacedock.info/mod/1611/Kerbins KSP overhaul hope you enjoy!!!!!! coming soon: PARTS! thats all from me, the rest is all down to your imagination (with the career limits of course!)
  4. Background After reading the great feedback about the Alternis Kerbol mod and working within the vanilla/OPM solar system for a few years I was excited to try the new solar system out. I am still working in KSP 1.2.1 because it takes a long time in RL to get anything done. I was not sure if the latest download of the mod would incorporate into the old version of the game. After making a copy of the KSP 1.2.1 folder I copied in mod files and tried to start the game up. It did start ok, upon inspection Duna is missing completely. I’m unsure whether I’ll be able to copy it in from another version but for now I thought might be interesting to take the Kerbals from my previous save who were just launching their first Kerballed Duna mission after working towards it for 7 years (career mode) and ‘start again’ in the new system. Once I get the story going I’ll post in Mission Reports. Chapter List Chapter 1: Discovery Chapter 2: Starting Over Chapter 3: Communications & Scanning and reaching for Bop Chapter 4: Unexpected landing Chapter 5: Kerbals back into Space Chapter 6: Contract Stacking Chapter 7: Controlled Landing? and Science Return Chapter 8: Among the Moons of Jool Chapter 9: Back in the Saddle Again Chapter 10: The short Life of the Bop Orbital Science Platform Chapter 11: Getting Picard Home Chapter 12: Jool Orbital Science Platform/ Cerberus Launcher Chapter 13: First Losses Chapter 1: Discovery
  5. I read this question but it's from a while ago and I was wondering if there's been any updates: I've been messing with recovering Asparagus stages. I've gotten a workable setup, but it only works as as long as you're watching - however (as mentioned) stages will get deleted if you don't watch them and if you watch too long your main stage can go out of physics range and there seems to be no way to return to it (Tracking Center link is disabled in Atmosphere) The StageRecovery mod may be a reasonable work-around, although I suspect it might be a bit generous with the cash - it's been a fun challenge getting the stages set up just right and it seems to be a bit of a let-down to be able to just stick any old parachute on a stage and get the full value back. (With a Jumbo-64 + RE-I5 based stage I use two Mk12-R plus four Mk2-R to get under 8 m/s, but only barely) Have there been any changes since the last question that would improve this situation?
  6. Hi, i 've got a problem with asteroid contracts which come with the condition "Have a previously undisturbed Class X asteroid in tow" resetting whenever i save&load. Specifically i'm dealing with a contract to put a Class E into orbit of Minmus which is quite time-consuming with ISRU and low dV changes, but i can not save my progress because whenever i have my vessel "docked"(3 Klaws i rammed into the rock) and saved, the asteroid in question is not registered as previously undisturbed/part of the contract anymore. Meaning i can't solve the contract. The same problem arises with another contract which asks for station building around Duna on a previously undisturbed asteroid (i think, the condition also resets when changing vessels on map mode), making rendezvous with station parts after orbital insertion impossible. Is there a trick to circumvent this? Like savefile hacking to make the asteroid a viable target again or sth?
  7. I want to get more contracts but the game isn't offering any. I have a fully-upgraded Mission Control, so I have unlimited space
  8. I have two rockets. they are orbiting ~ almost same path about kerbin but they are at the opposite ends how to get them together?
  9. Hi there, i am quite new to this game. did not find yet - maybe somebody helps me here: i can not click on the orbs of a vessel to create maneuver plans or align orbits. (pilots Level? Development of a buildin?) i saw a youtube video and bought the game imidiate. The wiki-page for the Career mode is (only english) very lets say "short"... There are many things i figured out the hard way and much more i don't know. 1) Something i missed when i did not read all hints (maybe there was no hint) that i should take a look at mission control to accept missions if i am able to do them. I really run out of money before i randomly found that small building. 2) I would not like to cheat or do stupid things "just because they give most science". Some science-runs on kerbal might be better done with an airplane rather than with a rocket - it is really hard to aquire a stable flight with a rocket but with enough parashutes you can touch down with a small craft and even make the EVA science or any mission with < 10000m targets. (and for groundtargets, you can roll arround between the the 3 objectives)
  10. Is it possible to fly by Kerbin from Duna and get back again without using too much extra fuel? Specifically, I need to go from Duna to Kerbin and back to Duna again (bonus points if you can get me by Eve, Joo, or Dres as well without using too much fuel). The current time is Year 1, day 235, so I can leave at about Y1, D237 to be safe. When do I leave?
  11. So I have a youtube channel where I've been creating KSP content and figure I'd share it to the Forums. The point of my career is to make money and colonize the Kerbol system. I am playing with a few mods, but they are honestly negligible. I use MechJeb, Alarm Clock, Outerplanets, and this Landing Leg mod I found. I've documented most of my career in videos, with the exception of busy work like refueling and taking up easy routine contracts. Down below I'll post videos of my missions, testing, and crafts. It should be noted that there is no reverts allowed, except for when the Kraken intervenes. The videos are organized from recent at the top to old at the bottom. The recent ones are where you'll find my best KSP missions probably, not that the old ones don't have some good memories, but they mostly exist as documentation. Duna Science Launch: This video shows the launch of our reusable ship infrastructure. I'm not sure how well I like it. The booster is definitely good, but the ship will probably be changed as time goes on to make cargo easier to deploy. Right now we are just loading up the ship in LKO. There it will be refueled. The ship has the science lab for Duna. Minmus Lab In this video clip we land a second Minmus ship down on the planet, this one having a lab. From here we set up the basis of the colonies, having a refueling station and a lab. As we are starting to max out on science at this point, later bases will be more focused on habitation and refueling. Mun Cargo Vessel Return Here we see a demonstration of the Cargo Variant of our Reusable system returning from deploying a lab in orbit of the Mun. This was during the prototyping of the reusable infrastructure. Minmus Mission In a test of the updated vehicle we did a Minmus landing and return, and learned to change where we put our drag surfaces. Minmus Sat Early episode in our space program where we first unlocked the vector engines and made a nice booster stage. ProtoKais Mission Part 1 of one of our more daring missions when we were young with technology. That was a cheaper version of second stage re usability tests. Satellite Launch Here we can start to see the progression of our career as we launched satellites in the early stages of it. Lion Launch Vehicle One of our earliest rocket designs, good for basic satellites Career do or die Moment It was at this point in our career where this mission was the difference between failure and success. If we failed here we wouldn't have enough money to do another mission. First Ship to Orbit The first time we went to orbit
  12. I was wondering if there were any mods that allowed for 2 different space centers and two separeated careers at the same time. Me and my little brother are going to play multiplayer by this method: It would be excellent to have 2 different careers running in the same game so we could advance at different rates and have a true space race. Dose anyone have any info on a mod like this? It would be much appreciated if you could share.
  13. MOUNT HELENA SPACE AGENCY The Kerbin of MHSA: Kerbin is dying. Perhaps it was the violent wars from long ago that did it. Perhaps it was the fact that Kerbals had riddled the planets crust with tunnels for their homes. Perhaps it just was always meant for this to happen. No matter what, the fact remained. Kerbin is dying. Now, the handful of nations that are left on the planet have all settled on a similar plan: find a new home for Kerbalkind among the stars. One of those nations is called the Republic of Mount Helena, and they are determined to make their mark on history once and for all by saving Kerbanity. In order to achieve this goal. the government has formed MHSA, the Mount Helena Space Agency. There is just one small problem. Even though Kerbin has had a long bloody history of wars, no one had ever thought about using space to actually orbit anything rather then just a dangerous region for ICBMs to fly through. It is truly an unknown frontier... and one that must be conquered sooner, rather then later. ~MHSA~ These posts will be written from the point of view of "Bruce Kerman", the Chief Engineer at MHSA, whose job is to build (in his opinion) the rediculous designs that MHSA's famed chief Rocket Scientist Wernher von Kerman. He firmly believes that MHSA is going to kill everyone in launching "expensive fireworks" that he feels wont save anyone. Regardless, he does his job at the best of his ability, feeling that even though they will all probably die in the process, the least he can do is make sure that the grim reaper is held at bay for as long as possible. MODS USED: Blue Dog Design Kerbal Construction Time TAC Life Outer Planets Mod All Near Future mods.
  14. Hi, is it possible to activate the "entry cost" function in in retrospect? I was not able to find such an option...
  15. Original challenge thread is HERE My first video Summary: I make introductions, throw down the gauntlet, and make my first foray into this challenge!
  16. This challenge is inspired by Scott Manley, and emboldened by @marcushouse, @Thrimm, and @Matt Lowne. This objective is simply stated, but hardly trivial: Challenge Objective: Plant a flag on all planets/moons that can be landed upon in the Ciro/Grannus binary system. For an extra challenge, you can install Research Bodies, and the Outer Planets mod. Rules: This challenge is quite an undertaking and dependent upon many mods (as you'll see) just to attempt, let alone actually accomplish. So I will keep things fairly open and lay out these general guidelines: this is a career play through. no use of in-game cheats or HyperEdit please difficulty and other conditions are up to you. while there will be some required mods, obviously, there won't really be any real restrictions other than listed above, unless/until an exploit is found I reserved the right to modify these rules to keep things fun and fair a flag must be planted on every planet and moon that is capable of doing so in your modded playthrough to complete the challenge some form of proof will be required, (screenshots, video, etc) and mission reports are highly encouraged a badge will be made available upon completion, (once I finish making it) but there are a bunch of great flags already here Recommend install: List of mods I have installed and a link to the CKAN file KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Toolbar - 1.7.14 USI Tools - 0.9.3 B9 Aerospace Procedural Parts - 0.40.13 Community Category Kit - 2.0.1 Community Resource Pack - 0.7.2 CommunityTechTree - 3.2 Contract Configurator - 1.23.2 CustomBarnKit - 1.1.16 DistantObjectEnhancement - 1.9.1 DynamicBatteryStorage - 1.1 Easy Vessel Switch - 1.5.6471.31118 EditorExtensionsRedux - 3.3.13.1 Extraplanetary Launchpads - 5.8 Firespitter - 7.6 GalileosPlanetPack - 1.5.1 Interstellar Fuel Switch - 2.9.3 Kerbal Attachment System - 0.6.3 Kerbin Environmental Institute - 1.2.2.130 Kerbal Engineer Redux - 1.1.3 Kerbal Inventory System - 1.7.6468.41490 Kopernicus - 1.3.0.8 KronalVesselViewer - 0.0.7 KSP-AVC Plugin - 1.1.6.2 LoadingScreenManager - 1.2 MagiCore - 1.3 ModularFlightIntegrator - 1.2.4 NavBallDockingAlignmentIndicatorCE - 1.0.2 NearFutureConstruction - 0.8.3 NearFutureElectrical - 0.9.5 NearFutureProps - 0.1 NearFuturePropulsion - 0.9.4 NearFutureSolar - 0.8.6 Final Frontier - 1.3.2.3155 OuterPlanetsMod-Galileo - 1.2.1 Radio Free Kerbin - 1.2.1 ReentryParticleEffect - 1.2.0.1 DeepFreeze Continued... - 0.23.6 ResearchBodies - 1.9.5 RetractableLiftingSurface - 0.1.4 SCANsat - 1.1.8 Science Relay - 1.0.4.1 SETI-ProbeParts - 1.3.0.2 StageRecovery - 1.7.2 StationPartsExpansion - 0.5.1 Strategia - 1.6 Stock Visual Terrain - 2.0.5 SXTContinued - 0.3.14 TakeCommandContinued - 1.4.9.1 ToadicusToolsContinued - 0.22.1 Kerbal Alarm Clock - 3.8.5 Transfer Window Planner - 1.6.2 TweakableEverything - 0.1.21 TweakScale - 2.3.6 USI Core - 0.4.2 Asteroid Recycling Tech - 0.10.3 USI Exploration Pack - 0.8.2 Freight Transport Tech - 0.7.2 Karbonite - 0.9.2 Konstruction - 0.2.2 USI-LS - 0.6.2 Malemute Rover - 0.3.2 Unmanned before Manned - 1.3.0.2 EVAParachutesAndEjectionSeats - 0.1.14 Waypoint Manager - 2.7 [x] Science! - 5.10 Ranking This will be calculated by time taken overall in seconds, divided by the total of each body landed and flag planted upon. This will be further divided in half if you used any form of life support. Then once again halved if your installed Research Bodies. I highly recommend installing Tarser Space Tech, or it will take years complete research, thus the ranking modifier. Lowest score wins and tops the leader board. Any ongoing attempts will be listed and updated when progression is submitted. I will attempt to keep and running tally Gael and Kerbin have the same day/year cycle. 6 hours per day and 426 days per year. So as and example: time taken overall = 5y 302d 3h 42m = (5x920160) + (302x2160) + (3x3600) + (42x60) = 5266440 seconds 5266440 seconds/ 24 flags planted = 219435 219435/ 2 for using USI life support = 109718 final total score Special thanks to @Galileo without which this challenge would be impossible. His tireless efforts bring so many of us great newfound joy in something we love. He is a credit to this community. Thank you so very much.
  17. Hi Y'all, After a short break from KSP I've decided to start a new "challenge" for myself. It's a fairly simple one, I believe, but I haven't done this before, so that makes things more interesting for me. This time I will play a career game on normal without any mods where the main goal is to plant a flag on every celestial body with a solid surface. Here is a small list of the rules I came up with to make things more interesting. Rules: no mods (not even visuals or KER) land a kerbal on every planet, plant a flag and get him/her back home external aids, like excel are allowed using the web based Alex Moon script (or anything similar) for route planning is prohibited. I'm just going to eyeball the trajectories. no cheats Let's start, shall we?
  18. <Introduction> Hi, this is Quodios Kerman. I recently started making videos of my 64k modded career play - named QKSE. I wanted to share my videos for your eye candy and for some advices to make my videos much more realistic and also artistic. I am uploading my videos on Youtube, so you can subscribe my channel. For some of you asking my mods, here's the mod list: <Milestones of QKSE> I have several goals that I want to achieve. They can be categorized into "Exploration", "Bases and Stations", "Vessels" and "Others". Specifics are listed below: - Exploration - - Bases and Stations - - Vessels - - Others -
  19. In the years following a surge of violence all over the world, Kerbin elected to establish a non-military space program. Having the various branches of military bodies disband their own space programs, they concentrated the effort under a single roof made the Kerbin Aerospace Research Agency. Not all missions will succeed, not all will end in triumph. But through trial and tribulation, Kerbin will grow from a fledgling pool of little green men into a space-age species of science, exploration, and adventure. We follow KARA from its humble beginnings, with the first two series of rockets under their program: Rocket 1, Series 01, Variant Able (Mobile) Pictured; Dr. Leonid Kerman supervising in the foreground as tests on the platform were run, Dr. Henry Kerman in the background is also running through checklists. Also seen: A hangar crew wandering aimlessly, running the clock till their shifts end. Originally called the Mjolnir Rocket Artillery Platform (MRAP), this rocket was designed to be a light vehicle to follow a small squad of Kerbal through rough terrain and quickly fire from hillsides. The military spec of this rocket had moving fins and a heavy explosive warhead. With a range of 30 kilometers, it was a formidable, cheap weapon. Due to the military advances in rocket artillery, KARA was able to procure a number of them for their own program. While several were used as part of the Able series, some were also adapted to work as upper stages for future designs. Pictured: Able-1 in flight, heading north from the KSC for its first test flight.
  20. Greetings, I'm planning to start a new modded science mode. What mods do you guys recommend? I'd like a list. Don't forget to add more science part mods. (Make sure all mods are up to date e.e) Appreciated!
  21. I know this may not be for everyone, but I know I enjoy watching other people play. Mods I am using are shown in the first few minutes of episode 1 Here is the first episode of my playthrough: Here is the link to the playlist:
  22. KSA | Kerbin Space Agency: This will be like @StupidAndy's post. There will be updates on this post when new missions are accepted, finished, or the overall details. There will be multiple every day; The world will be in career, so you may have to wait a while! Mods: EVE, Scatterer. Flight 01:
  23. I have always been a big fan of Career Mode, especially as a way to get some direction and goals in an otherwise open ended game. Lately I've been finding my playthroughs have been very similar - simple Kerbin science followed by maxing the tech tree on Mun and Minmus science before ever going interplanetary. If you are looking for something a bit different, I present the Munless Night Challenge for 1.3! Following the invention of the extremely long range Kubble Telescope, Kerbals have decided to reach for other planets! Unfortunately due to a minor focus issue on the telescope, they have somehow overlooked the nearby moons of Kerbin, and can only locate planets far away. Your challenge is to run a space program from the beginning without visiting or obtaining science or cash from the Mun or Minmus in any way. The rules are fairly loose (although I may amend them if any really ridiculous exploits appear) - you must start a new Career in Normal (or harder) mode and complete the tech tree any way you choose without using Kerbin's moons as quickly as possible. You can try for speed in real time - get some kind of timestamp for when you start playing, and a timestamp when the tree is complete. Video documentation or some kind of picture is requested for this, but to a certain extent like all challenges we are on the honor system. A notation will be made for whether you are playing in Normal or Hard mode (Moderate or any custom modes that are easier than Hard will be scored as Normal). Since not all of us have the time to make a run in one go, you can also try for speed in game time (this is how I'm making my attempt). Highest score will be the fewest days elapsed on the game clock when your tech tree is complete. Epic props for anyone who can do this on Hard mode at all, much less in a reasonable length of time Badge Link: Informational and visual mods are permitted, as is Mechjeb or similar. Parts or planet mods that disrupt the balance of the game to make this challenge easier are not. Kerbal Alarm Clock will help a lot, or the excellent launch window planner here by alexmoon. This will take a while to complete - post your mission as you go and your name will be added to the leaderboard with current status. Leaderboard: Completed: @Mesklin year 2 day 253 well balanced missions and extensive data mining on Duna. Shortest in-game time so far! @jonny year 35 day 343 for completing this challenge in combination with the Caveman Evolved - surprisingly difficult combination of challenges! @zanie420 year 5 day 354 hour 4 and 2 minutes our first winner! Excellent interplanetary explorer, and great utilization of local KSC sci and MPL Currently in Progress: @SlimyGufBawl working on Kerbin local science, some good airplane action @The Space Dino prepping for Duna mission, local Kerbin sci completed @Jetski Normal Mode Y4d285 landed Moho/Gilly/Ike/Dres, flyby Duna/Eve, en route to Jool and Eeloo, 3/4 tech tree filled Below is my attempt on Normal mode, still incomplete
  24. Welcome to my space program. I think this will be my first career save that I really actually finish. If you think you'll be around for this in the long run, welcome. I will write it like a mission report, but I think I might add a bit of story. This will be a modded install. Due to BlueDog Industries parts, I already have some nice stuff right from the beginning. We'll just imagine that this stuff was given to them by the government. Enjoy! LAUNCH LOG. Launch Vehicle "Flea I." Log Number: 0001 "Welcome to The Kerbal News network. I'm your host, Theolin Kerman. Today, the KSP launched a spacecraft into the air, the first ever. The spacecraft consisted of one "Flea" Solid rocket motor, and an one man command pod. The pilot was Air Force Captain Jebediah Kerman. In an interview before the launch, Jeb said," "Yeah, I'm ready to go up there. It's the first ever manned spacecraft launch, and uh... Yeah. I'm feeling really confident." Back to the Studio. "The launch went well, and the rocket reached an altitude of 22224 Km before falling back to Kerbin. The parachute opened without a hitch, and Jebediah Kerman was awarded with champagne and service ribbons after the launch." Click! "Hey Honey! Did you hear? They launched a rocket! Sheesh!" RESULTS OF FLIGHT: Jebediah Kerman: Promoted to Major. RIBBONS: First Kerbin Surface EVA, First Landing On Kerbin, Altitude Ribbon, 10% Solid Fuel Ribbon, Speed Record Ribbon, Research I Ribbon, G-Force VIII Ribbon, EVA In Kerbin's Waters Ribbon, Splashdown Ribbon, Operational Service Ribbon.
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