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  1. Hey Everybody! I'm finally biting the bullet and sharing my horrible KSP Experiences. I have been playing a full campaign with NO revert options, not even quicksaves. I stream a few hours on sundays on twitch, and then break it into episodes to put onto youtube. twitch stream is here (i play other games there, but who's interested in that?) https://www.twitch.tv/thedrelle and youtube is here: I have made it to the mun, and plan to do so much more. I have not done much streaming or youtube stuff, so I'm very shaky on how to do this, so any constructive (emphasis on constructive) criticism is appreciated!
  2. To complete this challange you must build a rocket using only mk 1 engines, fuel tanks, etc. but the rocket must cost under 15,000 funds it must also go to the Mun and back with 3 kerbals mods allowed
  3. I just can't get the contracts I really want. I have enough tech to land on Minmus but I don't have an contract for a fly-by of the Mun! How do I get the fly-by of Mun contract?
  4. So, I have almost always tried to play career with mods. But it always stopped being fun at a certain point, or got too grindy, which are both valid complaints for career mode. But, having recently made a stock career mode game, it's actually very fun! Career mode seems to be very finely tuned to the stock game, with little to no wiggle room. Thoughts? Does this need to be remedied? Do you share this experience?
  5. Well... I am going to start a new KSP career (this is my third one, in the past I played on 0.90/1.0.4) and this time I decided to document my journey and share some achievements with the official community. First, There will not be a super long description about my missions (only some key info), nor there will be any kind of videos, just screenshots. Second, I will not play the game and post everyday, only when I will have the time and when I do something a little bit interesting. Now, let's start speaking about the game; I play KSP on Moderate and I use these mod: My game style at the beginning will be more focalized about Sea&Air Missions, Space will come later. In the future I will fly to the most beautiful planets and moons of the Kerbol System including Mun, Minmus, Duna, Eve and Laythe; I will surely build several probes, orbital stations, rover and planetary bases on them. Maybe, one day, I will eventually reach Eeloo. Update 18/08/2016 at 17:25 Today the Space Program is ready to start is work, Jebediah has already taken the control of its first rocket and landed it in... water... Damn Jeb. Update 22/08/2016 at 12:25 In the Meanwhile... Stay Tuned.
  6. Hello world SirLaurenceNZ here and I recently had an idea for an interesting concept (if you know of anyone who has previously brought up this idea up previously I'd love to know and knowledge them.) The idea placing your rockets from the VAB on the launchpad with empty fuel tanks, then using a vehicle with the appropriate mining equipment to refuel your rocket prior to launch. This can be done using a set of radial decoplers with fuel cross feed on and a docking port (which can be ejected before launch.) Alternative ideas that might be worth investigating in terms of refueling is having a helicopter type plane with jet engines and rcs for lateral translation. this would help you to refuel things from above if refueling if the angle on the launchpad is not an option. Below is an example which I had tested on the grass next to the runway and also on the launchpad (the launch pad is significantly more difficult.) Note, the three of those fuel tanks would refuel in approximately 7-8 days (ksp time) adding essentially a construction time for fueling your rocket. http://imgur.com/a/LjDQV (anyone know how to directly attach an image?) I'd just like to thank Marcus House for highlighting fuel costs in career mode in the most recent episode of his great LP (180k funds in fuel,) cheers. Marcus's channel here --> https://www.youtube.com/channel/UCBNHHEoiSF8pcLgqLKVugOw/videos (suggested improvements is using the claw instead of the docking port, cheers Marcus)
  7. I've been trying to mount a rescue mission to pick up Jebediah who is orbiting around the Mun. He ran out of fuel and is simply unable to get home O_o For the life of me I can't seem to build a ship capable of making it to the Mun, performing intercept maneuvers to get close to him, and then has enough fuel to make it home. Most of my ships seem to just falter even getting into orbit at this moment due to how much fuel I'm trying to carry. All my previous ships can -get- to the Mun, but once they get there they too are unable to make it back. So what's my best option here? Should I build a low orbit docking + fuel station, or is there some way to build a ship capable of doing everything I need with tier 4 branching into tier 5 tech?
  8. Hi folks, I don't know if this is possible and I don't have an "entry", but I'm wondering if any of you have created low-tech spaceplanes before getting the last upgrades to the facilities. Restrictions on the plane: Must be capable of getting a payload to LKO. Small payloads are OK, large payloads are better. Realistically, 14 tons to orbit given the mass restriction would be fantastic. Must be capable of returning to the Space Center after deploying its payload. Doesn't have to be SSTO, but the less you drop the better. SSTO would be ideal. Doesn't have to take off on the runway, but c'mon, it's a spaceplane, not a rocket. I've already seen some very impressive SSTO rockets. No tech that costs more than 300 research to unlock -- that means NO: Rapiers, Whiplash, Aerospike, Ion (on a spaceplane?), shock intake, engine pre-cooler, or quad adapters (although bi-adapters are available and you can make a quad with 3 bi-adapters). That probably means Panther engines. Not more than 255 parts or 140 tons total weight. NO Mechjeb or WiseASS. The planes should be human-pilot-able, because hardcore stock If you really want me to score them, I will, but I'm honestly just wondering if it's even possible at this point. I am -working- on an entry but it decided to spontaneously fall out of the air at 6km and 600m/s just after the panthers started giving me 174kn thrust. And yes, that is two different flights with the wings and engines set up a little differently.
  9. Hi, this is my very first post. Before now, I was a forum ghost, whispering through the topics. Anyway, I have created a new modded series which is quite balanced. I still need a few bug fixes, but other that that, it is fairing swimmingly. If any modders could help, that would be great! My Mod List is very long. How do I get this to stop being a link? Anyway, here's My video, Enjoy! Reserved for more stuffs
  10. After playing Career mode a lot with Quicksave/Quickload enabled, I decided to start from scratch without Quicksave/Quickload. What a change! In my experience, Quicksaving/loading makes you lazy; it makes the game more a trial/error experience than fully trying to account all the variables. And it also makes losing a Kerbal something much more emotional... like when I killed Jebediah in one of my first sub-orbital flights. What do you think? Have you given it a try this way?
  11. My company, DDRocketsInc has won an exclusive tender from by the Kerbin Administration Science & Space Council (KASSC) to assist them with exploration of the Kerbol solar system, including Outer Planets Mod. The KASSC benefits not only from the extensive science that the exploration brings but also experience they need to develop their Kerballed exploration of the solar system. I have therefore started a new career mode in 1.1.3 with unmanned before manned mod because I can’t stand killing poor Kerbals. With an initial outlay of funds, the company has steadily developing ‘generations’ of probes to complete the exploration. Each new generation received the latest science available and (typically) upgraded propulsion as well, in this manner each generation (should) also extend the range of exploration. I have tried remote tech before but am more of an engineer/designer than pilot and so just get too frustrated trying to get communication networks up. I should also point out that the company DDRocketsInc also received a grant from the KASSC about 2 years into the agreement to jump from generation 3 to 4 as contract funds were drying up. Ironically in many cases as soon as they were launched and set for transfer many other organisations put up paying contracts, so DDRocketsInc has been able to start paying the Council back. Generations of Probes Generation One: Pioneer Class Tier one and two science, they came in orbiters only. Probes feature liquid fuel/oxidizer propulsion with early generation solar power. Pioneer class orbiters where sent to Kerbal, Mun and Minmus SOI only. They were also used for many contracts within those SOI to gain funds Generation Two: Venturer Class (Roc) Tier one, two and three science they came in orbiters with landers attached. Probes feature liquid fuel/oxidizer propulsion for landers, and RCS for orbiters. Both orbiters and landers feature upgraded solar power compared to the Pioneer Class. Venturer series probes are called Roc Probes after mythical bird of prey. Orbiter Lander A pair of Venturer class orbiters with landers where sent to Duna as the transfer window came up. Transit time of 500 days allowed me to start Kerballed exploration of Kerbal, Mun and Minmus SOI. When they arrived landers landed on Duna and Ike, each orbiter also parking at either body. A single Venturer was also sent to Dres when the transfer window openned. Generation Three: Pioneer II Class The Pioneer II class orbiters were an upgrade of the Pioneer class. I had managed to unload some tier three science to use on them and larger solar panels but not much else. I kept RCS propulsion as it seems more efficient than liquid fuel/oxidizer. A pair Pioneer II class where sent to Jool as the transfer window came up. A special lifter was also sent with a pair of modified Venturer landers to scope out science on Jool’s moons. Modifications were limited to upgraded solar panels. Generation Four: Discovery Class (Crius) A Sarnus transfer window as opening and I really did not want to send a Pioneer II class orbiter because it does not seem right to use RCS propulsion that far out into the solar system. I had just received a contract to test the ‘Dawn’ Ion engine in on a suborbital trajectory to Minmus between two heights I built the orbiter up to be used on a Sarnus mission all available orbital science (up to a mixture of tier 4 and 5). I decided to call the discovery class Crius – the titan god of constellations in Greek mythology. Crius orbiters feature Ion/Electric propulsion with four of the five section solar panels from ‘future solar’ mod, loads of science and gold plated cores. Ion Drive Instruments A pair Discovery class where sent to Sarnus as the transfer window came up. They are still on the way. Generation Five: Eyre Class (Phoenix) As the Discovery class probes are stand-alone orbiters I decided to design a new class of landers, they are named Eyre after the famous Australian explorer (Edward John Eyre). The Sarnus transfer window was still not quiet open so I sent two of the new Eyre landers there to check out Sarnus’s moons. These first 2 Eyre class landers are called Phoenix 1 and 2. They are non-atmospheric landers and feature liquid fuel/oxidizer propulsion with four engines to provide plenty of TWR on landing, plenty of surface science and gold plated cores like their orbiting (discovery brethren). A pair Eyre class where sent to Sarnus’s moons as the transfer window came up. They are still on the way. Kerbal Exploration While the robotic explorers from DDRocketsInc’s have been exploring the solar system, the Kerbals from the KGSSC have been placing their toes in the water around Kerbin and her moons. They have managed to land on both the Mun and Minmus and build a small orbiting science station around Kerbin and the Mun. Bob on EVA Kerbin Orbital Science Station (KOSS) Landing on Minmus DDRocketsInc has recently received contracts to develop ore scanning software and satellites. We understand that the Kerbals are planning to use these to start mining moons and asteroids so they can reach further into the solar system. Please stay tuned for the further adventures from the KASSC and DDRocketsInc, next week will look at how DDRocketsInc has developed the Intrepid class of lifters.
  12. The UKSA Chronicles As a result of game-crippling bugs (including one that completely stops the game from loading), I've given up on my 1.0.5 career save. I hadn't gotten very far in any case, so it's no great loss. I've decided to restart my career in 1.1.2 and hope for some better luck there! I've gotten a whole new crop of mods, so I think it'll be a grand old time, and I hope that you enjoy reading about it here. Mod List Chatterer, Crowd Sourced Science, Distant Object Enhancement, DMagic Orbital Science, Docking Port Alignment Indicator, Final Frontier, Fuel Wings, Haystack Continued, HyperEdit (for testing only, I promise!), Impact, Kerbal Alarm Clock, Kerbal Attachment System, Kerbal Construction Time, Kerbal Engineer Redux, Kerbal Inventory System, Kerbal Joint Reinforcement, Kerbal Planetary Base Systems, Kerbal Space Program Renaissance Compilation, Magic Smoke Industries Infernal Robotics, Mechjeb, Planetshine, Procedural Fairings, RCS Build Aid, RemoteTech, SCANsat, Ship Manifest, Simple Construction, Smoke Screen, Stage Recovery, Stock Bug Fixes (New!), Surface Experiment Pack, Take Command, Texture Replacer, Trajectories, USI's Exploration Pack, USI's Life Support, USI's MKS/OKS, Universal Storage. Wish me luck, everybody! Episode List Episode 1 - A New Home Episode 2 - Testing, testing... Episode 3 - Tribulations Episode 4 - Munar Flyby Episode 5 - Space Rescue Episode 6 - Satellites Episode 7 - Satellite Network! Episode 8 - More Kerbals! Episode 9 - Munar Orbit Episode 10 - Mun Landing! Episode 11 - To Minmus! Episode 12 - A Big Bang on Mun!
  13. Do you play career mode and are also a masochist. Then this is right for you. I've been playing around with an idea for a Punisher mod in my head since I have been using Kernel Construction Time. I love that mod but I noticed that there is not much reason to worry about the construction times at all since there is no reason to budget in game time (unless you have a life support mod) So I want to make a simple mod that will make time management a necessity in career mode by subtracting a percentage of your space programs funds every week. Anyone reading this thread, please let me know if anything like this already exists or existed in a previous version. I also appreciate people letting me know if anyone else would be interested in this besides me. Also, you experienced modders out there, what would a mod like this require? It wouldn't add any parts or anything it would just be super compact and simple. Maybe with a basic gui for the space center. This would be my first mod, something I'm excited about.
  14. Whenever I play career mode and I go into some buildings (Excluding VAB and SPH, and including Mission Control, Administration, etc.) the screens disappear and just show the Space Center. And also, sometimes my KSP just randomly crashes(Yes i am running 64bit version). What is wrong with my KSP? Also, I did put the hashtag because this is becoming more and more repetitive in the KSP community. Extra Info Specs(Straight From DirectX Diagnostics): Operating System: Windows 10 Pro 64-bit (10.0, Build 10586) (10586.th2_release_sec.160527-1834) System Manufacturer: Apple Inc. System Model: iMac14,2 Processor: Intel(R) Core(TM) i7-4771 CPU @ 3.50GHz (8 CPUs), ~3.5GHz Memory: 16384MB RAM Available OS Memory: 16324MB RAM Card name: NVIDIA GeForce GTX 780M Manufacturer: NVIDIA Chip type: GeForce GTX 780M DAC type: Integrated RAMDAC (Hope this covers all the necessities) Mods In KSP: DarkMultiplayer KAS KIS Hyperedit Kerbal Engineer Redux Infernal Robotics MechJeb2 Version_2.0 Industries Rover Pack ModuleManager.2.6.7.dll Video For Example The Video Is Only Temporary Until We Fix The Problem Crash Log (Latest one that happened today while editing this post) https://www.dropbox.com/s/ikk6ae877f4ua71/Crash Log.zip?dl=0
  15. It has been a long time since Kerbalkind invented the boat. It has been a slightly shorter, but still long time since Kerbalkind invented the airplane. But today, Kerbalkind sets it's sights on new horizons, to chart unknown lands, to boldly go... okay, I'll skip the dramatic part. I decided to finally make a little Kerbal mission report series. Each chapter (installment?) will be told from the point of view of a specific one of the Orange Suits. In addition, all spacecraft outside of Kerbin's atmosphere must only have screenshots from EVA or from inside the spacecraft. No more floating cameras. So, enjoy, everyone. Oh, and the pictures have been edited so they look like they were taken on plastic toasters. Which might be realistic, considering Kerbals. Any feedback is appreciated. CHAPTER 1 - Pg 1 CHAPTER 2 - Pg 1 CHAPTER 3 - Pg 1 CHAPTER 4 (Making Orbit) - Pg 1 MODS: ( I might add more later. ) Ven's Stock Revamp Uncharted Lands Time Control Interstellar Fuel Switch EvePlus (From Xen's Planet Collection) Sun to Kerbol Community ResourcePack Texture Replacer (With Vaporo's Blue Galaxy Skybox and Scart91's Texture Pack) CHAPTER ONE: BILL This is the known universe. One star, seven planets and a comet. Now, we didn't get this picture from a camera in space, but our fancy tracking station computers conjured it up for us. Although, admittedly, those computers could use a small update. We'd like to visit them all one day, but that day won't be today. Rather, we have our eyes set on a closer target: Kerbin's third moon, Dres. It's quite interesting, in fact. Many of our top scientists believe that it could greatly increase our knowledge of how the Kerbin system came to be. While there are some groups that claim it is "a wet, discarded mop" and "a clone of the Mun," several charitable organizations such as the Dres Awareness Society have revealed its true nature. In fact, had it not been there, Kerbin would have been bombarded by many more asteroids and may not have survived its early millions of years. By getting a better understanding of Dres, we could uncover why Kerbin has life, why Kerbin exists, and many more exciting questions. Why not go to the Mun, you say? Well, we want to go there too, but it is geologically dead, and nowhere near as interesting. This picture was taken by the ground-based Ridiculously Large and Inadequately Named Telescope, which is quite large and inadequately named. However, to get there, we need to get to space, and for that, we need to get rockets. One of the science interns found "flea barrels" lying by the side of the road, as well as a few pieces of metal. That intern, Bob Kerman, was promoted to field science. Bob wasn't too excited about that, but he agreed after much bribery with small rocket toys. And so the first true rocket was launched - the Mark I. Not the most colorful of names, but Jeb seemed to enjoy it. In fact, I don't think I've ever seen Jeb frown, or look sad or tired at all. I took this picture on an old C-15 antique camera that my grandkerb used to film the first air flight. It only seemed fitting to use it for the inaugural flight of the the Mark I. However, during the launch, there was a freak parachute deployment. Darn fleas must've been chewing on the electronics. I didn't take this picture, it was probably a spectator with a drone thingy. It's quite blurry, but it looks like Jeb's capsule is being engulfed by the flea barrel's flame. Even Gene put down his cup of koffee when he saw this. The crowd lowered their heads. Suddenly, a static roar erupted from the speakers. It was Jeb, very much alive. Fortunately, the smoke was caused by the flea barrel spinning around, rather than exploding. And the parachute worked, which was reassuring, if we could get it to deploy at the right time. This was the best picture we could get of Jeb's capsule returning to Kerbin. Rather blurry, even considering my engineering expertise. The landing was a success, and while the crowd was screaming in terror, Jeb was happily performing SCIENCE, advancing the knowledge of Kerbalkind dramatically. Bill Kerman CHAPTER TWO: JEB Well, Bill has been probably telling you about my near-death experience. Ha! It was fun! There was all that smoke swirling everywhere, and there was SCIENCE, and now I get to fly a bigger rocket... yeah! Bigger rocket, and Wernher told me it could go to space - that's 80 kilometers! I thought I should bring Bob to do better SCIENCE, but all we had was a Kerb-Kan, which is like an oversized kardine container with pillows. I might think of using some of my junkyard parts in these rockets. Bob took a picture with his camera inside the Kerb-Kan. The engine exhaust did some interference thingy with the camera that made it look fuzzy, but I don't really care; I'm a pilot, not a scientist. You'd think that there would be windows on the inside if there are on the outside, but there aren't. This definitely warrants further investigation. And then, we went to SPACE! Isn't that so cool - and look, Kerbin is actually round. Of course, I already knew that, but to see it from SPACE is just so EXCITING, and CAPITALS AND CAPITALS, ETC. The "mystery goo" apparently reacts strangely to space. It becomes brittle and clumps into a ball, so it might make some strange candy if you were to market it. Of course it might be toxic, so I suppose you shouldn't eat it. We reentered through the atmosphere, which is very shiny if you slam into it at a kilometer per second. VERY SHINY. I thought that we would have another parachute failure, but these "drogue" chutes are very interesting. They are smaller than regular parachutes, but slow you down more. Wernher mentioned something about how slathering them with mystery goo altered their aerodynamic properties, but I'm not sure if the laws of physics permit that. Again, I'm not a scientist. The picture is actually in COLOR! Isn't that exciting. New breakthroughs in technology are happening almost daily now. I suspect we'll go to Dres soon. Signing off, Jebediah Kerman.
  16. Wider Contracts App is obsolete, as it has been integrated into Contract Configurator. Description This mod takes the stock contracts app and super sizes it, increasing its width by 60% (and doubling its default height). Before After Download CKAN: In CKAN, Select and download the mod "Wider Contracts App" GitHub: Download here Source The full source is available on GitHub. Change Log FAQ Q: That's nice, but 60% isn't enough. A: Kerbal scientists are hard at work at an 80% bigger contracts app, but are running into issues as they start getting close to theoretical atomic contracts app limits. Q: No, really - I want it bigger. A: Have no fear! We plan on releasing different flavours of Contracts App resizing mods for all tastes. Look out for releases of Wider Contracts App 6.4x and Wider Contracts App 10x. It's entirely possible we're thinking of a different mod though. Q: Fine, just make it configurable. A: I'm considering it. Perhaps for Wider Contracts App Pro? Testimonials "Since deploying Wider Contracts App, I've seen a 50% increase in the number of mission commanders actually caring about their mission objectives. What's that? Oh, never mind... Jeb's on the roof again instead of on his way to Minmus..." Gene Kerman - Mission Controller "You did WHAT with the funds we gave you to upgrade the launch pad?!?" Mortimer Kerman - Finances Guy "Who are you? How did you get in here? Do you even work here? Wernher!! Help!!!" Linus Kerman - Intern "Kerbal is awesome!" * Elon Musk - CEO, SpaceX * It is assumed that Mr. Musk was referring directly to Wider Contracts App when he made this comment. License Wider Contracts App is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  17. Inspired by @Cydonian Monk, I decided to do a mission report series of my own, on a heavily modded career savegame. Main mods: TAC-LS RemoteTech RealChutes Deadly Reentry Continued Engineering Tech Tree Karbonite Karbonite Plus SCANSat Full modlist Chapter I: Initium Chapter II: Where does all the money go? Chapter III: What's up there? Chapter IV: Genesis
  18. Hello there, fellow Kerbonauts. Long time lurker, first time poster, I decided that there aren't enough LPs / guides / career logs for KSP hard difficulty (diary of a hard career being a notable exception). I believe that the "hard" difficulty mode is a good environment to learn efficient mission planning, since the scarcity of resources makes it unfeasible to solve everything with Asparagus motherships. Therefore I'm gonna bless, curse or just annoy you with a log of my attempts to tackle said career mode: Since I'm both storing the images on my own server and trying to freshen up my web design skills, I would very much like to tell the story there at rlange.info/kspbeyond/, if you don't mind. I would intend this thread for discussion, feedback and, of course, announcing & linking new chapters. That being said, there really isn't much more to tell - Just have a look and a laugh as I stumble my way to space. Until then, fly straight, foyrkopp
  19. I started a career mode game and got through the basic contracts such as getting out of the atmosphere. It then did not show the orbit kerbin contract. I Googled it and all i saw was that it happens when your reputation is low, but i never failed any missions and i did all of them perfectly, i also tried doing some side contracts but it did not do anything. I started a new game and it gave me the orbit contract, but then it did not give me the mun contracts, so again i tried doing some more contracts and it did nothing.
  20. I've been out of the loop for a bit of time and I can't recall if there is a stock feature to do this. All this mod would do is inject [X] funds every [Y] Kerbin days. - This way you could play a contractual career game without actually needing to fulfill any contracts. - In vice versa this would be like playing a science save but with funds to limit how quickly you could make things. Sounds simple enough in principle, but then again I can't code . Could someone quickly write a .dll and .cfg for this? - If you wanted to make it a more versatile mod, it could inject more funds the more parts you have unlocked or more locations you've visited.
  21. So I've been thinking about making a Multiplayer Career for a long time, so much that I've tried to do it with some friends I have IRL, but failed, as they aren't Kerbal players. I've asked this on reddit, but got few responses (1), so I'm asking here, on the forum, if anyone would want to play a Space Race Career with people. This Multiplayer career would consist from 2 to 4~5 people playing Kerbal in a Multiplayer mod (DMP or KLF if the first is too unstable) using the following mods: (They can be discussed) Dark MultiPlayer (DMP) or Kerbal Life Feed (KLF) Kerbal Konstruct Kerbin Side Ven's Tantares and LV TweakScale Procedural Parts ALCOR landing pod DMagicOrbitalSciences KIS KAS Near Future Tech Mk3MiniExpansion HabTech ScanSAT 2K System (Every body is make 2 times bigger) Any that you would want but RemoteTech ---------------PROPOSED--------------- FASA FTP SpaceY KWRocketry x1 Size Kerbol system (Stock) Each person would get 1 or 2 launch sites in a specific part of Kerbin. No one would be using the KSC. Cooperation is allowed, but not at the start (As if we were in a Kold war) If you want to play in this career you have to put this on the comments: Amount of free time: Ability to open a server if needed: Any mods you recommend/dislike: Where you live (So it's know when each one can play): Also, you can use a custom flag. The thing will take a little bit to set up, as I'm in finals exams and I'm sure I'm not the only one. Also, sorry if I'm very plain, If you want to contact me, my Skype is "pkmniako" Candidates: Vulkasitos - Afternoons - Can host server - (GTM+1) nosirrbro - Free teag2 - Free - Could Host a Server if needed Kuansenhama - Can vary if free or not - Could Host a Server if needed -(GMT-7) - Would like FTP and SpaceY amarius1 - ??? ZooNamedGames - Has Left. ...
  22. Note: This thread could go into either Development Discussion or Mod discussion, I don't really care. feel free to move the thread, moderators. So, what If there were parts that could give you rep? Like Cameras, and stuff like that? I think that it would be cool to see.
  23. Hello Kerbonauts, When Pathfinder was developed in the they had a still frame camera and scientific instruments from 1996. When Spirit and Opportunity developed they had scientific instruments from 2003. When Curiosity was developed they had scientific instruments from 2012. Get the point? Scientific instruments should progress, and should all parts, but that thread already exists. Should instruments be develover time? Any suggestions would be appreciated. And remember, as Steve Harvey says, always obey your moral barometer. -aperture science employee
  24. Greetings fellow space nerds! Since early alpha I've been an enthusiastic player of KSP. The game has thought me alot about the mechanics of spaceflight and motivated me to study the history of spaceflight. When career mode was added, at first I was quite exited about the prospect of playing the game like a real space program manager. However, I find myself exclusively playing sandbox mode these days again because I keep getting frustrated with the way career mode functions in KSP. Being the stickler for historical accuracy and realism that I am, I always found it rather odd that the KSP career begins with a manned mission. unmanned probes only come into the game after some research. While in reality of course, every destination in space has always first been visited by unmanned robotic probes, paving the way for manned exploration. Also, the fact that one needs to gather "science" by measuring the properties of the different regions of space and celestial bodies in order to develop rocket parts seems a bit absurt. One does not learn about the mechanics of liquid rocket engine turbo pumps by studying the craters of the moon. In the real world, knowledge about rocketry is gained by spending money on testing parts on the ground, and by flying (and occasionally blowing up) equipment. So, I've been finding myself RP-ing a career in sandbox mode. Would it not however be swell if we could imagine a more realistic career progression and mechanic then is currently implemented in the game? Mods like Better then starting manned partially tackle the issue, but technological progression is still based on "science" gained form studying space in stead of spending money on R&D. And yes, I know this is a game about little green men riding insane rockets into space, and less about an accurate representation of historical spaceflight. But hey, speculating about the mechanics of a game never hurts. What are everyone's thoughts?
  25. I present the latest (and best documented) foray into kolonization! Without much thought, I started posting this on the MKS page, but it keeps getting longer and now I want to give thing it's own thread! Part I Part II Part III Part IV Part V If people like it, there will be more to come!
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