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  1. Hello! This subject has been a lot on my mind since I started playing KSP because I've always found myself wasting a lot of time designing unique upper and booster stages for my payloads instead of just slapping on a previously used assembly. I feel like there should be some better assembly building gameplay mechanics and incentives to guide the designing, building and integration steps towards an easy to use iterative process. Allow me to explain: What we have in KSP1 VAB / SPH have gameplay features that allow us to save our designs: Saving craft files in folders Saving with distinct folder roots for VAB and SPH this is a problem when you have a structure like the one below it also messes with the orientation Craft files can be manually overwritten although the path to the file is not loaded automatically and if I want to overwrite I save I have to point to the appropriate folder every time I load the craft, otherwise it saves in the root folder - I feel like this is a bug; We can of course create folders that are the basis for our organizational choices - I like to separate them initially into: Craft designs: Prototypes Structural assemblies Planes Fighter Space Cargo Other Rockets Boosters (by weight to LKO and diameter) Upper stages (by weight to solar orbit and diameter) Mothership propulsion elements Space Stations Rovers and vehicles (by size, number of passengers, purpose - science, fun or utility) Manned exploration Landers Return capsules Unmanned exploration Deep space / fly-by probes Orbiters Landers Return missions Satellites Science / mapping Communication relays Fuel Tanker stages Refineries Wheeled transports Pods Living pods Tourist pods, Science pods / labs Escape / transport pods Other Missions (the rockets / space planes I actually launched): with a folder for every celestial body, in orbit or landed + asteroids / comets As you can see things get very complicated and there is potential for overlapping functions, sizing problems and other issues All of this does not even touch on the problem of design versioning and evolution - this adds another whole new level of complexity to the issue Of course a very big problem is that if I save the craft as a mission and I change or improve something after mission failure or after returning from the launchpad.. then I have to go back and change that exact same thing in the original assembly design file. Saving subassemblies This theoretically should be straightforward but there are some issues: The root part mechanic makes it complicated All subassemblies are in the same "folder" When overwriting its difficult to change the description if the design changes, sometimes its better to write everything anew I have to search through and update the subassemplies every time I change something in the mission / craft design files I have to go to the subassemblies tab, its extra effort What we need in KSP2 We desperately need a better way of creating iterative designs, group them by families and separate them by version Craft versioning system (like GIT, to track evolution of specific craft models according to part and science progression) Missions and designs should be separate abstractions, missions should contain design versions Changes to designs should cascade into missions that use that design version We need some kind of default structure for the craft designs.. like the one I described above, otherwise players will take ages to become efficient in organizing all their stuff What has been confirmed for KSP2 Saving a workspace containing multiple craft assemblies Can you please help with other ideas? I think its a very important topic.
  2. Project Starshot: Interstellar Frontiers-An epic adventure ft. Galaxies Unbound The title is pretty much self-explanatory. The objective of this is to launch huge interstellar ships to some star systems in Galaxies Unbound without my computer crashing. The current star systems which i plan to explore are (the Galaxies Unbound kerbalized equivalents of): Alpha Centauri, Epsilon Eridani, Luhman 16 and Tau Ceti (not necessarily in that order). I will try to do everything at least semi-realistically in sandbox mode, which means no fancy ftl warp drives or other technologies that are -too- advanced but with unlimited funds. Note: this is mostly done for cinematic purposes, so there will -some- .cfg file editing but stuff like isp or mass are still kept at a realistic scale. Here is my modlist: (thank you to all the modders who have all put so much work into making them). BTW i will be putting some references from random scifi works, you can post it in the chat if you spotted one. I will try to make weekly updates and posts for this mission report. Note: this is my first time making a mission report and if you have any suggestions fell free to post them here. Epic music to listen to while you read this: Immortal by Thomas Bergersen Final Frontier by Thomas Bergersen Victory by Two Steps From Hell Star Sky by Two Steps From Hell Part One: Nova Kerbani Alpha Centauri Nova Kerbani, is the Solar System Kerbol system's closest neighbouring star. Even at the dawn of the space age, kerbals have dreamed to be able to travel to and explore other stars. In the last few decades, Nova Kerbani has gained extensive public interest with the discovery of multiple exoplanets with at least one that is earth-sized and habitable by the Kerbal Astronomical Society and multiple mission designs were studied or drafted, including Kerbani Dreams' Project Kaedalus and the OPA's LDSS Nauvoo . But it is only within the last few years or so with the development of advanced fusion and antimatter technologies has such a mission to explore Nova Kerbani became possible. Thus, Project Starshot was born. Chapter One: Getting Ready 15/04/2075 First Launch of the Project Starshot Experimental VSSTO Shuttle (x-VSSTO) Mission: Starshot 1 The Project Starshot mission design called for an SSTO dropship that could be used to land on and take off from an exoplanet up to 110% of earth's gravity, with or without an atmosphere. The contractors at Space Kerbalization Technologies thus designed the Starshot VSSTO (official name to be designated, but nicknamed razorback by the kerbonauts) which was a heavily modified single stage MAV from the Ares Program with chemical rockets and a fusion aerospike bolted on it. Today's mission is the first launch of the Starshot VSSTO and it will conduct a simple mission of going to orbit and returning without killing any of the crew. (Here at Space Kerbalization Tech, the safety of our kerbonauts are our top priority, which is why our first flight of an unproven technology will be crewed) Crew: Pilot-Jeb Kerman On board repair guy Engineer-Bill Kerman "We are go for launch in T-minus 5, 4, 3, ignition sequence start, 2, 1. Liftoff, we have liftoff!" At the Kerbal Space Center, these familiar words were spoken once again. However, this time it signified the dawn of a new era, as this was the first flight of Project Starshot. The vehicle shot upwards at more that 8 g, airframe groaning under the immense stress. "Mission Control, Jeb here. You have successfully created a kerbal pancake maker." Soon, the high thrust chemical rockets cut off and the g-force dropped down to a 'gentle' 3g. The vehicle continued to accelerate upwards using it's fusion aerospike, punching through the cloud layer at supersonic speeds. After the desired apoapsis was reached, the main engine cut off and coasted. A few minuets later, the engine lit once again for thew circularization burn. "Kerbin, we have orbit" After a few maneuvers, the spacecraft rendezvoused with the Venturestar class Interstellar Vehicle Hermes (ISV 001), kerbalkind's first manned interstellar vehicle, still under construction at Tycho Station. And so Starshot 1's objectives were completed, and it was time for Jeb and Bill to return home. A few minuets later, the ship made a propulsive landing and touched down on the droneship Just Read The Instructions and Starshot 1 has been marked as a complete success. (sorry for the small images as imgur is banned in my country so i had to use something else but for some reason it just absolutely refused to make the pics bigger) Coming Soon-Chapter 2: Project Starshot and the ISV Hermes
  3. There's over a dozen threads in the technical support section reporting that several tutorials are bugged, the most prominent being the getting to orbit tutorial. Most of them have 0 replies and range from 2014 to 2017, a span of 3 years. This is not even counting the numerous threads on Steam and Reddit. I just tried the suborbital and orbital tutorial today after the latest update and it is still BUGGED. Even if you activate SAS targeting mode and manage throttle as per the instruction, you run out of fuel every single time. I don't think that the space craft is even capable of getting to orbit. Are the tutorials going to get fixed or what? It's not that hard to build a space craft capable of orbit. For a beginner it is the most frustrating thing ever. I remember trying it for a whole day in 2015 and eventually not touching the game for half a year.
  4. Life On Laythe science mission Premise: Life has been detected in the deep oceans of Laythe. Mission: Launch a science mission to Laythe, and return science data from the floor of the DeGrasse Sea. This challenge is based loosely on the movie Astronaut : The Last Push. Rules: The Science data must be the results of a Mystery Goo experiment collected from the sea floor (not the surface) of the DeGrasse Sea returned to Kerbin and recovered Two kerbals need to go to Laythe and at least one kerbal must land or splash down on Laythe’s surface The kerbals must launch from the KSC, and both must return alive to the surface of Kerbin for recovery No command chairs are allowed. The kerbals must reside in pressurized seats during interplanetary and atmospheric flight. The use of stock probe cores is allowed where it fits within the challenge guidelines. No ISRU is allowed. The launched craft(s) must have all the fuel for the journey to and from Laythe Clipping is not allowed, and all parts must be adjacent to another part. If you want to clip, and you think it is fair, ask me. Stock parts with DLC only. Mods that affect parts or game physics are not allowed. Cheats - Hyperedit, F-12 , file editing etc are not allowed Informational, flight control and visual mods are allowed (e.g. MechJeb, KER, Trajectories, Precise Node etc) Settings must be default, normal. Entry reheating must be set to 100%. If you change default settings, you are breaking this rule. Mission must be completed in less than 13 years from launch date Submission: The mission will be listed in order of submission. Please provide an Imgur gallery with detailed explanation, or a video. This should include an image showing science recovery from the Laythe seafloor, with the resource window open. This challenge is all about good reliable design, mission planning and game play. The following may provide a guide. https://www.youtube.com/watch?v=hZIe2fWK85s https://www.youtube.com/watch?v=OiMW4Qtoj2g Special mentions for low cost entries. Any questions, feel free to ask. Good luck. Completed entries: @camacju16750 funds, ultra low cost entry . Amazing orbital mechanics! Uses EVA and jet packs and V1.11 EVA Construction to reduce costs @Brikoleur Zoë. A big SSTO seaplane lands two Kerbals on Laythe. Gotta love the hydroplanes and the cool Laythe probe. @Brikoleur Bak Billbo. A bigger SSTO seaplane with massive dV, single stage from Kerbin to a Laythe sea landing and back to Kerbin. @jinnantonixLife One. [video] Replicates the artificial gravity system and the space craft design used in the video Astronaut: The Last Push. @Death Engineering Apollo to Laythe - McDonnell Douglas Phase B 12-Man Space Station Launch. In DE's own words, incorporates some of the more far-out NASA concepts from the early 1970's, mixed in with a healthy dose of just plain Kerbalistic nonsense. Brilliant. . .
  5. I got a mission that requires me to measure temperature on ground level right next to the launch pad. So I tried to do this by putting thermometers inside of the inventory of a pilot and just walk towards that area. But I am confused because I can't find a way to actually use the thermometer.
  6. @RoninFrog is doing another challenge! So he needs a spot to dump all his stuff so it doesn't clutter the challenge thread! This challenge is the... It is a pretty intense challenge covering the first ten years of the game, with launch mass limits, life support, rocket construction time, and transfer window management. Hm! First, I need to create the save I will be using. "Game difficulty settings: 'Enable Comm Network' ON, 'Re-entry heating' 100%. Advanced settings: 'Part pressure limits' ON, 'Part g-force limits' ON, 'Kerbal g-force limits' ON." Okay, I've never played with part G-force limits and I don't even know what 'Part pressure limits' does, so here goes, I guess! Unexciting screenshot of game settings: Here's a collection of all the crafts launched: So here's what's up next. I need a Standard Launch Vehicle to loft my payloads to orbit. "One prototype of the heavy lifter ... will be ready with payload for launch pad roll-out on Day 40. New lifters will be delivered on a regular, fixed schedule." The schedule is calculated as one launch vehicle every "NPM (Nominal Mass Payload) * 6" days. The first Duna launch window is in 220 days, so if I want to launch two payloads, I will nead a NPM of 30 tons. Now it's time for designing! First two payload designs: First launch setting out for Minmus: Well, that's all for today! Tomorrow I will hopefully land on Minmus and refuel, if all goes well.
  7. What was the hardest thing you've done in KSP? Was it a Jool 5 mission? Was it building a station around Kerbol? Share here! For me, it was getting to Eeloo. Funny thing is, the mission only was intended to go to Laythe, but somehow I screwed that up and decided Eeloo would be easier. Sad thing is, the hatch was obstructed by an RCS port, so I had to cheat and destroy the RCS port. Anyway, once again, post!
  8. I am trying to get back into KSP after a long break, and want to try to replicate a famous mission. What missions would be really fun to replicate (besides the very famous ones like Apollo 11) that don't get much attention?
  9. Basically, its a "go fix this rover on the mun, then move it to this location" As you can see on the nav-ball, and the small bit from the map, then I am right on top of the damn point... but the mission isn't registering it. I can drive back and forth on the location, nothing happens. What is happening? is the location set "too low" in the terrain or something? Is there a way to fix this bug? Do I have to do something special with the rover? I attached a pilot seat and a solar array on it, so it could be powered and driven to the location in question, which was 2km from where the rover originally was (where you can see the lander on the map screenshot) Please advice
  10. KSP Mission Flag Builder V1.0 Flag builder for missions in the Kerbal Space Program. How to use below on .gif image: I created this web application just for my personal use initially, but now I come here to share. Aplication: http://kerbalflags.epizy.com/ *Credit for jfjohnny5 and his topic Customizable Mission Flags - KSP Fan Works - Kerbal Space Program Forums
  11. The steep learning curve of KSP means that most players never make it to orbit, and that only a tiny fraction of people who download the game ever make it out of Kerbin's gravity field. People need help! So I made this tutorial is about how to send a probe to the surface of Eve. Here are the required skills: Be able to use these instructions to download this craft from KerbalX. Be able to open the craft in the VAB and click launch (not right away, though). Pretty much nothing else. Here is a list of key bindings if you get yourself confused. The helpful controls are in Flight Controls. You don't have to use the NavBall; you don't have to use WASDQE at all; you don't have to make maneuver nodes; and you don't have to design a super complicated rocket. I don't even say the word "transfer window". Perfect for brand new players! Following are the instructions. Important parts are bolded for extra emphasis.
  12. DOWNLOAD: On KerbalX - Jool Mix-Up On Steam - Jool Mix-Up IN SHORT: This mission/challenge is all about navigating the Jool system with only the level of control afforded when you are out of comms range. That's right: no keyboard aiming, no maneuver nodes, no fine-tuned thrust. Pol and Bop won't be too much trouble. Vall could be a challenge. Tylo might be just too much for you. And what about Laythe? Seriously? I you expect me to fly a plane with the "radial out" button? Yes. Yes I do. BRIEFING: This is a PR nightmare! Jeb landed the Bop lander on Pol, the Vall lander on Bop, the Tylo lander on Vall, and the Laythe lander on Tylo! And he didn't realize it until he was getting ready to land the Pol lander on Laythe! You have to fix this. You're our only hope. Oh, and none of the landers have full control, so you'll have to do it blind. Oh, and the only lander we have ANY control of at all is the Bop lander. You won't be able to control any other lander until you're close enough to it and landed. Good luck! MODS: No required mods, but I highly recommend a time warp mod and Kerbal Alarm Clock. Don't use MechJeb or anything else that helps you control the ship, as this mission is all about having very little control. I would suggest not even installing Kerbal Engineer so you don't even know things like how far off the ground you are. DISCLAIMER While I'm not sure what will happen when you either don't win or try to trick it, but if you just play it you'll be fine. If odd things happen, let me know either here or via PM. Also, I'm still learning this whole Mission thing so bear that in mind. THE REST: I got this idea when I lost my relay to an unfortunate encounter with Tylo, and I wanted to say I'd landed on Bop. The only ship I had that could do it was on Pol and didn't have comms. I've beaten this mission in its current state. I learned a lot about controlling the uncontrollable, and hope you will too. I also hope you will find it as fun as I did.
  13. this challenge is for a fully reusable mun mission there will be a separate thread for entiers and contest winners. has to be 100% stock DLCS allowed
  14. AURORA ADVANCED SYSTEM EXPOLORATION PROGRAM Hi there folks today I wanted to talk about a space program I put together in the past 3 weeks. Its an advanced space program so dont expect to see starter ships I mean I have already went to duna and used nuclear engines etc so this one is gonna be little bit sci-fi style but not too far fetched. My main goal is simple create a mother ship which can carry landing ships and make countless trips to anywhere you without refuling it for a very very long time in order for me to do that I need 500k DeltaV or maybe more think this as a build and forget style of a challange. You can see this thread also as a guide how to produce your own complicated space programs and deal with problems about range and acceleration. I thought this section of the forum is the right place to share but if I am mistaken modarators can move the thread to the correct sub forumI hope you all like it and by the way sorry for my bad English this is the best I can do. Note: I know that if I push enough farm lots of science I can create engines work with antimatter or go for the warpdrive technology and get what I want but I am limiting myself here kinda like roleplaying. Mother Ship - Barbarossa Main objectives of the Mothersip In order to properly explore the Kerbal system go to planets without sending multiple strange looking crafts (and reduce count part due to lag), reduce kerbin launch times and not refuel the craft for a very long time I needed to create a mothership. Therefore by using the assets from KSP Interstellar and the science I have collected so far I have managed to build a gigantic mothership which is capable of exploring all Kerbal system while carrying 4 landers with it. It also has to have lots of rooms for kerbals to live in space comfortably (yeah I am roleplaying this part) and a centrifuge ring to ease of the pain of no gravity in long voyages. Actually creating a big mother ship was not a really hard task (I have done this before a nuclear engine mothership to Mars) but the problems were too many. The sheer mass of the craft was too much (add lander masses it carries adds to it) so my long voyage mothership had low deltaV which made me to refuel it after two voyages to Duna and It also had problems about making orbital maneuvers due to low TWR. Nevertheless it helped me making multiple Duna missions but after that I begin looking for a advanced tech to solve my problems. First Version - Barbarossa TB-1 At first I went for plasma propulsion and this immediately solved my range problem. I had like 300.000+ DeltaV which was enough for me to making countless trips anywhere I want without refuling it for years. But plasma engines had one big problem. Their TWR (acceleration according to the ship mass) was too low because I had to carry insane amount of hydrogen with me to have a good range. So even a small burn to get into solar orbit was taking like at last an hour long burn. This situation created multiple problems. - Really long burn times like sometimes 2 and sometimes even 11 hour long. Solved by simply warping during the burns not a big deal for me it still takes seconds I only need to be careful and do the stuff manully not mechjeb etc. - Due to really long burn times and low TWR if a ship starts to burn at the apoapsis when its burn completed it already reaches the periapsis so in order to correct the situtation burns has to be made piece by piece or spending more fuel. - Due to really low TWR presicion burns are almost impossible (like getting into stable 200 km orbit of eve) I mean ship can easly enter the orbit with a long burn but making good orbits was taking too long. Again refering to the problem above in my tests I needed to make like 20 seperate burns just to put the ship in a stable 250 km orbit of a body. - All those plasma engines and reactor creating soo much heat so I had to put like insane amount of radiators on the ship which increased the part count and resulted a lag when mothership carries landers. Second Version Barbarossa - TB2 So as you can see from the problems a listed above TB1 version simply failed. Although it had really good range due to TWR issues and part count its not practical to use it. Therefore I started from stratch and first reduced my part count. Secondly I begin to look for a new engine which can give my ship really good range without suffering from TWR. Lucky I was also doing other missions with less capable crafts so I had like 20k science to spare. So I went for a fusion engine called Dedalus and this immedietly solved my TWR and mass problems. Its very fuel effiecent the range is insane like 2 million DeltaV (yeah wow right) TWR is great especially if engine size is tweaked to x2 or more. The fuel also can be caried in only one tank and its mass is really low compared to others. But this new design also had its flaws. The new engines were using Fusion Pellats as fuel. Now add the cost of the Fusion Pellets, double or even triple size Dedalus engine and the other ship parts well the cost of the ship skyrokected to 76 million or above. Also engines consume lots of megajoules to work during their burns so my new design again created me lots of problems. But this time I was able to solve it and here is how I do that. - In order to supply to engines with enough megajoules during full throttle I needed to pick a good nuclear reactor and power generator. It sounds easy but picking right stuff without increasing the mass too much is harder than it sounds. It took me like a 10 hour trying out diffrent reactor and generator combinations but finally I was able to create a system to sustain my ships megajolue needs. One reactor double size and 2 generators was able to supply my Dedalus engine (twice size) enough juice to work at %100 without depleating my megajolue supply when I am at constant %100 speed. - By tweaking some other stuff and playing around I was able to bring the cost to 28 million. After that I just made some other missions and gathered enough money for the ship and its launcher. I needed a good launcher (old school lquid fuel and solid boosters) which can put the ship in kerbin orbit (2 million km) cause I cant use fusion engines near Kerbin (forbidden due to pollution). So in total of 29 million I was able to create both the ship and the launcher and it has been put into orbit in one big launch. The Succesful Creation and Result To sum up here is the ship I put together. It costs 28 million and has more than a million DeltaV If I carry four landers with me the range and TWR drops down like %20 but its still decent. Any kind of orbital manaevur is really easy its not time consuming and range is still massive. Actually I have made a emtpy ship test and saw that with enough time that monster can reach lightspeed pretty quickly (compared to normal engines of course) so its definetly a beast. The picture of the monster I created is below (without landers) for me the engine section looks bit odd and my old ships looked cooler but hey ship mass ratio is perfect and it can go up to millions of DeltaV so who cares it gets the job done plus with my new beatiful landers its gonna look cooler. Next time I post I am gonna talk about the landers and their challenges thank you all for reading. Note: In order to get rid of the insane lag I had to reduce the part count. My old designs each had like 250 parts but this one only has 92. I had to do this or my game become unplayable...
  15. Hi, Post the score you got on this mission from SQUAD. Here's mine: 8750 - Gold Award.
  16. Complete challenge: Orbit around Kerbin. Extra challenging: Land on the Mun (or Minmus) + Extra: Return Super duper hard: Land on Duna + Extra: Return Jebediah: Jool 5 and back ??????: Do something somehow harder than that and succeed at it and send proof pls
  17. KSP.AI(All Unmanned, All the Time) Probes only... No Squishy Pilots... Carrier Mode... Table of Contents: KSP.AI.Mission(1, “Escape the Atmosphere”); KSP.AI.Mission(2, “To Orbit!”); The Kerbin-Science-mk1 & code KSP.AI.Mission(3, “To Da Mun!”); KSP.AI.Mission(4, “Sat Delivery”); KSP.AI.Mission(5, “Munar Science Run”); KSP.AI.Mission(6, “Munar Station Assembly”); KSP.AI.Mission(7, “Munar Base”);
  18. Today I did a rescue mission for a contract in my career gameplay. It was in high Kerbin orbit with relatively high eccenticity. But I managed to save Willwise on my first try! The big challenge in doing this mission was that his capsule was very high (above Mun) and at a very odd angle, and I only had basic parts to my disposal. Here is my probe "Rescue 5" (I know, very original) approaching Willwise's pod.
  19. Table of Contents Orbital Negligence Volume 1: The DSA (Demon Space Agency) Orbital Negligence Volume 2: SRAS Beginnings (StarRunnerAeroSpace) Orbital Negligence Volume 3: SRAS Continuum (StarRunnerAeroSpace) SRAS Continuum 1: Fast Track SRAS Continuum 2: Mistakes SRAS Continuum 3: Jool Odyssey SRAS Continuum 4: Deliveries SRAS Continuum 5: DSA Crew SRAS Continuum 6: E.L.E. Links to Wattpad versions. (more book like, no comments) Orbital Negligence https://www.wattpad.com/748919266-demon-space-agency-a-play-through-of-kerbal-space How this started:
  20. Hello, I just got the DLC on PS4Pro (latest KSP-version, all standard settings) and have some problems playing the historical missions. Right during the first mission: The Dawn of the Space Age: After successfully landing (Wernher told me so :)) the K-7 near (but not directly on the runway) the old airfield I return to the VAB either via the button at the top or via the mission diagram. I build the K7-B and want to launch. But here I am sent back to the landen K-7 on the island. Here Wernher briefs me on the 48km-flight. Somehow the spawning of new vehicles does not work, From now on, when I manually return to the space center, all building are locked except the Observation building from where I just can return to the landen K-7.
  21. Hey Guys, im currently creating a very simple return mission with a SpaceShuttle to the KSC runway. Now I have a question: How do I setup the end node properly? When I land in the water the success event is not firing sadly. When I land next to the KSC only the 333points are firing. The setup I thought of is: Gold: Land within 2km of the runway (999Points) Silver: Land within 5km of the runway (666Points) Bronze: Land somewhere on Kerbin (333Points) Here is my node-setup: I hope you guys can easily spot my mistake Best regards, Georodin
  22. Despite having owned KSP for two years, and having played 1320 hours of KSP. Before today I had never been to another planet, and the only two missions I've ever done are a Mun mission and Minmus+Mun mission. The main problem is that KSP terrain isn't very interesting, so it never seemed worth the (with hindsight minimal) effort to go to another planet. This changed with KSP version 1.8, not only did they add the terrain shaders, they updated to a newer version of Unity, which runs significantly better on my potato computer. Due to the apparent easiness, I went to Duna with a small Nerva powered ship and started taking screenshots after entering the Duna system. The clouds are from a modified version of Astronomer's Visual Pack, all dependents except scatterer (Which doesn't work anywhere near correctly in 1.8) Oh how very kerbal... There is a dog in a collar and a shirt on this rock. Dust storm. No one told me Ike was shiny! The AVP dust clouds are quite possibly my favorite thing I've ever seen in any KSP image. Some nice pictures of Kerbin that doesn't have anything to do with 1.8 terrain shaders.
  23. I was just going through the available contracts and saw...this. I swear this is not a Photoshop job. https://ibb.co/02t9ZLx I guess this kind of thing was inevitable!
  24. Hi everyone! I have a contract from StrutCo to skan a big crater on the Mun. I have landed on the very big crater(watch the pic, this is other crater, just the one where I landedis on dark side) http:// https://steamcommunity.com/sharedfiles/filedetails/?id=1760939288 I landed, released the rover with medium robotic arm, but it can't skan the crater. Tell me please if I need a smaller crater or something else to do.
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