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  1. So I've got quite a few mods that add resources of their own, w/ some being only on asteroids (Graviolium, for example), and I was wondering... how do you guys deal with the massive number of the different resource types? My solution was a mining vessel w/ 16 docking ports and an EL setup that would allow me to autonomously build vessels (Orbital construction docks placed on the mining vessel itself), and use that to build some vessels with resource storage if needed. Then, I was planning on transporting those resources to orbital resource depots placed probably between the Mun and Minmus, with each depot being separated by ~1000 km of height. I was also thinking to store Ore, LFO, monoprop, and other fuels at one depot, metals at another, and other resources (Water, dirt, etc.) at another depot, but I think there might be a better way to do this? Any thoughts?
  2. After having already played on it for over a year I have decided to start posting the results of my KSP career save here,on this career I have set myself the goal of colonizing every single body(except stars) using MKS and EPL as the two main colonization mods. In addition to those two mods I have a huge customized modpack including interstellar engines from Far Future Technologies, a modified version of Beyond Home that adds its system not as a replacement to the stock system but as an addition to it and many more. For other planet packs I also use OPM. Due to the large time already spent playing on the save I will first have to go through the backlog of the many already completed missions and already started colonization efforts, so for the first couple of weeks I will most likely just be posting the earlier missions with whatever screenshots I have of them that i happened to take, if I have no screenshots of the original mission I will show the mission vehicle in VAB/SPH. Chapters: Chapter 1: Beginnings https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287263 Chapter 2: First interplanetary voyage https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287609 Chapter 3: Launch to Jool [Coming Soon]
  3. Note to mods: This may be the wrong topic to post this thread, and if so, move the thread to the correct topic. Welcome to the Orbiting Brick Kerbal Recovery Services! This is a challenge/mission idea, in the reverse direction! Anyone can submit a save that contains stranded Kerbals to be rescued, as well as any restrictions to make the mission more challenging. The rescue missions will be recorded and posted to this YouTube Channel. As well as the mission and save file being shown, the forum username of the person who submitted will be mentioned. Video with more information If you are interested in submitting, send me a private message on the forums. Rescued Kerbals: This section will list the Kerbals that have been rescued, and the user who submitted them.
  4. Every time I tried to orbit with Mechjeb2 with the ascent guidance, the periapsis will not go past 70km but the apoapsis always meets my targeted orbit altitude. I've looked through youtube and forums but there is nothing. It may be something stupid but I don't know.
  5. im looking for a luna MP server to play on if anyone has a server and is looking for members then post here others can also use this as a place to look for fun servers to play on
  6. For the last few months, I've been playing the game with 100+ mods just fine with minimal lagging. I got back into playing it again after a long break and noticed it takes a lot longer to load, open saves, etc. I know the obvious answer would be to remove a bunch of the mods I'm using but it just seems strange that this is happening all of a sudden.
  7. Not sure why but the adapters from NearFutureLaunchVehicles are decoupling apon engine activation. Heres a link to a google drive with the craft file this issue is occuring in, and the CKAN modpack file. https://drive.google.com/drive/folders/1uTFZV84XG33v4HDRUa4gU6HlTYE8InV0?usp=sharing Would be very nice if you manged to fix it!
  8. It's Back! The mission report that no one cared about is back! Same as the last one, it is using my own KerBinary mod, as well as my own homemade frankensteined visual mod. The general stuff is the same, with it being mostly stock + Restockplus and Restock, and with a 2X rescale, because it just feels better. Other mission report: Mod (if, for some reason, you want to use it): The science is not balanced yet but I will get around to balancing it sometime, for now science is just on 50% and I'll be limiting myself to what feels right To get right into it . . . _________________________________________________________________________________________________ In the wise words of some philosopher, everyone starts somewhere. The Kerbals are no exception. For years they have looked up at the sky, and wondered, "Are there Snacks up there?" Today, they find out. At last, the KSP's first rocket was built. It was originally going to be unmanned, but thanks to Jeb's complaining, a small capsule was created just for it. Presenting, the Hopper 1! 3.. 2.. 1.. IGNITION! After the fuel burns out, we reach maximum height at around the pitiful height of 20 km. Jeb is able to buzz some airplanes on the way down. Coming in over the space center. R&D better hold their coffee. And landed! Jeb's hunger for speed, height, and danger, has not been entirely satisfied by this rocket, though. this must be rectified, as well as the collection of more SCIENCE! And so ends the flight of the Hopper 1. A decent flight, it ended in Jeb going almost 1/4 the way out of the atmosphere, but we will certainly go farther on the next launch. I also unlocked some SCIENCE! which I used to get the first 2 techs. The decoupler and the larger boosters would be imperative in the second launch, the Hopper 2! Due to launching restrictions though, we couldn't have made it larger, or else Jeb might have blacked out from the Gees It's a big upgrade from the Hopper 1, with a larger booster, fins, and a decoupler for the capsule so the parachute can be more effective. 3.. 2.. 1.. IGNITION! Strangely enough, the rocket started heating up on launch, and streaks of air began glowing around the rocket. this was later discovered to be a phenomenon called Compression Heating which might need to be factored into future launches, especially on atmospheric entry. Even after engine burnout, the rocket was able to make it to space! Jeb's appetite for danger has probably been satisfied, and we get all of that sweet, sweet SCIENCE! Pretty from up here, isn't it. Decoupling the capsule. Unfortunately though, we later received news that the booster survived the trip, just to crash into Bill's hotdog stand just outside of the space center. This had the side effect of making Bill jobless, which meant we could kidnap recruit him into the space program. No major reentry heating, actually, and the parachute deployed just fine. Perhaps due to the angle, or low speed? Landing in a beautiful meadow. Parallax really is something. In the end, 2 wildly successful missions, with lots of SCIENCE! gained, funds gathered, and we are now ready to go for orbit. Unfortunately, that would require bigger boosters, so Gene will have to put his solar-system conquering ambitions on hold for now. Final tech tree Upgraded astronaut complex, to house all the new captives recruits!
  9. Forgotten Space Program Latest Post: 2021-07-07 - Legitimate Salvage -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Thread of the Month: May 2016 -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper 2017-05-08 - Whispers Volume 2 Sequence 5 2017-05-14 - Mission Report, Wooden Nickel 2017-05-23 - Crazy Talk, Manganese Station 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire Volume 2 Sequence 6 2017-07-03 - Ghosts On The Ice / The Other Side 2017-07-14 - Into The Abyss 2017-09-13 - The Hook 2017-10-19 - Out In The Cold 2017-10-23 - Late Arrival 2017-11-28 - Late Departure 2017-12-04 - Exit Vall, Stage Outwards / Pol-italicized Pol-lution2018-01-31 - Children of Bop 2018-03-19: Where There's a Whip... / ...There's a Laythe 2018-03-27 - Will the Last One Leaving Jool... / ...Please Turn Off the Lights / Year 100, Day 336, Hour 2 Volume 2 Sequence 7 2018-07-16 - Shadows and Whispers / Nickel and Dimed 2018-07-24 - Council of Copper / Another Nickel's Worth 2018-08-03 - Controlling Copper / Supplying Chaos 2018-08-12 - Project Copper / Culpa de Cuprum 2018-08-19 - Copper Loss 2018-09-16 - Titanium: The Next Generation 2018-12-03 - Where We Left Off / Copper Gains / Friendly Warning 2019-05-08 - Planning Pioneers / Living with Copper / Copper 12 2019-05-27 - Copper Supply 2019-06-09 - Titanium Y-6 / Iron Transfer 2019-06-12 - Iron Enrichment / Titanium Y-7 / More Irons on the Fire 2019-06-18 - Titanium Sky 2019-07-22 - Interlude - Course Correction Volume 2 Sequence 8 2019-07-30 - Alone on Duna 2020-12-03 - 28 Days Earlier / Ghosts and Stuff 2021-07-07 - Legitimate Salvage (Shift + Enter. NOT Crtl + Enter. Shift + Enter.) -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.4.5) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Older Mods in Use (for previous KSP v1.3.1) Older Mods in Use (for previous KSP v1.2.2) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  10. The Kerbal Air Force Rearmament Challenge CHALLENGE SUSPENDED The Kerbal Airforce is in dire straits (not the band, although they are amazing). A recent strategic attack on their hangars and airfields has wiped out all of their combat-related assets, and we need YOU to design an aircraft (anything that flies, anything.) as a measure that will give us the material advantage in future combat situations. This challenge allows mods, they are so far limited to: Airplane Plus, BDArmory, North Kerbin Dynamics, Ground Effect, all the NFT mods, Restock-like visual mods, Aviators's Arsenal, KerbalField, KJR, Simple Repaint, SXT, Working Under Lite, NAS, SXT, KTech, OPT, NMB, Interstellar Fuel Switch, Cold War Aerospace, Procedural Wings and Tweakscale (Others could be considered as well). DLCs are now allowed, the craft must be made in 1.11.X or later. You may build an aircraft for any of these classes, or, a multirole aircraft that conforms to multiple: Air Superiority Fighter: Relatively fast, more maneuverable than average, Sufficiently capable of taking down other aircraft by any means necessary. Must be equipped with a radar for air-to-air radar locking, 2 x .50 cal MG's minimum. Interceptor: High speed, high climb rate with decent maneuverability, must be able to quickly scramble and climb to altitude to engage multiple of singular hostile targets. Must be armed with at least 4 x Air-to-Air missiles. Naval Fighter: Same rules as an Air Superiority fighter, but must be carrier-operable and with a low stall speed. Ground Attack Fighter: High Survivability with decent speed, must be armed with at least 4 x .50 cal MGs or two 20mms or a single 30mm, must be able to deliver targeted strikes and secondarily assist in controling the airspace. Preferably equipped with both an Air to Air and an Air to Ground radar system set. Must carry at least 2 ton of ordinances. Bomber has multiple subclasses: Heavy: Must be suited to high (4km+) altitude, carry at least 25 Tons of ordinances, minimum cruising speed of 100 m/s. Minimum range of at least 7,000km. Medium: Must be suited to high altitudes, carry at least 15 Tons of ordinances, minimum cruising speed of 120 m/s. Minimum range must be at least 5,000km. Supersonic: Must fly above 3km, at least reach Mach 1 in a straight line, at least 10 tons of ordinances. Minimum range of at least 3,000km Light: No minimum altitude restrictions, at least 5 ton of ordinances, no more than 2 propulsion systems. Minimum range must be at least 3,000km Naval: Must be fully carrier-based, have a low stall speed and should be able to stow away it's wings for a reduced deck footprint, at least 7 Tons of ordinances (can be Mines, Depth charges, Bombs or Torpedoes). Minimum range must be 2,000km. Stealth: Must be stealthy and have a notable reduction in detection range, time and probability as compared to it's contemporary counterparts. Must be able to deliver at least 5 tons of ordinances. Minimum range must be 2,000km. Reconnaissance: Must be a high altitude, kerballed or unkerballed aircraft that should be equipped with an Air-to-Ground Radar and/or a camera pod(s). Range must be at least 2,500km. Airborne Warning System: A plane equipped with an omnidirectional Air-to-Air Radar system that is not designed for active combat, but rather for surveying remote airspace. Range must be at least 3,000km. Naval Airborne Warning System: A naval variant of the AWS, must be carrier based and have a low stall speed (<70m/s). Range must be at least 3,000km. Unkerballed Reconnaissance: Must be unkerballed, minimum speed must be above 60m/s, must be equipped with a targeting pod and at least 2 Air-to-ground missiles or bombs. Military Transport Aircraft: Moderately-high survivability, must not be reliant on paved landing strips, Should be able to take off with at least 35 Tons of Cargo. Range must be at least 5,000km. OPTIONAL: Should be able to airdrop cargo if required. Helicopter has multiple subclasses: Attack: Must be armed for Air-to-air and Air-to-Ground engagements with a variable ordinance layout. Must have a main gun as standard. Range must be at least 150km Transport: Must be able to lift at least 10 Tons of cargo externally or internally. Must be able to carry armed Kerbals and deploy them under enemy fire in hostile territories. Minimum range must be 300km. Maritime: Must be able to operate from a carrier, can be either in a Transport, Surveillance or Attack role. Minimum range must be 200km Surveillance: Must be light, quick, and equipped with a targeting pod. Minimum range must be 250km. -BONUS- Flying Gunship: Must be armed with at least 2 Howitzers, conforms to a Ground Attack fighter role with appropriate concessions for speed, size and armaments. Seaplane-Fighter: Must be able to directly take off and land on water, must conform to rules for an Air Superiority fighter with concessions for armament. Rocket-powered Interceptor: Must be powered by a rocket motor, Minimum straight-line speed of above 300m/s. Must be armed with at least 2 x .50 Cal MGs. Ekranoplan: A Ground Effect vehicle that flies over the surface, must be armed with either Air-to-Air or Surface-to-Air Missiles or carry at least 5 Tonnes of cargo with a range of 4,000 Kilometers. More TBA. Award: Those whose aircraft have been selected shall get to wear this badge I whipped up in all of 2 minutes, I'll beautify and make it a proper badge later, sorry. Enjoy, and I'll be waiting to see what this community can whip up!
  11. i am getting the error where kopernicus is not able to load the custom planetary system, I have a pretty large modpack: https://pastebin.com/2N3baULb KSP.log: https://file.io/JtuQuDPDXrW9 ModuleManager.ConfigCache: https://file.io/j1szrlQVKlhY
  12. From Ground To Sky By SixAndAHalfMen From Ground To Sky Is an Alternate History verging after the Apollo 17 Mission. Instead of the apollo program ending and skylab starting with George McGovern winning the 1972 election and shortly later increasing NASA's budget. After NASA's sizeable budget increase, the main objective is to put a sustained human presence on the moon. which brings us to... 1973 WIP
  13. whenever open ksp and try to use parachutes, it either -shows deployed in the vab and had a tab in the staging column but never works i saw this happen in parachutes from mods -not deployed in vab, no tab in staging column and not being able to be deployed while in flight happens in parachutes from stock https://imgur.com/gallery/76ejXcS in vab,, bdb's Saturn v with parachutes deployed https://imgur.com/gallery/xzPrqvY stock, outside vab no deploy chute tab open in staging column mod list link https://imgur.com/gallery/OzlSlap how do i fix this
  14. Does it look good or bad? Mods I used: Corvus CF Creator: micha Download link: https://spacedock.info/mod/1405/Corvus CF TextureReplacer Creator: shaw Download link: https://spacedock.info/mod/1824/TextureReplacer
  15. Hi, I hope this is the right subforum to post such contraptions. I tried to build some airplanes that capture the charme of a past that never was. As you can tell, I am quite fond of flying boats and float planes and a huge fan of old school open cockpits. I really, really whish there were more part mods to support such crafts. First up: the White Swan MK1
  16. After the failure of the original Sentinel Design Bureau, all funding was cut and the agency put on life support. Luckily, however, it was revived by the latest administration in the great nation of United East Kerbonia! Now it stands to expand kerbalkind through the planets and moons of the Kerbol system, but first, it has to start all over. This is a rescaled 2x career using a whole slew of mods and custom visuals based off of Spectra. my goal is to somewhat reaalistically explore the kerbolar system and colonize it, and maybe go interstellar. Link To The Original Table of Contents ______________________________________________________________________________________________________________________ Chapter 1 | Starting Somewhere Chapter 2 | Strange Rockets ______________________________________________________________________________________________________________________ Chapter 1 | Starting Somewhere When the Sentinel Design Bureau was revived, a new rocket had to be made to make up for lost tech. Building off of the blueprints that were discovered being used as Bill Kerman's coffee napkins. The result was a brand-new family of sounding rockets. Behold, the aptly-named GoUp 1! With a BANG, the GoUp 1-1 lifts off into the air. Unfortunately, the stability on the first stage was . . . questionable at best And the second stage ignited upside-down But, in the end, science was gained . . . And a new rocket was developed, the GoUp 2! A mighty rocket, with only 1 stage but way more Delta-v It made it higher than ever, but unfortunately, the antennae and batteries were forgotten, leading to no science gain, a terrible misfortune Luckily, in the GoUp 2-2 mission, this was remedied, and science was gained And that end the the first three missions in kerbalkind's rise to the stars.
  17. I installed some visual mods to make my game a bit nicer to look at, but now I found out the kerbals visors are pink. I dont know why, or what mods are doing this. help? Here is a screenshot that I had to upload as artwork because Steam Overlay hates me and is broken: Installed mods: (As seen in the GameData folder) BoulderCo CalmNebula EnviromentalVisiualEnchancements KerbalVisiualEnhancements Kopernicus ModularFlightIntegrator Reflections & Skybox scatterer Squad (of course) TextureReplacer
  18. The sun, like always, rises to the east of the Space Center on... Earth? This is not Kerbin, but instead its larger, wetter cousin. With only one moon and a higher atmosphere, it will more of a challenge to go to space today. But the Kerbals will persist, with boosters and courage and stupidity and boosters! Welcome to the... JNSQ KSRSS Space Race! Hi all! You may remember me from the original JNSQ Space Race, where after technical issues I played the Dressian National Rocketry Association. We're doing it again, but this time in a 2.5x scaled KSRSS, for added Flavour™. Rules are similar to last time: -Career Mode -Medium difficulty +Require Signal For Control -Mods encouraged, as long as they're not cheaty -Reverts and quicksaves Are permitted, but don't abuse them. This is mostly for fending off the Kraken, let your doomed machinations tumble to the ground! These rules will be updated as the race nears its beginning However, other rules such as progression and the scoring system, tech tree mods, contruction time, lifesupport etc. are yet to be decided, as I'd like to have you input on that first! The competitors are as follows: 1. The Neo-Dressian Spacefaring Foundation The NDSF is an organisation founded by eccentric businesskerbs Nertia (not at all related to the excellent modder and KSP2 Dev of a similar name) and Eeloon Kerman. It began when the pair were out on what their agents call a 'Danger Trip' (I think some of them are still hyperventilating) in which they discovered the ruins of the old DNRA facility. There they found an old Imperial Dressian flag, bleached by the sun and torn from wind-strewn rubble and inquisitive wildlife. Judging from what remained of the facility around it, this flag was originally destined for the surface of the Moon, but it was a destiny that was never realised due to the demise of the DNRA... until now. Nertia and Eeloon knew that they needed to take the Kerbals to space once again... For realsies, this time! To this end, the Neo-Dressian Spacefaring Foundation was formed. Similarly to the DNRA before it, it sported the national flag of the Dressian Confederacy, but as most of its funding came right out of Nertia's own Gluon Corporation, its logo was plastered front-and-center of the NDSF's flag. While it still recieved government subsidies, the NDSF was far less reliant on them than the DNRA, this hopefully meant it could take a few hits financially before it went under. 2. Space Agency of the Western Hemisphere (SAoWH) It's known for its long acronyms and lack of creativity in naming, and every rocket, spacecraft, kerbal, station and base will have long acronyms as their names. Despite its name, it's actually just a small country that forgot its own name throughout its history and is now called "Small country in the west of earth" with SCiWE as its acronym. The naming schemes in this country always cause troubles in international relations. Even though it is a very small and unimportant country, its space technology is surprisingly advanced. The race will begin when we have enough people, and once some of the above rules have been agreed upon. So go forth, and form your own space agencies!
  19. Hello all! I have just completed building the ship Hail Mary from Mr. Weir's latest novel. Now, obviously there are some inaccuracies, one of the most glaring of which I will detail below. (!SPOILERS TO FOLLOW!) The ship in the novel was powered by an alien micro-organism called Astrophage, emitting infrared light at the 25.984 micron frequency. To simulate this I have simply included a transmission module from KSP's interstellar extended mod (henceforth referred to as KSP I-E) in my engine module which was incorporated in the config file of one of their lasers. Then, I added in a new resource labeled "Astrophage", with the approximate density of a cell (even more spoilers; in Weir's book a huge panspermia event occurred at Tau Ceti which means that all living organisms have the same rough properties and hence, same structures.) I then incorporated this new resource into the fuel tanks provided by KSP I-E, and voila! I now added the fuel tanks to fit the correct volume as specified by Weir. Except... not really. For some reason the fuel tanks only hold about 900 tons of fuel as opposed to the 2,000 they should. Despite following Weir's details as closely as I could ("largest diameter they could launch was about 4 meters... three fuel tanks side by side... estimate they take up about 75 percent of the ship's volume), I find that Astrophage has to be either too dense to be a reasonable cell or, more likely, I have messed the proportions up. With all that ranting out of the way, I will below post Mr. Weir's Hail Mary specifications as opposed to my vessel. Weir's ship specifications: Dry mass 100 tons, wet mass 2100 tons, delta-v 0.92c (acceleration to and deceleration from), 3 crew, induced comas, "a few months" of food supplies, 125m^3 internal habitable volume, ~500m^3 total volume My adaptation's specifications: Dry mass 104 tons, wet mass 1012 tons, delta-v not yet measured accurately due to time, DeepFreeze chambers (which Weir unfortunately explicitly said DO NOT EXIST on his ship.. grr.. are there any other mods that can simulate reduced consumption of resources while not eliminating it completely?), 70m^3 internal volume, 7 months of air and ~4 months of food/water for 3 crew. More details to follow on the layout shortly. Thank you all for your time reading this, and I welcome any feedback or input from any fellow readers to try to improve the design replication!
  20. Kerbal States Forever Game Mode: Science Sandbox. Jingoist mode; on. Spiritual successor to America Rising. Chapter One – A Higher Frontier Launch 1: Vanguard 1 / Vanguard SLV 1 Year 1, Day 1 - 0001 Hours Mission: Technology Test satellite to medium Kerbin orbit. Location: Kerbal Space Center Agency: KSN The honor of launching the world's first satellite went to the "civilian" team of the Navy Research Laboratory (NRL), headed by Rosen Kerman. Based out of the Kerbal States' premier launch site at Kerbal Space Center, the NRL team was a major player in the space program from Day One. Launch 2: Explorer 1 / Juno II 1 Year 1, Day 4 - 0434 Hours Mission: Science satellite to medium Kerbin orbit. Location: Green Sands Proving Grounds Agency: KSARMY Second to orbit a satellite, but not necessarily second-best was the Army's team out of Green Sands Proving Grounds. Led by the world's leading rocket engineer, Werhner Von Kerman, the Army was poised from the beginning to become the premier agency for the development of satellites and spacecraft. Launch 3: Explorer 2 / Juno II 2 Year 1, Day 16 - 0538 Hours Mission: Science satellite to medium Kerbin orbit. Location: Green Sands Proving Grounds Agency: KSARMY Von Kerman was quick to launch a second Explorer after the first, in many ways only to cement his team's ability to repeat their success. Launch 4: Vanguard 2 / Vanguard SLV 2 Year 1, Day 29 - 0253 Hours Mission: Science satellite to medium Kerbin orbit. Location: Kerbal Space Center Agency: KSN The second of NRL's satellites included an experiment package as a proving flight for using satellites for scientific research. Launch 5: Pioneer 1 / Jupiter Able 1 (J3-AB3) Year 1, Day 47 - 0018 Hours Mission: Science probe to high Mun orbit. Location: Kerbal Space Center Agency: KSARMY/KSN The Pioneer project was the first direct collaboration between the services to jointly launch a series of exploratory space probes. Each service was assigned the lead to launch one space probe to Kerbin's moon. Whilst the Navy and Army immediately joined forces to produce the Jupiter Able launch vehicle, the Air Force remained aloof. The first Pioneer was NRL's space probe.
  21. Introduction I've been playing stock KSP, or visual mods only, for a while and reckoned it's time to have a go at a modded career mode playthrough. I wanted something in the same vein as stock but with more and different challenges. In particular I wanted crewed spaceflight to be more demanding, and uncrewed spaceflight to be more autonomous. I settled on the following mods with UnKerballed Start, kOS, and Snacks! the headline performers. Episode 1 Mission 1: Sprite 1 As in stock KSP, there's not much design space for the first rocket, but unlike the 'Jumping Flea' it will be a completely unguided sounding rocket. Each of my playthroughs have a different naming scheme. This time round I'm using mythical creatures - so here's Sprite A. It only needs to reach 200m so I'm only partly fuelling it. Light the fuse and watch it go... 'Catastrophic failure'? Nope, I fulfilled the 'First flight' and 'gather scientific data from Kerbin' contracts! Onward to greater things!
  22. Hey everyone. I recently upgraded my OS and didn't think that I'd need my game save and so I didn't copy it over. Once I finished the upgrade and downloaded the game again, I realized that the latest version of KSP isn't compatible with a lot of my mods. Is there a way that I can get a specific version of KSP to point ckan at? I bought on both steam and GOG (long story. bought twice, once in 2015 and again in 2018), so if there is a way that is possible on only one store, I'm fine with that.
  23. Galaxies Unbound is hosting Luna Multiplayer Servers, one for warfare, and one for collaborative colonization, however, in the future, we may do other multiplayer challenges, Such as space races and the like Join the Discord for More Information JOIN DISCORD FOR ALL QUESTIONS https://discord.gg/KUNV92PHbR Mods that will ALWAYS be present in the challenges @StarCrusher96's Galaxies Unbound @R-T-B's Kopernicus @JadeOfMaar's OPT Spaceplane And finally, last but not least @Nertea's Near Future Construction, Spacecraft, And Launch Vehicles General Rules that apply to ALL multiplayer servers No Vessels which are intended to crash the game No Part Mods or planet mods outside the ones specified in the rules of the server No Cheats Unless otherwise stated(Unless the Kraken destroys your ship or something, or if a ship flips over due to something unreasonable) No Blowing up peoples ships unless otherwise stated In General, Don't Be a Jerk If you violate the rules more than 3 times, you will be banned from participating in future multiplayer challenges(asside from part mod rule, in that case, the vessel will be removed) Don't complain about the modlist if you aren't planning on playing, the modlist is set when we start, so if u want to pick the modlist, just wait till the current one ends Requirements to Play Have Discord Have KSP Read all rules before joining Note that warfare has a limited number of slots, get em while you can
  24. Hi all, Recently I have been having problems with specific engines on Waterfall. It's quite hard to explain... here's a screenshot (bit hard to see) https://imgur.com/a/k8p6XrO Mod list: --START MODS-- [x] Science! 000_ClickThroughBlocker 001_ToolbarControl Astronomers Visual Pack B9 Part Switch Better Time Warp CactEye Space Telescopes 2: Refocused Distant Object Enhancement Environmental Visual Enhancements [EVE] Eskandare Heavy Industries Kopernicus Kraken Science Kronal Vessel Viewer Modular Flight Integrator MSP-3000 Material Science Pod Persistent Thrust ReStock ReStock+ Scatterer Scatterer Atmosphere Cache Sigma Space Tux Library SSCEP Stock Waterfall Effects Waterfall Zero Mini AVC Module Manager Module Manager Config Cache --END MODS-- All mods are the latest version the last time I checked. I have not touched the files, they were all installed by CKAN. .log file: https://we.tl/t-Ijgh4FBFYC Any help would be appreciated.
  25. I am going to start a Career Mode Mission Report here. As the name may suggest, I have both DLC and 'a few' mods: Also, if you see a box as the last letter of the title, that last letter is an interrobang (combined exclamation point and question mark). *edit* I'm playing on 1.12.3.(whatever)
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