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Found 14 results

  1. This is one of my best creations: a reusable launcher made with stock parts only. Average payload is between 20 and 40t: in career mode it prevents huge funds wasting, making contracts more profitable and missions more affordable. However, you can boost it up to 70t with some modifications as extra fuel tanks and a few boosters. For a full technical excursus on how to make this thing fly you can check craft's page on KerbalX or the video I made appositely. For a rapid overview I made a Quick Guide album on imgur, which pics are available after the video. Some specs (from KerbalX): Type: VAB Class: lifter Part Count: 110 Pure Stock!! Don't get mad with those fancy mods which just drain power from your gpu... Mass: 282.41t Cost: 159,700.0 (My average funds recovery rate is between 98% if I land ON KSC, 96% if I land in a range of 100km) I hope to get some feedback of any kind. I hope you enjoy! I hope you'll fly safely =.= Upload huge craft files to the space consuming no gigabytes, or just some fuel tanks... ...and no, you won't waste 'em either. Take advantage of re-entry warming up your snack on the cockpit. Get back to KSC in time for dinner. Land safetely enjoying all those balloons!
  2. I am being offered a contract to ferry 3 tourists to 'Isamund's Wreckage' and have them 'tour the station' there for 18 days. The 'Isamund's Wreckage' is a Mk.I command pod, left over from a rescue mission. It has a capacity of 1. Is it possible to complete this mission by using a 'Claw' Advanced Grabbing Unit and locking a larger vessel to the Mk.I command pod, or would I need to play musical chairs in space for 54 hours? Also, I have never seen this type of contract before. Is it new in 1.3.1?
  3. INTRODUCING... Mabdi's Convenient Tourist Shuttle, by MASA AEROSPACE. [1.3.0] Ahem. This is a shuttle, used for tourism. It has 6 Crew cabins for holding tourists/crew (Duh!). It has 2 Kickbacks, A Mainsail and a Swivel as it's engines. It weighs 138T and has 4,739 m/s of Vac. Delta V. NO PICS, NO CLICKS CRAFT FILE Technical Specifications: Gravity Turn: Like any other craft Shuttle flip: 35km alt. Reentry and landing instructions: Turn on RCS. Burn Retrograde above Crater, until on impact course to peninsula east to KSC. Point Prograde. Turn off prograde and lift nose by 30-40 degrees above hori(s)zon. Turn on bake to open airbrake. No heating problems. KSC Continent @ 35km. KSC/Grassland Terminator at 1km alt. Touchdown at 50km. Turn on Parachute and brakes 2 seconds after touchdown.
  4. Well, lets see what you got! All is welcome!
  5. Hi I was wondering if in ksp when a tourist has multiple locations in their itinerary do they need to be accomplished in one flight or can they be flown multiple times? For instance is a tourist wanted to fly by the mun and land on minimus would those have to be done on the same space flight or could they be launched multiple times from Kerbin? Thanks Tanner
  6. Was there an update at all between 1-17-17 and 1-19-17? I had been repeatedly doing kerbin orbit tourist contracts and could continually complete them, first try, at least 5 times in a row. Today I attempted to do a kerbin orbit tourist contract with the exact same ship and could not achieve 70k ap-70k pap orbit. I tried multiple times and ran out of fuel every time BEFORE hitting orbit, not even enough fuel to de orbit. whats going on? Additional info: Was using reliant initial stage, terrier second stage. In an attempt to be extremely cost efficient I was using just enough fuel tanks to achieve orbit and de orbit. With consecutive failures today I tried switching over to thud x2 on initial stage for greater ISP at sea level to no avail. In all humility it may be my flying but I was pretty consistent at hitting orbit with this same ship. I don't know what could have changed in my flying style to restrict me from hitting orbit.
  7. Was there an update at all between 1-17-17 and 1-19-17? I had been repeatedly doing kerbin orbit tourist contracts and could continually complete them, first try, at least 5 times in a row. Today I attempted to do a kerbin orbit tourist contract with the exact same ship and could not achieve 70k ap-70k pap orbit. I tried multiple times and ran out of fuel every time BEFORE hitting orbit, not even enough fuel to de orbit. whats going on? Additional info: Was using reliant initial stage, terrier second stage. In an attempt to be extremely cost efficient I was using just enough fuel tanks to achieve orbit and de orbit. With consecutive failures today I tried switching over to thud x2 on initial stage for greater ISP at sea level to no avail. In all humility it may be my flying but I was pretty consistent at hitting orbit with this same ship. I don't know what could have changed in my flying style to restrict me from hitting orbit.
  8. I know this has been asked recently, but after going through pages of search results, I just can't find the thread. So, sorry for asking again. I'm having problems completing an early career mode contract. It's the one where you have to get the tourists to pass out with high G loads on a sub-orbital flight (They seem to need over 5 G's for a few seconds). I have the first four tiers of the tech tree unlocked (ie the parts that cost 45 science points to unlock). Could someone give me some advice please?
  9. I'm not sure if this has been requested before but could it we see a feature for offering trips to space tourists like tourist agencies do? Currently a customer randomly walks in with their desired plan and bunch of money, you'll accept it or don't. You'll have no control over their will, you can't control when they come or how many of them come. This makes anything with more than 5 seats not worth it, as they'll fly empty most of the time. What I'm proposing is to have feature implemented so we could, as service providers, offer a package deal with a price we could set by ourselves. Higher to make more profits or lower to get more demand. This would make larger passenger spacecraft and SSTO's desirable, as well as it could incentivize building and launching space liners, stations, hotels and other related infrastructure to support space tourism. This would make Mk.3 passenger module properly useful. This would move KSP from where we're now in reality with dawn of space tourism to age of actual space tourism where space travel and tourism are common things. Slightly related cool pic of Rockwell's concept to make this post little more interesting.
  10. I have 13 tourist to fly to the mun and minmus so I made a little probe with 13 seat around it. My plan is to put this probe inside my space plane to put it in orbit around kerbin with the space left inside my space plane I put 13 seat. I tried to put my tourist direct in the command seat but ksp wouldn't let me do it from the hangar so I made a rover with 7 mk2 inline cockpit and put a docking port to dock with my space plane. even docked I can't transfer tourist to the seat. My question is : There is a way to have my tourist on external command seat?
  11. Hi. So I've been playing career mode again and as usual I got quite a few tourist contracts. You know, those ones where you have to transport tourists to where they want to go. I let these pile up until they got to about four, and then I just threw them all onto one big ship I call the Commuter Train. Its job was to transport all the kerbals to Minmus, then to the Mun where it would dock with a lander I had there. The kerbals who wanted to land on the Mun would transfer to the lander, go down and come back up again and then redock with Commuter Train which would take all of them back home to Kerbin. Something so perfect sounded really good in my head, but in reality quite hard. I got them all to Minmus alright, but now something's happened to the complicated maneuver nodes I had saved with Kerbal Alarm Clock and I'm not sure what to do. Which is why I came here to ask you guys this: do the boxes I've already ticked in their contracts get saved when I land so I can send them up again? Or do they just disappear and I have to start over again? Any help is appreciated, Max
  12. I send a tourist back in a single command pod with a parachute already armed so i don't need a kerbonaut. I noticed I can still adjust the deploy pressure of the parachute during reentry is this a bug.
  13. I have a moded KSP v1.0.5 game and am currently in the beginning of a normal difficulty career game (60+ mods). Sometime, somewhere, Bob Kerman has turned into a tourist, which is indicated in the Astronaut Complex (AC). I don't recall ever putting him in a craft but I do remember a notification that he refuses to work so I must have (his save file entries confim that I did). He is not currently in flight anywhere; he's listed as available for sightseeing in the AC. So, I went into the save's persistent.sfs and quicksave.sfs files and manual edited Bob's entries (new values in red): STATUS_DATA { KerbalName = Bob Kerman LastMeal = 6308.14827883338 IsGrouchy = False OldTrait = Scientist LastUpdate = 265713.985628117 } and KERBAL { name = Bob Kerman gender = Male type = Scientist trait = Scientist brave = 0.3 dumb = 0.1 badS = False tour = False state = Available ToD = 0 idx = 0 CAREER_LOG { flight = 3 0 = ExitVessel,Kerbin 0 = Flight,Kerbin 0 = BoardVessel,Kerbin 0 = Land,Kerbin 0 = Recover 1 = Recover 2 = ExitVessel,Kerbin 2 = Flight,Kerbin 2 = BoardVessel,Kerbin 2 = Recover } FLIGHT_LOG { flight = 3 } } After I do this, I restart the game but clicking on the enabled "Resume Saved" menu entry doesn't display the saved games dialog (I have 4; clicking the button does nothing but dim the button). When I revert to the original persistent and quicksave files, all behaviour returns to normal. How do I get Bob Kerman back to being a regular orange-suited Scientist Kerbal (with or without modifying the .sfs files)? What did I do to turn him into a Tourist in the first place? What changes should I be making to which files to do this successfully in the future?
  14. In career mode, I've noticed that when you bring tourists back to Kerbin, they gain some experience. But once they have seen everything they want to see they disappear along with all the experience. My suggestion is to remember the tourists after completing the missions and that the same tourists will spawn new missions. If you accept the mission, you will get the tourist back at the experience level he was at before. That would give you a reason to keep picking tourist missions. You could progressively "train" your tourists by picking their missions. To make this feature not completely pointless, it would be cool if they received abilities and bonuses like the other kerbonaut classes. An example would be getting additional reputation when visiting new sites, also those that are originally not part of the mission. Higher level tourists receive higher rewards. Higher level tourists will also demand more difficult destinations. This adds to the stakes of tourist missions. Not only are you risking failing the mission, you might also lose Tourfred Kerman, the level 4 tourist.
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