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Found 40 results

  1. Johnster_Space_Program

    Extreme Career Mode Challenge

    Hello! I have a new challenge that I would like you to try called Extreme Career Mode! As it sounds, its like a hard career mode but more extreme and difficult. So far I've only done suborbital flights in the extreme mode, but I will try orbital flights soon. The 2 most important things you need to get in this custom settings mode in extreme career are funds and science. Here are the settings you need when starting a new career to attempt my Extreme Career Mode: Re-entry heating: 120% Starting Funds: 5,000 Science Rewards: 20% (1/5 of the normal science you'd get) Funds Rewards: 30% (About 1/3 of the normal funds you'd get) Reputation Rewards: 30% (About 1/3 normal reputation you'd get) Funds Penalties: 300% (3x average penalty) Reputation Penalties: 300% (3x average reputation penalty) Decline Penalty: 4 (Bigger losses if you decline a contract) As you play through this challenge in career and attempt it, tell me below how its going (via pictures or a reply)! I will also update you on how i'm doing in Extreme Career Mode as well, I hope you try it! Also, like Iso-Polaris said, I recommend you do this challenge with these mods, to make it more fair/balanced:
  2. Johnster_Space_Program

    What I've Done So Far in Career Mode #2

    Hello! Welcome To The Second of Many What I've Done So Far in Career Mode, where I share with you what ive done so far in my new career mode! If you haven't looked at the last one I made about the career mode, I suggest you read that post first before reading this one, so you will know what has previously happened. So, this is what happened this time I played my new career mode. First, Ikicked off space tourism by doing my first tourist contract from the tourist plus contract pack, as seen in the images below (everything went well!) Next, after successful minmus flyby and orbiter missions, I did the first landing on the minmus and safetly returned back to kerbin! (Though I ran out of fuel so I had to push the craft most of the way back) The next few images show the actual landing, which was easy due to minmus having low gravity (only 2nd to gilly's, im pretty sure) After landing, I planted a flag and did some science for a contract. (Tell me who's on the flag, in the 3rd image below) So after that I took off and headed back to kerbin. Expect that I ran out of fuel and had to do this for about 20 real life minutes just to get back... Now, the spacecraft is approaching kerbin, and had a successful landing in a grassy area of land. And so that brings the end of the 70, almost 71 day long mission to land on minmus and get back. But I have one more mission to share with you, Luna 2. So yeah for another historical progression mission, this time I did Luna 2 (AKA Lunik 2), which impacted the moon. https://en.wikipedia.org/wiki/Luna_2 And that brings and end to the second post of this, I hope you see the next one!
  3. Johnster_Space_Program

    What I've Done So Far in Career Mode #1

    Hello! Welcome To The First What I've Done So Far in Career Mode, where I share with you what ive done so far in my new career mode! If you haven't looked at the previous 2 posts I made about the career mode, I suggest you read those posts first before reading this one, so you will know what has previously happened. Post 1: Post 2: Ok, so now that you have read those 2 previous posts or have already read them, lets get started! So, starting this off, the first thing I did after completing the minmus flyby, was doing a mission to orbit it (for some more science), as seen in the pictures below! The orbit I was in was roughly 18,000 m by 20,500 m so I could get more low science data and do EVA reports as I flew over different biomes I also got this awesome image of kerbin and the mun rising over minmus from orbit. After doing a few orbits and collecting lots of science, I did a burn to leave minmus and head back for a landing on kerbin. (Notice the mun orbiting around kerbin in the background as it changes position.) After reentering kerbin's atmosphere, I landed this time (not splashed down) near some mountains and planted my first flag, as seen below: After collecting lots of science from the minmus orbiter mission and spending it on better parts in the tech tree, since I have the historical progression contract pack installed, I decided to recreate the Soviet Luna 1 mission next, which was the first spacecraft to flyby the moon. (More about it at: https://en.wikipedia.org/wiki/Luna_1) After a successful launch and burn into orbit, I did another burn to put the spacecraft on a munar flyby trajectory to put it into a solar orbit (like the real life mission). After entering the mun's SOI, I took a screenshot with kerbin setting in the background in 2nd/3rd image (you can call it kerbinset, since its the opposite of earthrise). So after ejecting the other stage from the spacecraft it changed the periapsis to just about 4,800m (which is dangerously close). Luckily the spacecraft survived the close approach to the surface and I got a good view of some rocks on the surface and later a kerbinrise (similar to earthrise). After that the mission was complete and I got the contract complete screen (as you can see below it shows what the acutal mission did, pretty similar to mine, but not as close) And so that brings an end to the first of many to come What I've done so far in career mode posts! I can't wait to share what I've done next tomorrow!
  4. Johnster_Space_Program

    Career Mode: Mission To Kerbin's Highest Peak

    Hello. I recently attempted a mission to kerbin's highest peak to complete an objective in career mode and this is what happened. First, here is a look at the craft I used, its a pretty basic rocket, it was able to get into orbit easily. After the rocket was done, it was time to launch! The launch went pretty well, as seen in the next few images. (I used Jedediah Kerman for the daring mission) After getting above 70,000 m, I coasted to my apoapsis, and did a burn to enter into kerbin orbit. Now that I was in kerbin orbit, I prepared to do a burn to change my inclination so it would match with the mountain's inclination. But before doing that, I decided to do a EVA Spacewalk. With the EVA complete. It was time to get back In the ship and do the burn, but, as I found out, I ran out of fuel before I could finish the burn. After loading a quick save I decided to give up on the mission for now and return back to the ground (or sea, because that's where I splashed down) I will reattempt this in Career Mode in the future, but if you have any tips or ideas to help me out, tell me below! This is JohnsterSpaceProgram, signing off until my next post!
  5. Johnster_Space_Program

    KSP: Mission To Minmus

    Hello! Johnster here again, with a new post about career mode, this time, its about my mission I did to minmus and back! So, after a successful launch, I did a burn for the minmus flyby (I decided to flyby at a distance of about 30,000 m so I would get lots of science) the first images you see are after the burn as kerbin got smaller and minmus got larger. First look at Minmus, from 28,367 K from Kerbin. (Its still pretty small, only slightly larger than a dot) Now I am at about 37,390 K from Kerbin, it has grown even smaller, and minmus is getting a little larger. The next 2 images, from 42,203 and 44,654 K from Kerbin, show the progression of Minmus's size from the spacecraft as it approaches it Finally doing what I came to minmus in career mode to do, get science! (First, I am getting some high space minmus science, then when I am a lot closer, low space minmus science) After doing that science, I decided to do my first minmus EVA spacewalk, from around 500,000 m away. (Its high space minmus spacewalk) Now I am getting really close to minmus, as I prepare for a second minmus EVA spacewalk and low space science. At this distance, I can start to see higher resolution detail in minmus than in the previous image Closest Approach To Minmus! Now that the spacecraft is at its closest approach to minmus, I collected some low space science, and did my 2nd EVA Spacewalk. Leaving Minmus. After that, here are some images of the spacecraft leaving minmus and the 3rd and final EVA spacewalk. Back To Kerbin and Landing. These Final Images Show The Spacecraft Approaching Kerbin, and splashing down, putting an end to the successful mission. And that brings an end to this post about the mission. If you have any tips or ideas for me, tell them below!
  6. Cough cough. **Starts speaking in a dull narrator voice This mission report documents the history of the Automated Space Program, lead by none other than the fearless HAL 9000, the A.I designed to run a space program. Why didn't a Kerbal of remarkable talent step up to the plate instead of this automaton? Because the Kraken banned space travel from kerbals. If a single cell of kerbal flesh escaped the upper atmosphere, then the Kraken would slaughter the population of Kerbin! Or so our several hundred mages/witch doctors/wizards kerbs state after coming out of intense trances huddled together in their holy places. Everyone knew that they spoke the truth. After all, they said that sensibility was an evil not to be practiced, which we have followed up to the extreme. We have NO cities whatsoever, and yet we built a magnificent space center. There are literally no other structures on the planet, except those which were related to the space program of the distant past. Also, our mages/witch doctors/wizards have spawned in green monoliths in random places, because they were being insensible in accordance with the Kraken's laws. Anyway, enough backstory, lets get into the meat of this story. **Changes to a scholarly voice, full of appreciation for his subject I have been messing around with the KOS mod for a little while, and I have decided to create this mission report series so that I will practice this to hopefully great effect. I will make this series primarily about the substance, that is, how I programmed X to do Y and not Z, but pop in the occasion joke, as seen above. I will launch NO kerbals, not one, doing everything with KOS. I will use kerbonauts inside the atmosphere, and rescue them from orbit, but nothing else. My install of KSP is 1.4.4, so mods that work for me probably won't work for those in KSP 1.5+. I have installed a fairly large mod pack, roughly 30 mods, seen below. And with this, I wish all comers, Happy Explosions!
  7. I present you a difficult engineering challenge: Build an SSTO that uses tier 4 parts and below, that can be launched using tier 1 facilities. You'll face juno jets, EC drain (no panels), tight flight envelopes, and toothpick landing wheels. Your only source of EC will be from your engines and those measly batteries. Special flight and re-entry planning is crucial. It took me a few hours, but this challenge is possible. If anyone wants proof or needs help, I can PM you my craft and some tips that worked for me. It meets all the requirements (and bonuses, except for the commnet one - that's untested). Hopefully I'm not the only one who finds engineering challenges thrilling... Rules: No refuelling or help from external spacecraft. No EVAs (tourists can't EVA, and crew can't EVA off the ground with a T1 astronaut complex). The craft should work on normal difficulty (regular reentry heating). Note: If you really want: You can disable commnet. Reach a stable orbit of at least 70 km using tier 4 parts and below. Have a payload of one tourist. This is the hard part! You can use building/pilot aid mods, but your craft and it's flight should be reproducible in vanilla. Note: If you really want, you can use SAS (in sandbox) even though the T4 stayputnik doesn't have SAS. You can build your planes in sandbox, but make sure they fit within the T1 facility restrictions (https://wiki.kerbalspaceprogram.com/wiki/Runway) Note: If you really want, you can use action groups even though the T1 sph can't do that. Note: If you really want, you can launch/land from the grass, or use the T3 runway, or ditch in the water next to the KSC. The craft must take off, fly, and land like a spaceplane. Land in one piece. This is a reusable SSTO, isn't it? Note: If you really want, you can jettison parts at/during launch as long as they don't get destroyed. Basically, this means that fancy launch rigs are allowed. (I've decided to edit in this rule because it allows for more design variety). Hardcore mode (optional challenges): These are only necessary for the #3/#4 win category (see below): No SAS (stayputnik has no SAS) or pilot aids. Takeoff and land on the T1 runway. No action groups (T1 facilities can't set up action groups) Absolutely no jettisoning of parts, not even launch rigs. Use commnet (normal difficulty) and set occlusion to max (you can use ground stations around kerbin). No unmanned control during re-entry if you aren't careful! Who wins? This isn't really a competition... If you want to compete, here are some milestones to aim for: Use as few parts as possible to reach orbit (my design uses the max amount of 30). If there's a tie in part count, the cheaper vessel wins. Whoever's vessel can achieve the highest orbit apoapsis AND RETURN wins (basically delta v, but piloting and aerodynamics matter). Whoever fulfills all the bonuses using the least amount of parts. Whoever fulfills all the bonuses and can achieve the highest orbit apoapsis AND RETURN wins (basically delta v, but piloting and aerodynamics matter). Use plenty screenshots or record a video to show your design. Good luck!
  8. KerbalChamp2006

    Countries maybe?

    So i was thinking about adding countries. Before i continue, don't worry, im not suggesting turning ksp into a war simulator. Anyways, what i was thinking is maybe if you land in a different country, you'll have to pay a recovery fee. Some countries more strict than others, and others not requiring a recovery fee. Also contracts from other countries would give more money. Let me know what you think about this.
  9. Hey guys, It's my first post- and I want to kick off this journey with a new idea! The idea of multiplayer is not new at all. Many players have suggested it before, but the level of difficulty cooperating with other players would be nearly impossible. What I'm suggesting is a race to the science tree, and other Celestial bodies. The players would _not_ interact with eachother, however. They would only be connected via leaderboard. Each player would have their own save file. Time warp would not be an issue. (See scoring) I haven't quite though of a scoring value, but I think it would be a ratio of some sort. Maybe science per price of missions(efficiency), Reputation per science points(Public interest)- still needs to be _thought though thoroughly_ Its also vulnerable to cheats. Cheats = _bad_ Again, first post!
  10. Start a new file in Career Mode, plant flags on every landable body and return safely as fast as possible. It's tricky, but boy it's fun! The careful planning of KSP mixed with the frenetic action of speed running is a match made in heaven. I've enjoyed quite a number of KSP challenges, and can say there's nothing that tests and rewards your KSP mettle quite like a real-time speedrun. This takes a huge amount of planning so please have fun posting works in progress. For example, see how far you can make it in an hour! These rules were chosen to make the run as entertaining and accessible as possible. If something gets in the way of your enjoyment, just ignore it and make a note in your post. 0. Put a flag on every body (except Kerbin, Jool and the Sun), and return all Kerbals home safe in a single segment of normal difficulty career mode. You're welcome to quicksave and quickload as much as you'd like, but it's all on the clock. If you do this in multiple sittings, just add 3% (added linear) to your time for each sitting to make up for getting to show up fresh. 1. 255 part limit on ships. This allows people with all varieties of computers to run in stride with minimally laggy time losses. The specific number '255' is convenient due to it being the maximum part count of the level 2 VAB. Though this rule may seem limiting, it encourages interesting and careful ship design. 2. No gross clipping. This is unfortunately not a hard-and-fast rule, so I'll detail the broad strokes. Rotating fuel tanks into eachother or using symmetry to clone tanks within eachother is not allowed. However, many parts are intended to work with a bit of clipping, such as the aerodynamic parts, structural parts and several utilities. These are ok! Just use your judgement (famous last words). 3. No phantom force drives. It changes the feel of the game too much. If they're your jam, you should totally do it anyway! I look forward to seeing it. 4. Consistent glitches only. Some glitches can be great for speeding up your run, but glitches can add a huge random element to your run. Please avoid using glitches that add more than a few minutes of random variability, If it's super sweet, exceptions can be made. This rule can either mean that a glitch should be highly consistent, or quick to retry. 5. If the game crashes, reload. This challenge goes to every available SOI often in a single sitting. It's yummy tasty Kraken bait! If the game happens to crash, just pause your clock and reload KSP. Start the clock again when you start loading your save file. We'll just do this by the honor system. Computer disparities could be an issue, though it's mitigated by the 255 part rule. If you want to play but think your computer will hold you back, just tell us your load times, and we can take it into account. Proof is not a big deal. It's all on honor system, really, but this is a forum so find some way to share your valiant triumphs and crushing defeats! A nice finishing shot is to show all the flags in the tracking station and the happy Kerbals in the astronaut complex. Versions of all sort are accepted after (naturally) v0.24. Mods just need to be noted in your posts. Please avoid physics rebalances, unbalanced parts or autopilot mods. The ultimate goal is to run this in vanilla KSP, though- it's much more exciting when you need to time your suicide burns by eye. Works in progress are hugely encouraged. The joy's in the journey, share it! Best Regards, - Cunjo Carl Leader Board @Ultimate Steve Fastest time yet at 7h 50m 49s (Stock v1.4.3) @Cunjo Carl at 8h 6m 50s (Stock v1.0.5) (stock trophy pics incoming in the near future)
  11. Hey, so since update 1.4.2, I'm now getting a ton of useless messages regarding my contracts. Like if I'm supposed to test a certain part at speed and altitude, I'm getting messages telling me I'm at the required speed or altitude even if I don't have the part on the craft. When you have like a dozen contracts going at the same time, it gets really irritating, because I'm getting messages constantly and none of them relate to what I'm actually doing. This is something that cropped up as soon as I installed 1.4.2. Is there a way to turn this off? I'm running a stock install with no mods. The only weird thing I can think of is I started this career in 1.4.0 and carried it through until 1.4.2. Thanks in Advance UPDATE: It's gotten even worse. I have a contract for a satellite that specifies "Maintain Stability for 10 Seconds", and now every 10 seconds if I'm not rotating or accelerating, and no matter what craft I'm flying or what orbit it's in, I'm getting a notification that I maintained stability for 10 seconds. Please help, this is really bizarre and annoying.
  12. Hey, so since update 1.4.2, I'm now getting a ton of useless messages regarding my contracts. Like if I'm supposed to test a certain part at speed and altitude, I'm getting messages telling me I'm at the required speed or altitude even if I don't have the part on the craft. When you have like a dozen contracts going at the same time, it gets really irritating, because I'm getting messages constantly and none of them relate to what I'm actually doing. This is something that cropped up as soon as I installed 1.4.2. Is there a way to turn this off? I'm running a stock install with no mods. The only weird thing I can think of is I started this career in 1.4.0 and carried it through until 1.4.2. Thanks in advance
  13. I have started to stream my miss adventures in a new series that will follow Captain KneeBall's space exploration company on Kerben. Each new discovery will involve death deifying advancements in the KneeBall space program. Already the price is almost unbearably high as we lost two brave Kerbalnauts in early flight tests. The loss of the first female Kerbal ever in the 2 day history of the KneeBall space program has shot venomous doubts into the minds of all Kerbals. KneeBall News has obtained these two amateur videos of the recent incidents that claimed the lives of Jebediah and Valentina Kerman, two valued and iconic faces in the KneeBall space industry. Jebediah kerman's Final moments Valentina Kerman's Final moments "Should we be risking our life for exploration of our unknown planet and star system?" "We have lived here for millions of years and never needed to explore anything why start now????" These questions are flooding the news stands as anticipation builds for the next mission at hand. Far from our safe and forgiving homes is a point that is slotted for exploration. Location DV9-C is an unknown area on the southern tip of our continent. It holds unknown horrors and the romantic allure for explorers like Bardock Kerman, who is slated for the upcoming mission. Bardock and his team will take off in the "First Bird 3.1", A robust science vessel created just for this mission! Things to expect and look forward to: No hitting replay No Quick Saves Live or Die by quick wits or intelligent design Stock game with only the SpaceX mod installed No Mechjeb Doing everything the hard way Entertainment I will post back here on any updates of KneeBall space industries progress. If you would like updates on when I go live in Kerbal space Program on Twitch please follow me on Twitter and follow me on Twitch
  14. Xbox One EE release Cursor controls Career mode, hard setting (purchase of new parts disabled because that doesn't work) Bug: You can "recover" a craft while its in flight, not just when its on the ground, recovering the parts and funds, as well as any science on board prior to say impact with the ground. Expected behaviour: only able to recover a safely landed craft that is stationary relative to what its landed upon
  15. Xbox One EE Cursor controls Career mode, hard setting, purchase of upgrades disabled because it doesn't work Bug: Contracts vanish from the list, moving from the mission control building after accepting a contract to the VAB then to the launch pad - upon arrival at the launch pad the selected contract was no longer present - returning to mission control indicated it was not on the "available" list, checking the "current" contracts showed none currently in progress, the "completed" tab was also empty despite half a dozen contracts having been undertaken and completed, cashed in etc. Notification messages for completion of contracts still present, but not in mission control. Expected behaviour: once selected a contract remains active until completed or discarded
  16. Not really sure if this Is a bug, but I'm not sure where else to post it. I had a relay in orbit of minmus, went to the pause menu to go back to the space centre, but I found that I could press the "recover vessel" button, which I previously thought was only for recovering vessels on kerbin, but my vessel was recovered and i got something like 40% recovery funds. Seems very odd because half the fun of this game is launching vessel after vessel in an attempt to return stranded kerbals. But this can be done simply from the pause menu? So my question, is this intentional? Thanks in advance
  17. *answered* In the R&D facility when looking at other parts in higher tech levels each part has a money value underneath it different from the actual part cost. Can you individually research parts by spending some extra money if you lack the science? Is it a bug? Is it because of my career mode settings? Or just something for a later date? Thanks
  18. Hi, I'm playing a career mode game, and upgraded the Mission Control building to Level 3 (maximum) a long time ago. The game says this upgrade should allow "unlimited number of active contracts". Although the upgrade did indeed remove the hard limit on the number of contracts, I found that the game simply didn't offer me any more contracts once I had 14 active. Whenever I'd complete a contract, I'd be offered a new one, one-for-one, but no more than that. One day when I completed a story contract, the game offered me two in its place, which expanded the "rotation" to 15, but a few contracts later, for no apparent reason, I completed one and was not offered a new one, reducing it back to 14. The other day I completed a non-storyline contract and was offered two in its place, so it's now back up to 15. Does anyone know what's going on here? Is this "intended" behavior by the game? An arbitrary technical limitation perhaps (e.g. due to the contracts being stored in a fixed-size array in the game code)? I would really like to be able to have more than 15 active contracts. Right now, more than half of the effective "slots" are tied up with long-term missions that I can't (or don't want to) start yet - e.g. I need to unlock the requisite tech tree nodes to complete ore contracts, and I don't want to skip any of the storyline contracts (thus I can't escape Kerbin until I've finished exploring Minmus, since that would skip that contract). This leaves only a few slots for active turnover of contracts, which makes it difficult to e.g. get enough tourists on the books to fill up a big, efficient craft to take them to the Mun. Is there any way to "fix" this? Perhaps a setting, or a mod? It seems weird for the "size of the market" to be effectively capped like this; one would expect the market to increase as I demonstrate the ability to perform more ambitious missions more efficiently. Thanks!
  19. This is a summary of the previous exchange between @KSK, @Bottle Rocketeer 500, and myself. KSK origionally said To which I replied BR500's reply... My Reply KSK's Reply Again BR500 replied My sadly reasonable response KSK responded And besides my last response that is what we come up to. What do you think?
  20. I am not a Mod maker, Don't even have the first clue how to begin and no programming experience. But I have what I think is a cool idea for a Mod if anyone wants to take a stab at it. From what I have seen of other mods and what's been done, it shouldn't be too hard and not too involved. There are mods out there that work with the stock recovery and change it. I saw one which limits your recovered funds and such only if you land within X range of a beacon, etc... Other Mods work with the recovery process itself such as Stage Recovery and others. What I envision is a mod which will make you take care that your discarded stages are not dropping into populated areas. What it would do is penalize you in funds and reputation if your debris strikes certain areas. In a Stock Game this would be: No penalty hitting water. Penalty if your debris strikes land. This would be for anything labeled as debris (No Crew or probe core), or has become uncontrollable (Out of power or no parachutes) Config settings could let you allow/disallow the penalty by Biome. After all, what is there to hit in the Desert or Ice Caps? It could be limited to only penalizing for Grasslands and Shore, etc.. A Hard mode would set the safe drop area to offshore only by X number of km (outside of territorial waters/shipping lanes), thus limiting you to drop only in deep open ocean waters (no inland lakes either) With certain Mods, this Mod could be seriously enhanced. Mods like EVE or Stock Visual Enhancements... Those which add City textures. In this case there could be different levels of penalties depending on where you hit. Hitting land by itself results only in a small penalty, but dropping one in the middle of a city results in a severe penalty. Right now, every Mod dealing with recovery only deals with trying to get a little back. If you don't oh well. If you have a recovery mod and don't recover... nothing happens other than you don't get some funds back that you would not have gotten anyways. This would force you to take care where your unrecovered boosters and other debris winds up or get penalized. Anyone remember SkyLab? We don't want Kerbstralia suing Werner Von Kerman and the KSC now do we? Whatcha think?
  21. Build A Grounded base on every planet and moon (Except jool and Kerbin) in career mode! each base has to have at least 5 kerbals on it at all times, and it has to be a permanent base. they have to be at least 50 meters long and 10 meters high, and a width of 20 meters Cairojack, If you're reading this, This is NOT a single launch Challenge NO CHEATING!!!!!!!!!!!!!!!!!!!!!!!!
  22. Post #1 - April 13th, 2017. DISCLAIMER: This entire thread is intended as a parody of the space race, so please don't take what I say seriously. Kerbin's Geography: 1943 - 1978 (Current): Mod list: Please be advised that I am currently accepting payloads submitted for launch by "private companies." Preferably, payloads must under 15 tons, but the limit is 25. The only mods you can use are MOLE, Tantares (Either LV or spacecraft), TRAILS Plus, Home-Grown Rockets (With the patches for use in 1.2.2), Fuel Tanks Plus, KAS/KIS, and Ven's Stock Revamp. I'm not installing mods just for your payload, because my game already crashes way too much! Payload submission form below: So. Here it is. I've been wanting to do an Eyes Turned Skyward style mission report series, where I'd play a new career mode game, presented in a history book format (Also inspired by this). These mission reports will have multiple different parties launching space vehicles - the USSR and the USA. Yes - It's basically just a career game with a moderately entertaining backstory - but I wanted to do it so here it is: --- Year 1, Day 1. (April 13, 1957) At a remote complex in southern Kazakhstan, a new ICBM is being prepped for launch. But this is no regular ICBM. And it carries no nuclear payload. As trucks and jeeps drive around the missile, ground crew fuel up and prepare the ICBM for takeoff. This missile contains a small satellite, equipped with four long-range antennae and advanced scientific instruments. At T-minus ten minutes to launch, the three large, green metal launch gantries lower themselves away from the rocket, and the ground crew clear the launch zone. TV crews crowd around barriers, blocking any unauthorized personnel from gaining access to Launchpad-G. The rocket has two stages - the first, an FLT-800 fuel tank, with a singular BPT-180 engine, and a TR-18A decoupler to make way for the second stage - an FLT-200 fuel tank and another BPT-180 engine, with four Vernor engines to keep the rocket on course. At zero hour, the entire stack lifts off the pad, the 158 kiloNewtons of thrust more than enough to propel the rocket through the sky. Huge clouds of smoke billow from the engine as it approaches the highest-ever altitude set by an aircraft - 28 kilometres - and easily breaks that altitude record in a mere matter of seconds. At an altitude of thirty kilometres, the first stage cuts-off, and is jettisoned. The craft coasts to apoapsis, the Vernor thrusters aligning it on the correct attitude for the orbital injection. The second stage cuts-off with a mere ten seconds left in the orbital injection, at which point the fairing deploys and the 'Sputnik' satellite completes the burn using its NT-5R engine - an efficient, low-thrust experimental nuclear engine. The engine, also known as the 'Shiba,' has not been perfected, and slowly emits radiation, which would, if exposed to any astronauts for long duration missions - as the USSR would later find out - be lethal. After the satellite had reached orbit, it took readings with its scientific instruments, and broadcasted a continuous message towards Kerbin: Beep, beep, beep, beep... The successful launch of 'Sputnik' prompted the United States of America to respond with their own space program. In the beginning, the task was handed over to the Air Force, which, to put it bluntly, couldn't get to space if they were given a prefabricated rocket with instructions spelled out in block capitals with simple verbs and multiple pictures and diagrams. They were better at designing aircraft. They just couldn't get their heads around the fact that there is no air in space. So it's no surprise that on Year 1, Day 3 (July 21st, 1957), when the US Air Force attempted to launch 'Voyager 1,' the rocket failed to get off the ground. The two strap-on TX-354-3 SRBs and core SCOUT LRB were designed to carry the satellite, 'Voyager-1,' to an Apoapsis above the atmosphere, where the satellite would perform the orbital injection. However, the engineers made the embarrassing mistake of mistaking the vacuum Isp for the Isp at sea level, which wasn't even capable of lifting the rocket a single metre off the ground! The launch had made a mockery of the US Air Force, and the American people lost faith in their country's ability to compete with the USSR, with the failure being nicknamed "Flopnik" by the American press. And so, on Year 1, Day 4 (October 3rd, 1957), the National Advisory Committee for Aeronautics (NACA) became the National Aeronautics and Space Administration (NASA). And NASA's first task was to launch a satellite to compete with the Soviet 'Sputnik' program. The first thing NASA did was haul Wernher Von Kerman out from the Air Force's grasp to become their head rocket engineer. He and the rest of his team happily obliged, and, once work on the KSC (Kerbal Space Centre) was complete, work on the 'Explorer' program began. The facilities at KSC were less advanced than those at Vandenberg Air Force Base, but they were completely NASA-owned, and because NASA was government-funded, it meant that they could decide what to do with their facilities. Construction of the 'Cygnus M-22' rocket began on Year 1, Day 5 (December 19th, 1957). First, the rocket required two DIOSCURI-1 SRBs to provide the necessary boost at launch to raise the Apoapsis. The contract to build and test the boosters was awarded to BDB International, while the first core stage, an FLT-800 fuel tank with a TR-18D stack separator and an MPT-180 engine, was given to LeBeau Space Industries. The upper stage, consisting of another MPT-180 engine and two fuel tanks, one FLT-200 and one FLT-100, was also awarded to LeBeau Space Industries. The payload, the 'Explorer-1' satellite, was to be built and tested by the NASA design teams themselves. And, alas, on Year 1, Day 6 (March 11th, 1958), 'Explorer-1' was ready for launch. It sat on Launchpad-1A at the KSC. Crowds of reporters flocked to the Space Centre, and the local police had to be called in to prevent rambunctious Kerbals from jumping over the barriers and onto the pad! At lift-off, the two SRBs and central LRB ignited, and the rocket ascended towards the heavens on a plume of flame and smoke. Across America, tall tales were told of the launch being felt across the continent. But of course, they were just that - tall tales! At twenty kilometres altitude, the two DIOSCURI-1 SRBs were separated, and the central stage continued until it, too, was jettisoned at forty kilometres. The upper stage completed the orbital injection and raised the orbit of the satellite to a record-breaking altitude of five-hundred kilometres! As the satellite circled Kerbin, it took photographs, and studied ionizing radiation and the temperature of space! A famous image taken by 'Explorer-1,' known as 'the Greenish-Blue Marble.' Summary: USSR successfully launched 'Sputnik' LKO satellite - first artificial satellite - Year 1, Day 1 (April 13, 1957) USA failed to launch 'Voyager-1' LKO satellite - Year 1, Day 3 (July 21st, 1957) USA successfully launched 'Explorer-1' LKO satellite - Year 1, Day 6 (March 11th, 1958)
  23. I've been having struggles going to eeloo in career mode. could anyone send pictures of their voyage to eeloo?
  24. Hello good people! I have decided to finally start a career mode after playing around in sandboxes for ages. This story will be told from Jatin Kerman's point of view. So enjoy this mission report. And do give a feedback! Antriksh Yaatra: The Journey 'Moving forward when the entire world holds you back.' Chapter 1.1 : The Revelation In a sleepy town of a sleepy country, Jatin Kerman gets out of his bed, sleepy as heck. Yesterday was just like the day before and tomorrow will be no different either. Its amazing how dull the nation had become after achieving independence. Now the only short bursts of excitement happened during the annual Kockey tournament. But then again, his country, Kindia, won that every single time, so it was getting boring too. If only there was some excitement in his life…. He poured himself a cup of tea and picked up the newspaper. The front page made him do a double take. Hmmm? A space program? Or is it ‘programme’ ? And what is this talk about moose? Regardless, it seems that the country’s leadership had finally lost its mind. Space travel is for the rich (like UNKK) or the excessively proud (Like their Koviet friends). But us? We were just learning how to walk! There was no need for this stupidity! Anyways not his problem. He was going to stay the heck out of this. Wait a minute! There is something else written here! No! No! They can’t do this to him! The only thing he knew about rockets is that they go up and hurt people! Well he wanted a little excitement, so now he was getting some.