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Found 183 results

  1. Hi there, i am quite new to this game. did not find yet - maybe somebody helps me here: i can not click on the orbs of a vessel to create maneuver plans or align orbits. (pilots Level? Development of a buildin?) i saw a youtube video and bought the game imidiate. The wiki-page for the Career mode is (only english) very lets say "short"... There are many things i figured out the hard way and much more i don't know. 1) Something i missed when i did not read all hints (maybe there was no hint) that i should take a look at mission control to accept missions if i am able to do them. I really run out of money before i randomly found that small building. 2) I would not like to cheat or do stupid things "just because they give most science". Some science-runs on kerbal might be better done with an airplane rather than with a rocket - it is really hard to aquire a stable flight with a rocket but with enough parashutes you can touch down with a small craft and even make the EVA science or any mission with < 10000m targets. (and for groundtargets, you can roll arround between the the 3 objectives)
  2. Is it possible to fly by Kerbin from Duna and get back again without using too much extra fuel? Specifically, I need to go from Duna to Kerbin and back to Duna again (bonus points if you can get me by Eve, Joo, or Dres as well without using too much fuel). The current time is Year 1, day 235, so I can leave at about Y1, D237 to be safe. When do I leave?
  3. I have two rockets. they are orbiting ~ almost same path about kerbin but they are at the opposite ends how to get them together?
  4. Tac life support episode 1

    hope you like it.
  5. KSP Career Vlog

    So I have a youtube channel where I've been creating KSP content and figure I'd share it to the Forums. The point of my career is to make money and colonize the Kerbol system. I am playing with a few mods, but they are honestly negligible. I use MechJeb, Alarm Clock, Outerplanets, and this Landing Leg mod I found. I've documented most of my career in videos, with the exception of busy work like refueling and taking up easy routine contracts. Down below I'll post videos of my missions, testing, and crafts. It should be noted that there is no reverts allowed, except for when the Kraken intervenes. The videos are organized from recent at the top to old at the bottom. The recent ones are where you'll find my best KSP missions probably, not that the old ones don't have some good memories, but they mostly exist as documentation. Duna Science Launch: This video shows the launch of our reusable ship infrastructure. I'm not sure how well I like it. The booster is definitely good, but the ship will probably be changed as time goes on to make cargo easier to deploy. Right now we are just loading up the ship in LKO. There it will be refueled. The ship has the science lab for Duna. Minmus Lab In this video clip we land a second Minmus ship down on the planet, this one having a lab. From here we set up the basis of the colonies, having a refueling station and a lab. As we are starting to max out on science at this point, later bases will be more focused on habitation and refueling. Mun Cargo Vessel Return Here we see a demonstration of the Cargo Variant of our Reusable system returning from deploying a lab in orbit of the Mun. This was during the prototyping of the reusable infrastructure. Minmus Mission In a test of the updated vehicle we did a Minmus landing and return, and learned to change where we put our drag surfaces. Minmus Sat Early episode in our space program where we first unlocked the vector engines and made a nice booster stage. ProtoKais Mission Part 1 of one of our more daring missions when we were young with technology. That was a cheaper version of second stage re usability tests. Satellite Launch Here we can start to see the progression of our career as we launched satellites in the early stages of it. Lion Launch Vehicle One of our earliest rocket designs, good for basic satellites Career do or die Moment It was at this point in our career where this mission was the difference between failure and success. If we failed here we wouldn't have enough money to do another mission. First Ship to Orbit The first time we went to orbit
  6. simultaneous career mode

    I was wondering if there were any mods that allowed for 2 different space centers and two separeated careers at the same time. Me and my little brother are going to play multiplayer by this method: It would be excellent to have 2 different careers running in the same game so we could advance at different rates and have a true space race. Dose anyone have any info on a mod like this? It would be much appreciated if you could share.
  7. Hi, is it possible to activate the "entry cost" function in in retrospect? I was not able to find such an option...
  8. Vanilla Sky

    Hi Y'all, After a short break from KSP I've decided to start a new "challenge" for myself. It's a fairly simple one, I believe, but I haven't done this before, so that makes things more interesting for me. This time I will play a career game on normal without any mods where the main goal is to plant a flag on every celestial body with a solid surface. Here is a small list of the rules I came up with to make things more interesting. Rules: no mods (not even visuals or KER) land a kerbal on every planet, plant a flag and get him/her back home external aids, like excel are allowed using the web based Alex Moon script (or anything similar) for route planning is prohibited. I'm just going to eyeball the trajectories. no cheats Let's start, shall we?
  9. Greetings, fellow Kerbals! Over the last week or so, us moderators had started talking about doing some mandatory bonding exercises co-op gameplay together. We used to play MC together or TF2 from time to time, the biggest problem is that we were often awake and asleep at varying times, and rarely were we ever all awake at the same time. I remember a ways back, the Youtube KSP community started a series together where they passed a save file around and built a space station in orbit of Kerbin. I thought to myself, surely we can do better, and thus the Moderation Nation Space Program was born. Over time, the OP will be updated with missions as we go through them. The game itself is relatively vanilla, I use VOID and a transfer window planner while a few other participants use similar (non-parts) mods. Our Mission In order to ensure the Moderator's dominion over the realm, we have set out to build a grand space station in Low Kerbin Orbit, but will also pursue many ventures in the star system, from small robotic probes on Mun and MInmus, to massive colonies on Duna. Really, it's up to us to decide. Over time, if we see suggestions in this thread that we like, we may also pursue that. Please do let us know if you want us to set any other goals, we are leaving this rather open-ended. MISSIONS Mission 1 "MSP-01" by @TheKosmonaut Mission 2 "Magic Carpet" and the invention of FLIGHT by @Deddly Mission 3 "Ulysses I" by @DuoDex Mission 4 "Manatee" sounding rocket by @Supernovy Mission 5 "MSP-04-Echo" ORBIT GET by @TheKosmonaut Mission 6 "Usagi I" for wads of cash and buckets of science, by @Snark Mission 7 "The Omnibus" with tourists! By @Vanamonde Mission 8 "Usagi II" for a high orbit, by @DuoDex. Also, whoops. Mission 9 "Landfall 1" by @Vanamonde Mission 10 "Type-41-1" robots in space, by @TheKosmonaut Mission 11 "Usagi III" Expensive but sciency, by @Snark Mission 12 "Flag and official logo" plus the most useful expenditure of science, by @Deddly Mission 13 "Ulysses IA" space tourism, by @DuoDex Mission 14 “Roundabout 1” Accidental update, by @TheKosmonaut Mission 15 "Prospector 1" Money wasted on Skull Island, by @monstah Mission 16 "Capricorn I" Space station! (on the wrong planet, but it's a start) by @Snark Mission 17 "Goliath I" Munar surface rescue by @DuoDex Mission 18 - Robots on the purple planet by @Vanamonde Mission 19 - "Changxi" station in Mun orbit by @TheKosmonaut Mission 20 - Munar station refueling, and Mun relay, by @luizopiloto Mission 21 and 21.5 "Vert-i-go" by @Deddly Mission 22 "Capricorn II" - Kerbin station in place! ... and then moved to Duna @Snark Mission 23 "Grasshopper Mk I" - Accidental prototype and the pitfalls of translation, by @TheKosmonaut Mission 24 The Space Skuttle - an unexpected payload, with free drama and tension. By @Deddly Mission 25 "Hector I" We (L)Ike rabbits, and the shooting star from Duna. By @DuoDex Mission 26 Space Skuttle Contender launches the first part of the Moderation Nation Observation Station! By @Deddly Mission 27 Capricorn continuation, with extra Ike, by @Snark Mission 28 The fully-tested big mission is a lie, by @Vanamonde Mission 29 Someone FINALLY adds something to the station. But wait, there's more (and more)! By @TheKosmonaut Mission 30a/b/c/d... Project Habitat and flying a blind ox, by @Vanamonde Team I want to thank my fellow moderators for humoring me in taking up this shared campaign, and a special thanks to @DuoDex for making our mission patches and @Deddly for securing our flaggy flag and emblem from the wonderful @Badie and friends at SQUAD. We are doing this in our fun, off-time that we do have and are really enjoying the results thus far. Members @TheKosmonaut @Deddly @DuoDex @Vanamonde @Dman979 @Snark @Supernovy @goldenpeach
  10. Background After reading the great feedback about the Alternis Kerbol mod and working within the vanilla/OPM solar system for a few years I was excited to try the new solar system out. I am still working in KSP 1.2.1 because it takes a long time in RL to get anything done. I was not sure if the latest download of the mod would incorporate into the old version of the game. After making a copy of the KSP 1.2.1 folder I copied in mod files and tried to start the game up. It did start ok, upon inspection Duna is missing completely. I’m unsure whether I’ll be able to copy it in from another version but for now I thought might be interesting to take the Kerbals from my previous save who were just launching their first Kerballed Duna mission after working towards it for 7 years (career mode) and ‘start again’ in the new system. Once I get the story going I’ll post in Mission Reports. Chapter List Chapter 1: Discovery Chapter 2: Starting Over Chapter 3: Communications & Scanning and reaching for Bop Chapter 4: Unexpected landing Chapter 5: Kerbals back into Space Chapter 6: Contract Stacking Chapter 7: Controlled Landing? and Science Return Chapter 8: Among the Moons of Jool Chapter 9: Back in the Saddle Again Chapter 10: The short Life of the Bop Orbital Science Platform Chapter 11: Getting Picard Home Chapter 1: Discovery After 7 years the Kerbal’s in the Trekking Career Mode save launched their Duna Transfer Vessel “Percival Lowell”. In the prior years, the KSC with the assistance from long time supporter DDRocketsInc had used robotic spacecraft to investigate much of the Kerbol system all the way out to Sarnus. They had orbital science stations circling Kerbin, the Mun and Minmus, and since they completed development of all rocket parts on the technical tree several years ago, the science that the orbital laboratories provided was turned quickly into funds by the administration team. There were probes and communication relays deep in the inner system, in orbit around beautiful green Jool and even one in hibernation on it’s way to Plock. So, when Jebediah the director of the space programme and veteran of 15 kerballed flights, 7 more than any other Kerbal called them all back to headquarters to announce the crew for the first Kerballed Duna mission there was much excitement. The senior science team T’Pal, Janeway and Hadfield Kerman wanted to get to the ‘red planet’ to see how different it was to the Mun but, looked at each other suspiciously – it had become clear in the latest communications that due to the length of the trek, Fregard Kerman the director of the Science Division wanted to send some younger scientists like Pheomma or Valphe Kerman. Everyone in the auditorium could tell that the engineering team saw this get together as a significant distraction to their ‘real work’. Comments from SRide Kerman such as “it’s all easy for you scientists waiting for the DTV to arrive to start work, where the ones who have to make sure it makes it all the way there” echoed from yesterday as the engineers spent more time looking at their computer screens than the presentation “First Footsteps on Duna” that Jeb was scrolling through. As usual the Pilots looked “Uber relaxed”, senior pilots Paris and Legerchel Kerman who had been working in the simulator with the back up team pilots, Riker and MReynolds Kerman idly thumbed their data screens looking at the results from yesterday. Everything changed when Jeb was about 20 minutes in. There was a blinding flash of light. Everything not tied down, including all of the Kerbals lifted off the ground, hung suspended as it by wires for a full minute and then fell, crumpled to the ground. Then a split second later the Kerbals felt gravity slam them into the ground. It felt as through Kerbin itself had moved orbit……… “What the?” Paris looked at Mayweather, finally not moving along the ground. “Is everyone ok?” asked Janeway as she moved from one of her team mates to another. “You’re not going to believe this!” called Hadfield to anyone within ear shot as he opened the door to the auditorium and looked outside, “what the hell is that?”. As more Kerbals met at the doorway they looked up on an unfamiliar sky. It looked as through Kerbin had moved in it’s orbit. Above them was a grey/orange gas giant. Kerbol, their mighty star reflected dimly off it’s delicate hues. “Quickly, science team please get to the Tracking Station we need to find out what is happening” Jeb called. The Kerbals bolted to the Tracking Station. Looking at the large display they could not believe what they could see. Kerbin, their beloved planet was now an unrecognisable moon of this blue gas giant. The computers in TS still tracked is as “Jool”. Beyond almost every Mun and planet in the Kerbol solar system had been shifted, and Duna had completely disappeared. The computers were tracking no orbital science laboratories, no probes, no communication relays, nothing. The “Percival Lowell” and her flotilla of robotic support landers were nowhere to be seen.
  11. <Introduction> Hi, this is Quodios Kerman. I recently started making videos of my 64k modded career play - named QKSE. I wanted to share my videos for your eye candy and for some advices to make my videos much more realistic and also artistic. I am uploading my videos on Youtube, so you can subscribe my channel. For some of you asking my mods, here's the mod list: <Milestones of QKSE> I have several goals that I want to achieve. They can be categorized into "Exploration", "Bases and Stations", "Vessels" and "Others". Specifics are listed below: - Exploration - - Bases and Stations - - Vessels - - Others -
  12. Original challenge thread is HERE My first video Summary: I make introductions, throw down the gauntlet, and make my first foray into this challenge!
  13. This challenge is inspired by Scott Manley, and emboldened by @marcushouse, @Thrimm, and @Matt Lowne. This objective is simply stated, but hardly trivial: Challenge Objective: Plant a flag on all planets/moons that can be landed upon in the Ciro/Grannus binary system. For an extra challenge, you can install Research Bodies, and the Outer Planets mod. Rules: This challenge is quite an undertaking and dependent upon many mods (as you'll see) just to attempt, let alone actually accomplish. So I will keep things fairly open and lay out these general guidelines: this is a career play through. no use of in-game cheats or HyperEdit please difficulty and other conditions are up to you. while there will be some required mods, obviously, there won't really be any real restrictions other than listed above, unless/until an exploit is found I reserved the right to modify these rules to keep things fun and fair a flag must be planted on every planet and moon that is capable of doing so in your modded playthrough to complete the challenge some form of proof will be required, (screenshots, video, etc) and mission reports are highly encouraged a badge will be made available upon completion, (once I finish making it) but there are a bunch of great flags already here Recommend install: List of mods I have installed and a link to the CKAN file KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Toolbar - 1.7.14 USI Tools - 0.9.3 B9 Aerospace Procedural Parts - 0.40.13 Community Category Kit - 2.0.1 Community Resource Pack - 0.7.2 CommunityTechTree - 3.2 Contract Configurator - 1.23.2 CustomBarnKit - 1.1.16 DistantObjectEnhancement - 1.9.1 DynamicBatteryStorage - 1.1 Easy Vessel Switch - 1.5.6471.31118 EditorExtensionsRedux - Extraplanetary Launchpads - 5.8 Firespitter - 7.6 GalileosPlanetPack - 1.5.1 Interstellar Fuel Switch - 2.9.3 Kerbal Attachment System - 0.6.3 Kerbin Environmental Institute - Kerbal Engineer Redux - 1.1.3 Kerbal Inventory System - 1.7.6468.41490 Kopernicus - KronalVesselViewer - 0.0.7 KSP-AVC Plugin - LoadingScreenManager - 1.2 MagiCore - 1.3 ModularFlightIntegrator - 1.2.4 NavBallDockingAlignmentIndicatorCE - 1.0.2 NearFutureConstruction - 0.8.3 NearFutureElectrical - 0.9.5 NearFutureProps - 0.1 NearFuturePropulsion - 0.9.4 NearFutureSolar - 0.8.6 Final Frontier - OuterPlanetsMod-Galileo - 1.2.1 Radio Free Kerbin - 1.2.1 ReentryParticleEffect - DeepFreeze Continued... - 0.23.6 ResearchBodies - 1.9.5 RetractableLiftingSurface - 0.1.4 SCANsat - 1.1.8 Science Relay - SETI-ProbeParts - StageRecovery - 1.7.2 StationPartsExpansion - 0.5.1 Strategia - 1.6 Stock Visual Terrain - 2.0.5 SXTContinued - 0.3.14 TakeCommandContinued - ToadicusToolsContinued - 0.22.1 Kerbal Alarm Clock - 3.8.5 Transfer Window Planner - 1.6.2 TweakableEverything - 0.1.21 TweakScale - 2.3.6 USI Core - 0.4.2 Asteroid Recycling Tech - 0.10.3 USI Exploration Pack - 0.8.2 Freight Transport Tech - 0.7.2 Karbonite - 0.9.2 Konstruction - 0.2.2 USI-LS - 0.6.2 Malemute Rover - 0.3.2 Unmanned before Manned - EVAParachutesAndEjectionSeats - 0.1.14 Waypoint Manager - 2.7 [x] Science! - 5.10 Ranking This will be calculated by time taken overall in seconds, divided by the total of each body landed and flag planted upon. This will be further divided in half if you used any form of life support. Then once again halved if your installed Research Bodies. I highly recommend installing Tarser Space Tech, or it will take years complete research, thus the ranking modifier. Lowest score wins and tops the leader board. Any ongoing attempts will be listed and updated when progression is submitted. I will attempt to keep and running tally Gael and Kerbin have the same day/year cycle. 6 hours per day and 426 days per year. So as and example: time taken overall = 5y 302d 3h 42m = (5x920160) + (302x2160) + (3x3600) + (42x60) = 5266440 seconds 5266440 seconds/ 24 flags planted = 219435 219435/ 2 for using USI life support = 109718 final total score Special thanks to @Galileo without which this challenge would be impossible. His tireless efforts bring so many of us great newfound joy in something we love. He is a credit to this community. Thank you so very much.
  14. Kerbin Aerospace Research Agency

    In the years following a surge of violence all over the world, Kerbin elected to establish a non-military space program. Having the various branches of military bodies disband their own space programs, they concentrated the effort under a single roof made the Kerbin Aerospace Research Agency. Not all missions will succeed, not all will end in triumph. But through trial and tribulation, Kerbin will grow from a fledgling pool of little green men into a space-age species of science, exploration, and adventure. We follow KARA from its humble beginnings, with the first two series of rockets under their program: Rocket 1, Series 01, Variant Able (Mobile) Pictured; Dr. Leonid Kerman supervising in the foreground as tests on the platform were run, Dr. Henry Kerman in the background is also running through checklists. Also seen: A hangar crew wandering aimlessly, running the clock till their shifts end. Originally called the Mjolnir Rocket Artillery Platform (MRAP), this rocket was designed to be a light vehicle to follow a small squad of Kerbal through rough terrain and quickly fire from hillsides. The military spec of this rocket had moving fins and a heavy explosive warhead. With a range of 30 kilometers, it was a formidable, cheap weapon. Due to the military advances in rocket artillery, KARA was able to procure a number of them for their own program. While several were used as part of the Able series, some were also adapted to work as upper stages for future designs. Pictured: Able-1 in flight, heading north from the KSC for its first test flight.
  15. Panarchist Space Alliance

    This is inspired by a lot of Kerbal Mission Reports, and I've been wanting to create my own content for a while, but the real instigation was Angel-125's Heisenberg mod and his mission report. Then I found Plan Kappa, and I knew for sure that I wanted to do some sort of Mission Report / fictionalization of my main game save. Mod List Overview I wasn't a big fan of the existing nation maps of Kerbin, so I made my own. I've been using Kerbal Konstructs for some time, so this version of Kerbin contains Kerbinside, Kosmodrome, the BAD-T airfields, and possibly additional bits and pieces. The basic history is analogous to ours, sort-of. The Kerman Empire 2,000 years ago built roads all over the place, setting up the preconditions for truly world-wide trade. There was an equivalent to the Hanseatic League, and there was a Great War, which is sort of a combined WWI/WWII without the genocide. The sudden appearance of the monoliths brought everyone to the table to resolve their differences at least temporarily, and now there is an uneasy truce and a joint effort to explore the source of the monoliths. The general public isn't aware of the monoliths (yet). PSA - The Panarchist Space Alliance The PSA was formed at the end of the Great War to investigate the origin of the monoliths. Kerbin Kerbin at the time of this story has 22 nations - 5 major powers and 17 minor ones. Most of the national flags are from @UAL002 's awesome flag pack, but a few are my own design or adapted from materials online which are CC BY-NC licensed. (see comment below for details) The Major Powers Kermania: Kermania is an analog to Earth's Germany. Originally a loose federation of barbarian tribes in the days of the Kerman Empire, they overran and defeated that power before collapsing back into a dark age of anarky. Later, under Konstantine Kerman, the tribes consolidated into several warring nation states until Kaiser Vilhelm Kerman united them into the nation of Kermania. Kermania was a major player in the Great War - part of the Triaxial League: Kermania, Imperial Kermanovia, and Yitalia. Kermania started the war with the invasion of Polan in year -5. (Year 1939 in the old calendar) After the Great War, Kermanian scientists were instrumental in advancing rocket science to the point where manned space travel was possible. Kermanian rocket technology was pioneered during the war, and at the war's conclusion, on Year One, Day Three, Kermania launched the first orbital satellite - the first peaceful use of rocket technology, using a booster intended to launch a new weapon against the USK. South Kijani: The nation of South Kijani was originally neutral in the Great War, until Kermania invaded their territory to launch an offensive against the USK. South Kijani then sided with the USK to drive back Kermania and take the pressure off their occupation of Keltica. Union of Kerbalized Kommunist Republiks (UKKR): Formerly the Kingdom of the Kermanovs, Imperial Kermanovia became a member of the Triaxial League during the Great War and led the offensive against United Kerbdom until Kermanovian workers rose in revolt against their imperialist masters during the Red Oktober uprising. The new Kommunist state immediately sued for peace with the UK and signed a non-aggression pact which made them neutral for the remainder of the Great War. After the war, the UKKR established Area 110011, the preeminent test flight facility on Kerbin, and the KKVLA, a new radio telescope to detect signals from space. United States of Kerbin (USK): The USK was one of the Allied Powers in the Great War, and led the bulk of the fighting against Kermanian expansion. United Kerbdom (UK): United Kerbdom, in a flip of "real world" history, was originally a colony of the USK Which declared independence and established a constitutional monarchy. The Minor Powers Arabnia: The Kingdom of Arabnia has been ruled by the Al Kaud family for generations, and has been home to desert nomads and kamel farmers for far longer than that. The Kingdom appeared destined to remain a minor power until the discovery of Liquid Fuel. Exploration revealed that Arabnia contains Kerbin's largest reserves of Liquid Fuel, and the Kingdom has successfully leveraged that fact to earn a place at the table. Cratery Coast: (more detail to come) DPRK: The Demokratic People's Republik of Kerbin is a misnomer, as it is neither demokratic nor a republik. It is instead a military diktatorship established during the Kaoist Skism of 115 (Old Rekoning). The DPRK has no launch facilities of its own, but contracts with Republiko Simios for use of the facilities of Sanctuary Mouth. The Simios government has largely stepped back from the use of that facility, happy to keep the cash flowing. Goreyo: Goreyan culture is one of the oldest civilizations on Kerbin, and perhaps the least changed from its origins during the Big Split - the initial divergence of Kerbalkind from their pre-historic origins. Erryday: Erryday is known for their world-famous bobsledding team, their world-famous koffee, and their world-famous relaxed attitude. Indeed, it's amazing they ever get anything done. The nation is an island paradise, and their citizens work only an hour each day. (or as the residents say, erryday) Erryday's space program started the same way their bobsled team did - someone cracked a joke and said they'd never have one, so they went out and started one. Erryday contracts with New Batavia and the Cratery Coast to use their launch facilities at The Shelf and Hanbert Cape, respectively. Finnlund: Finnlund maintains the largest commercial fishing fleet on Kerbin. (more detail to come) Free Republik of Kerbin: The Free Republik of Kerbin split off from the USK many years ago, after the UK successfully broke away. Some of the early rebels wanted to call the new nation "Kexas", but were shouted down by those who thought there were already too many kountries with a "k" in their name. The Free Republik is a large island, and prides itself on the best beef in all of Kerbin, and was also the heart of the USK's Liquid Fuel industry before breaking away. Since becoming independent, that industry collapsed due to over-mining, and now the primary economy is beef, leather, outdoor equipment and enormous belt buckles. The Free Republik managed to stay out of the Great War, but because they wanted to - not because they were cowards. (and if you imply they are, they will give you "what for") Since the war, the FRoK keeps saying they're going to launch people into space, and that they have a great plan - the best plan ever, the highest rated plan anyone's ever seen. Rumor has it they have built a Top Secret facility in the island's interior. Hellenik Republik: The Hellenik Republik is the kradle of demokracy and the birthplace of Kerbal philosophy and science. Sokrates Kerman, Arkhimedes Kerman (before he moved to Syrakuse), Pythakoreus, Aristokle... the list goes on and on. The Republik wasn't always a republik, however - in years past it's been a kingdom, a military diktatorship, an oligarchy, matriarchy, patriarchy, a true democracy, and a libertarian dys/utopia (depending on who you ask). Every type of government has been tried, because the Helleniks are nothing if not experimental and ready to try anything. Most of the time, however, they have been a republic, though many think they are an autonomous collective. During the Great War, the Hellenik army successfully held off several Kermanian advances, and ultimately caused enough casualties that the Kermanic offensive found an easier target: South Kijani. The deciding battle was fought by 300 Kerbals under Leonidas Kerman in the battle of Kermopylae. Leonidas and his brave Kerbals all died, but the Kermanic advance was halted and several thousand Kermanians perished. The Helleniks have a small facility at Sea's End, on the inland sea. The facility is known more for its research than any real attempt at getting into space. Kanada: Kanada is another former colony of the USK, but one which was intended to be independent from the start. It was a place for every Kerbal who found the USK to be far too warm. Kanada is sometimes called the land of milk and honey, due to all the goats and the bees there. Kanada is also Kerbin's largest supplier of waffle syrup. Prior to the Great War, Kanada lost its southern province when Imperial Kermanovia expanded northward. Since the Revolution, Kanada has opened talks several times with the UKKR to get the regions around Boostershire Farms and Dundard's Edge back, but the UKKR has so far refused to hand back the land they took. Kanada has a small space program, but one of the best astronaut training centers on Kerbin - the Polar Research Center on the northern ice cap. Kanada is currently training the next crop of Kerbonauts for a mission to Duna. Celtika (or is it Keltica?): New Batavia: (more detail to come) Polan: (more detail to come) Republika de Santa Kruz: (more detail to come) Republiko Simios: (more detail to come) Skaibern Empire: The home in exile of the Kermanovs after being forced out of Kermanovia by the Oktober Revolutionaries. (more detail to come) Skotslund: Skotslund is Kerbin's airship capital, and home to all things considered strange on Kerbin - hakkis, kiltz, bagkipes, and golf. It's also home to ridiculous amounts of lifting gas, which not only got Skotslund's airship program literally off the ground, but provides hours or fun at parties when people breathe lifting gas and talk in high-pitched voices until they pass out. Yitalia: The home and birthplace of pasta, and the world's greatest shoes. Yitalians also originated lawn bowling. Yitalia was a member of the Triaxial alliance during the Great War, but when they learned that Kermania was planning to launch rockets against the USK, they defected from the alliance and claimed the Kwiss alps region of Kermania, moving troops up to capture the Messerkerman factory there. After the war, Timekeeping on Kerbin: 1 "Astronomical Unit" (AU) on Kerbin is 13,599,840,256 m (45.4 LS) Kerbin sits in a circular orbit with a 23.5° inclination respective to the ecliptic, which means Kerbin has seasons similar to those on Earth. It has a 600km radius, which is 1/10 that of Earth. Year 1, Day 1 coincidentally is the first day of Spring in the northern hemisphere. (thanks to the mod "Harder Solar System" for the inclined orbit!) Sidereal Orbital Period: 9,203,545 s (426d 0h 32m 24.6s) Sidereal Rotation Period: 21,549.425 s (5h 59m 5.9s) Solar Day: 21,600 s (1d / 6h) Kerbin Year: 9,203,545 s (426d 0h 32m 24.6s) Kerbin has a "Leap" year every 12 years unless that year is divisible by 180 - but every 900 years *is* a leap year, and every 21,600 years is NOT. 1 year - 14 months of 30 days each, plus "Holiday", a 6 day intercalary month. (7 days on leap years) 1 light year (Kerbol LY) = 2,759,153,377,863.61 km 1 light year (Earth LY) = 9,460,730,472,580.8 km (3.43 Kerbol LY) Year 1, Day 1 is actually 1950.12.27 under the previous calendar, which dates back to the founding of the Kermanian Empire. It's been nearly 4,200 years since the beginning of recorded Kerbal history. Days: (5 weeks of 6 days each per month) Sunday | Munday | Dunaday | Joolday | Evesday | Sarnusday
  16. My modded career playthrough

    I know this may not be for everyone, but I know I enjoy watching other people play. Mods I am using are shown in the first few minutes of episode 1 Here is the first episode of my playthrough: Here is the link to the playlist:
  17. KSA | Missions:

    KSA | Kerbin Space Agency: This will be like @StupidAndy's post. There will be updates on this post when new missions are accepted, finished, or the overall details. There will be multiple every day; The world will be in career, so you may have to wait a while! Mods: EVE, Scatterer. Flight 01:
  18. Mount Helena Space Agency

    MOUNT HELENA SPACE AGENCY The Kerbin of MHSA: Kerbin is dying. Perhaps it was the violent wars from long ago that did it. Perhaps it was the fact that Kerbals had riddled the planets crust with tunnels for their homes. Perhaps it just was always meant for this to happen. No matter what, the fact remained. Kerbin is dying. Now, the handful of nations that are left on the planet have all settled on a similar plan: find a new home for Kerbalkind among the stars. One of those nations is called the Republic of Mount Helena, and they are determined to make their mark on history once and for all by saving Kerbanity. In order to achieve this goal. the government has formed MHSA, the Mount Helena Space Agency. There is just one small problem. Even though Kerbin has had a long bloody history of wars, no one had ever thought about using space to actually orbit anything rather then just a dangerous region for ICBMs to fly through. It is truly an unknown frontier... and one that must be conquered sooner, rather then later. ~MHSA~ These posts will be written from the point of view of "Bruce Kerman", the Chief Engineer at MHSA, whose job is to build (in his opinion) the rediculous designs that MHSA's famed chief Rocket Scientist Wernher von Kerman. He firmly believes that MHSA is going to kill everyone in launching "expensive fireworks" that he feels wont save anyone. Regardless, he does his job at the best of his ability, feeling that even though they will all probably die in the process, the least he can do is make sure that the grim reaper is held at bay for as long as possible. MODS USED: Blue Dog Design Kerbal Construction Time TAC Life Outer Planets Mod All Near Future mods.
  19. Flight - A Career Story

    Oh boy, this is a first. Have you ever seen someone do a cool career story on CONSOLE? Probably not, but since that update is coming out, I am going to start one. This story starts in a world where Kerbin is under a communistic and socialist government in a 1960's-like time period. Prepare your space tape and snacks for... ________________________________________________________________________________________ FLIGHT - A CONSOLE CAREER ________________________________________________________________________________________ Prologue The year is 1962, and Kerbin has just encountered a new way of exploration, transportation, and destruction of snacks: the rocket. After multiple attempts to create a chemical reaction that launches instead of explodes, a group of government scientists discovered an "excellent propulsion substance" classified as "Solid Fuel." Soon the scientists received only 10,000 funds as a budget to create a space program, to which 6 out of 10 of the scientists agreed. They purchased a small amount of land near the shoreline for "weekly vacations," and made another contract with the government for the cheapest construction of the center available. Within 1 week, the Kerbal Space Program began operations at the questionable Kerbal Space Center. Working on Chapter 1, will post it soon.
  20. Hi everyone! I'm Geek0saurus, a starting youtuber (for fun). Over the last months I've been growing more and more into Kerbal Space Program. Because of this, I wanted to make a full playthrough of the career mode with missions, objectives and fun stuff. For this, I could maybe use the help of the community, since I will need a lot of feedback and maybe we can share ideas of bases and things like that. The idea of this thread is to share my journey into our beloved solar system with you and maybe let it become "our" journey All feedback is appreciated and welcomed and I cannot wait to hear any ideas of base designs you would have to share! The first introduction to my journey can be found in the following youtube video. Hope you enjoy it! Introduction to Kerbal Space Program | Career mode
  21. Check out the challenge here: This is my complete run done in 13 imgur albums over about 12 days:
  22. Career Evolution Contract Pack The smart contract pack that fixes many of the issues in stock career mission progression. I only play Career mode in KSP because I need to have a direction, a mission, a plan. The contracts give me something to do so I can plan my missions around them. However, I have not played stock career mode since my first career. Thanks to @nightingale and his Contract Configurator mod, I haven't had to. There are amazing mod packs created by @nightingale, @severedsolo, @inigma, @Yemo and many many more. The issue I had with all of these modpacks is that they work together to some degree, but the do not necessarily progress logically because they are all from separate packs. WHAT IS THE CAREER EVOLUTION? It is a Contract Pack that takes the player from uncrewed launches like sounding rockets, to the first satellite into crewed launches that explore the solar system. There are contracts for uncrewed exploration of the solar system as well as crewed exploration that includes space stations, surface bases and more. It uses a logical progression so you will explore your nearest planetary neighbors before getting contracts for the rest of the solar system. You crawl before you can walk before you can run. WHAT ARE THE MISSIONS? Early Space Program (No Crew) Satellites (No Crew) Mun & Minmus Exploration (No Crew) Crewed Milestones Planetary Flybys, Orbits & Landings (No Crew) Space Stations (with MUCH influence and code from @severedsolo great pack) Crewed Flybys and Landings Surface Bases (with MUCH influence and code from @severedsolo great pack) WHAT ELSE DO I NEED TO KNOW? These contracts support all modpacks where the HomeWorld is the 3rd planet from the Sun. This means Stock, and stock resizes, RSS, all RSS resizes as well. This currently does NOT support Galileo's Planet Pack but I am looking at ways to remedy that. I HIGHLY recommend Stock with Outer Planets Mod by @CaptRobau or one of the RSS variants. The contracts are designed to take advantage of the extra planets. You MUST use a Unmanned first Tech Tree. These are the ones I recommend: Historical Progression Tech Tree by @pap1723 (me) Unmanned Before Manned by @Yemo Engineering Tech Tree by @Probus REQUIRED MODS Contract Configurator from @nightingale Module Manager DOWNLOADS GitHub SpaceDock License: CC-BY-NC-SA
  23. Contract Pack: Bases and Stations Continued This is an update to severedsolo's fantastic Bases and Stations contract pack since they have stopped supporting it. Original thread: I plan to add a few more features and try to fix some of the lingering bugs, please let me know if there's anything specific you want me to add! Introduction A complete overhaul of the stock Space Station and Base missions. Featuring no fewer than 15(!) extra missions for your stations/bases when they are in orbit. Also stops continuous "build a new space station" or "build a new base" missions. You'll only be asked to build one if there isn't one already on that celestial body. The Pack This pack will completely disable the stock space station (and build a base) missions, and replace them with my own flavour of missions: The Missions Additional Mods that are required or supported by Bases and Stations. (that isn't to say other mods won't work, but these are the ones that B&S is specifically aware of). Contract Configurator by nightingale - available here - REQUIRED DEPENDENCY Module Manager by sarbian - available here - REQUIRED DEPENDENCY StationScienceContinued by ethernet and tomf is highly recommended because it's one of my favourite mods and the pack is specifically written with it in mind. It is available here NearFutureElectric available here TAC Life Support available here USI Life Support available here IFI Life Support available here Kopernicus Support available here Contract Pack: Tourism Plus by nightingale is also recommended The Legal Bit This pack is licensed under MIT License It also contains elements of CosmoBro's Base Construction pack (with permission) which is licensed under MIT License (see below). I have sublicensed this under CC-BY-SA-NC 4.0. Contract Configurator is licensed under MIT License. Mini-AVC is licensed under GNU General Public License v3 Thanks/Credits Massive thanks to Nightingale for all your help, and Contract Configurator - without which this would not be possible. Thanks to metl for your time, patience and massive amounts of code contributed to this project. Thanks to CosmoBro for allowing me to take over Base Construction Agent Flag by Dale Humphries on and is licensed under CC-BY 3.0 Thanks to severedsolo for the original creation of this pack Known Issues Possible problem with vessel definitions. More Data needed. Please see this post if you can help. ScienceExperimentModule may require a scene change before it will complete once you recover the science at KSC. This is a minor enough issue that I let it through the net. I think it's a CC bug and nightingale is investigating. Life Support checking is... sloppy to say the least. Don't rely on the pack telling you to send up a crew only when you have LS on board. Check first (working on this) Planned Features Installation CKAN Download:
  24. Sand box or Career?

    i was just wondering what the community loves most. is does not matter how modded your game is as mods can make the difference between playing the one or the other.
  25. I have always been a big fan of Career Mode, especially as a way to get some direction and goals in an otherwise open ended game. Lately I've been finding my playthroughs have been very similar - simple Kerbin science followed by maxing the tech tree on Mun and Minmus science before ever going interplanetary. If you are looking for something a bit different, I present the Munless Night Challenge for 1.3! Following the invention of the extremely long range Kubble Telescope, Kerbals have decided to reach for other planets! Unfortunately due to a minor focus issue on the telescope, they have somehow overlooked the nearby moons of Kerbin, and can only locate planets far away. Your challenge is to run a space program from the beginning without visiting or obtaining science or cash from the Mun or Minmus in any way. The rules are fairly loose (although I may amend them if any really ridiculous exploits appear) - you must start a new Career in Normal (or harder) mode and complete the tech tree any way you choose without using Kerbin's moons as quickly as possible. You can try for speed in real time - get some kind of timestamp for when you start playing, and a timestamp when the tree is complete. Video documentation or some kind of picture is requested for this, but to a certain extent like all challenges we are on the honor system. A notation will be made for whether you are playing in Normal or Hard mode (Moderate or any custom modes that are easier than Hard will be scored as Normal). Since not all of us have the time to make a run in one go, you can also try for speed in game time (this is how I'm making my attempt). Highest score will be the fewest days elapsed on the game clock when your tech tree is complete. Epic props for anyone who can do this on Hard mode at all, much less in a reasonable length of time Badge Link: Informational and visual mods are permitted, as is Mechjeb or similar. Parts or planet mods that disrupt the balance of the game to make this challenge easier are not. Kerbal Alarm Clock will help a lot, or the excellent launch window planner here by alexmoon. This will take a while to complete - post your mission as you go and your name will be added to the leaderboard with current status. Leaderboard: Completed: @Mesklin year 2 day 253 well balanced missions and extensive data mining on Duna. Shortest in-game time so far! @jonny year 35 day 343 for completing this challenge in combination with the Caveman Evolved - surprisingly difficult combination of challenges! @zanie420 year 5 day 354 hour 4 and 2 minutes our first winner! Excellent interplanetary explorer, and great utilization of local KSC sci and MPL Currently in Progress: @SlimyGufBawl working on Kerbin local science, some good airplane action @The Space Dino prepping for Duna mission, local Kerbin sci completed @Jetski Normal Mode Y4d285 landed Moho/Gilly/Ike/Dres, flyby Duna/Eve, en route to Jool and Eeloo, 3/4 tech tree filled Below is my attempt on Normal mode, still incomplete