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Found 218 results

  1. This mod does what it says on the tin... it introduces a budget system to Career Mode KSP. Unlike some other budget mods, which just add money on top of what you already have, this one will cap your "maximum budget" based on your repuation. I'll explain what I mean further below. Features Monthly Budgets: Every 30 days (configurable) a monthly budget will be allocated to you, primarily based on your reputation (although it takes into account a couple of other factors). If your current funds are less than the budget allocation, your funds will be adjusted to match the new budget. (So, if you say have 100k funds on hand, but the mod was going to allocate you 500k, your funds will be topped up to 500k. If you held 600k, your costs would be deducted, but no budget would be awarded this month. Contracts will (usually) not have a cash payout/advance. Instead, whatever you would have gotten will be converted into reputation instead (at a conversion rate of 1 rep for every 10,000 funds) when you complete the contract. So you get it in the next budget cycle. The exception to this is tourism contracts, because I think it's weird that tourists wouldn't pay cash. Kerbal Deaths are punished. When a kerbal dies, a hefty reputation penalty is applied. The Kerbal government takes the lives of it's astronauts very seriously... so your funding will be slashed if you have many deaths. (reputation is reduced by a quarter, so a high rep program has more to fear from this than a low rep program). Massive thanks to JPLRepo for this bit, as he basically wrote it for me. Costs Running a space program is expensive, kerbals need to be paid etc. When calculating your budget, costs for wages and any active vessels will be deducted before the budget is awarded. If no budget is awarded, the costs will be deducted from your available funds. Configurable - Most aspects of the mod are configurable. You'll be given the chance to set your options when you first run it, if you need to change them later, the settings are available from the toolbar button. There's a bunch of options in there, way too many to list here. Big Project Funding - So you want to buy the level 3 R&D upgrade? Perhaps you have a massive vessel you want to launch, but your budget is just not high enough? You can "divert" up to 50% of your budget every month to a holding account, ready to withdraw when you need the money. Science Funding - Want to go to Mun but just don't have the right parts yet? You can divert some/all of your budget to Science Points (be warned, this is REALLY expensive, the money you spend gets wiped from your budget completely. You need to be out there doing stuff to build your reputation back up to sustain it). Licensing Licensed under the MIT License Icon made by Freepik from Flaticon.com Download Not mandatory, but I've balanced the default values assuming that Kerbal Construction Time is installed - so would recommend that mod. https://github.com/severedsolo/MonthlyBudgets/releases Source https://github.com/severedsolo/MonthlyBudgets
  2. Strategia - A Brand New Strategy System! Description Strategia is a revamp to Kerbal Space Program's strategy system. All the stock strategies are removed, and replaced with new and unique strategies. The first set of strategies are special mission strategies. These strategies will give you advance cash and bonuses to certain milestones for completing a high level objective as part of your space program. They are dynamic, so they will work with mods that change the stock solar system by adding or changing celestial bodies. Be warned though - if you cancel one of these strategies without completing the objective, you will face a heavy penalty! Crewed Missions Once we've proven we can get a Kerbal to orbit and back, we need to continue to break new barriers. We have a choice of nearby bodies that we can get to. We choose to go to <insert celestial body here>, not because it is easy, but because it is hard. Uncrewed Missions The costs of sending a Kerbal to another planet are astronomical compared to those of sending a probe that we can leave behind. Why don't we send some probes to our neighbouring planets to gather science autonomously for us? The remaining strategies are the standard strategies - these give a bonus while active, and can be active for as long as you like. Astronaut Training Program Our standard training procedure is to treat newly hired astronauts as a disposable commodity to greatly reduce the cost of unscheduled disassemblies. Still, some argue that training our astronauts before putting them on top of a top of a ton of explosives will result in a lower mission failure rate. The cost of setting up the program will be high, nevermind the cost of actually training the astronauts. What do you say, do we want the right stuff, or the almost-good-enough stuff? Massive Scale Launches We've found some investors who are willing to sponsor us if we're able to launch colossal structures into space in a single launch. We'll have to employ some truly Whackjobian construction techniques to get these things into orbit. Contract Slot Machine These agencies seem to think they're doing us a favour offering by us these ridiculous contracts. Why should we be penalized for being choosy? By closing our books to the public, agencies will have no idea what we're willing to accept. There might be a little chaos in the contracts we see under this model, but if we're only choosing the best ones, then who cares?!? To Boldly Go If we want to get the most research possible done out there, we need to explore as many new biomes as we can. Government grants from exploration programs will ultimately help us fund further exploration and research. Probe Frenzy If we want to do some research, then probes are the way to go. What we save on sending Kerbals out there can be spent on a vast fleet of autonomous probes. Local Science There are so many research opportunities right in our back yard. We should focus on local research to bootstrap our space program. That way when we do make it further out there, we'll be sending the best technology we can. Stagnated Research There are several conservative groups on Kerbin that think we've gone too far, too fast. We're not about to shut down the space program, but maybe slowing down our development of new technology to appease these groups will get us some goodwill and ensure that they don't burn down KSC? Free Ice Cream We've come up with a crazy idea - giving out free ice cream at the space center. The public will absolutely love us. If we push the program far enough, we'll get better rewards for rescuing Kerbals (they'll get ice cream when they land!) and maybe even be able to get a discount on hiring new astronauts. FREE. ICE. CREAM. Media Circus To make a reputable space program, we need to ramp up the media involvement. Cameras everywhere, coverage 6 hours a day, 426 days a years. Of course, this could easily backfire if we have any... accidents. Pilot Focus Clearly the most important role among our astronauts is that of the pilot. Without a skilled pilot, nobody is going to space today (or any other day). Shall we build our space program around our brave pilots? Engineer Focus Where would we be without our engineers? They make sure everything is in order to get the other astronauts up and down safely. Shall we build our space program around the skilled engineer? Scientist Focus The scientist is the key role that we need to focus on. A skilled scientist knows exactly which sample to send back to maximize our science gain (we can only fit so many Mun rocks in those capsules). Shall we build our space program around our brilliant scientists? Download CKAN: In CKAN, select and download the mod "Strategia". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from its release thread. Custom Barn Kit is a required dependency and can be downloaded from its release thread. ModuleManager is a required dependency and can be downloaded from its release thread. Strategia can be downloaded from GitHub. Source The full source is available on GitHub. Change Log Special Thanks sarbian - For mods like ModuleManager and Custom Barn Kit that make my life a lot easier. smjjames - For the ridiculous amount of bugs he found during the beta phase. License Strategia is licensed under the MIT license. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  3. Contract Configurator - A config-file based solution for creating new contracts! How it Works Contract Configurator exposes various hooks into KSP's contract system through a standard config file syntax. This means that modders using Contract Configurator can create new contracts without writing any code. The config file format has 5 basic sections: Contract Summary - This contains all the summary text, expiry/deadline dates, and reward information. Parameters - These are mappings to the stock ContractParameter classes which specify what the player has to do to complete the contract. Requirements - This is what is required before the contract will show up. Most of the ProgressTracking information is supported, along with a few other things. Behaviours - These are behaviours that are applied at the contract level. A behaviour can create additional objects related to the contract (such as spawning Kerbals), be used to store persistent data or any number of other things. Data nodes - These define new data for use within the contract using Contract Configurator's powerful expression language. And if the provided parameters and requirements aren't enough, Contract Configurator is extensible. New parameters and requirements can be added in as little as a dozen lines of code. Download Contract Configurator can be downloaded from GitHub. Source The full source and test configuration is available on GitHub. Documentation The user guide is hosted on the GitHub wiki. Change Log Version Checking This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Recommended Mods The following is a list of mods that enhance some of the things Contract Configurator does: Waypoint Manager - this will help with any contract using the stock waypoint system by drawing the waypoints in the flight view. Makes hitting targets more accurately much easier! License Contract Configurator is licensed under the MIT License. RemoteTech integration (CC_RemoteTech.dll) is licensed under GNU GPL v2.0. Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  4. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/BobPalmer/SoundingRockets/releases
  5. To satisfy their unceasing desire to launch themselves into the void of space on top questionable rockets, the kerbals rushed to form a space program. But in their haste to get started on this great endeavour, they forgot* to give it a name. Thus, it became known only as "the space program". *) I was too lazy to come up with one. =================================================================================================== This is a career I started in KSP 1.3.1 (later updated to 1.4.5) about a month ago, and that I thought I'd share here. I'm using a heap of mods (list in the spoiler below), with MKS and USI-LS being two of the main ones. It's my first time using these in a career playthrough. I'm not sure to what extent I'll use the kolonization parts, but life support will play a big role. Running out of supplies will lead to death, and death is permanent. I'm also sticking somewhat rigidly to the rule of no reloads. The presentation style will most likely be short descriptions of events, accompanied by lots of pictures, 'cause who doesn't like pictures. Hope you enjoy! MOD LIST FLIGHT LOG VEHICLE LIST
  6. Field Research - Get paid to do science! Description This is a Contract Pack that gives contracts to perform various science experiments. There are contracts for: Biome studies - collecting results from a number of experiments in a single biome. Climate studies - performing various climate experiments on bodies with atmospheres. Geological studies - performing geological experiments on various biomes of a celestial body. Experimental studies - run one experiment under multiple conditions (including experiments from mods). KSC Science - contract to go around and collect all the various small science around the KSC. Scientist Ferry - bring a scientist to a specific location to perform a specific experiment. Rare Science - contract with suggested location for difficult biome/situation combinations (eg. Splashed down at Kerbin's Mountains). Re-run experiment - contracts for science completionists - re-run an already done experiment to get a little bit more science out of it. Notes: The contract pack works for RSS and planet packs - you will receive contracts for any celestial body that is loaded in the game. This mod disables the stock "Collect Science" contracts, as they become somewhat redundant when this is installed. https://imgur.com/a/R9WvJ Download CKAN: In CKAN, select and download the mod "Contract Pack: Field Research". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Field Research Contract Pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff Crowd Sourced Science - You're likely going to be getting a lot of science reports with this mod. Why not make the reports into some more interesting reading with hundreds of unique science reports. Science Alert - Never miss an opportunity to collect science. Also includes a super convenient UI for collecting multiple experiments. [x] Science! - Contains a great GUI for tracking how much science is remaining for various biomes/experiments/etc. No More Science Grinding - Get 100% science from running stock experiments (no more need to re-run experiments multiple times). Waypoint Manager - For viewing contract waypoints in-flight to much more easily hit your target (recommended for the scientist contracts in particular). Source The full source is available on GitHub. Change Log Special Thanks @arkie87 - For giving me the idea and getting me started on making this. @DMagic - For providing code and general KSP science systems support. @xEvilReeperx - For providing a great block of code to get the list of science subjects out of KSP. @amorymeltzer - More general science support! @ObsessedWithKSP - For all the things you do. Everyone else who posted in this thread where the idea got started. @Zeenobit - For his very cool mod Historian, (now maintained by @Aelfhe1m) which I used to put together the images for this post. License The Field Research Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the beer fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  7. Welcome To Kerbal Academy's Kerbonaut Training Program Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions) Version 1.2.0 Released "A Fresh Coat Of Paint" **Version 1.2.0 Changes** -Added New Logos And Flags -Updated All The Contract Descriptions -Cleaned Up Spelling And Syntax Errors -Rebalanced Contract Costs -Contract Costs Now Generated Based On Kerbal Experience Level -Boot Camp Contract Cost Now Generated Based On Cost Of Next Kerbal -Boot Camp Now Uses New Drill Craft -Bugfixes Full Change Log Here; [Change Log] *Report Issues On The Forum Page Or The Issues Section Of The Github Repo* What does this contract pack currently do? Kerbal Academy provides a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. For example; the Pilot training scheme will have your Pilots practicing changing orbital inclination, as well as how to do flyby's of various bodies. (More mission scenarios, as well as in atmosphere missions are being investigated) Scientists will be practicing going actually collect science, and engineers will be doing simulated repairs on various craft. Only after they have demonstrated their skills in their field will experience be awarded. Kerbal Academy is a for-profit venture* , you pay them to provide missions and programs in order to train your kerbals. Think of it as an investment. Contract prices are currently being re balanced for training missions, and the "Boot Camp" mission as it allows for the recruitment of new Kerbalnauts without the expense of rescuing them from various wrecks. *(Ingame) Current Available Missions (v1.2.x) : There are three programs available at Kerbin Academy: Boot Camp - If the pack finds that you are lacking in a certain role, you will be offered the chance to put a Kerbal through Boot Camp. This involves proving basic skills in that role. On completion of the course you will be reimbursed half of your hiring cost, plus your new applicant will be advanced to level 1. For pilots this mission consists of a quick takeoff, flight, and landing at a predetermined location Scientists must complete and collect a experiment specified by the contract Engineers complete a quick intro to vessel operations and maintenance The Basic Program - Where a kerbal is severely lagging behind their colleagues in terms of experience, or one Kerbal is much further advanced than the others, the more experienced kerbal can "mentor" one of their less experienced peers. Obviously only kerbals of the same skillset can be mentored. So a pilot couldn't mentor a scientist (because that would be silly). On completion of the course, the less experienced kerbal will be given a hefty experience boost, which can (but is not guaranteed to) bring them to within 1 level of their mentor. Pilots are tasked with flying a course complete with way point markers Scientists are tasked with doing some more science! Engineers are tasked with completing simulated repairs on a vessel The Advanced Program - If a Kerbal is near the top of their field they will be put forward for the advanced program. This involves demonstrating their skills in the field. On completion of the course, the Kerbal will be advanced one level. Pilots do some orbital maneuvering to improve their skills Scientists do some more science! (Improving Scientist Missions Has Been Made A Priority, Please Suggest Some Ideas) Engineers complete tours of duty on various bases and stations, performing a few simulated maintenance tasks. Known Issues/Workarounds (1.2.x) : -Drill Ship spawning may have been fixed. Further Testing Needed Other Stuff This contract pack will disable the stock rescue missions by default, as they are a horribly cheaty way to get new kerbals perfectly valid player choice, if you like that sort of thing, and this pack already provides a way to recruit new kerbals cheaply. In order for Engineers to advance through the program, vehicles must be marked properly. So a lander (with legs) should be marked as a lander (by clicking rename vessel in the flight scene), stuff with wheels should be a rover, and stations and bases should be marked as such. If you don't do this, you won't see any Engineering contracts offered. Future Plans By Version; Version 1.2.0 Released May 12th Version 1.2.1 Released May 12th v1.2.0 (May 2-4) Flair Overhaul Add updated logos Add mission patches Kerbalize contract descriptions Rebalance Contracts Change Advance Payment Add Completion Payment (Shouldn't Effect Current Active Contracts) v1.3.0 More Missions For Engineers Better Missions For Scientists Release TBD, work not started General Future Plans; Bugfixing for spelling/grammar errors reported in v1.1.8 (v1.1.9) Rebalance Contract Pricing (v1.2.0) Add updated logos (v1.2.0) Add mission patches (v1.2.0) Kerbalize contract descriptions (v1.2.0) New Atmospheric mission profiles for Pilot training (TBD) New Station/ Base "maintenance simulation" mission profiles for Engineer training (TBD) New Docking/ Rendezvous mission profiles for Pilot training (TBD) New mission profiles for Scientist training (TBD) Add Spacedock page under @Mark Kerbin (v1.2.0) (Spacedock Page Added) Investigate CKAN support (TBD) (CKAN Support Added, I Clicked A Button.) Continue investigating flipped contract ship spawning. Likely caused CC, has been reported to dev. Current Version is 1.2.1 For KSP 1.4.3 Dependencies Contract Configurator 1.25 & Module Manager 3.0.7 Downloads; (v1.1.9-10) (v1.2.x) (v1.1.x) (v1.2.x) Dependencies (Make Sure These Are Installed); Legacy Thread by @severedsolo: Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  8. The (Mis)adventures of FAST-NAO The Three Flags Hello! This is the story of my newest career: FAST-NAO. A space program just taking its first steps into the final frontier. The program names are all inspired by Dungeons and Dragons: Here are the mission logs so far:
  9. Increase the variety of tourism contracts available! Have tourists visit your stations, and build new attractions for them! (image credit MalevolentNinja) Description This is a Contract Pack that gives contracts to take tourists into space. There are contracts for: Taking tourists all around the Kerbin system. Taking tourists to your existing stations and bases. Building space tourism attractions. Taking tourists to your newly built attractions. Unlike the stock tourism contracts, all tourists for a given contract want to go to the same place. You'll also start receiving tourist contracts for 20-50 Kerbals to visit your attractions at a time. There are 10 randomly regenerating tourism contracts and 4 one-time contracts that progress your space tourism program. Will you be able to build the space casino and start printing funds? Download CKAN: In CKAN, Select and download the mod "Contract Pack: Tourism" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Tourism contract pack can be downloaded from GitHub. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff It is recommended that you install Waypoint Manager, as there is one contract that involves touring the KSC, and it will be more difficult to hit the waypoints without it. The contract pack works for RSS and planet packs - there's a late-game contract to visit gas giants that will pick up any gas giant loaded in the game. Source The full source is available on GitHub. Change Log License The Tourism Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  10. Find Easter eggs and other anomalies! Description This is a Contract Pack that gives contracts to go search out the various Easter eggs that are included in KSP. There are 14 one-time contracts included in the pack of varying difficulty. There's some bonus new content that is only available as part of the mod. If you want to see it then you will need to finish both the Kerbin and Mun monolith contracts. Download CKAN: In CKAN, Select and download the mod "Contract Pack: Anomaly Surveyor" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from the Contract Configurator release thread. ModuleManager is a required dependency and can be downloaded from the ModuleManager release thread. The Anomaly Surveyor Contract Pack can be downloaded from GitHub. SCANsat is an optional dependency and can be downloaded from the SCANsat release thread. Waypoint Manager is an optional (but highly recommended) dependency and can be downloaded from the Waypoint Manager release thread. Optional Stuff It is recommended that you install Waypoint Manager, as there is one contract that involves touring the KSC, and it will be more difficult to hit the waypoints without it. If you use SCANsat, then the contracts will have an extra requirement before they show up - you must have done a multi-spectral scan of the area in question. To offset this, if you have SCANsat, the contract rewards are slightly better. Source The full source is available on GitHub. Change Log Special Thanks 5thHorseman for the video featured on this page. He did an absolutely incredible job! Nicholander, who gave me permission to use his monolith part for the final Jool Monolith contract. License The Anomaly Surveyor Contract Pack is licensed under CC-BY-NC-SA-4.0 Like what you see? Consider donating to the coffee fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  11. Cydonian Monk

    Forgotten Space Program

    Forgotten Space Program Latest Post: 2018-12-03 - Where We Left Off / Copper Gains / Friendly Warning -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper 2017-05-08 - Whispers Volume 2 Sequence 5 2017-05-14 - Mission Report, Wooden Nickel 2017-05-23 - Crazy Talk, Manganese Station 2017-06-19 - Science Supplies / Lucidity / Downwards / Through Fire Volume 2 Sequence 6 2017-07-03 - Ghosts On The Ice / The Other Side 2017-07-14 - Into The Abyss 2017-09-13 - The Hook 2017-10-19 - Out In The Cold 2017-10-23 - Late Arrival 2017-11-28 - Late Departure 2017-12-04 - Exit Vall, Stage Outwards / Pol-italicized Pol-lution2018-01-31 - Children of Bop 2018-03-19: Where There's a Whip... / ...There's a Laythe 2018-03-27 - Will the Last One Leaving Jool... / ...Please Turn Off the Lights / Year 100, Day 336, Hour 2 Volume 2 Sequence 7 2018-07-16 - Shadows and Whispers / Nickel and Dimed 2018-07-24 - Council of Copper / Another Nickel's Worth 2018-08-03 - Controlling Copper / Supplying Chaos 2018-08-12 - Project Copper / Culpa de Cuprum 2018-08-19 - Copper Loss 2018-09-16 - Titanium: The Next Generation 2018-12-03 - Where We Left Off / Copper Gains / Friendly Warning (Hey, dude, remember. It's Shift + Enter. Crtl + Enter submits the post.) -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.4.5) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Older Mods in Use (for previous KSP v1.3.1) Older Mods in Use (for previous KSP v1.2.2) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  12. Have you taken a new survey contract and then been frustrated when you had to keep flipping between map and flight mode to find your waypoints? Did you crash your vessel? NEVER AGAIN. Waypoint Manager does the following: Renders waypoints in flight mode. Gives a GUI listing of all waypoints and allows you to activate navigation from that GUI. Allows the creation of custom waypoints. If you want to see it in action, check it out in @maxrsp's KSP Easy Mods series: Custom Waypoints @Miles Teg has provided some custom waypoint files! To use them, copy the to GameData/WaypointManager/CustomWaypoints.cfg (I'll have to add a proper file dialog in a future version) and hit the "Import Custom Waypoints" button. Included are files for the various KSC biomes and for marking off the runway and helipads. Download Waypoint Manager can be downloaded from GitHub. Source The full source is available on GitHub. Documentation No documentation, just install and enjoy the waypoints. Change Log License Waypoint Manager is licensed under the MIT license. Like what you see? Consider donating to the beer fund! It will not go directly to supporting this or other mods under my care, but it may keep my motivation up!
  13. Contract Pack: Historical Progression This contract pack is designed to take you through the history of the human space program. This entire contract pack was inspired by Whitecat106's Historic Missions contracts. He has created an incredible selection of close to 700 missions! For me, that is too much, and I wanted to go through the history of human spaceflight and progress how we have done in real life. I did not want to have to launch a mission that was almost the smae thing over and over again. This contract pack takes you from the first sounding rockets to New Horizons and into the future. You will be tasked with recreating some of the most ambitious missions like the Apollo Program, Voyager and the International Space Station. It is up to you to guide the Kerbals into the cosmos through a historical progression. Some of these contracts are very involved and require you to use gravity assists to accomplish the contract parameters. Others give you the option to complete certain goals in order to gain bonuses. For example, in your Space Shuttle contracts, you get bonus funds if you land your shuttle on the Runway back at KSC. One of the best examples of this is the MESSENGER contract. It requires you to enter a polar orbit of the first planet in the solar system. We will use the stock system with the Real Solar System planets as an example. MESSENGER Contract Parameters General Goal: Design an unmanned craft to Orbit Moho (Mercury) with a minimum Inclination of 70 degrees Design an unmanned craft with an antenna (also with 3 SCANsat scanners if you have the mod installed) Launch MESSENGER Enter Orbit of the Sun OPTIONAL BONUS: Flyby Kerbin (Earth) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) for a gravity assist OPTIONAL BONUS: Flyby Eve (Venus) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) again for a gravity assist OPTIONAL BONUS: Flyby Moho (Mercury) for the third time for a gravity assist Enter Orbit of Moho (Mercury) with a minimum Inclination of 70 degrees Transmit Science Data from Space around Moho (Mercury) If you have SCANsat installed, have 80% mapping of Low Quality, Biome and High Quality Most of the missions are not that difficult or that involved, but MESSENGER was launched in 2004 after more than 50 years of spaceflight and we knew some new tricks to help us achieve an orbit. HISTORICAL PROGRESSION CONTRACTS REQUIRED MODS Contract Configurator - http://forum.kerbalspaceprogram.com/threads/101604 Module Manager - http://forum.kerbalspaceprogram.com/threads/55219 HIGHLY, HIGHLY, HIGHLY RECOMMENDED MODS These are not nessecary to use the contract pack, but it makes the pack much better Historical Progression Tech Tree @Yemo Unmanned Before Manned - http://forum.kerbalspaceprogram.com/threads/106130 This lets you start with the proper probe cores instead of manned missions, the contract pack might not be possible to complete without this or something similar Outer Planets Mod - http://forum.kerbalspaceprogram.com/index.php?/topic/93999-112-outer-planets-mod-20-complete-overhaul-better-terrain-nicer-terrain-textures-improved-scatter-etc-21-may/ If you are playing with stock KSP, this will give you the extra planets that simulate the outer solar system and will allow you to explore these places with contracts like New Horizons and Voyager 1 and 2 Real Solar System If you are up for it, you can recreate some of the most famous missions in different scaled Real Solar Systems Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/50471-113-real-solar-system-v1140-july-3/ Half Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/142336-113-half-size-rss-v15/ Stock Size Real Solar System - http://forum.kerbalspaceprogram.com/index.php?/topic/138572-wip-113-117-stock-size-real-solar-system/ DMagic Orbital Science - http://forum.kerbalspaceprogram.com/index.php?/topic/59009-113-dmagic-orbital-science-new-science-parts-v132-6272016/ This gives you more science experiments to use on your various missions around the solar system SCANsat - http://forum.kerbalspaceprogram.com/index.php?/topic/72679-113-scansat-v163-real-scanning-real-science-at-warp-speed-june-27-2016/ This provides you with parts to map the planets in the solar system. The contracts have support for Scanning missions if SCANsat is installed. Life Support Mods There are many to choose from, but I reccomend picking at least one of them. Some of these contracts are setting new duration records in space and there is no real challenge to them without having Life Support of some kind. OTHER MODS TO CONSIDER There are many part mods to consider that will give you the ability to construct realistic looking, or in some cases replicas of the spacecraft that are simulated in this contract pack. Bluedog Design Bureau (NASA / ESA) FASA (NASA) @raidernick Awesome Collection of Mods Skylab US & Soviet Solar Panels Pack Salyut Stations Soviet Spacecraft Soviet Probes US Probes Pack US Rockets Pack Antares & Cygnus Tantares NOTES The contract pack removes the World Firsts and Explore Body stock missions as we are already covering this with the pack This contract pack works with all planet packs, but you will experience some weird contracts if your Home planet is not the 3rd rock from the sun Full support for Stock, Stock x2, Stock x6.4, Outer Planets Mod Full support for Real Solar System, Half Size Real Solar System, Stock Size Real Solar System I do not know how this will play with other Contract Packs unless listed below, as it is designed to go through all major "firsts" of our space history so will duplicate similar contracts from other packs Most missions cannot be cancelled nor will they expire. There are a set of optional missions and more will be coming down the line. These optional missions can be cancelled and do not need to be completed. COMPATIBLE CONTRACT PACKS Anomoly Surveyor AntennaRange Relays Clever Sats Field Research Giving Aircraft a Purpose (GAP) Kerbal Academy Maritime Mission Pack RemoteTech Contract Pack SPECIAL THANKS @nightingale for creating Contract Configurator as well as helping me with many questions along the way @severedsolo for answering some questions I had about some contracts @Whitecat106 for inspiring me with your Historic Missions pack @TheReadPanda is streaming a career with the Contract Pack active DOWNLOAD Github Spacedock INSTALLATION Make sure you have Contract Configurator and Module Manager Installed as they are NOT included with the download Download the Contract Pack Copy to GameData folder Enjoy! FUTURE PLANS Add Remaining Missions Falcon Flight 20 - First Powered Landing of First Stage of Rocket Moon / Mun contracts will require specific biomes to be reached (want to stop players from landing on the far side) Add a requirement to deorbit and destroy Space Stations after Add additional SCANsat mission support Add additional DMagic Orbital Science Mission Support Add OPTIONAL MISSIONS Additional Mars / Duna Missions Landers Phoenix Insight Orbiters Mars Global Surveyor MAVEN Rovers Spirit Opportunity Curiosity ISS Construction Apollo Applications Program Manned Venus Flyby (this was a proposed mission using Apollo hardware) Future Missions OSIRIS Rex Asteroid Redirect Mission Mars Sample Return Mission Europa Mission Red Dragon Mars 2020 LICENSE CC-BY-NC-SA (http://creativecommons.org/licenses/by-nc-sa/4.0/) CHANGELOG
  14. I'm wondering about what's the most realistic one can make Kerbal Space Program (but would probably make some tweaks to make it remain "playable"). Because of this I decided upon version 1.2.2 for which a lot of the realism mods seem to be available. I've toyed with several configurations involving for example Realism Overhaul and Real Solar System; one involving the SETI tech tree, and then I went on to Realistic Progression Zero. Principia is also a wonderful mod that I found out is available, just not on CKAN. I've since started a video commentary (probably very on-and-off). Not that I'm even a good Kerbal Space Program player just yet; this just seems to be a not yet thoroughly explored idea for a playthrough so why not. Here are the mods I'm currently using. Indented are requirements for the parent mod, though I tried to only mention each mod once so it's actually the first occurence of the requirement I came across. Realism mods: Realism Overhaul Advanced Jet Engine Solver Engines Plugin Ferram Aerospace Research ModularFlightIntegrator Kerbal Joint Reinforcement Module Manager RealChute Parachute Systems Real Fuels Community Resource Pack RealHeat Real Plume SmokeScreen - Extended FX Plugin Real Solar System Kopernicus Planetary System Modifier Principia Realistic Progression Zero SXTContinued Firespitter Core Firespitter Resources config Retractable Lifting Surface Module Contract Configurator Custom Barn Kit Deadly Reentry Continued Ven's Stock Part Revamp Community Tech Tree Kerbal Construction Time MagiCore RemoteTech TAC Life Support (TACLS) (Semi)Saturable Reaction Wheels BackgroundProcessing PersistentRotation Dang It! Continued. (Okay, maybe TestFlight is the preferred option, but my engines keep losing efficiency and cutting off much before their rated burn time. Maybe I just don't understand the mod in which case I could reinstall it if I get better understanding of how to make workable rockets but as it stands it's just too much uncertainty for me to make pretty much any progress.) Kerbalism TAC profile (settings for compatibility: Signal = false, Reliability = false, EnforceCoherency = true) (since episode 8) Kerbalism (since episode 8) Other Gameplay Additions: EVA Parachutes_Ejection Seats Kerbal Attachment System Kerbal Inventory System KRASH - Kerbal Ramification Artificial. (I opted not to allow reverting of flights so this I felt like was a suitable alternative. I can simulate flights before putting my crew and a vast amount of funds in danger.) SCANsat StageRecovery. (I'm a bit hazy on whether this can recover even things that couldn't manually be recovered so I placed it under this category) TweakScale - Rescale Everything! KSC Switcher Other Career Mods (I tried to find information on how well contract packs mesh with Realistic Progression Zero but I don't know if there is any so I just put in whatever I felt like): Contract Pack: Bases and Stations Reborn Contract Pack: Grand Tours SpacetuxSA Contract Pack: Interplanetary Mountaineer Contract Pack: RemoteTech Contract Pack: Tourism Plus Quality of Life: Mechjeb 2. (For statistics, or if I ever do get bored there's the option to use some automation. The other option here would have been Kerbal Engineer Redux. I feel like KER offers a nicer interface and I at least haven't found a way to show partial totals for delta-v in MechJeb but MechJeb is more.. extensible, so both are very good alternatives) Kerbal Alarm Clock [x] Science! BetterBurnTime BetterTimeWarpContinued Contracts Window + Progress Parser Contract Parser Docking Port Alignment Indicator Easy Vessel Switch Editor Extensions Redux EVA Enhancements Continued Kerbal Flight Data NavBall Docking Alignment Indicator RCS Build Aid Waypoint Manager Connected Living Space Ship Manifest Aesthetic: If there are any other visual mods that are a "must have", I'm also willing to listen to ideas. Unfortunately I haven't been able to get Real Solar System Visual Enhancements working properly. The first time I tried with new versions of its requirements some distance up in the atmosphere Earth becomes all blue, while with the versions its forum page said the ground's all black. For the latter configuration I tried setting rendererFixEnabled to True since I'm on Linux but with no effect. Real Solar System Textures - 8192 x 4096 Scatterer Collision FX (since episode 5) Distant Object Enhancement (since episode 5) Distant Object Enhancement Real Solar System config (since episode 5) PlanetShine (since episode 5) PlanetShine - Default configuration (since episode 5) Soundtrack Editor (since episode 8) Parts: B9 Aerospace Procedural Wings - Fork DMagic Orbital Science Procedural Fairings - For Everything! Procedural Fairings Procedural Parts CxAerospace: Station Parts Pack FASA Soviet Engine Pack Purely Interface Related or Just Fun: The Janitor's Closet. (For removing parts that I don't need. There's just too much clutter otherwise.) QuickExit. (It's tedious to exit from the game through menus and alt+F4 doesn't save the game) QuickHide. (Even though I tried to limit extra clutter, it was unavoidable with such a large arrangement of mods. This mod allows you to get rid of some of the clutter. However, for some reason it doesn't seem to hide every button it's seemingly allowed to. Help?) RSS DateTime Formatter Final Frontier. (For ribbons for your Kerbals!) Hide Empty Tech Tree Nodes As for the difficulty settings, I'm thinking of going with hard but with Funds Rewards at 300% (later was changed to 200%) (I expect a lot of failing and I don't want to lose the game completely), Science Rewards and Reputation Rewards at 100%, 25000 starting funds, 80% resource abundance, quick loads allowed, Kerbals Level Up Immediately, Part Pressure and G-Force Limits and Kerbal G-Force Limits, Require Signal for Control, Plasma Blacout. For these I'm looking for something that's decently playable and possibly fun to watch if I were to record it. So, any suggestions for any additions or changes?
  15. Ladies and Gentlemen, presenting for your entertainment and delight, Exploration Plus - an overhaul of the stock Exploration Contracts. So, I really like the new Exploration contracts introduced in 1.2, but they aren't without their problems. Do I really need to prove that I can rendezvous or dock around every body before I can move on? Aren't the skills transferrable? I also feel like your progression can get bogged down, as you only have one of these contacts at a time. So here is an attempt to fix this: Features Multiple exploration contracts at a time. The moment you perform a flyby of a body, the mod will encourage you to push to the next one, while offering follow up contracts for the body you just reached. Works better with Monthly Budgets. The stock exploration contracts make heavy use of parameter level rewards, which my Monthly Budgets mod doesn't like, as it can't intercept the rewards. This pack only uses contract level rewards, so if you are using Monthly Budgets the budgeting system will work better. Better Progression. No more "must perform a rendezvous/docking around x body before you move on" - You will be asked to demonstrate your skills once around the homeworld and then we assume you know what you are doing. Even if you are dragging your heels on that mission, the other contracts will still generate. In addition, if you miss any of the "minor milestones" (returning, planting flags etc) you'll get a follow up mission to finish it off. Obviously this will disable the stock Exploration Contracts Fully Planet Pack compatible - The screenshot above is from Galileos Planet Pack, as that's what I'm playing at the moment. I can safely say, if it works on that one, it will probably work on almost any planet pack. If you do find any issues, let me know. Known Issues: Rewards have been generally balanced against what the stock contracts would pay you, but there may be some hiccups. For instance, "Mopping Up" assumes you have missed all the potential milestones and pays you accordingly. If you find any others, please report them. [Not really a bug] - You'll get a "perform a spacewalk" mission, even if you've already done it without the contract. Unfortunately I can't check for this. Licensing CC-BY-SA 4.0 Download First you'll need Contract Configurator Then grab the pack from here Acknowledgements As ever thanks to @nightingale for Contract Configurator.
  16. 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 Mission 31 SNAC Kart, by @Ten Key Mission 32 SSTO, tourists, rescues and comic strips, by @Deddly Mission 33 Noobest mission yet, with credits! By @Noobton Mission 34.1 Something a little epic, by @Deddly Mission 34.2 The epicness continues, by @Deddly MIssion 34.2 (??) Going Slightly Peculiar, by @Deddly 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 @Noobton @TheKosmonaut @Deddly @DuoDex @Vanamonde @Dman979 @Snark @Supernovy @goldenpeach @Ten Key
  17. Kerbal Space Agency Program Benvenuti a tutti i lettori, occasionali, e appassionati. Qui si raccontano le imprese di Jeb, Bob, Gene e gli altri Kerbaliani. In questo tread si raccontano con immagini fugaci le avventure dei nostri eroi. Ci sono diverse mod aggiunte tra le quali TAC Life Support, Base Sistem, e qualcuna atmosferica, per aggiungere un pizzico di realismo alla nostra esperienza. Obiettivo del programma spaziale è arrivare a piazzare una bandiera su ogni Pianeta o Satellite di questo piccolo sistema solare, o ancora meglio, riuscire a recuperare dei dati scientifici, o ancora meglio costruire delle piccole colonie. Per ora ci fermiamo a lanciare un piccolo razzo accettando dei contratti basilari che ci hanno richiesto di lanciare un razzo e di recuperare dei dati scientifici qualsiasi. Il nostro Jeb ci è riuscito senza troppi problemi con tanto di plauso da parte del Kerbal Space Center. Con questo lancio si può dire aperto il programma spaziale, ma soprattutto il Programma Gaia : Esplorazione basilare di Kerbin e dei suoi territori (biomi).
  18. I finally got around to playing in Career mode, with USI life support (not colonization) and having to purchase parts to unlock them. The thing is, I have enough money that I can ignore it when building crafts, but not enough so the building upgrades are a concern. I could decrease the cash multiplier but that would make the building upgrades too much of a grind. Overall, I feel money needs rebalancing. So here is my suggestion: Make the cost of building ships (and unlocking parts in my case) be more similar to building upgrades, so either raise the part costs or lower the building costs Or, add in more cash drains, like say, a monthly upkeep, or having to hire more mission teams to fly more missions at the same time.
  19. Cironaut Space Agency (A.K.A - Yet Another GPP Playthrough!) So, after reading many of these mission logs/career playthroughs, I've decided to do one of my own. I know there’s been a few done for the Galileo Planet Pack (GPP), but as I find it’s the best planet pack I’ve come across so far, this is the one I’m using! I’m also not changing the size of the system, as I’m also using the GEP and OPM mods, so combined this makes an already gigantic solar system that I don’t personally feel needs to be any bigger. Also, I’m probably not experienced enough to attempt it yet! This is a list of mods and contract packs I’m currently using: Some of these are custom mods that I’ve tweaked, such as: Kerbal Renamer – I’ve modified this so that all the Kerbals/Gaelans have westernised names and surnames and I’ve removed the GPP developers - sorry guys! I’ve also enabled this to be called from other scripts/mods, specifically so that anything that may have used the default/stock KSP naming scheme can instead use this one instead. Contract Configurator – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Also ‘fixed’ a bug that displayed Gael in lowercase. TRP Hire – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Far Future Technologies – I’ve recompiled this for version 1.4.3 but I believe this still has issues with heating, which isn’t a problem with this mod but a problem with KSP itself. However, I like the idea of having anti-matter engines on my rockets so hopefully this will work out! New Suits – This is just some of the Replacement mods from GPP tweaked a bit for my own playthrough. The Kerbals/Gaelans have some recoloured suits I’ve made and matching sprites, and I’ve tweaked the male heads a bit so that they use the heads that were for the Admin staff instead. I also tweaked some colours in the descriptions, but this is almost the same as it is normally in GPP. This is all done through Sigma Replacements in the same way the GPP versions were before. Tourism Plus – I’ve removed the contracts that wanted you to take Tourists to specific biomes, as the biomes were specifically for Kerbin. Also given the first tourist a random name rather than ‘Tito Kerman’, as this was not in line with the new naming scheme. Bases and Stations – I’ve tweaked the Life Support-related contracts to support Snacks. I also submitted this as a PR on GitHub which has now been incorporated into the contract pack by its current maintainer (three guesses who that is!). I’m hoping that in this current career playthrough I’ll be able to visit all the celestial bodies in the Ciro system (incorporating the GPP, OPM and GEP mods) either manned or unmanned. I’m also hoping to unlock all the nodes on the tech tree, which considering I’m using the Community Tech Tree mod should probably take quite a while! However, I’m also using the Hide Empty Tech Tree Nodes mod so that empty nodes are removed, and to hide the tree nodes that haven’t yet been researched (except the ones that immediately proceed from already researched nodes), which I personally feel is a better approach to the tech tree. And these are the difficulty settings I will be using: EDIT: As requested by @HansonKerman, here are some screenshots of the solar system for this playthrough, taken in the Tracking Station: So, let’s get the Cironaut Space Agency started! 1. First Launch Whilst most organisations on the planet Gael that are trying to reach space are attempting to use computers to send unmanned craft instead, due to the obvious dangers of sending a Gaelan up into space, none of them have currently perfected this technology and are struggling to even get off the ground. However, the Cironaut Space Agency (CSA) have decided to throw caution to the wind and are planning on using actual Gaelans to fly their craft first! This should allow the CSA to gain a significant lead on the space race. The first batch of Gaelans to join the CSA are David Welch (pilot), Rita Coleman (scientist) and Dale Watson (engineer): The Mamba Program ultimately aims to build a craft that can send a Gaelan into space, orbit Gael, and return safely to the surface - without killing the pilot inside in the process! The first craft is named Mamba I and has a small Crew Capsule (with capacity for 1 Gaelan), a solid fuel Flea Engine, a Parachute and some science experiments on board: First, the science experiments that are onboard Mamba I are run on the launchpad by David Welch, the pilot: Then the rocket is launched from the Gael Space Centre (GSC) into the sky: It eventually reaches a height of 8,436 metres above sea-level before starting to plummet back towards the surface: When the craft reaches about 1,000 metres above sea-level the parachute is deployed, which slows the craft down and stops it from crashing into the surface: The craft then safely lands back on the ground. The pilot has survived, and the mission is a complete success:
  20. Computer Generated Image Of A Space Station In Another World, Dated Year 105 *Editorial Mode On* I have finally decided to get back in to KSP. More importantly, GPP! Since 6.4x seemed a big tough to accomplish (especially with no Realism Overhaul & ludicrous DV requirements), I have since decided to go with 3.2x. The main difference between this and my last GPP save is the introduction of several new mods, and the perspective change. This series will be through the eyes of Jimeno Gaelan (Seen Below), the CEO of Gael Rocketry United, and his decisions in the program, including the progress of the space program. Only every now and then I will step in to provide background or details. Jimeno Gaelan: Age 55 (Gaelan Years) Also, here's the mod list This time, I'm implementing Kerbalism, and a couple new resource mods, including TheGoldStandard. A couple other mods to spice up the game, and my personal favorite for a 3.2x save, Procedual Parts. Always a big fan of making spacecrafts look amazing, and Procedual Parts & it's part textures are the way to do it (I even added an extra texture pack for Procedual Parts). Main features of this career save: Kerbalism (A resource and environment mod which will probably cause me to accidentally kill Kerbals many times) KRnD (A parts upgrade system that uses science to turn into more efficient spacecraft parts) Tourism Plus (A pack which encourages space hotels & other tourism things) The Gold Standard (Which adds Gold and Unobtanium, both things you'd need for a space empire) Scatterer, EVE, SVE, Various other visual enhancers (to make the experience for both me and the readers more enjoyable) Ground rules: Do stuff in the way that any space program would progress (no unrealistic progression) No overusing of the same kerbal in every single mission Kerbal R&D should be used sensibly, not to make one singular OP part Unique names for spacecrafts! No playing around stories. I will try my best to play this as if it was an actual career mode, and not just a novel waiting to be written. Goals for this career save: Build a space empire (with a large amount of funds) Land or flyby every body Not get tired out if I'm stuck at a certain place (or have the struggle of getting back into the game after I need to take a break from pc games, etc finals starting in 2 weeks) Ask the readers for suggestions on as what to do next! Max out the tech tree (duh) One more thing of note is that I may add GEP in the future, but for now am sticking with just the Galileo System Now, let's get into the SCIENCE! (Chapters by milestone, not by what the chapters specialized in) Crew To Gael Orbit Chapter 1 - Shaky Beginnings Chapter 2 - Entering Gael Orbit Chapter 3 - Moving On Up | Chapter 3.5 - Progress Update Chapter 4 - Economic BOOM! Chapter 5 - Iotian Sunrise Chapter 6 - What In The World Just Happened? Crew To Iota Chapter 7 - Daring Leaps Chapter 8 - The Loneliest Gaelan In History Chapter 9 - Another Cold And Lifeless Rock Chapter 10 - New (And Borrowed) Technologies Chapter 11 - Near Disaster In Space Chapter 12 - Iota Bound! Chapter 13 - Almost There Crew To Iota's Surface Chapter 14 - Footprints On Another World Crew To Ceti Chapter 15 - Paychecks Galore Chapter 16 - In For The Long Haul Chapter 17 - Interplanetary + Plans For The Future Chapter 18 - Caught In A Solar Flare Chapter 19 - In The Valley Of Harmony Chapter 20 - What Do You Mean There's No Connection? Chapter 21 - Major Plans For The Future Crew To Ceti's Surface Chapter 22 - Integra To Ceti's Surface Chapter 23 - Reusability In Mind Chapter 24 - New Projects Probes To Other Planets Chapter 25 - Interplanetary Arrivals Chapter 26 - The Cygnus Program First Fully Functional Station Chapter 27 - Station Construction Chapter 28 - End Of The Decade Decade In Review Tourism To Iota's SOI Chapter 29 - Dreams Of Space Tourism Chapter 30 - Secret Project
  21. 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
  22. Kerbal Rocketry, Aeronautics, and Space Hub (KRASH) This is the story of KRASH, and its adventures into the unknown. I just got bored with my career save. I unlocked the whole tech tree, and to be honest, landing on other planets just wasn't fun anymore. So I downloaded Outer Planets Mod, and it really helped me get back into this very successful career savegame. This is also my first forum topic, and I got inspired by reading so many of the incredible mission reports in this section. So, we'll see how this goes! Prologue is live! Index to the Chapters/Sections
  23. After some troubleshooting, we've managed to get the impressive planet pack by @Gameslinx up and running in 1.22 Linux x64. I'll be chronicling the adventures of Kerbalkind as they explore this new system. On first impressions, the graphics and the work that has gone into this are outstanding. The first orbital flight with the giant rings overhead and a sunflare are giving me back some of the wonder that made KSP grab me in the first place. Some images from the first two flights follow. A quick sounding rocket for science, then a very clumsy orbiter mainly powered by SRBs. Ended up in an elliptical orbit out of fuel, and Jeb had to get out and push to make it home.
  24. chateaudav

    KSP video series on youtube

    This is the idea (I have not found a page like this) : to list the video gameplay series on youtube made by ksp players all at the same place : Title / Author / KSP ver + major mods / #episodes (avg lenght) / Date / Comments -------------------------------- In progress Series : Let's play KSP RSS / Hardcore Edward / 1.2.2+ RO/RSS/RP-0/MKS-USI/KBPS.... / 175 (~45m) / 27 December 2017 / Alternate history recreations Beyond History / Raiz Space / 1.1.3 + RO/RSS/RP-0 / 33 (~40m) / 28 November 2017 / Continuation of his previous realism overhaul series. KSP RP-0 / Cosmonaut Crash / 1.1.3 + RO/RSS/RP-0 / 440 (~25m) / 16 July 2016 / What a huge number of episodes ! (no persistent rotation) -------------------------------- Finished Series : RealismOverhaul RP-1 / grayduster / 1.3.1 + RO/RSS/RP-1 / 20 (~40m) / 12 February 2018 / RP-1 ! =) Rusty RP-1 / NathanKell / 1.3.1 + RO/RSS/RP-1 / 25 (~1h) / 30 January 2018 / Testing RP-1 R3 / HedgeDog / 1.2.2 + RO/RSS/RP-0 / 9 (~20m) / 7 June 2017 / quick, entertaining episodes showcasing how real the struggle really is. KSP Multiplanetary Species / Justin Bright / 1.2 to 1.3.1 + MKS/USI Collection / 103 (~30m) / 18 October 2016 / Comments RP-0 Tutorial Campain / NathanKell / 1.2.2 + RO/RSS/RP-0 / 80 (~1h30m, no cuts) / 11 June 2016 / Long but cool to learn RO ! RO in 1.1.2 / Raiz Space / 1.1.2 to 1.1.3 + RO/RSS/RP-0 / 80 (~40m) / 18 May 2016 / Realism overhaul series, prequel of Beyond History. Beginners Guide to KSP / NerdySpaceMan / 1.0.4 / 20 (~20m) / 21 September 2015 / Beginners Guide to KSP Serious Business / Scott Manley / 1.0.4 + RO/RSS/RP-0 / 35 (~20m) / 24 August 2015 / Scott Manley live comments and humor Project Alexandria / Bob Fitch / 0.25 to 1.0.4 + RSS / 16 (~35m) / 22 November 2014 / History of spacefligh from 1957 to 1969 -------------------------------- I've done my best to make the presentation clear. Help me to make this catalogue bigger =) Feel free to reply and suggest your series !
  25. Convert a NEW stock career-mode into the NASA Space Program! Version overhaul update for KSP 1.3 DOWNLOAD HERE Original Content is released under Creative Commons: CC BY-NC-SA 4.0 This mod uses the some dependent parts packs along with custom content to transform your stock career mode into the NASA space program. Some stock parts which don't "fit" well with the nasa-theme are removed (the stayputnik, for example) and almost all of the dependent mod parts are renamed, re-arranged on the tech tree, or modified in some other way. Rockets tanks are grouped by name for easy reference. VAB ships are also included for the major crew pods. Adds custom flags. Also, a placeholder IVA is added to crewed parts which currently lack one (the "hitchhiker storage" IVA is used as the placeholder). Boosters and Capsules are named using original, but related, names to their nasa counterparts. Requires: Additional Progression Contracts ModuleManager TRAILS Plus Contract Configurator Optional: Kerbal Planetary base System This mod uses a modulemanager patch to handle parts - it doesn't delete or modify any of your existing files. Incompatible: Any mods that contain extra parts. Sorry. Credits : This mod contains, with permission, parts developed (forked or were abandoned) by Beale, Ledenko, CobaltWolf, and SnowWhite, all under Creative Commons. A few were unfinished beta parts which I completed myself. Also includes some icons from Community Tech Tree This mod uses modulemanager patches to handle parts - it doesn't automatically delete or modify any of your existing files. What you get: A bunch of new parts, which combined with the dependency parts allow you to construct NASA vehicles and launchers including Mercury, Gemini, Apollo, Orion, CST-100, STS, Explorer1, Ranger, Redstone, Atlas, Titan II, Titan III, Saturn I, Saturn V, Ares I, SLS A generous amount of new contracts, based around specific program missions. Completely new tech tree, redesigned from scratch. Pruning parts out of the dependent mods that don't "fit" with the overall theme of the NASA space program. Heavy editing of parts in the dependent mods to fit in the modified progression tree, and for balance purposes. Craft files for most major systems, including subassembly parts for boosters. Installation Instructions: Unzip the contents of "gamedata" into your "gamedata" like most other mods. If you wish, copy the craft files from the ships and subassemblies folders into your save. Gameplay Tips: Turn on advanced tweakables, and use autostrut for some of the larger boosters! The Saturn/Sarnus boosters in particular will wobble like wet spaghetti without this! Try not to "get ahead" of the objectives you get contracts for. (Wait to do an orbital EVA until you get the contract for it in the Castores program) Not required, but it makes the game more interesting. Known Issues: A few of the included booster .craft are slightly overpowered, which is almost unavoidable in a KSP mod of this sort.