Search the Community

Showing results for tags 'career'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 137 results

  1. 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: Coherent Contracts - this is a must for any contracts using the stock description (aka gibberish) generator. It turns the gibberish into actual understandable English! 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!
  2. 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.
  3. 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:
  4. 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
  5. I'm starting a new career mode playthrough in 1.2 on YouTube, with the goal of making Kerbals a multiplanetary species! I'll be using a handful of mods, including Roverdude's USI Constellation. I'm hoping to post a few of these a week, so please check back on my channel!
  6. 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!
  7. The time has come for Kerbal-kind to leave our small blue oasis on Kerbin and venture out into the great beyond - to the unknown worlds that beckon us from afar like silent lanterns adrift in the night. We are resolved to go to Jool! To unlock the secrets of the unknown, and hopefully also to come back! Prologue: What follows is my account of the planning, execution and aftermath of the Magellan mission to the Jool system in my career save. I have spend the majority of my time playing KSP within the Kerbin system visiting the Mun and Minmus ad nauseum, and unlocking most of the tech tree. Besides Duna, I have never visited any other body in a career save. My goal in this career is to send missions to visit all the celestial bodies in the Kerbol system. Some will be manned and some unmanned. With a Jool transfer window approaching in 41 days, I have decided to take a bold step towards this goal by sending a crew of valiant (or maybe daft) kerbals to this giant green world and her moons. Magellan Mission The Magellan mission will take after the great explorer Ferdinand Magellan in attempting a feat which has never before been done (by me). To send a manned mission to the Jool system, take science data on all the worlds therein and return to Kerbin. I'm calling this a Jool-4.5 mission because unlike the Jool-5 mission reports from challenges, there will be no flags or footprints on Tylo, instead I will have a probe land and report back with science data. But the rest of the moons will be visited by Kerbals. Here is the mission patch for the Magellan Mission : The patch shows the silhouettes of Jool, Laythe, Val and Tylo against a backdrop of stars and backlit by the sun as the spacecraft flies by. It is modeled after the STS-41 mission patch. The motto is latin for "To the stars through adversity", and was totally Magellan's rallying cry on his voyage something I thought sounded cool. This mission report is primarily for my own benefit, as something to look back on when this mission is over, but I hope others will find it enjoyable as well. I intend to chronicle my thinking as it relates to mission planning, vehicle design and testing and mission execution in a matter of fact way, and not to write a story or a novel. Right now, I'm not planning to do much if any roleplaying from a Kerbal standpoint, but who know maybe I will get carried away later on. Notes about my playstyle: At this stage, I have designed the vehicle and a rough sketch of the mission plan. I build and test all my vehicles in a sandbox save and then copy the craft files to my career save. For testing purposes, I am allowing myself cheats to get the vehicle into LKO, but no testing will be done in the Jool system. This will hopefully force me to think more carefully about what conditions I will encounter at Jool and will preserve the newness of the experience for me when I actually fly the mission in my career save. I do use quite a few mods, but no part mods (aside from SCANSAT). The mods that I use fall under one of three categories: (1) Visual enhancements (2) Sounds/Effects to increase immersion and (3) Gameplay tools (ie KER) What's Next: In the next posts I will be showcasing the design of the spacecraft, and possibly doing some on-orbit testing. Once I unlock all the parts I need in my career save we will get onto the meat of the mission.
  8. 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 maxhfx'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!
  9. 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 highly recommended that you install In-Flight Waypoints, as most of the contracts involve visiting a specific place with a high degree of precision. In some cases the Easter egg is big and hard to miss - but some are very small. 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!
  10. 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: http://forum.kerbalspaceprogram.com/index.php?/topic/102390-122-contract-pack-bases-and-stations-361-30042017-formerly-kerbin-space-station/& 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 www.flaticon.com 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: https://github.com/LemonSkin/KerbinSpaceStation/releases
  11. I really like the satellite contracts in KSP, but I get fed up of KSP asking me to move my Remote Tech or SCANsat probes. So, I decided to try and fix it. I present to you: Clever Sats. A replacement for stock Satellite Contracts. How is this different to the stock Satellite contracts? Intelligent target selection. Instead of just picking anything that "might" be a satellite at random, you will only be asked to move satellites deployed by this pack. Like your remote-tech comm relay where it is? That's fine, CleverSat will leave it alone. Moved your sats into a constellation? Don't worry about it. CleverSat knows that satellites in a constellation should stay in a constellation. (please see known issues). RemoteTech Integration - CleverSats will not ask you to deploy a satellite unless you have 50% RemoteTech coverage (assuming you use that mod of course). Highly recommended that you combine this pack with the RemoteTech pack by nightingale. What sort of contracts can I expect from this pack? Right now, I have these missions: The basic "launch a satellite into orbit" mission. This is pretty much like the stock missions. The harder the contract, the further out, and the wilder the orbit. You'll probably find that one star contracts will give you mainly equatorial, low orbits. Three stars, well all bets are off. Create a satellite constellation - this is a bit of a clever one. It will try and find two satellites which are close by. If it finds them, you'll be asked to synchronise their orbits. Any satellites that are part of a "constellation" should be ignored by other missions (but see Known Issues) Move a Satellite - this is basically like the stock enhanced contracts, you'll be asked to move your satellite to a new position. Move a Constellation - move a constellation of satellites to a new position. Repair a Faulty Satellite (Coming Soon) - Decommission a satellite (Coming at some point - maybe.) Deploy a GPS network Please feel free to suggest more. Known Issues: One satellite in a constellation may not be marked as protected, and you may be asked to move it. Probably some reward balancing issues at the moment. On the move a constellation mission - the orbital parameters will be displayed multiple times (one for each sat in the constellation). I know how to fix this, I just haven't got round to it yet. Special Thanks @nightingale as ever, for his tireless hard work on Contract Configurator. Installation: Highly recommended that you install from CKAN (when available). However, if you insist on installing manually you will need: Module Manager (available here) Contract Configurator (available here) The CleverSat contract pack (duh) (available here) License CC-BY-NC-SA 4.0 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 Source available at the release link above.
  12. Forgotten Space Program Latest Post: 2017-07-14 - Into The Abyss -- 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 -- 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 v1.2.2) 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. Aviation Lights Distant Object Enhancement DMagic Orbital Science Docking Port Alignment Indicator Engineering Tech Tree Engine Lighting EVE (Waz's Build) Flag Decals Hullcam VDS KAC KAS KER KIS kOS Mark One Laboratory Extensions Module Manager Persistent Rotation Planet Shine Raster Prop Monitor Real Plume (Stock) Reentry Particle Effect SCANsat Scatterer SpaceY Heavy Lifters SpaceY Expanded Surface Lights Trajectories Texture Replacer (RangeMachine's Build) 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
  13. CommNet Relays Ever wanted to get money for setting up CommNet network relays? Your dreams can come true with the CommNet Relays contract pack! Features CommNet Relays is a contract pack for Contract Configurator which gives you contracts for each body in the solar system (besides the homeworld, of course). The contract is to send a satellite with an appropriate dish or combination of dishes into an orbit low enough that surface missions can use the whip antenna instead of having to pack a big dish (so long as a relay is overhead, of course). Missions to your homeworld's moons are required to use an HG-5 or equivalent, missions to the inner planets (Duna/Mars and inward) are required to use an RA-15 or equivalent, while missions to outer planets or moons will need an RA-100 or equivalent. You also have to have your tracking station upgraded to the appropriate level. The contracts are generated based on the lists of planets and moons in your solar system, so you can install Outer Planets or Real Solar System or whatever you want, and the contracts will automatically adjust themselves accordingly. Additionally, the antenna requirement does not depend on specific parts, but on the combined antenna power of the relay, so it's compatible with all modded antennas automatically. If you really wanted to (and had a computer that could handle it), you could build a relay with 20,000 HG-5 antennas for Jool missions. (That said, be aware that the contract range requirements are based on stock CommNet ranges, which are in turn based on the stock solar system. I've got some patches that will modify ranges to adapt to Outer Planets and Real Solar System, but those patches assume particular balance choices for antennas and the solar system. At the end of the day, the contract requirement is just a lower bound -- check your link budgets before launch.) In addition to the basic "relay around body X" contracts, there are a few extra contracts to help improve uptime around the network. You may receive contracts to place relays in highly-inclined, highly-elliptical orbits around the gas giants, so that missions to their moons or in low orbits can stay in contact around them, as well as contracts to place relays in solar orbits to keep contact with probes going behind the Sun (and also the homeworld's parent body, if you're using an alternate solar system in which the homeworld is a moon). Dependencies CommNet Relays depends on Contract Configurator, version 1.22.0 or later. You will need Module Manager to patch the contracts for compatibility with other addons. Download and install GitHub CurseForge From there, just unzip the "ContractPacks/CommNetRelays" folder into your GameData directory. Known issues and limitations It might be cool if nightingale implemented a coverage-checking feature like there is for RemoteTech, but as things are, I use the number of relays or relay-like vessels in orbit as a proxy -- four is the minimum to get full coverage (though that could be as low as two depending on how forgiving you've set the line-of-sight "fudge factor" to be), so if you've got five ships with enough relay antennas in low-enough orbit around a body, I figure you have coverage that's good enough and the config won't generate contracts for that body. In general, I've left most of the details of your network unconstrained -- the minimum and/or maximum values in the requirements will keep your satellites within range of the ground, but it's up to you to put your satellites in orbits that are useful for your particular situation. If you find any other issues, please let me know in the KSP forum thread or on the GitHub repo's issue tracker! Version history and changelog 2015 07 24: Initial release. 2015 07 25 (1.0.1): Added NewVessel parameter to missions, so each relay will have to be a newly-launched satellite. Bumped up the maximum number of satellites from four to five (to give some redundancy). 2015 08 08 (1.1): RSS and New Horizons compatibility. Moved altitude constraints into DATA nodes so that Module Manager can affect them more easily (as opposed to having magic numbers in both the orbit parameter and the target planet selection logic). Fixed some initial "Escape"/"Orbit" requirements -- they were referring to "Kerbin" specifically, now referring to whatever the homeworld is. Also updated comments on target planet selection logic to match the actual logic used. Added a new "CoMoon" contract to be used when the homeworld is a moon. 2015 12 14 (1.2): Antenna pack compatibility New patches that allow antennas from some addons (Asteroid Day, Hangar, SSR Microsat, USI Kolonization Systems) to qualify for the contracts. Clarified contract wording. Added a dedicated agency to give the contracts. 2016 05 03 (1.3): Antenna rearrangement Moved High Gain Antenna from its own patch, now that the Asteroid Day probe parts are folded into stock. Because this will cause errors on pre-1.1 installs without Asteroid Day, this and later versions are no longer compatible with KSP 1.0.x. Removed the USI patch, since it was causing exceptions for MKS Lite users. Compatible through KSP 1.1.2. 2016 06 26 (1.3.1): Expression expansion Refactored targetbody expressions to reduce calculations-per-frame when contracts are generated. Compatible through KSP 1.1.3. 2016 07 23 (1.4): Mission Control Changes to support Contract Configurator's 1.15.3 update. Because this depends on variables introduced in CC 1.15.3, this and later versions are no longer compatible with KSP 1.1.0-2. Contracts are broken out into individual cfg files (I got tired of scrolling all over the place when editing...) The license is changed to the GPL v3 (or later). 02017 02 25 (2.0.0): Constructing New Relays Renamed to "CommNet Relays". Because it uses the new CommNet system, it is not backwards-compatible with pre-1.2 versions of KSP or 1.x versions of AntennaRange Relays. Backend logic overhauled to use new CC antenna parameter. Specific parts are no longer required to complete contracts. Adjusted some of the contract parameters to reduce duplication and increase available choices. Max/min apoapses adjusted to CommNet balance. Adjusted RSS patch. Added OPM patch. Added new "Super DSN" contract to build enormous DSN relays. Why? Because we can! 02017 07 04 (2.0.1): Hiccup Suppression Adjusted facility requirements to suppress random failures when entering the Tracking Station. Roadmap Add support for KSP localization system. As my schedule permits, I'll get this mod released on CurseForge and CKAN in the near future. If you have other suggestions, please bring them up in the KSP forum thread or raise an issue on the GitHub repo! Credits Many thanks to nightingale for Contract Configurator (and for implementing the SemiMajorAxis() method at my request, and accepting my HasAntenna parameter), toadicus for AntennaRange (which inspired the initial revision of this contract pack), and Squad for implementing CommNet! License CommNet Relays is copyright 2015-2017 Kerbas_ad_astra. Contract configuration files are released under the GPL v3 license (or any later version). Any redistributions must use a different name and folder (per section 7c). All other rights (e.g. the CommNet Relays logo and agency definition files) reserved.
  14. 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
  15. Welcome to my space program. I think this will be my first career save that I really actually finish. If you think you'll be around for this in the long run, welcome. I will write it like a mission report, but I think I might add a bit of story. This will be a modded install. Due to BlueDog Industries parts, I already have some nice stuff right from the beginning. We'll just imagine that this stuff was given to them by the government. Enjoy! LAUNCH LOG. Launch Vehicle "Flea I." Log Number: 0001 "Welcome to The Kerbal News network. I'm your host, Theolin Kerman. Today, the KSP launched a spacecraft into the air, the first ever. The spacecraft consisted of one "Flea" Solid rocket motor, and an one man command pod. The pilot was Air Force Captain Jebediah Kerman. In an interview before the launch, Jeb said," "Yeah, I'm ready to go up there. It's the first ever manned spacecraft launch, and uh... Yeah. I'm feeling really confident." Back to the Studio. "The launch went well, and the rocket reached an altitude of 22224 Km before falling back to Kerbin. The parachute opened without a hitch, and Jebediah Kerman was awarded with champagne and service ribbons after the launch." Click! "Hey Honey! Did you hear? They launched a rocket! Sheesh!" RESULTS OF FLIGHT: Jebediah Kerman: Promoted to Major. RIBBONS: First Kerbin Surface EVA, First Landing On Kerbin, Altitude Ribbon, 10% Solid Fuel Ribbon, Speed Record Ribbon, Research I Ribbon, G-Force VIII Ribbon, EVA In Kerbin's Waters Ribbon, Splashdown Ribbon, Operational Service Ribbon.
  16. This One Goes to Eleven: Reports from a 10.6257x GPP Career Well, I'm either over ambitious or just plain nuts. After finishing my 3.2x GPP career, I've decided to jump into a new career at the ridiculous (but accurate per @OhioBob) full tilt scale of 10.6257x, using SMURFF at full lever. Since 10.6257x rounds up to 11, I thought the title seemed appropriate. If you aren't familiar with the reference, it comes from the 80s classic "This is Spinal Tap": Goals for this save include more exploration of the outer planets (KABOOM Kronicle never really got out past Tellumo) plus more colonization, science, and refueling infrastructure. Mods have changed quite a bit - I've moved away from my more typical SpaceY/Near Future/Orbital Science suite, and will instead be featuring the following: Bluedog Design Bureau, USI-LS, Real Scale Boosters, Kerbal Atomics, Cryogenic Engines, and the Mark IV spaceplane parts. Karbonite is still there, but with no Kerbal R&D to increase the heat tolerance and my decision to delete the large umbrella-shaped collector, resource collection will be very slow unless on the surface. I'll post more in a day or two, but here are some initial images to whet your appetite, courtesy of imgur albums working once again. Also note that this is not going to be nearly as comprehensive as my previous report, since that started seeming more like work than fun. Enjoy. If you want to check out the old thread for reference, you can find it here:
  17. Still working fine for 1.3 Initial release of the revamped, scaled down, Additional Progression Contracts mod. This is a replacement for my old "Advanced Progression Contracts" mod, since most of the contracts in it were merged into the base game by Squad. DOWNLOAD Requires Contract Configurator 1.15 or higher. Contracts included on launch: Send the first probe to another planet. Send the first manned flyby of another planet (and return). Send the first manned landing on another planet (and return). Land a rover on the Mun. Land a rover on Minmus. Land a rover on another planet. Perform an EVA in Solar orbit. Future plans: More contracts itemized for planet moons. Jool-system specific contracts (Jool 5 challenge, etc). Repeatable "send a probe to X planet" generic contracts - the ones in stock are often a bit too specific, and don't usually help career-mode missions get funding. Unmanned probe sample-return missions (to Mun, planets, etc) More stuff to do with rovers - distance records, etc (as soon as I get the contract scripting logic for it to work correctly) In-atmosphere aircraft circumnavigation. (as soon as I get the contract scripting logic for it to work correctly) Ideas people suggest/request Released under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  18. 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.
  19. 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
  20. Career Evolution Contract Pack The smart contract pack that fixes many of the issues in stock career mission progression. THIS IS NO LONGER A BETA. SEE THE RELEASE THREAD HERE!
  21. The Kerbals were once a master race, ruling the Kerbol system. They built large spaceships to carry them to far off worlds such as Eve, Eeloo, Dres, and Jool, but eventually, the urge of space travel subsided. The space program gradually lost funding, and was shut down. Only after fifty years did the new government, the United Panthera Alliance, take notice. They hired a new director, director of the newly formed Panther Space Program, Gene Kerman, to lead them, and, giving him 250K, told him to "do some spacy stuff and not blow up". The Panther Space Program was born!
  22. 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? Enrol your Kerbonauts in the Kerbal Academy today! What does this do? Simply put, it's a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. So, to give you an example, the Pilot training scheme will make your Pilots learn to change orbital inclination, how to do flyby's of various bodies. Scientists will have to go out and, you know, actually collect science. Only after they have demonstrated their skills in their field will experience be awarded. One thing to note: This is not a contract pack in the conventional sense of "do this and get paid". This will cost you funds. To be precise, you will have to pay (approximately) 100k (on normal - scales with difficulty level) for each level advanced using this pack. Why you ask? Well, most of these contracts can be completed without leaving the Kerbin system, and I felt there needed to be a trade-off. Besides, it's not like Funds are a problem in Career anyway. Available Missions: Known Issues/Workarounds 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. 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. 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. Licensing Versions of Kerbal Academy prior to 1.1.7 licensed under CC-BY-NC-SA 4.0 Kerbal Academy 1.1.7 licensed under MIT Download Highly recommended you grab through CKAN (where available) However, if you insist on installing manually you will need: Contract Configurator Kerbal Academy Pack Acknowlegments @nightingale as ever for his tireless work on Contract Configurator (you rock!) My wife for creating the Kerbal Academy flag for me.
  23. 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.
  24. WARNING: This not just a contract pack! It is a totally different way to play career mode. Do not install this on a currently-running career, or uninstall it once installed; I'm not sure what would happen. But if you DO try it, tell me what happens WARNING: This is an alpha release! What does that mean? It means if it screws up your career game, it's not my fault . Please report it but do not expect sympathy, only thanks for the bug report. You should NEVER install this and use it on a current career anyway, even when it's considered a solid release. This is for advanced users who want to modify some of the core gameplay mechanics of Kerbal Space Program's career mode. DESCRIPTION: This contract pack does 3 things: Screws up R&D to the point where you can't use it. Science - therefore - is meaningless in your career. You can ignore it, convert it via a Strategy, or whatever. Adds one contract per part, the cost of which is relative to the part's cost and the reward of which is the use of the part. There is no part testing, no going to Moho or traveling 1500m/s. No right clicking. You take a contract, pay the up-front cost, and get the part. Easy peasy. (You don't notice this in-game, but will see its effects) Sets up each part in it's own hidden tech tree node. This means you don't get to - or have to - unlock a set of parts. You only unlock those parts you need. For many of us, this could significantly lessen the visible parts while building in the VAB. Never use that micronode? Don't take the contract. Ever. It'll never show up in your list. NOTES: The basic starter parts are still available from the start. You gotta have SOMETHING to attach your test parts to! You should turn negative funds ON, or you may accidentally cheat by accepting a contract you can't pay for! The first time you load Mission Control the game may pause as it generates over 200 contracts, one for each part. It will be much quicker from that point on. You pretty much MUST use the new "All" tab that Contract Configurator provides. The Available tab will be way too crowded whenever you have a lot of money. If you have a low resolution, you may have to scroll to see all contracts even when everything is collapsed. There's not much I can do about this. Ironically, this was better before they added the new part categories. DOWNLOAD: Spacedock GitHub INSTALLATION: Within the install zip file is a GameData folder. Within that folder is a ContractPacks folder. Within THAT folder is a PartsUnlimited folder. Put that folder in your KSP GameData\ContractPacks folder that you got when you installed ContractConfigurator. See Requirements below. REQUIREMENTS: Contract Configurator (This is a set of configs for that mod, after all) Module Manager (but what doesn't these days?) COMPATIBILITY: This mod will hopefully be compatible with most if not all other part mods. I tested it quickly with KIS and it seems to work just fine. It may have trouble with any procedural parts mods that unlock size upgrades incrementally, but honestly I don't know how those mods work and don't use them. I'd love to know if they work or not, and if they don't work I'll see what I can do. CHANGELOG: 0.1: Initial test release - missing only balancing of part costs, agency art, and descriptions. Any and all mods should be supported unless they add their own part categories (like Utilities, Pods, Aero, etc) BUGS: You can accept contracts in many situations when you don't have the available money to pay for them. This is outside of my control, but I'm releasing anyway because in KSP 1.2 you can enable "Allow Negative Funds" and your funds show up in red. In previous KSP versions, negative funds was an option but didn't display in red so were confusing. Contracts do not auto-complete in Mission Control. You must exit out, let them complete, and then to back in. It's clunky, but not too bad as you generally won't be taking more than a few of these contracts at a time. TO DO: Balance part costs. Right now most of the contract costs are 30 times the part's cost to unlock in the stock game. I think that'll be okay but I want to balance it between being able to unlock things super quick (which is bad) and slogging through endless missions to earn enough cash to unlock an I-beam (which is also bad). Let me know if you think costs should be higher or lower, and I'll be testing this myself. Part images in the contracts. I don't know if this is possible but if it is, I'll find a way to do it If it's not, I'm working on a "descriptive.cfg" to modify those parts with particularly uninformative descriptions, to better describe what part they are and what they do. To keep the number of contract folders down, I may combine certain categories, like say Payload and coupling with structural. I'm not sure yet if this would be better or worse. Opinions welcome. LICENSE: GNU GPL3. THANKS: To nightingale. Not only for making Contract Configurator and making countless changes to it to accommodate my inane requests, but also for endless patience in helping me understand his frighteningly configurable mod. DONATIONS I do not need donations, but if you want to contribute, please donate to SpaceDock:
  25. Werhner's Mission Log Real Solar System, Realism Overhaul, RP-0 In an effort to put more of a backstory in my career mode and to cure my restart-itis (I tend to restart careers a lot when KSP or mods get updated), I decided to create a mission log through the eyes of Wernher Von Kerman. This log tells the story of the progress of the space exploration career of Wernher and the Kerbal Space Agency. A career that got kick started by a mysterious new technology that arrived from 'the other side'. How it got here and why, that is unknown... In addition to being an entertaining story to read (I hope), this is also meant as a guide for people who want to try a realistic career using Real Solar System (RSS), Realism Overhail (RO) and Realistic Progression Zero (RP-0), but may be intimidated by the difficulty level. Although I am by no means a rocket scientist, I will attempt to document in detail the steps and design decisions I made to make a realistic career and to make successful rockets and planes. All craft files will be made available and all DeltaV stats will be posted in the Imgur Album and throughout the log. I also intend to add some basic physics explanations and explain how to calculate Hohmann transfers and other orbital maneuvers. The install of KSP used for this career is 1.0.5 running on Linux64 with the following mods installed: The install of KSP has changed to 1.2.2 and is now running on Winx64 with a similar modlist I intend to post an update to this story at least once per game year or when there is a good cliff-hanger to the story line These logs are written as an actual mission log/diary and contain a combination of regular log entries, background information and technical drawings and explanations all through the eyes of Wernher. I understand there's a lot of reading involved and this may not be for everyone, so I decided to color code the entries. If, for example, you are only interested in the story line, you can skip all the other entries and you should be able to follow the story. Color coding is as follows: Blue - Story Line and Background Information Orange - Technical details / hints&tips on building rockets Black - Mission log entries I recommend reading the Google documents in 'Print Layout' to take full advantage of the layout I created. This is not the default on most tablets Enjoy! 1951 - The adventure begins 1952 - The Kerbalverse, an emergency signal is received, and a mysterious guest. 1953 - Avionics & a Treatise on Basic Rocket Design 1954 - Mazoor the Conqueror 1955 - Calculating Hohmann Transfers 1956 - Orbits, Ullage and... a catastrophe? 1956 - An update on Burney 1957 part 1 - Wotar's return 1957 part 2 - A treatise on plane design and how to use FAR. Another milestone reached 1958 - Project Augustus 1959 - Jebediah the fearless! 1960 - Advanced Rocket Design 1961 - Unexpected turn(s) of events... 1962 - "We set sail on this new sea.." Flight Log Sheet Hohmann Transfer Calculator All craft files up until 1960 are available here: https://drive.google.com/file/d/0B5-pQfnRwty_SXhpQnJnaGRRX2M/view?usp=sharing Imgur album: Please note that this album will contain spoilers for the story. It is best to read the story first and then view the album.