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Found 231 results

  1. If anyone playing Career mode has ever gone bankrupt - or even gotten close to it - feel free to share your stories. If you haven't and still want to post on this thread, when did you spend a good chunk of your space program's money within (let's say) a 24-real-world-hour period? DISCLAIMER: This thread does not apply to Sandbox or Science mode players, since money isn't an issue. I'll start us off here. I had just made a 20-person docking-capable self-refueling SSTO, but the downside was that it could not land safely at some places due to a poor TWR there. Since I planned to use this as the new standard tourist transport craft, I had to launch ore transports and more landers so that I could complete landing contracts and refuel the plane in orbit without worrying about crashing on the surface due to poor thrust. I soon sent several spacecraft to multiple locations in preparation for this new change; I also had to send a space station to Eve to complete a contract. Here are the expenses I incurred that day EXPENSES Quantity Item Destination Price Total 1 Hera-class Space Station Eve Orbit 1111771.0 1111771.0 1 (STANDBY) Gilly Lander Gilly 157399.4 157399.4 1 35-person Surface Outpost Ike 747688.3 747688.3 1 19-person Self-mining Lander Vall (SB) 639425.0 639425.0 2 Station Expansion Module Duna Orbit Gilly Orbit 235702.2 471404.4 4 Mass Ore Transport Ike Vall Dres Eeloo (SB) 552223.0 2208892.0 2 Mass Ore Transport (LITE) Mun Minmus 255799.0 511598.0 TOTAL Items Price 12 5,848,178.1 Expenses calculated with Excel Some of the items in the picture are not mentioned in the expenses chart, since they were standing by for their exit burns for weeks IRL. I also have some of the items in the expenses chart on standby (and two on the Mun and Minmus), so they won't show up on this picture. What about you?
  2. This will be a timeline of events that happen during my RP-0 Space Program starting in 1951. This will also have some role play elements added to it to make it seem more interesting and realistic as it will have some certain historical events happen, but also have fictional parts, too. 1922 - 1950 (Introduction)
  3. KSP version: 1.7.3 Expansions: Making History, Breaking Ground Mode: Career Last update: 5 Dec 2019 This is my third attempt at a mission report after Project Utopia petered out and The Space Program With No Name ended because of a crashed hard drive. The main goal of this save is, as the title suggests, to establish a permanent presence in space and make kerbalkind truly spaceborne. The report will follow the United Aerospace Alliance, as it strives to explore and colonize the Kerbol system. Using standardized launch vehicles, the UAA will attempt to build the infrastructure needed to support orbital stations, surface bases and long-range research vessels throughout the inner planets and beyond. Missions will be presented in short summaries accompanied by lots of pictures. Current mod list Kerbonaut corps Mission log 001: Phoenix/Intrepid Overview, Kerbonaut Group 1, Intrepid Launch Abort Test 002: Intrepid 1, Intrepid 2/3, Intrepid 4 003: Kerbonaut Group 2, Harmony Station Module 1/2/3/4-1/4-2, Intrepid 5 004: Harmony Station Module 5-1, Intrepid 6 005: Harmony Station Module 5-2, Intrepid 7, Intrepid 8 006: Intrepid 9, Keystone 1, Intrepid 10 007: Surveyor 1, Surveyor 2, Harmony Station Module 6-1/6-2, Intrepid 11 008: Echo 1, Spider/Intrepid 12 009: Kerbonaut Group 3, Tranquility Station Module 1, Intrepid 13 010: Tranquility Transfer Stage, Tranquility Station Module 2, Keystone 2, Intrepid 14 011: Keystone 3F, X-3A Flight 3 012: In memory Jebediah, Intrepid 15
  4. 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!
  5. 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!
  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. 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. 02017 09 04 (2.0.2): De-Proliferation Added 'maxSimultaneous' values for all contracts. 02019 01 13 (2.1.0): Global Coverage Added support for localization (so the minimum KSP version supported is now 1.3.0). Added 'title' field to agent to reduce log spam. Roadmap As my schedule permits, I'll get this mod released on CurseForge and CKAN. 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.
  8. 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!
  9. 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!
  10. 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
  11. This is the idea (I have not found a page like this) : to list the video (and playlist if it exists) 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 : KSP 1.7 Carrière [FR] / Kerbal Panda / 1.7.2 + USI/NF / 15 (~30m) / 22 May 2019 / No cut Carreer in 1.7.2 (French) RealismOverhaul RP-1 (Official Release) / grayduster / 1.3.1 + RO/RSS/RP-1 1.0 / 07 (~30m) / 5 April 2019 / Second Career Video Serie in Official RP-1 ! =) Glorious Soviet Space Program / NathanKell / 1.3.1 + RO/RSS/RP-1 / 11 (~1h) / 14 March 2019 / Soviet Space Program ! KSP 1.6 with Kerbalism / Raiz Space / 1.6 + Kerbalism / 23 (~35m) / 3 January 2019 / Kerbalism quick adventure KSP 1.3.1 with Realism Overhaul RP-1 / Raiz Space / 1.3.1+ RO/RSS/RP-1 1.0 / 30 (~35m) / 11 December 2018 / First Career Video Serie in Official RP-1 ! =) KSP RP-0 / Cosmonaut Crash / 1.1.3 + RO/RSS/RP-0 / 543 (~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 Let's play KSP RSS / Hardcore Edward / 1.2.2+ RO/RSS/RP-0/MKS-USI/KBPS.... / 176 (~45m) / 27 December 2017 / Alternate history recreations Beyond History / Raiz Space / 1.1.3 + RO/RSS/RP-0 / 48 (~40m) / 28 November 2017 / Continuation of his previous realism overhaul series. 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 !
  12. 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
  13. Forgotten Space Program Latest Post: 2019-07-30 - Alone on Duna -- 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. -- Thread of the Month: May 2016 -- 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 2019-05-08 - Planning Pioneers / Living with Copper / Copper 12 2019-05-27 - Copper Supply 2019-06-09 - Titanium Y-6 / Iron Transfer 2019-06-12 - Iron Enrichment / Titanium Y-7 / More Irons on the Fire 2019-06-18 - Titanium Sky 2019-07-22 - Interlude - Course Correction Volume 2 Sequence 8 2019-07-30 - Alone on Duna (Shift + Enter. NOT Crtl + Enter. Shift + Enter.) -- 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
  14. 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
  15. 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!
  16. First off, hello, names imagine. I'm here because i have had at least 5 contracts flat out break for no apparent reason and ive only had the game for about two days. Current one, after restarting 3 times, several hard resets, redownloads, etc., is the flea booster test. Several times ive had all conditions green, ive tested, ive hit through sequence, i have done everything i can think or find to get this to work, to no avail. Im going crazy here, litterally losing sleep over it. I love this game so much its depressing how bad career mode is breaking. The saddest part is, i know there's nothing that can be done other than a patch, and there are posts just like mine dating months and months back, so what the hell is going on? I'd be satisfied with at least a reason to why the game is broken, and has remained broken for so long. I paid good money to be able to play career mode, so i want it to work properly and it just doesnt seem like anythings being done about it. If i would've known career mode was unplayable, i absolutely would have thought twice about my purchase. Any replies, good or bad, are appreciated. I think its time the developers get with the program and at least explain to the people paying their bills, why our games arent working. Thanks. -Imagine
  17. 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 Mission 34.4 Ow!, by @Deddly Mission 34.5 [Oh my!] by @Deddly Mission 34.6 This "Submarine Challenge" has a worrying lack of submarines, by @Deddly Mission 34.7 New toys bring new possibilities, and typos! By @Deddly Mission 34.8 Yes, it's still going! By @Deddly Mission 34.9 Still hogging the save. By @Deddly Mission 34.10 Efficiency Squared. 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
  18. Backstory I started a mission report a few months back. I liked sharing my missions and people liked reading them. But then my computer died and for a while I couldn't recover the data. And during that period of time, I started playing @Galileo's Planet Pack. And I love it. So I've discontinued my initial save, even if I may recover the data someday (TM), and started another save. Boring! Do you have anything else to say? I am playing on Moderate mode, but I have increased the science! returns so that I can do whatever I want as soon as I want. Moderate mode means that I have to pay to unlock new parts. Still boring! How about a modlist? I have: This continues to be boring! A chapter list? I only have 1 chapter at the moment, but... Chapter 1 started with this post. Still quite boring! Some launch scripts? Here's my Google Drive. But there are no ships to launch them with! Fine! Here are the first pages of Starwind (in GPP): The Ceti Campaign Oh yes, I kept the Original Four Gaelans and added the Original Four Kermen. So I have Eight. Tune in next time for Val making orbit, and an Iota flyby!
  19. The Origin of this Thread (BORING INFORMATION): I wanted to post about my new career mode save with both MH and BG, as I thought we (that is, me + whoever decides to read my undoubtably poorly written mission report) would find it interesting to learn about the application of the robotic parts to career mode. I was going to post about it earlier, but I thought it might be nice to write about it a little. So I made up a vague storyline referencing something (if you get it I will give you rep) and somehow, I ended up with a not-half-bad graphic-novel style mission report. Mods List (SLIGHTLY LESS BORING INFORMATION): I am playing on Moderate difficulty (one harder than Normal), mainly meaning that I have to pay to research a part once I have unlocked it with science. I am also playing with a few mods installed. Here are the ones which impact gameplay: - Both DLCs - KAC, Transfer Window Planner, KER and Trajectories: Essential for any KSP play-through. - Stock Visual Enhancements and Scatterer: So my pictures are less boring. - KAS and KIS: In order that I can flat-pack rovers. - SCANsat: To give more purpose to probes and to add a little challenge. Also because I like the maps. - ReStock and ReStock+ : To make the parts look better (in my opinion) and to add some parts I feel were missing. - USI-LS: In order to make longer duration missions harder (but not impossible). - K&K Planetary Base Systems - they have a nice Extraplanetary Launchpad and an Algae Farm which turns Ore -> Fertiliser (+Mulch -> Supplies). - OSE Workshop - to produce spare parts if, like I invariably will, I forget antennae. - MIP (Modification of Inner Planets) - To add a couple more destinations. You will see them as the story progresses. - NF Solar and Electrics - Because USI-LS makes me use a load more EC. And (stock) solar doesn't work so well at Jool. Also NF Solar is *really cool*. - Heat Control - Because NF Electric makes loads of extra heat. - MkIV Spaceplanes - I HATE ROCKETS and now I can fly bigger payloads into orbit without them. - Kerbal Atomics - I love these 2.5m NERVAs. I am also imposing the restriction upon myself that there may only be 1 rocket launched per day. Chapter List (NOT VERY BORING INFORMATION): Links to Imgur albums. Only finished chapters included. Chapter 1 - Professional Kludges Chapter 2 - I Need to Do More Calculations Chapter 3 - Designing and Refining The beginning! (NOT VERY BORING STORY): Tune in next time for me going to the Mun and getting orbital science. Or don't. (Tune in, that is. I will be getting the orbital science anyway, and you cannot stop me. Muahahahaha.)
  20. 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.
  21. This is gonna be a little series I came up with, but it will not include images, because some of the things that I hope to get to are way too advanced for me to play as a player and for my dang old computer to handle. While this series will mostly be following the views of Jeb, Bob and Bill may make occasional entries into the journals. Anyways, I hope you enjoy!
  22. I was watching a new KSP player streaming, and he was trying for a Mun landing early in his career game. Like a lot of new players he was smitten with SRB's... because they are cheap. I told him with the parts he had, he could do it with no SRB's and the rocket would be easier to control. I didn't have an early career Mun lander saved in my own game to show him. So I built a new one and tested it from launch pad to Mun landing, and back to Kerbin landing. So I figured I would post it up in case any new players were stuck and needed ideas. There are many variations of rockets capable of getting you to the Mun & back. For this particular build you'll need to first upgrade your launch pad & VAB (Vehicle Assembly Building) to level 2. Also, it's certainly possible to get there & back WITHOUT upgrading the tracking station... and I encourage you to try. Now granted I'm not a new player, so if you try this rocket you may not make it on your first attempt. Keep trying! I promise it will do the job. A quick tip I like to give new players: It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5. This allows you to make a game save and give it a unique name. To reload press Alt+F9. By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission. This is useful for practicing a particular situation... like the descent from orbit and the actual landing.
  23. NO MORE SCIENCE! Here's my first mod. It introduces a new strategy that exchanges Funds for Science points. I made it because KerboKatz is not updated anymore and I think it was a great mod that changed the way I play career mode. WHAT IT DOES: You don't have to do science experiments anymore. Just keep hoarding money from contracts and when you're ready to unlock a new tech tree node just buy some science with cold hard cash. The exchange ratio is 1000 : 1. Here's the Google Drive link (because I've been waiting for the last 6h for SpaceDock to send me the confirmation email!): [Download link snipped by moderator, pending posting of source code; see note below] All you have to do is put the 'SciencelessCareer' folder into your GameData folder. Screenie: NOTE: It depends on your playstyle and how you want to use it but I recommend trying it with minimal science rewards. License: CC BY-SA 4.0
  24. 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
  25. 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.