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  1. Artwork by Astronomer Continuing one of the greatest mods to ever exist in this game Astronomer's Visual Pack is a comprehensive visual overhaul for Kerbal Space Program originally developed by Astronomer. I have been a huge fan of Astronomer's work since my first steps into Kerbal Space Program, during 2014. 2015 would see the hiatus of EnvironmentalVisualEnhancements development, along with the unfortunate demise of Astronomer's Visual Pack, as the version of EVE it ran on, a version made for alpha KSP, deprecated. Even as the development of EnvironmentalVisualEnhancements gained traction once more, Astronomer ceased to appear in the KSP community. Since 2016, I have been attempting to restore and expand the gorgeous visual overhaul that was Astronomer's Visual Pack, through rewriting, remaking, and repackaging. This is the product of that work. Through adapting stock KSP canon and sci-fi imagination, Astronomer's Visual Pack aims to turn Kerbal Space Program into the most immersive, beautiful experience a player can get. Downloads Stock + OPM JNSQ Installation CKAN Check the "Astronomer's Visual Pack" mod. You will be prompted to choose a texture resolution. Install and enjoy! GitHub Acquire the latest release of "Astronomer's Visual Pack" from GitHub. Drop the "GameData" folder inside the archive into your KSP installation, merging the two folders if prompted. Download a texture resolution of your choice (2k, 4k, and 8k downloads are currently available). Drop the "GameData" folder inside the archive into your KSP installation, merging the two folders if prompted. Download and install the latest versions of the dependencies necessary for the mod to function. This includes: EnvironmentalVisualEnhancementsScattererModuleManager It is highly recommended you also download TUFX or KS3P to enable AVP's color-grading and post-processing configurations. (Optional) Download Astronomer's Music Pack: Download and install Soundtrack Editor. Install the folders into the main KSP directory. Download and install Astronomer's Music Pack. Extract the Music and Playlists folders into your main KSP directory. Replace any files if prompted. (Optional) Download the recommended mods: Audio Chatterer (immersive audio enhancements) Visual DistantObjectEnhancement (distant planets and ships will be visible from afar) PlanetShine (planet shine effect on your ships) Sunflares of Maar (a sunflare pack) KopernicusExpansion EVAFootprints (footprints on the surface of bodies) RealPlume (realistic engine plume spread) TexturesUnlimited (reflection and texture effects for parts) EngineLighting (lighting effects for engines and decouplers) Gameplay ReStock (stock part overhaul) OR Ven's Stock Part Revamp (stock part overhaul) Disclaimer: Astronomer's Visual Pack is a visual pack for the stock planetary system, as well as the bodies in the Outer Planets Mod. It is best played with the optional enhancements. AVP is not compatible with other atmospheric enhancements for the stock and OPM systems, such as Stock Visual Enhancements, Spectra, stock EVE (BoulderCo), Sci-Fi-VE, Graphics Enhancements Assembly, OPM-VO, etc. Do not install a combination of AVP + conflicting visual mods. Installs with this issue visible will likely not receive support. Features Up to 43k Kerbin clouds High-res volumetric clouds Bioluminescent clouds for Laythe 7 cloud layers for Jool at up to 8k Glow for all non-atmospheric bodies where relevant Up to 8k auroras Sandstorms and surface dust Snow on Kerbin, Duna, and Laythe Lightning on Eve, Kerbin, Duna, and Laythe Moho ablation 8k Milky Way skybox Geysers on Minmus and Eeloo Visuals for the Outer Planets Mod Custom loading screens and tips More I likely forgot to list... Featuring the mods (must install dependencies): Environmental Visual Enhancements - rbray89, WazWaz Used for clouds, dust, auroras, and numerous other atmospheric and non-atmospheric enhancements. ModuleManager - sarbian Used to ensure compatibility and functionality. Scatterer - blackrack Used for atmospheric scattering and oceanic enhancement. Support I'm commonly active on the r/KerbalSpaceProgram Discord, go ahead and ping me there if you need help. You can also just reply below with your KSP.log and perhaps a screenshot. Donations If you like Astronomer's Visual Pack, thank @Astronomer for his years of work on this mod. Feel free to pitch in to my student survival fund. You will have my eternal gratitude License THIS MOD IS LICENSED UNDER Creative Commons - Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) WHAT THIS MEANS: You may create derivations of this mod and its contents. You may utilize and adapt this mod and its contents in your own works. You may NOT use this mod or any of its contents for commercial purposes. You may NOT gain royalties from work containing any of this mod's contents. You must give credit to me (themaster401, current developer) and Astronomer (original creator of Astronomer's Visual Pack) if adapting this mod and indicate changes made if applicable. All derivations must also be licensed under CC-BY-NC-SA. Screenshots I LOVE SCREENSHOTS! The most magnificent of shots taken with AVP and submitted in replies may find their way into the loading screens!
  2. С дальнейшим прохождением внутриигровое время ускоряется, миссии и контракты становятся длительнее, все чаще проматывается время, требуется тщательное планирование. Сейчас у меня летят 3 миссии: Облет Мохо-перелет к Еве-возврат, Перехват кометы, облет Дюны-возврат. Все миссии очень длительные и где то через 2/3 года откроется прямое окно к Еве. Если с Муной и Минмусом я особо не заморачивался (всегда можно добросить недостающее оборудование или новый корабль), то с дальними планетами такое не прокатит и нужно иметь готовые корабли к одновременному запуску. Пока в моей голове есть укрупненный план группировки: 1. Орбитальная станция с запасом топлива и 2 лабораториями (в одну все данные не помещаются уже на орбите Минмуса. Предполагаю на Еве будет больше данных.) 2. Рудокоп на Гилли + челнок на орбиту +орбитальное хранилище/переработчик + челнок на п.1, возможно + маленький посадочный модуль для исследований. 3. Рудокоп/заправщик на Еве. В моем представлении обитаемый летательный аппарат, не способный к выходу на орбиту, заодно пристегнуть к нему науку, пусть собирает попути. 3. Посадочный модуль на Еву. - это самое сложное. Мне хотелось бы иметь 3+ мест и полное повторное использование для автономности миссии. В вики написано, что для выхода на орбиту с уровня моря нужен запас Δv 11.300м/с. С учетом моей криворукости нужно на треть больше. Но когда я накидываю баки на KR-2L+ уже на Δv 3000 м/c TWR падает ниже единицы. Попробовал соорудить электролет (скриншот чуть позже подгружу ниже,если будет нужно выложу .craft), он на батарейках забирается на 13км с остаточной скоростью около 120м/с , соответственно запаса топлива не хватает для выведения на орбиту. Поделитесь своими наработками и идеями в этом плане. Буду признателен за дельные советы, подсказки, тыканье мордой в стратегические ошибки.
  3. Pood's OPM-VO (Outer Planets Mod - Visual Overhaul) Latest Release - v.0.3.5 "The Matoro" Pre-Release Beta - 23rd Sept. 17 Due to some users having issues with compatibility, please find below a list of the dependencies and the current builds used to run OPM-VO. Please ensure that you are running at least these versions of the dependencies or later releases: Dependencies: EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-1.2.2.1.zip (Release build 1.2.2-1) Scatterer: https://spacedock.info/mod/141/scatterer/download/0.0320b (Release build 0.0320b) Kopernicus: https://github.com/Kopernicus/Kopernicus/releases/download/release-1.3.1-3/Kopernicus-1.3.1-3.zip (Release build 1.3.1-3) Module Manager: https://github.com/sarbian/ModuleManager/releases (Get latest release build) Outer Planets Mod: https://github.com/Galileo88/OPM_Galileo/releases/download/1.2.4/OPM_Galileo.v1.2.4.zip (Unofficial KSP 1.3.1 build 1.2.4) Suggested Mods: Stock Visual Enhancements: https://github.com/Galileo88/StockVisualEnhancements/releases/latest - Galileo and I work together to ensure our mods are compatible and SVE gives the stock planets great atmospheric and visual effects. Stock Visual Terrain: https://github.com/Galileo88/Stock-Visual-Terrain/releases/latest - The texture pack that's built alongside SVE to make the stock bodies look amazing. -------------------------------------------------------- For all information regarding downloading/installing/using/licensing etc. for this mod, please refer to the Readme. 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. Changelog: v0.3.4 - 08th Apr. 17 - Edited Tekto's & Urlums EVE cloud layers slightly, amended SVE integration due to SVE's new file structure and added in Kopernicus' new Ring Shader effects for all bodies (if Jool rings are present, they are maintained). Kopernicus' Ring Shader update is not incorporated in the latest Kopernicus release yet, however, the patch can be downloaded here to be installed into your Kopernicus directory: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w v0.3.3 - 02nd Apr. 17 - Added Sigma OPM-Tilt support, slight change to Urlum's rim exposure and now leveraging SVE's cloud detail textures if SVE is installed, if not, uses own placeholder texture as before. v0.3.2 - 01st Apr. 17 - Forgot to render Tekto's oceans... doh! Ocean shaders on Tekto have been enabled by adjusting Ocean Alpha values. v0.3.1 - 01st Apr. 17 - Fixed scatterer's configs so they play well with other mods and don't repeatedly add OPM body configs to other body's ones. v0.3.0 - 30th Mar. 17 - KSP 1.2.2 Compatibility update. v0.2.0 - 8th May. 16 - Rebuilt from ground up for KSP 1.1.2; Thatmo work has not been included. v0.1.2 - 11th Jan. 16 - Included support for OPM Tilt and Kopernicus Expansion. Compatibility with KSPRC has been fixed by including updated pqs.cfg file for KSPRC (bundled in distribution). v0.1.1 - 8th Jan. 16 - Forgot to include Scatterer files within .zip (Doh!) v0.1.0 - 6th Jan. 16 - Initial Release - First GitHub commit & beta release --------------------- Original Initial Post: With the release of EVE for 1.0.5 and Scatterer gaining multi-planet support I decided to jump right in and start messing around with configs for OPM as I rarely play KSP without it. As the two mods are still very much in their infancy really with respect to 1.0.5 and their latest releases I am learning as I go and have never shown any of my previous tinkerings with EVE in the past on these forums (I used to run a modified AVP-I, AVP-EoO and KSPRC mashup in previous versions of KSP). I initally started working on Tekto as it has a pretty crazy atmosphere in OPM canon. Current progress can be seen here: I also have very hazy mist clouds rumbling over the lowlands that look a lot like heat haze up close. These are very much still WIP and I am still learning new tricks/techniques with EVE's new volumetric cloud options. The look I have gone for is a very chaotic, dense atmosphere that is suffering from a sever over abundance of a toxic gas that could be generated from underwater plant life or similar. After visiting MatoroIgnika's Twitch stream he commented to me that he loves Thatmo and how it should look like a Triton analog, so... next on to Thatmo! Like Triton, Thatmo has a very think atmosphere but it can be visualised from orbit. It is very hard to convey through screenshots but a very thin, wispy cloud cover has been added, viewable from orbit. Down on the moon's surface, clouds are visible somewhat more than they are from orbit purely for the fun aspect of actually seeing the atmosphere present. Triton's albedo coefficient is one of the highest in our whole solar system and so I decided to make Thatmo very reflective and bright to convey the shiny, ice like nature of the moon. Its pretty blinding down on the surface. As the surface of the moon is refracting light through its ice layers I have also introduced a chromatic aberration-like quality, visible when in orbit. Finally at this point I have been tinkering heavily with texture generation for Gas Giants (as OPM has 3 of them!) using curling noise for procedural fluid flow to try and create some really interesting base texture maps for the gas planets. It has been pretty laborious switching between Linux running the generations and Windows for Photoshop texturing (I don't like GIMP at all) but its getting a lot easier to manage now I am use to the process. I should be able to utilise this technique to also create completely procedural cloud texture maps also with a bit of work that could range from thick stormy stuff ala Venus down to very light, high atmo wisps. As you can see there are a lot of different style outcomes using the same texture by changing the input parameters. Let me know what you like and what you think would suit each gas planet as I can create a variety of effects. Generation takes around 20 minutes and then I have to wrap a cubemap back into an rectilinear texture for use within KSP. All of this is really in its infancy and I created this thread as a place to store my ongoing efforts whilst also being able to receive some feedback. Progress may come in fits and spurts around work; I get two weeks off over the Christmas period I may be able to cram a load of texturing in. Depending on how far I continue the final piece of the long-term puzzle would be re-texturing the base moon textures to hi-res variants. Feedback is greatly appreciated and any thoughts or critiques are appreciated, even though at the moment all you are able to look at is screenshots. Once things become more substantial I will upload configs and textures in a pack for testing out within KSP. At this point I will apply a suitable license. Update 12th Dec. 15 - Been doing a little tinkering to test some different variables in the texture generation and thought... "why not upload some short clips on Steamable?" So: Sarnus - Test WIP Neidon - Test WIP Update 3rd Jan. 16 - Porting Tekto to new EVE syntax. Fog on Tekto 1 - Showing fog and dust clouds at low level. Fog on Tekto 2 - Showing the post processing depth buffer level at low level. Update: 6th Jan. 16 - v0.1.0 Beta Release - Initial Release (see changelog for further updates) Whad'ya think?
  4. As we have made some rocket first stages land by, aggressive lithobraking, it's now time for us to adopt an aggressive aerobraking maneuver. In brief: land a craft on Eve, with no heat shields, radiators or TCS. That includes both ablative ones and inflatable one(s?). Stock parts only. Rules: Scoring: Submission guide: Leaderboards: Feel free to submit your entries as always! (This challenge is basically for creativity and craft building skill.) Tips:
  5. Tutorial: Setting Up EVE Cube Maps In this tutorial we will be looking at how to take advantage of EVE's Cube Map system to layer up to 4 textures onto a single cube map to reduce file size within mod distributions. This method will be outlining the process of taking 4 Equirectangular Cloud Maps, converting them to a single image by putting them into the Red, Green, Blue and Alpha channels, converting it to a Cube Map and setting it up for use in-game with EVE. ***Please Note: All the images below are clickable thumbnails to 1080p images*** ---- 1. Source your Cloud Map (or whatever you want to use) images from wherever. Google Images, NASA, your own creations etc. and ensure that they are all sized correctly in an Equirectangular format; as what has always previously been used in EVE & KSP i.e. Width = 2 x Height. You can use up to 4 image maps at this stage. Below, I have shown a 8192px x 4096px cloud map that has a transparent background. 2. Your images will need to be converted to Greyscale, flat images where the light portions will be the clouds and the dark portions of your image will be the transparent parts in game on your cloud layer i.e. the opacity of the pixel scales with brightness. Therefore, at this stage just edit your cloud map to have a black background with your cloud map layer over the top. 3. Do this for all 4 of your textures and save them as .bmp. For ease of use, I'd recommend naming them something simple like red.bmp, green.bmp, blue.bmp and alpha.bmp or 1.bmp, 2.bmp etc. 4. Open your Equirectangular to Cube Map conversion software, I recommend CubeTheSphere or Hugin (I will be using CubeTheSphere in this tutorial), and load in and convert your images to Cube Maps. In CubeTheSphere open your Equirectangular .bmp image and then select the individual cube face image size to be 2048px x 2048px under the Options toolbar. This will result in the output Cube Map to roughly equate to the same resolution as the 8k Equirectangular image. 5. Extract all the faces of the Cube Map to give you your 6 individual images being the Front, Back, Left, Right, Top and Bottom sides of the map. Do this for all of your 4 cloud maps. This may take some time as your computer is rendering out the images for each face of the cube. Be patient. 6. Now you need to rename the faces to correlate with EVE's naming conventions. In EVE the following sides of the Cube are given as X Positive, X Negative, Y Positive, Y Negative, Z Positive and Z Negative. Seeing as we will finally be outputting the textures for KSP in .dds format, we will need to name the sides of the faces upside down as .dds flips the image vertically when saving. For ease of use, use the following guide to help you rename the files: Xp : Right Xn : Left Yp : Bottom Yn : Top Zp : Front Zn : Back So you should end up with something like the following list of files for each of your cloud maps: redXp.bmp (Right Image) redXn.bmp (Left Image) redYp.bmp (Bottom Image) redYn.bmp (Top Image) redZp.bmp (Front Image) redZn.bmp (Back Image) 7. Once you have your cube maps for all your 4 cloud map textures, go back into Photoshop and load the first 3 X-Positive face images. i.e. redXp.bmp, greenXp.bmp & blueXp.bmp 8. Convert each of the images to Greyscale. Confirm to 'Discard' when asked. 9. Ensure that each of the images is flattened. 10. Navigate to the Channels panel and select the 'Merge Channels' button from the drop down menu. 11. The Merge Channels menu should pop up where you can select the RGB option from the drop down menu, select the 'RGB' option and 3 channels and click 'OK'. 12. In the next menu select the appropriate image for each of the corresponding colour channels. Click 'OK' to merge the images into one image. 13. As a result you will end up with something similar to what is shown below. By toggling the visibility of each of the colour channels you can see you individual textures appear on their separated colour channels. 14. To add the 4th cloud map, cube map face texture to the image, we will be putting it into the Alpha Channel. To do this, in the Channels panel click 'Create New Channel' to add another channel to the image. This will by default apply a solid black mask to this channel which will act as the alpha channel. 15. Open up the 4th appropriate cube map face in Photoshop (in this examples case the alphaXp.bmp), convert it to Greyscale as before and select all the image and cut/copy it. 16. In the Channels panel with the new Alpha channel selected as the Active Channel, paste the image into this channel. You should see it appear similarly to what is shown below when only the Alpha channel is toggled visible. 17. At this stage, toggle the RGB channels on and the Alpha channel off and save the resulting texture as a DXT5 .dds texture. I have shown my nVidia dds configs below during the saving process. When saving the .dds texture, make sure to name them '******Xp.dds' for ease of use later i.e. cloudsXp.dds 18. Repeat steps 7 through 17 another 5 times for each side of the Cube Map and you should end up with 6 .dds textures with your 4 cloud maps appearing on the 4 separate channels named: ********Xp.dds ********Xn.dds ********Yp.dds ********Yn.dds ********Zp.dds ********Zn.dds These are the final textures that will be used in-game. Copy them to your Textures directory inside your mod directory. 19. EVE requires a separate config to know how to handle cube maps. This file can be located anywhere in your mod directory but must be named 'textures.cfg. I always recommend the use of the EVE GUI to edit the configs as no syntax or parameter errors can be made but for this demonstration I will be listing the config structure below as I assume the knowledge and familiarity with EVE's GUI. The Textures config can be found in the TextureConfig panel in the GUI. In this config, you will be required to list the following information: Cube Map = True and paths to each of the cube map faces. i.e. EVE_TEXTURE_CONFIG { OBJECT { name = Mod/Textures/imageName isCubeMap = True texXn = Mod/Textures/imageNameXn texYn = Mod/Textures/imageNameYn texZn = Mod/Textures/imageNameZn texXp = Mod/Textures/imageNameXp texYp = Mod/Textures/imageNameYp texZp = Mod/Textures/imageNameZp } } 20. Once EVE knows to recognise the 6 images as a Cube Map, you can navigate to your Celestial Body's Cloud Manager in the CloudManager Panel in the GUI and add a cloud layer. You can name this layer whatever you wish and input your specific settings for altitude, speed etc. 21. Toggle the MainTex option and input the path to your texture; this will be as specified in the Texture Config section i.e. Mod/Textures/imageName 22. Change the RGBA setting by default to AlphaCubeMap. If done correctly up until this stage, the image path should be displaying as white text. 23. Scroll down the GUI and toggle the 'layer2D' option so that it renders the cloud texture as a graphic in ScaledSpace/PQS. 24. At this stage you can hit Save and Apply and EVE should now render, by default, the cloud map you specified to be in the Alpha channel of your Cube Map. If following my instructions above with regards to the alignment of the cube faces using CubeTheSphere it should be aligned correctly. If using other software or this is not the case, you may need to play around with the sides of which your textures are appearing on the Cube Map. 25. To change the rendering of the cloud map to that of the Red, Green or Blue channels, cycle through the 'alphaMask' option to switch between your 4 cloud map textures. 26. At this stage you should be finished and able to choose between 4 different cloud maps by using only 6 cube map textures. Hooray! From here you can go back into your cloud layers and edit the parameters of them to how you wish to configure your EVE Cloud Layer to appear. ---- For reference, if you were to use 4 separate 8k DXT5 .dds textures for the 4 cloud maps, the resultant total file size would be 170MB. By combining these 4 maps into a single 2k DXT5 .dds Cube Map the resultant total file size is only 24MB... more than a 700% saving! Imgur Album of the above Tutorial Images for your reference: A big thank you and shout out to @rbray89 for making all of this possible with EVE and the continous support that he has given when we badger him with questions. EVE Forum link: I hope that you found this helpful and will be an aid in your endeavour to create better and more efficient visual packs for EVE. If you have any queries, feel free to ask by pinging me with an @Poodmund tag in this thread.
  6. After my last mission to Moho, land with science and Kerbals and return (the deltaV to slowdown at Moho was insane), I decided my next stop would be Eve as that was the next launch window and is the next planet in. I probably don't have the tech for it, but I am trying to land with science and Kerbals and return. The main tech needed that I am missing is the inflatable heat shield or even the largest std one, and most of my designs are based around mitigating this. This will actually be my first atmospheric landing and lift off from playing nearly 440hrs, I am probably nuts for trying it, especially from reading up the difficulty of ascent and the thickness of atmosphere. I am trying out different parts in sandbox, so as to not have to cheat in career, or risk my precious Kerbals (I am fine sacrificing them in sandbox). In my trials I am cheating things to orbit, or whatever place I need to be to test out various parts. So far I am around 2 weeks or so of casual playing. For now, I will just add my old and current designs with a little bit on each. My current progress is, I have a lander with science that can land and take off with a success of around 25%. (Low, I know) I am currently still optimizing this part. The Poodles are just to de-orbit when cheating into Eve orbit. The heat shield arrangement is 1. to keep me stable in Eve atmosphere and 2. to protect my final stage terrier from going boom on descent. When in lower atmosphere, it does some interesting wiggling about. This like most of my screenshots is a slightly older version, but it is still mostly the same. I have an interplanetary stage with enough deltaV to get me there (and back when the lander is ditched). Though I have not tested this yet with my current version of lander. Std interplanetary type stage? This is an earlier version of both the lander and the interplanetary stage, but I don't seem to have a more recent screenshot. The 2 pods are so I can take a scientist with me to reset experiments in Eve space. I have also managed to get the full thing into Kerbin orbit. No screenshot of this, but I dare say it looks like any other std heavy lifter. It did look like it was going to cost 600k to launch the monstrosity. I am closeish to the full mission and it is looking possible, but really difficult (and expensive). I cant find many screenshots of my failures, but here is my first attempt of something that would escape Eve. I gave this up pretty quickly as it was too heavy and SRBs don't seem like they are a good idea to haul to Eve, lots of research after this failure. which lead to my current design. Extras, I met my first real Kraken last night, due to issues dumping my top heat shield I quick saved under parachute power, when I reloaded, things started accelerating randomly. I tried to stage to see if this would sort it, and parts ended up heading out of the solar system at 10milion+ m/s. Bonus pictures of my Moho crafts. I will try and keep this updated and detail my trials and tribulations to be able to achieve it in my career save. I do not want any advice yet (unless I ask for it) as I like to work things out myself and research myself (Hope I don't offend anyone here, I know you are all awesome helpful people). Once I am done, any advice or constructive criticism for a try in the future will be welcome, or even learning for future missions. Wish me luck! Edit: I totally forgot to add that I am not using mods, I didn't use them even when deltaV wasn't calculated and made a nice spreadsheet to calculate for me. I want to add the graphics mods some time, but I am happy with struggling with the various game play struggles... especially with some of the quality of life changes since I last played.
  7. After the April fools Jool I thought about other planets that could be Orange and realized that Eve would be a perfect choice. An orange Eve would be more interesting and realistic. EVE and scatterer support would be nice (I think you could use modified spectra or avp textures provided that you credit them.) I know this will probably not happen but it would be grand if it did (I think it would be easy but I don't know how these things work.)
  8. Hello guys. I am an amateur Kerbonaut and I want to start to calculate dV by hand since it is so nice and fancy to do. When I looked up, I came across this formula: dV = Isp * gravity * ln(m0 - mf) Everything is fine, but when I utilize this equation and check the results with VAB, I get HUGE differences for other planets. Currently I am trying to visit Eve and comeback. My lander should have God knows how much dV. So, for a stage (mid), I put: Rockomax 32 (x1) FL-A215(x1) FL-A151S(x1) Skipper The upper payload is 4.090t. Therefore, according to the equation: Isp = 280 Gravity = 16.7 m0 = 32.740t mf = 9.940t and dV should be 280 * 16.7 * ln(32.74/9.94)= 5579.9 m/s but VAB says it is 666m/s. What I am doing wrong? Good luck in your space journeys
  9. The history of Eve SSTOs and reusables For a long time it was said, Eve SSTOs are impossible. Even going there and back reusable was unthinkable. But then a hand full of brave Kerbonauts put all their efforts in proving this wrong. This is their story. 03.09.2015 - V1.0.4 - First SSTO plane from Eve's surface to Orbit @astrobond was the first to do the impossible. He created this SSTO which was capable of getting from surface to orbit using stock parts and physics. To stay in the narrow margin, the control was given to KOS. 05.07.2016 - V1.1.3(?) - First reusable trip from Kerbin to Eve's surface and back @Stratzenblitz75 was the first who managed to do the entire trip from Kerbin to Eve's surface and back completely reusable. He is using a spectacular and never seen before suborbital catch of the lander, as well as massive SSTO launch systems. 19.08.2016 - V1.1.3 - SSTO rocket from Eve's surface to Orbit @Kergarin (I) was inspired and motivated by @astrobond's SSTO to start playing around with different SSTO designs. Coming to the conclusion, that SSTO rockets actually seem to work better than planes, giving a larger margin and payload. 23.08.2016 - V1.1.3 - First SSTO Lander from Eve's orbit to surface and back @Kergarin (I) was then able to scale it up to a bigger version, with enough payload to equip it with isru and seats for all our 4 brave Kerbals. Resulting in the first ever SSTO wich can not only launch from Eve but also land on its own in one piece. By being refuelled in low Eve orbit, this craft could have done the entire trip Kerbin to Eve and back reusable. My plan was, to do a reusable trip to all landable bodys in the Kerbol system based on this lander plus an orbiter, but this plan should be crossed soon... 11.10.2016 - KSP 1.2 release - an increase in Eve's atmospheric pressure changes the rules The pressure of Eve's atmosphere was increased, resulting in even higher drag and giving all engines lower thrust and Isp, making Eve SSTOs even harder... it seemed. The change in the Mammoth engine thrust for example: For reference Eve's atmospheric pressure in 1.2.2: After this change my SSTO lander stopped working, at least with the needed payload for ISRU. While the change in pressure made SSTO rockets harder, it will soon turn out that SSTO planes now work better again. 29.10.2016 - V1.2.2 - the first asteroid refuelling assisted SSTO plane from Kerbin to Eve's surface and back @EvermoreAlpaca built this craft initially in 1.1.3., and when 1.2 came out, this plane worked even better, opposed to SSTO rockets. This craft can get from Kerbin to Eve's surface and back to Eve's orbit independent. It then needs orbital refuelling, to get back to kerbin, which is realized by the craft itself moving an asteroid to low Eve orbit in before, which is then used for ISRU refuelling. 28.01.2017 - V1.2.2 - SSTO rocket from Eve's surface to orbit achieved again @Kergarin (I) managed to make my small SSTO rocket work again in 1.2.2. But scaling it up did not work as good as back in previous versions. The ISRU lander would have become unhandleable large. So I cancelled this concept. 20.05.2017 - V1.2.2 - infinitely reusable trip to Eve (and first ever to everywhere else) and back Since my Eve SSTO lander doesn't work in 1.2.2 anymore (and I didn't want to do this in an old version), I adoptet @Stratzenblitz75's concept of suborbital docking and developed it to a single ISRU ship wich splits in two for the Eve landing with his friendly permission (thanks again!). (Creating the first ever ship which can independently and forever travel between all 14 landable bodys. But that's on another page.) Skip to 3:40 for Eve landing (caution: flickering scenes in fast forward) 07.03.2018 - V1.3.1 - smallest ever SSTO plane from Eve's surface to orbit @astrobond the creator of the first ever Eve SSTO comes back to the game. Presenting us the smallest ever seen Eve SSTO. Also it's the first not to use the Mammoth engine, but the Vector with a slightly lower twr. 11.06.2018 - V1.3.1 - reusable two stage plane from Eve's surface to orbit and back to surface @OHara created this reusable two stage plane, which can be used for crew rotations of 4 Kerbals per flight. It launches horizontal and then transitions to vertical ascend pushing the ap far above Eve's atmosphere. The second stage then undocks and accelerates to orbital speed before the first stage reenters and glides back to its starting position. The second stage can also be landed and then redocked to the first stage. The craft then needs some external refueling to be reused. 29.10.2018 - V1.5 - First completely independent SSTO plane from Kerbin to Eve and back SSTOs to Eve's surface and back to orbit were now proven to be possible, and they seemed to be the limit of possibilities. All of them need some kind of orbital refuelling or catch to escape from low Eve orbit. But then @EvermoreAlpaca did the unthinkable. A massive independent SSTO from Kerbin to Eve's surface and back to Kerbin. He managed to raise the payload on Eve ascend that much, that there was enough margin to fit an ion drive with enough dV to escape Eve's gravity and then send the ship back to Kerbin using some gravity assists, without any dependencys. 04.12.2018 - V1.5 - First stock electric prop SSTO plane from Eve's orbit to sea level and back to orbit (plus from and to Kerbin by external refuelling) @EvermoreAlpaca continues doing the impossible by presenting us this stock electric propeller assisted Eve sea level SSTO. It ascends from sea level to above 19km sole on electric props, then continues its way to orbit on conventional rocket engines. It can also launch and land at Kerbin, but needs external refueling to do so. This craft uses clipping for the stock props as well as engine clipping, but is honored in this list for being the first of its kind. 28.01.2020 - V1.8.1 (+ Making History + Breaking Ground) - First Breaking Ground electric prop multi engine SSTO plane from Eve's orbit to sea level and back to orbit @realseek was the first to show us a working sea level SSTO using electric rotors and blades from Breaking Ground, packed into cargo-bays to reduce their drag, after switching to rocket engines. It reaches 16km on electric props (two EM-64S rotos with 16x R25 blades on each. The rotors run at 60% power and a max RPM of 400). To escape Eve's still dense atmosphere, it uses a combination of 3 Vector engines and 2 Nervs to circularize. As if an Eve sea level SSTO would not be enough, this craft can land fully fuelled from orbit , also carries the extra weight of ISRU quipment without even needing it, because it can launch from Eve below 100% fuel and stiff make it to orbit with hundreds of m/s dV left to spare, while the craft even looks good. This is just insane! More pictures and details: https://imgur.com/gallery/afVyAv1 15.02.2020 - - V1.8.1 (+ Making History + Breaking Ground) - minimalistic Breaking Ground electric prop single engine SSTO plane from Eve's orbit to sea level and back to orbit (+ to and from Kerbin with a separate tug) @Kergarin i was a little to slow on this, and humbly take the second place. Props alone work great, and rockets alone work great. But in combination the drag of props after igniting the rockets is horrible. The way to deal with this, is placing them inside cargo bays, to shield their drag when they are not used. It would be beautiful to use hydraulic cylinders to make them stick out, and while this would be possible in term of weight and drag, they sadly the flex way to much to even lift off. I've tried a lot of designs for this since BG came out, and while @realseek found the mixed engine design work best for him, I found a single enige design work best for me. This craft uses two EM-32 Rotors with 6 R25 blades on each which run at 100% torque and max RPM to climb to 17km. To escape the dense atmosphere, this craft uses a single vector Engine on full thrust, and then carefully throttle adjustment to not overheat and circularize. This was done as grand finale in my reusable career playthrough: 28.05.2020 1.9.1(?) First stock (no DLC) electric prop SSTO helicopter rocket to sealevel and back without clipping (+ from Kerbin and back) @Stratzenblitz75 returned to Eve, almost 4 years after he was the first to do a completely reusable roundtrip from Kerbin to Eve and back using suborbital docking. This time he uses an SSTO rocket which is first lifted by insanely large counter rotating koaxial like props to 39km, and then ignited to get to orbit on rocket power in a single stage. The props consist of stock bearings, but they are not powered by the usual way of using reaction wheels. To reach the record height of 39km, large rover wheels power the props, which is obviously way more efficient. The craft features ISRU, and can therefore land and launch unlimited often and completely independent on Eve. The craft takes of from Kerbin using a single reusable launcher, and is pushed to Eve and back by an orbiter. This far Kerbalkind conquered the purple monster as of the middle of 2020. Can they go even further? Disclaimer:
  10. Ok, this is the first time playing in Career mode, basically first time playing the game and I need some recommendation. I have started venturing outside the Kerbin influence. I don't have any mod, but I'm using the calculators to reach other planets: https://alexmoon.github.io/ksp/#/Kerbin/100/Eve/100/false/ballistic/false/1/1 https://ksp.olex.biz/ So, I have reach Eve without problems. I have more than 5600m/s of delta v. I tried to overestimate the fuel. One of my problems, is that rotating inverse? or rotating to Eves retrogade I have a few questions: - Should I change the direction of the rotation of the ship? - I understand the Ejection angle and the Phase angle (although I'm eyeballing most of the time), how can I measure the ejection inclination? - Without any other mod, is it possible to get this angles? - How should I return to Kerbin? BTW, Its the year 30 and day 147. The calculator recommends the best window will come on the year 31 day 51, but I'm trying to force the return. Thanks
  11. Hi all, I recently installed SVE and EVE, but had issues with city lights showing up where they shouldn't, including on the Mun. So I tried removing all mods by deleting everything except the Squad folder from the GameData folder, but the issue is still there. There is a constant black spot with city lights below my spacecraft, along with strange terrain glitches when I land. I tried deleting all files and then re-installing KSP from Steam, but that didn't work either. Some other things I've tried: -Restarting computer -Creating a new save -Checking the log files for anything related to EVE. I didn't see anything. Here's ksp.log: https://drive.google.com/open?id=1UgwscIqz2vif4znwUJSmPkBN7eOSnClE And here is player.log: https://drive.google.com/file/d/1VwdNmZdtk8fs51sDC0jdBh86yY-hZShC/view?usp=sharing Any ideas?
  12. I was wondering what is the delta v for going into orbit and the specific thrust to weight ratio and medium to small lander examples? I am new to Eve but I have been to other planets though. I have sent probes and failed Landers btw.
  13. I have tested numerous times, but when i really do the mission, EVERYTHING FAILS. First, i use a Rhino transfer stage and 4 of my base modules has a bottom 2.5m tank, the first time i try this everything was successful, but when i really do the mission IT FLIPS. So I know that CoL need to be above CoM to be stable during reentry, I tried again but with a nuclear transfer stage, and the bottom tanks are locked. I tried, and the reentry was still the same, but now when i perform insertion, the orbit changes, and again with time warp, that was enough to throw the maneuver nodes off a thousands of Dv. Next, when i reenter (with the bottom tanks full), IT FLIPS, AGAIN. I also did try to see what's wrong with the CoM and CoL in SPH with the 12 inflatable heat shields inflated, and no CoL appears. BUT STILL FLIPS, I've lost all my sanity doing that mission since I was recording. Please Help.
  14. PARA-SCI HIGH-PERFORMANCE ATMOSPHERE PACK For use with KSP 1.2 and the EnvironmentalVisualEnhancements mod Since many of us are sometimes, or always, forced to play KSP on laptops and other devices with weak GPUs or otherwise not optimized for gaming, I present the Para-Sci High-Performance Atmosphere Pack, wherein I have done my best to combine good visuals with minimal graphics demand. FULL PREVIEW ALBUM: http://imgur.com/a/pKsCk Notes: - Most bodies, with the exception of Kerbol and the particularly lumpy minor moons, include a "glow" layer that enhances their appearance at long distances and fades away on approach. - Many of the glow layers make use of the original KSP planet textures; naturally credit goes to SQUAD for these and I advise against attempting to redistribute them or use them for things other than KSP, KSP mods, or KSP fanart. - None of the cloud layers have a "layer3D" (volumetric clouds) component. While this does cause us to miss out on that feature, the numerous large particles it involved rendering tend to be a major performance drain and thus they have been left out. - None of the cloud layers cast shadows either. - All bodies have a maximum of three cloud layers; most have only one. - The pack currently does not include aurorae, noctilucent clouds, or dust storms, although some of these may be added in the future if I feel up to it. - Some textures are the original textures packaged alongside the main EVE installation. Like the SQUAD textures, I advise against violating their licensing terms, etc. - Jool's glow layer uses the beautiful Jool texture painted by @Felsmak. Naturally credit goes to him for that, don't steal it, etc. etc. etc. DOWNLOAD
  15. Explodium Breathing Engines "Jet" engines that (actually!) use Eve's atmosphere and Oxidizer. License: MIT License except for re-coloured textures, which were derived from art belonging to Squad / Deported B.V. Download from SpaceDock or from GitHub. Supports KSP 1.9 and supports RealPlume Stock. It had to happen. After good success with @GregroxMun's Alien Space Programs and @OhioBob's Eve Optimized Engines, along with an old discussion about atmospheric engines using oxidizer instead of liquid fuel, I just had to ask how hard it would be to make jet engines that would breathe "explodium vapour" likely found in Eve's atmosphere and burn it with oxidizer to produce efficient thrust. @JadeOfMaar and @wasml pointed me in the right direction, @DStaal filled in a few blanks, and I hacked together some parts. Introducing Explodium Breathing Engines. A set of cloned configuration files from stock jet engine parts that use oxidizer only, and a new resource configuration found hypothetically in Eve's atmosphere: "Explodium Vapour" evaporated from Eve's Explodium Sea. This vapour may also be present on other planets in popular planet packs. Further rebalancing has happened based on resource abundance and a pure ethane (C2H6) reaction with oxygen. Resource abundance now has a direct impact on engine performance. This is turning from proof-of-concept into something realistic, while still being fun to use. There really is some science behind this that I explain at the project's Wiki, and hammered out in a more recent add-on discussion thread. Modified parts include explodium versions of all intakes, oxidizer + explodium versions of nacelles, oxidizer only tanks and wet wings, and underworld-themed engines: J-21 "Hades" J-34 "Zephyrus" J-91 "Atlas" J-405 "Sphinx" J-X5 "Beelzebub" and let's not forget our favourite: CR-8 L.U.C.I.F.E.R. (Large Unkerbal Cycle-Interchanging Fueled Explodium Rocket) All parts should have a distinct appearance to separate them from stock parts. I put all of the modified parts and ExpVapour resource configurations in a GitHub repository. MIT license to match OhioBob's choice for the Eve Optimized Engines. I'd be glad to let others into the project who know better than I do. The to-do list includes: (The to-do list is finished!) Rewrite parts as Module Manager patches to remove dependency on Squad art (Done!) Fix the intakes to work on Eve only, somehow (Done! Intakes are now zero EC harvesters.) Fix the resource config if needed, integrate with Community Resource Pack (Not necessary as it turns out.) Rebalance engine performance based on tester feedback (we might be almost done!) Produce different artwork to identify the explodium-based parts (I'm just missing some tricky parts.) Create RealPlume configurations; I'd like to do a different colour plume for these like the blue from an ethane flame (This was quite easy, as it turned out.) Maybe get some help with CKAN, publish to Space Dock (SpaceDock done, CKAN should be done) Known problems, should not impact play: Harvesters need manual activation because of how ModuleResourceHarvester behaves. Workaround: Assign "Toggle Duct" and "Start ExV Filter" to action groups. Ore mining contracts will appear in Career mode when you unlock tech nodes with harvester parts. This might be a game design problem with contracts lumping all resource harvesters together. Pay attention to contract requirements, because there might be a "Gather 2000 units of Explodium Vapour" contract that won't make sense because there are no containers for it. No colourized textures are available for the Atlas engine or Big-OX wings. The wings don't take well to colourization, and the Atlas causes null reference exceptions if using an alternate texture. Harvesters have a small amount of ExpVapour loaded by default. This means engines will work for a few seconds at launch from Kerbin, but will quickly run out of vapour. This may be needed in KSP 1.3 though. Slow frame rates may happen if using the RealPlume configurations. Update SmokeScreen to 2.7.4 or later to address this. (KSP 1.3) Stationary harvesters will harvest zero ExV, such as craft on launch clamps or with wheel brakes engaged. Once motion starts, harvesters will start harvesting. (KSP 1.3) Engine resource shows up as "Ex V" instead of "Explodium Vapour" in VAB or SPH. Other resource name strings not affected for some reason. To use this part pack, grab a release from GitHub or SpaceDock, and put the "GameData\ExplodiumBreathingEngines" folder into your GameData folder. To use an ExpVapour intake / harvester, first deploy the harvester's filter (Open Duct), then start it (Start ExV Filter). You might want to use the Stage action group to start the filters, but you can pre-open the filters in construction. To use a RealPlume configuration, install RealPlume-Stock and update its SmokeScreen installation to 2.7.4 or later. If you don't install RealPlume, you'll still get a different engine plume for some engines but most will use the stock jet plumes. Now with more Gas! Change log:
  16. Hello! I'm Johnster Space Program who created the DLMAB challenge, and I'm rebooting the reboot of the eve rocks challenge! Older 0.90 Thread [CLOSED]: https://forum.kerbalspaceprogram.com/index.php?/topic/86265-the-eve-rocks-challenge-v090-only/ Old v1.2.x Thread [CLOSED]: https://forum.kerbalspaceprogram.com/index.php?/topic/156505-eve-rocks-challenge-12xrebooted/ In An Alternate Universe, JFK Said: I believe that this nation should commit itself to achieving the goal, before this century is out, of landing a kerbal on eve's surface, and returning them safely to planet kerbin. No single space project in this period will be more impressive to kerbkind, or more important for the long-range exploration of space; and none will be so difficult or expensive to accomplish. But we must do it, we can not fail this task, for if we do, we will never win... This is how the challenge will go: Your challenge is to land on eve, collect a surface sample, and return back to kerbin. Landing on eve is easy, but returning is a whole other challenge! You will have to build very large rockets if you are going to return from eve! Scoring is based on how quickly you complete the mission, how much the total mission costs, and how much the total rocket weighs in tons. There will be varying levels you can do, starting from level 1 and moving your way up in difficulty. For those that complete it in any level, you will get this badge: (Its an updated version of the original badge, made by Ziv) These are the levels (in order): Level 1 (I Did It!): Land on the surface of eve, collect a surface sample, and return and land back on kerbin safely. Level 2 (Back For Seconds): Land on eve 's surface, but at a surface altitude of 2500m or less, collect 2 surface samples, and return back to kerbin Level 3 (Eve AND Gilly): Land and collect a sample from eve, then land on Gilly and collect a surface sample, then return back to kerbin safely Level 4 (Ore From Eve): Land on eve and collect 25 ore with mining equipment and then return to kerbin safely, surface sample optional Level 5 (The Ultimate Challenge): Land in eve's oceans, collect a sample, then collect a sample from the surface, and return to kerbin safely, gilly sample optional The Rules: No Cheating (Mod Menu, Infinite Fuel, Etc.) Must Provide Video or Photographic Evidence of Completion No Seats, Must Have Kerbals Onboard In A Pod Multiple Launches For Refueling Allowed (Images or Video Of Each Launch) Docking Allowed (You can leave a orbiter in eve orbit, and have a separate eve lander that redocks) No Mods Except Mechjeb, KER Allowed Must Be Stock KSP 1.6.x, KSP 1.7 or higher and MH Allowed Cost And Weight Of Rocket Includes Cost and Weight of All Rockets Used Combined In Challenge ISRU allowed Scoring: Level 1 Complete: +300 points Level 2 Complete: +550 points Level 3 Complete: +825 points Level 4 Complete: +1250 points Level 5 Complete: +1500 points Rocket Weighs 0-500 Tons: +250 points, Rocket Weighs 500-1000 Tons: +175 Points, Rocket Weighs 1000-2000 Tons: +100 points, Rocket Weighs 2500+ Tons: +50 points Rocket Costs 0 - 250k funds: +250 points, Rocket Costs 250 - 500k funds: +175 points, Rocket Costs 500k - 1 million funds: +100 points, Rocket Costs 2 million+ funds: +75 points Mission Completed in under 300 days: +250 points, Mission completed in 300-400 days: +125 points, Mission completed in 500+ Days: +25 points ISRU Used: +225 points, ISRU not used: +325 points Participants: @K3rb0dyn3 @Aeroboi @GRS @purpleivan Leaderboards: 1. 2. 3. 4. 5. To everyone that does the challenge, have fun! And if you have any questions ask me. Edit 42219: Updated For 1.7 KSP Update
  17. Hello friends and fellow Eve enthusiasts, today I want to present to you the (still ongoing) mission "Adam to Eve", as it was for me the very first time I have ever seriously tackled Eve (although I didn't get any children out of that). I have been playing this game since 2013, but I have rarely left Kerbin's SOI except for establishing a small colony on Duna or visiting the Jool area. This time, in a career save, I thought "eh love it", mainly because the game wants me to visit Eve before Duna. Glad I am not a newb who would probably be shaken deeply by the realization of a proper there-and-back Eve mission. Anyhow, I have rambled enough, let's go right in medias res and see what's going on. This is the Eve lander/ascender. It has almost 200 parts (mainly lots of auxilliary stuff like the landing struts, science stuff, separatrons etc.) and weighs 144 tons. And that's EMPTY! Correct, this is to be hauled to Eve completely empty and then refuel itself by mining lots of ore. Sadly I never did much testing besides "yeah it survives the descent and makes it into orbit", because it is missing a crucial component which I only realized when it was already too late. But more to that later. The thing is this big because I always send three dudes at once for the world record stuff and I don't like abusing service bays with command seats - also then it wouldn't have been possible to build these nice elevators - Kerbal goes in at the bottom and then simply transfers to the capsule on the very top. This is the transfer stage, the "pusher". Only 77 tons, also empty. It has RCS to maneuver for docking to the lander and eight Wolfhounds that yield something along 2700 dV iirc. I originally had planned to use only nuclears, but with the mass of the vehicle I was expecting horrible burn times. This one managed the Kerbin escape/Eve encounter burn in just over five minutes. Note also the Mk1-3 command pod and the nuclear engine in the middle. Those are for the return stage. After assembly in orbit I had to do a few refueling flights. IGNITION! Let's go have a rendezvous with Eve! After a journey of almost a year (I don't care for transfer windows or any of that nerd excrements) finally in an orbit around Eve in about 195 km height. Here, the return stage was jettisoned and the Command pod put in the front. The original idea was that it would be more stable, but I could just have used more struts. Also since I had to do adjustments before descent, but not knowing how much dV I would have ACTUALLY left after ascent, I didn't want it to park in a higher orbit, so I transferred some of the fuel in the big stage between the return and lander to the lander and fired up the Vectors - which of course yielded much less dV than it would have otherwise. That was my first big oversight that became apparent to me. But it gets worse. Descent went as smooth as a criminal. NOTHING in this mission has worked as well as the descent and landing. After landing I set up the ground science, did experiments and set up flags. This was where I cheated for the first time: Because walking up a hill apparently makes Kerbals walk into the hill and eventually die. Glad I could quicksave Jeb. After that I was a bit mad and just hacked gravity and used the jetpack. TAKE THAT GAME! Next I realized my second, much, much worse mistake: NOT BRINGING RADIATORS. Especially on Eve, mining crawled to almost a halt. That way it would take DECADES to fill up. I fought my dark side, but in the end it won. Infinite fuel and ISRU filled up the lander in only a few days (or even hours? Doesn't matter). I am still feeling a bit bad about it, but I would probably feel bad too. You can make or make not a mistake and still fail, that's Kerbal life. Eventually I was ready for liftoff. Mining equipment and science stuff under the lander was jettisoned and I was ready to go. Nine Vectors pushing the thing upwards, one for each side tank and a cluster of 7 in the center stage. And that's totally the exhaust plume and not the sun, I swear! After separation of the side tanks. After losing the second stage, we're on the edge (of the atmosphere, that is). Third stage also has a vector. For the insertion burn, the last stage used a Cheetah. And here is the last stage ready for docking with the return vehicle. Done! After transferring science and crew, the ascent stage was left in orbit. Now the return stage is awaiting the transfer window to finally bring them home (Now I have to wait because Eve is in such a excrementsty place right now that I would need like 6000 dV to get back and I only have around 2800). The transfer is scheduled for a point in time about 370 days ahead. Now I just have to wait for the Eve science to roll in! I have taken more pictures, but this post is already long enough as it is. If you are interested, you can check out the whole album: https://imgur.com/a/hBk05el
  18. I am planning to rescue Jeb, Val, and Bill off of Eve with this lander: https://imgur.com/a/MSKREIv https://kerbalx.com/MunsterIII/Mona-Lisa-III-Lander I am testing it out, and it seems to work great until 1100 meters. Most of the parachutes are deployed by then and everything is going smoothly until the game freezes. The next thing that happens is the entire lander is fairly evenly distributed over an area of about 10 km. I have no clue what is happening. Any ideas? Lander description: Double layer asparagus pancake for ascent. Heat shield on top and bottom for stable descent. SRB on the bottom to deorbit (use cheats to get there). First stage deploys drogues, second deploys main chutes, third releases probe.
  19. I've been playing KSP for a while. I play for a bit then switch to other games and come back months later. But I've been playing since 1.2 and.... today I was watching at my screenshots and saw that there are stories behind them. This is not a mega mission report, but more like a bunch of anecdotes bundled together. None of my ships are particularly awesome, quite the contrary they are just utilitarian. The SpiceMan Space Program One Aaah... the humble beginnings... when science and money is low but stupidity and courage soars. As every space program, the SSPO (SpiceMan Space Program One) started with small rockets and tiny probes. I'm probably struggling with the limited amount of parts one can use at the early stages on the rocket in this picture. A Minmus probe preparing to land. The Mun Base Eventually... funds for a Mun Station were secured. And that was the first real challenge the SSPO faced. The plan was simple. Just drop there anything that the Kerbin Cold War dictated was needed to win the space race. However, on a kerballed (manned) mission to the Mun something unexpected happened. A giant rock arch was spotted while landing near one of the greater craters. Evidence of extrakerbinial life was discovered!!! As our intrepid kerbonaut Lemlo Kerman stood on top of the rock arch, two things happened. First, Kerbalkind united and the Cold War ended, and efforts to conquer space were unified. Second, Lemlo Kerman realized he had no propellant on his EVA suit for the way back to the lander... Long and dangerous was the 4.6km walking trip back to the Mun Lander Including a scary episode with the infamous Mun quicksands Lemlo smiles as he gets back to the Mun Lander. We see him smiling in the picture because he hasn't realized yet that the Mun Lander has no ladder and, without propellant in his suit, he's just as stranded as he was in the rock arch. After firing the spaceship designers, the rescue mission was a success. Back at Kerbin, Kerbalkind united efforts and came up with a master plan: drop connectors'n'stuff and ensamble! It started with some living quarters and a short connector for the next module to come. Next was the Lab Module (Heavy stuff!) First two modules connected !!!! Moving some connectors... Second Living module en route. Eventually mining modules, tanks, and more were added. This was the final result: Here we can see a Mun Station crew replacement. Emboldened by the success of the Mun Station Program, the decision-makers started twin parallel space programs: The Eve and The Duna Space Programs It started twin single-kerbal ships, one sent to Eve piloted by Valentina the other sent to Duna piloted by Jeb. Well, almost twin ships... Jeb was given Gigantor solar panels because he needed to compensate. The science data the kerbonauts took back home was not enough, but it was enough to see that the planets were very different. Two separate probe programs were devised. A series of mishaps happened in the Eve Probe Program. First, ground control forgot to take in account the distance and delay in communications... So the solar panels were deployed during the Eve atmosphere entry. After some explosions the probe managed to land thanks to the parachutes, but not on the water as the contract required. Engineers frantically calculated the most efficient use of the remaining electric charge to transmit the science data. But not all data could be sent. Sadly, everyone was fired and the Eve program scrapped. The Duna Program was more successful. First, they landed the Mars Probe I successfully. And then, banking on the Mun Station know-how, the Duna Roadster was sent to explore. On Duna, ancient scripts of an unknown civilization talked about the mythical gold empire of El Ikerado. Linguist, historians, mythologists and satellite imagery experts tried to no avail to convince managers that no such gold existed, but they were having none of that. An ambitious plan to get rich AF was set in motion. The first step was to set an outpost, and so the Ike Space Station was planned. The Ike Space Station After the astounding success of the Eve Program, the kerbals were rehired and put in charge of the Ike Space Station Program. Since everybody just cared about the gold, people forgot to take pictures. So there's no record of the planning stages. Almost everything we have are pictures of the Ike Space Station in recent times. We do have a picture of the first module to arrive, though: The final Ike Space Station Most people cared about the gold, but Bill Kerman -an engineer- cared about science!!! So he convinced upper management to give him a double Ike-Duna mission. Two landers were sent. One to the Ike Space Station and another to orbit Duna. An engineer is very useful in Duna missions because they can repack parachutes, and the same parachutes can be used for both Duna and Kerbin entry. These are his pictures: Heading to Ike after undocking from the Ike Space Station. Planting a flag on Ike. After refueling at the Ike Space Station, he transferred to Duna. EVA'ing to the Duna Lander II. Bill Kerman looking for the parachute to repack after a successful lithobreak. Bill Kerman celebrating that you can load saves in this game. Sadly, the SpiceMan Space Program One is on halt, as all Kerbals -even kids- are at Ike mining for gold now. Bill Kerman is waiting for the fad to end while at the Duna orbit without fuel.
  20. I can only think of EVE but it needs a config, and SVE doesn't seem to work. And scatterer is broken and tried to be forked into Skedaddle but was shot down. (I predict the same will happen with the new fork of PlanetShine.) Somehow Matt Lowne got EVE and SVE to work in 1.8??? https://www.youtube.com/watch?v=1KTsdd043t0
  21. I installed Environmental Visual Enhancements, made sure I had the right configs, that it was setup properly, and the clouds still don’t work. I have set my KSP version to a compatable version also. Any ideas?
  22. Intrepid Kerbals are in distress! Flash: During Valentina's 78th attempt to land her Mk3 capsule-based Eve 3000 Challenge lifter from orbit, engineer copilot Bill finally fell asleep and spilled his coffee all over the console! The resulting short circuit caused every action group to go off simultaneously, instantly jettisoning all but their uppermost stage! Legendary pilot that she is, Valentina was able to safely re-enter her historically significant, record-setting command/service module "Jeb" under power, but it required every resource she had, and left her and the now wide awake Bill bobbing in the Drink, totally helpless, and miles from shore. In light of this emergency, your mission, fellow Kerbonauts, is to Rescue Valentina, Bill, and Their Historic Ship from the Eve Ocean and return them to Kerbin! The debate in Mission Control on how to accomplish this was lively, and unfortunately no consensus on the best approach was reached. Some argued that getting the rescue accomplished ASAP was the highest priority, while others reasoned that Valentina and Bill still had plenty of snacks according to the ship manifest, and moreover that since they had just blown the most incredible amount of funds jettisoning their massive Eve lifter, their rescue should cost as little as possible. In the end, Werner couldn't really make up his mind either, so he decided to fund both projects... So! While your mission in either case is to return both ship and occupants to Kerbin, there are two ways to play: You can get it done either as quickly or as cheaply as possible. For the "quickly" challenge, money/mass is no object and you just need to do it in the shortest time possible, from launch to recovery on Kerbin. For the "cheaply" challenge, there are two three sub-categories: lowest launch cost, lowest total cost, and lowest launch weight. The rules: What is required: You must return both the stranded Kerbals (alive), as well as their ship (in one piece, without staging, burning, or breaking anything off) from some location at least 10km offshore in any of the major seas of Eve to the ground on Kerbin. The ship to be rescued must include a MK3 capsule and two Large Ore Holding Tanks, and have a dry weight of at least 10 tons and a total weight at the time of rescue of not more than 20 tons. The cost of this vessel will not be charged against your overall mission cost. Pretty much anything within those constraints is allowed, with the proviso that it must not have any resources on board that are consumables for control or locomotion, nor can it have the intrinsic capability to create those without docking to another craft. That means all on-board fuel/RCS tanks must be empty, and all reaction wheels must be either deactivated or without power. You may furthermore not have any solar panels, RTGs, or ore converters on board the vessel to be rescued. Having said that, you may place ore in the tanks of the vessel to be rescued, but any ore that you actually convert after docking to the rescue craft cannot be counted as part of the "dry" weight of the craft to be rescued. The point here is that the rescue craft must actually bring the capability with it to create these resources, and that no matter what you start with, you must lift to orbit and deliver to Kerbin a craft that weighs at least 10 tons during all phases of this process. As long as you obey that rule, you may actually use unconverted ore purely as ballast. What is not allowed: For me, the goal of this challenge is to elicit the broadest variety of competitive solutions possible, so the rules are pretty loose. However, having said that please don't cheat. I define cheating as anything that violates the intended physics of Stock KSP. This obviously includes exploiting any and all clear bugs in the vein of Infiniglide, Ladder Drive, Kraken Drive, etc. This also includes non-Stock parts that violate the basic Stock parameters in terms of mass, TWR, ISP, etc, as well as any part clipping into non-hollow structures that significantly cheats the drag model. That is, you can clip batteries, reaction wheels, etc. into hollow adapters and nosecones, so long as they are not clipped into each other, but not into fuel tanks or other non-hollow parts, nor can you clip non-hollow parts into each other. If you want to clip backwards intakes into engines to reduce back-end drag, I guess that's OK with me. As to Alt-F12/Hyperedit, that is totally OK for testing, but for submission I expect all key phases to be fully flown and/or driven by the submitter and duly documented. That means that using MechJeb, etc. to fly the hard parts for you is expressly forbidden. Having said that, if your mission depends on some repetitive resource extraction/conversion/refueling process that would take an eternity to execute by hand, you may demonstrate just the first cycle of that explicitly and then refuel your craft fully using Hyperedit, etc. Lastly, ore extraction/processing can only be carried out by any particular launch package after it reaches LKO. What is allowed: You can place the vessel to be rescued any way you want, so long as it is floating at least 10 km offshore. Any and all purely informational mods such as KER are also fine. You may use any strategy within the constraints spelled out above to get the mission accomplished. This includes all sorts of detachable rovers/ships, reaction wheel-powered copters/ships, etc. Any way you can transport the vessel to be rescued back to Kerbin in one piece is OK, provided it does not violate Stock physics. You may use whatever engines/tanks/wheels/etc are present on your rescued module to get back home, provided that all the consumables required are brought/created by the rescue craft. The Categories: At this point, I am scoring four categories: Lowest Launch Cost: The lowest cost on the VAB indicator right before you launch, combined for all the separate modules you may launch. Lowest Total Cost: the lowest total net expenditure of funds, meaning that whatever parts and/or resources you may recover on Kerbin at the end can be deducted from your total launch cost as defined in the previous section. Lowest Launch Weight: Smallest combined mass of all modules launched from Kerbin, at the time of launch. Fastest Rescue: The shortest time elapsed from the first Kerbin launch to touchdown of the rescued craft on Kerbin, regardless of any other parameter. Note that the vehicle to be rescued itself does not count towards any of these measures. My submission: Since AFAICT this challenge is clearly possible given past challenges, I will not be submitting my own entry immediately. I will instead work on my entry in parallel with (hopefully) those of the other contestants. If there is any clear objection about feasibility based on the posted rules, please post it to this thread and I will address it as warranted. Leader boards will be created as appropriate when submission are received.... One more thing: Given that this contest will (in most cases) require at least three major design exercises, please feel free to post any intermediate steps that you're willing to share!
  23. Eve Moons Mod (1.7.3) What Does this Mod Add? The Eve Moons Mod adds two moons to Eve. Scarab: A world that is considered to be Eve's twin. Containing the same explodium oceans and a similar atmosphere, the only thing less vicious about this world is it's weaker gravity. Vurn: An orbiting ember, a cooling ball of Magma, formed from the collision that created Scarab. Before long it will cool entirely into a gray dud, might I suggest visiting its poles before then? Pictures Download Dependencies: Kopernicus https://spacedock.info/mod/2224/The Eve Moons Mod?ga=+3102+'kerbal+space+program'> All Rights Reserved
  24. I'm curious whether anyone has completed this contract. If so, at what distance from the seismic sensor did you hit the surface? Also, what was the the mass and speed of your craft on surface impact? Did you get the pointy end down and was it under power? My first attempt was pretty lame - floated down slowly and hit 20 km away. I did get a message from the sensor to the effect that there had been no effect. I am, of course, in the process of trying again. (And have had no problem with this type of contract on other planets/moons)