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Found 17 results

  1. Unkerballed Start by SpinkAkron and theonegalen This is an unmanned start mod inspired by Yemo’s SETI, Unmanned Before Manned. It is structured around early probes and aircraft. Manned capsules become available as later tech. License is Creative Commons, so it can be continued if I go MIA. Download link is at bottom of this post. Overview Starting with the Stayputnik probe core, lack of control is the first challenge to overcome. The QBE is available at Stability (T3) and the OKTO at Flight Control (T4). RCS has been moved to earlier in the tech tree. Only .625m engines are available at start. More powerful engines have been moved up the tech tree. Multi-engine stages are essential. Making History's engine plates are made available earlier to facilitate this. Revamped tech tree - The tech tree has been de-squished, de-tangled, and rationalized. Orphan lines such as Nuclear Power and Colonization have been fully integrated. Additional nodes have been added to flesh out the early tree and where needed at various other points. The Precision Rocketry line has been expanded to cover additional tiers, splitting Rocketry into a Power/Boosters line and a Specialty line. This further slows rocketry advancement. NOTE: All inputs to a node are now required to unlock, not just one like stock. Links that didn't make sense have been removed. Just like the Community Tech Tree, on which this is based, most of the later nodes will have no parts in them unless mods using them are also installed. See the CTT thread for a mod list. To balance the delayed availability of powerful engines, many other parts such as docking clamps and station hubs have been moved up allowing for earlier station development. The intent is that the player spend more time developing the Kerbin SOI before heading out to the planets. Special thanks to @Pand5461 for the concept of later engine availability. That was the key that made the whole project come together. Early aviation with extensive mod support generously provided by UBM Extended's @theonegalen. Thanks! The Soviet-style Reentry Pods now have their own tech line. They are simple and cheap, but ultimately a dead end. In a low-income playthrough they become a real option. Only the tech tree node placement of parts is effected. No parts or resources are changed, reducing compatibility issues. Three new .625m engines have been added. The LV-T05 and LV-T10 are re-scaled versions of the LV-30 and LV-45. The RT1 SRB is a re-scaled version of the RT-10. They are removed when a mod with equivalent parts is installed. Added .625m Fairing generously provided by @PocketBrotector from his Extended Antenna Progression Mod. Thanks! OPTIONAL - Small parts means more parts so the upgrade costs for VAB/Launchpad and SPH/Runway have been swapped via Custom Barn Kit. This allows for earlier VAB upgrading. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Spreadsheet showing what parts are in what node: UnKerballed Start Tech Tree Spreadsheet (google docs link) Screenshot (click for full size) Compatibility The only mods that are incompatible are other tech tree mods. All parts added by mods will work as designed but their position in the tech tree may not be consistent with the changes made by this mod. If you’d like a mod adapted, I’d be happy to make a config for it. Custom configs are provided for the following mods so far: Recommended Mods Making History - Official Expansion Missing History - Adds the parts that Making History missed Restock Plus - You're already using this, right? No? Go get it! Contracts - Having a good set of contracts that compliment the tech tree is crucial. The stock contracts assume the stock tech tree. For the career, I use SETI Contract Pack made by @Yemo, UKS's spiritual godfather . As an alternative, Exploration Plus is very good for those who prefer a less guided career. @theonegalen recommends Career Evolution Contract Pack I don't care for the stock contracts, so I use Stock No Contracts. I fill out the contracts with these contract packs Clever Sats Field Research Kerbal Academy Bases and Stations Reborn Remote Tech Contracts - currently not working. Unofficial fix HERE Rover Missions Redux Tourism Plus Giving Aircraft a Purpose Strategia - replaces stock strategy system Above all, use what gives you the greatest enjoyment. Make the game your own. There is no wrong way to play! mod list for my Let's Play Using UKS (YouTube playlist) UPDATES 1.1.0 Update for KSP 1.8. Added config for Breaking Ground DLC suggested by kcs123 Disabled RT-1, replaced by stock engine. Fixes to tech tree suggested by FreeThinker Fixes to Intersteller suggested by FreeThinker Change to Custom Barn Kit suggested by kcs123 Change to DMagic Orbital science suggested by kcs123 Added config for Infernal Robitcs Next suggested by kcs123 Added config for PEBKAC Launch Escape System suggested by oOScarfacEOo Added icons by Tonas1997 1.0.7 Added the rest of the changed parts for 1.7. Derp. Reduced cost of Custom Fuel Tanks node 1.0.6 Fix misplaced .75m Waste HexCan for TAC Life Support. 1.0.5 Re-disabled the CustomBarnKit.cfg. In previous versions, I had mistakenly included the non-disabled version. Added compatability for 1.7 1.0.4 Fixed the fix for LV10 attachment nodes that I failed to fix. 1.0.3 Incorporated ModZero's fix for LV05 and LV10 attachment nodes when Restock is installed and Missing History is not. 1.0.2 Fixed Real Plume configs to eliminate MM warnings. 1.0.1 Fixed tier 13 costs Added RealPlume configs Added theonegalen's configs for AirplanesPlus, MAD, Mk3Airliner, ReStockPlus, KAX, TAC Self Destruct 1.0.0 Added theonegale's aero configs Adjustment of the starting parts suggested by MaltYebisu Standardized engine placement More mod configs added. Added Tier markers and wings nodes 0.9.1 Unscrewed up the engines. 0.9.0 Balancing. Added Config for Custom Barn Kit. Uploaded to Spacedock. 0.8.1 Fix for Antenna not showing at start Fix nodes for the new LF engines when Missing History is not present BARIS config added 0.8.0 Initial Beta release Required mods: Community Tech Tree Module Manager Custom Barn Kit - OPTIONAL for VAB/Launchpad & SPH/Runway upgrade cost swap. To activate this change rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg Installation Instructions: 1. Uninstall any previous version of the mod when upgrading to the latest version. 2. Copy the UnKerballedStart folder into GameData. Download: UnKerballed Start on SPACEDOCK This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  2. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! More rover and lander parts coming in future update, including Mars rovers, Viking, Lunokhod, and others. IMGUR ALBUM Beta v0.16.1 Download: To prevent issues, please remove any previous versions of the mod before updating Please read the FAQ Also available soon (probably) on: Requires: Firespitter, DMagic ScienceAnimate (both included) and ModuleManager (Not included) Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Sample Crafts v0.3: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR, Meridiani-Draco, Explorer Telescope) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  3. I have a good satellite network and it normally my probes are fine but if I exeed 1000x speed it loses connection and nothing gets it back even putting a satellite pointing at it with the biggest relay in lko 100 meters away?this makes no sense how can I stop this?
  4. This mod provides the player with a new line of probe models called the K-Sat series, with integrated power (storage and generation) as well as buildt in antennas. It is usable in stock KSP, but it truly shines when used alongside Remote Tech, where the buildt in antennas can be put to good use. Alongside the probe cores the K-Sat series also includes some accessories, such as structural pylons, fuel tanks, stand-alone antennas and science equipment. It also comes with a brand new engine made specifically with satellites in mind. All parts are balanced to work equally well in all game modes. The probe cores may seem a bit costly in career, but the cost is taking the nuclear generated power into account and is actually a bit low compared to the stock nuclear generator when measured against charge per second. Mass has been calculated by comparing all integrated functions to stock parts. Download the mod here: SpaceDock -=::::::::v::::::::=- So how does it work? Just use the parts provided to build satellites. The upside compared to stock probes is that all K-Sat probes come with integrated power storage and generation and buildt in antennas. In a stock game the antennas are regular data transmitters, but when used with Remote Tech the K-Sat probes will provide several options for building various com networks. You can also use the new engine to get a bit moire Dv for your satellites, as it is has a very high Isp in vacuum, and you have a selection of structural pylons to choose from. If you so choose, you can also equip your satellites with the new inline science part that comes with all four sensors buildt into one. The K-Sat Series also includes a fuel tank, a stand-alone dish and an inline battery bank capable of storing 500 units of electrical charge. Can it be used in KSP 1.3.1? Yes. It also supports Remote Tech version 1.8.9 I think part A should do thing B instead! Balancing the gameplay has been trying since I have done it alone. Input and suggestions are therefore very welcome, please post your thought and I will take them into consideration for the next build. I found a bug! Good. Please share it in a post below, and I will look into it. Pics or it didn't happen Imgur Album -=::::::::v::::::::=- Installation 1. Locate your gamedata folder in your KSP installation. For example, if you are a Steam user it should be something like Steam/steamapps/common/Kerbal Space Program/GameData 2. Double click on the downloaded zip file (PzL_Ksat_1.1.zip) to open it up. 3. Drag and drop the folder named 'PanzerLabs' into your GameData directory. 4. If asked, allow windows to overwrite content (In case you have other PanzerLabs mods installed) 5. Drag and drop 'ModuleManager.3.0.1.dll' into your GameData directory. 6. Have a Gin & Tonic and enjoy the game. License This work uses the Creative Commons Attribution-ShareAlike 4.0 License. For a full legal text, go to: http://creativecommons.org/licenses/by-sa/4.0/legalcode This means that you can: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material for any purpose, even commercially. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. This work is distributed along with Module Manager, as permitted by the license of that particular work. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: This work provides support for the mod Decal Stickers, as permitted by the license of that particular work. Decal Stickers was created by blackheart612 and can be found here: This work provides support for version checking through MiniAVC, as permitted by the license of that particular work. For more information on MiniAVC: -=::::::::v::::::::=- Changelog 1.1.1 -Fixed a typo that lowered the cost of the LO-242 by almost 75%. 1.1 -Included MiniAVC support -Included support for Decal Stickers -Updated all antennas for KSP 1.3.1 -Updated the MM patch for Remote Tech 1.8.9 -Changed folder structure -Changed category for the inline battery, from Utility to Electrical -Made the small dish (PzL-COM D1) physicsless -K-Sat PzL-BB 888 *Added "Marble" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT omni range to 2.5Mm -K-Sat PzL-LO 242 *Now allows surface attachments (on it, not with it) *Added "Lancelot" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1138 *Added "Cobra" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 90Mm *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1142 *Added "Crabhead" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 50Gm *Changed RT integrated omni range to 150km 1.0 -Lowered the heat production of LFE-808 "Bolt" by a significant amount. It should no longer cause critical overheating of parts attached to it. -Changed the name of the tripod girder from "K-Sat Structural Support A" to the correct "K-Sat Structural Support C". -Changed the description of the tripod to differentiate it more from the regular structural support. -Added cross feed toggles for all Structural Supports. 0.9 -Initial Release.
  5. I've started to work with probes, and I can't figure out a good design for a comunications satalite that can talk to probes on interplanetary missions (thank god for kerbal alarm clock). Specificaly, where they should go, and the antenna I should use. Any advice?
  6. THIS MOD WILL BE CONTINUED BY DAMONVV OVER HERE
  7. Hello, I'm playing KSP with the realism overhaul mods installed, and the thing is that I was wondering if there is any mod that allows you to control a probe witch has no more antenna conection than a crewed vessel witch has no conection with the earth. For example control a rover on the martian surface from a martian base witch has no connection to the earth. Thanks in advance!
  8. To Squad: A Kerbal Suggestion , Decaying Orbits Decaying Orbits , (as seen on the title) So You may ask what does "Decaying Orbits" mean? , Well if you're asking that , Then i will explain as briefly as i can below . -1 What is the meaning , 2- The Concept , 3- The Main Planets Different amount of pull , and 4- Why i think it should be added to KSP. 1- What is the Meaning of "Decaying Orbits"? Decaying orbits or "Orbital Decay is a process that leads to gradual decrease of the distance between two orbiting bodies at their closest approach (the periapsis) over many orbital periods. These orbiting bodies can be a planet and its satellite, a star and any object orbiting it, or components of any binary system. The orbital decay can be caused by a multitude of mechanical, gravitational, and electromagnetic effects. If left unchecked, the decay eventually results in termination of the orbit where the smaller object strikes the surface of the primary; or for objects where the primary has an atmosphere, the smaller object burns, explodes, or otherwise breaks up in the larger object's atmosphere; or for objects where the primary is a star, ends with incineration by the star's radiation (such as for comets), and so on. 2- The Concept (In game) I Think Decaying Orbits or "Orbital Decay" should be adjustable based on the player's level of experience , For instance , When you make a new game and you choose "Easy Mode" the Orbital Decay won't have effect on the spacecrafts at all . At "Normal Mode" the "Orbital Decay" would have effect on the spacecraft at 50% Efficiency , and on Hard Mode it would have effect on the spacecraft at 100% Efficiency. Each planetary body , depending on its mass and gravitational pull would have a different amount of decay . For example , Someone launched a satellite to 150 km on Kerbin's orbit , the "Orbital Decay" at Normal Mode for example would be 1/km per 60 Days , on Hard Mode it would be 2/km per 60 Days or 1/km per 30 Days . If the player wants a much more Decaying effect , He can adjust it in the settings , Or if he wants to lower the effect , He can also adjust it by using the settings. Also If the player has a spacecraft in orbit he can prevent the "Decaying Effect" by Doing Pro grade Burns to boost the orbit , the higher the player's orbit is the weaker the Orbital Decay effect , would effect the spacecraft , For instance i have a Probe at 150 km of kerbin orbit , and another Probe at 1500 km of kerbin orbit , the probe at 1500 km would Decay 10x Slower , for clearance the 150 km orbit would decay (Fully) in 150x60 Days if the rate was 1/km per 60 days ,and it was normal mode . and the probe at 1500 km would decay (Fully) in 1500x60 Days Of Course the player will be able to edit the rate , either using cheats where he would hack gravity which would slow down the orbital decay effect , or increase it . he can set both (Cheats or in the settings) 3-The Main Planets Different amount of pull (What i think) (all descriptions below are at 300 km which in that altitude would have the normal decay effect) To make the game a little bit fun and with a little of science , i think it should be around 1-5 km / per 60 Days in Kerbin Moho- Not yet settled Eve- 1-3 km / per 60 Days Duna- 0.5 - 3 km / per 60 days Jool - 5 - 10 km / per 60 days You Decide about moons and dwarf planets the sun , (Note: the description was written by me and my mind , not figuring out the masses and gravtitational pull and all of that stuff, i just put atmospheric height in my head) 4-Why I think it should be added to KSP I think "Decaying Orbits or Orbital Decay would be an awesome additon to KSP and would make it more realistic and fun and in the same time , Challenging and this concept sounds easy to implement in the game , i would like to know if it is possible or not , but nonetheless i think this would be a great idea. Thank you for reading (Look at Poll) -Wilford Kerman -Year 104 , Day 48 btw , write what you think about this idea in the comments section below
  9. Hi all, I recently tried making a plane with a bunch of rover/probes (Provers?) in the back, to drop at certain locations, parachute down, then activated later to do the contracts for science on kerbin. I thought I had made them too heavy, or not included enough parachutes. But as I've read, space plane "Debris" is destroyed after the main craft is a set distance away. Is there a mod that removes this, and possibly makes terminating debris from the tracker easier?
  10. Probe Locations for the Kerbol System So I recently just came back from a Holiday in Tasmania, and I hear about the new updates, more importantly, the new CommNet network added in the game. So in game and in the tracking station, there is a green line connecting to all the online probes, landers, bases, rovers, space stations etc. The KSP team have also added in a bunch of new transmitters in the game as well. So the green line gets darker when you lose more and more connection with kerbin. This means that it is important to have probes everywhere in the kerbol system. You can also map planets and Moons with the new update. So then that is another few probes on each and every moon to make it easier to find better landing spots and to see where lakes and oceans are if your looking at Laythe or Eve. So my challenge is for someone to post a photo with all satellites and Probes connecting each and every other probe. To comeplete the challenge, you must show proof of: A minimum of 2 probes around each planet At least 3 probes orbiting any of the planets moons 2 probes orbiting around the sun between each planet 10 probes orbiting Kerbin and the Mün All the probes must be connected to each other and must connect to kerbin with a 100% status. 3 screenshots of you mapping the following : Laythe, Kerbin, Jool. Please post a commentl if you think this is a reasonable challenge or you think this is way to overpowered and would take up any of your own ksp time. I will be with you as I have notifications turned on... I don't care if you use cheats or not, I don't care if you use the same probe, just do the 6 steps. And you must show photographic proof of all the probes in their orbits. Good luck, and have fun! P.S. not rccomended for Career mode... Edited 8 hours ago by Dr.K Kerbal Typo
  11. Probe Locations for the Kerbol System So I recently just came back from a Holiday in Tasmania, and I hear about the new updates, more importantly, the new CommNet network added in the game. So in game and in the tracking station, there is a green line connecting to all the online probes, landers, bases, rovers, space stations etc. The KSP team have also added in a bunch of new transmitters in the game as well. So the green line gets darker when you lose more and more connection with kerbin. This means that it is important to have probes everywhere in the kerbol system. You can also map planets and Moons with the new update. So then that is another few probes on each and every moon to make it easier to find better landing spots and to see where lakes and oceans are if your looking at Laythe or Eve. So my challenge is for someone to post a photo with all satellites and Probes connecting each and every other probe. To comeplete the challenge, you must show proof of: A minimum of 2 probes around each planet At least 3 probes orbiting any of the planets moons 2 probes orbiting around the sun between each planet 10 probes orbiting Kerbin and the Mün All the probes must be connected to each other and must connect to kerbin with a 100% status. 3 screenshots of you mapping the following : Laythe, Kerbin, Jool. Please post a commentl if you think this is a reasonable challenge or you think this is way to overpowered and would take up any of your own ksp time. I will be with you as I have notifications turned on... I don't care if you use cheats or not, I don't care if you use the same probe, just do the 6 steps. And you must show photographic proof of all the probes in their orbits. Good luck, and have fun! P.S. not rccomended for Career mode...
  12. https://www.nasa.gov/feature/new-horizons-refines-course-for-next-flyby In case you can't open the link, the New Horizons probe just performed an adjustment burn in order to intercept MU69, a KBU (Kuiper Belt Object). "After the burn the spacecraft transitioned out of a so-called “three-axis stabilized mode,” the operating mode that allowed New Horizons to make new telescopic observations of six KBOs over the past week. These science observations will reveal new information on the shapes, surface properties and satellite systems of these objects, in ways that can’t be done from Earth. Images from these studies will be transmitted to Earth in the coming weeks." Edit: I shouldn't say JUST performed a burn, the article was published on 2Feb2017, but this is the first time I've heard about it.
  13. After watching the recent KSP News episode by Rapid Viper, which can be viewed here: I couldn't help but feel extreme anger to know that SQUAD has decided to push probe telemetry back to a later update, possibly into 1.2. Viper explains that the functionality of the telemetry is very buggy and just wouldn't be fun to play with. This is understandable, but I can't help but feel as if SQUAD could have just delayed the update a couple weeks or so. I would HAPPILY sit for 2-3 weeks if it meant that the features I've been waiting AGES for would be, in my opinion, in the most hyped update in a while. You may feel differently, and I do NOT intend on throwing any heat at SQUAD; I love Kerbal Space Program, it's one of, if not my most favorite game on Steam. I'm just a little (make that severely) disappointed. Probe telemetry was my most anticipated feature of 1.1, as I was dreaming of making my own version of the TDRS system (reference: https://en.wikipedia.org/wiki/Tracking_and_Data_Relay_Satellite_System ). Now that I got that out of my system, I would like to hear your guy's opinions on the matter. Were you disappointed as I was, or largely unaffected by this delay? If you didn't, feel free to post your thoughts. -Fly safe, Noname115
  14. Hi Guys, Right, I'd firstly like to say that I am very much looking forward to the upcoming release of version 1.2 it is truly looking fantastic. Now admittedly what I'm about to suggest may encourage some to beat me over the head with a chair until it's worn out but... here goes. At the moment AFAIK there will be an integrated network of ground stations dotted around Kerbin, now for the sake of difficulty could it be possible for there to be a setting to disable them? That way players must make the ground stations themselves (of course if the player so desires). Then have relays to bounce the signal back to the KSC and so forth... It's just a thought for some of the more "special" players such as myself Cheers, Ollie
  15. TLDR: What's the best method to avoid a probe running out of electric charge (and therefore becoming uncontrollable) over long durations of not monitoring it if you only have static solar panels? I've recently sent a probe to Moho and I did so with less tech than I would have liked because the transfer window was there and it seemed exciting to try. I'm now getting concerned though because it will be on a long voyage and the static solar panel may move away from sunlight while I'm not watching and then I will lose the ability to control the probe. I have two batteries, and I just tested a theory I read online that said you can deactivate one so that if you come back and the rest is depleted you can simply activate the full battery. My experiment showed that this doesn't work, because once the probe is out of electric charge you can no longer activate that battery remotely, so you're really just losing more buffer. I have tried activating SAS while facing the sun (risky I know, since it uses even more charge, but if it guaranteed sun facing it would of course be worth it). Unfortunately some limited testing suggested that this doesn't necessarily work over long periods. This also wouldn't work with the round probe that doesn't have SAS. My best idea so far is to use the reaction wheel to set the probe into a slow diagonal spin and leave SAS off. This gives a big arc within which the the static panel will catch at least a few rays on occasion, thus making the only 'deadzones' for the panel when the probe is perfectly perpendicular to the sun, which is very unlikely to happen and unlikely to stay that way for long. Other ideas would be appreciated!
  16. My company, DDRocketsInc has won an exclusive tender from by the Kerbin Administration Science & Space Council (KASSC) to assist them with exploration of the Kerbol solar system, including Outer Planets Mod. The KASSC benefits not only from the extensive science that the exploration brings but also experience they need to develop their Kerballed exploration of the solar system. I have therefore started a new career mode in 1.1.3 with unmanned before manned mod because I can’t stand killing poor Kerbals. With an initial outlay of funds, the company has steadily developing ‘generations’ of probes to complete the exploration. Each new generation received the latest science available and (typically) upgraded propulsion as well, in this manner each generation (should) also extend the range of exploration. I have tried remote tech before but am more of an engineer/designer than pilot and so just get too frustrated trying to get communication networks up. I should also point out that the company DDRocketsInc also received a grant from the KASSC about 2 years into the agreement to jump from generation 3 to 4 as contract funds were drying up. Ironically in many cases as soon as they were launched and set for transfer many other organisations put up paying contracts, so DDRocketsInc has been able to start paying the Council back. Generations of Probes Generation One: Pioneer Class Tier one and two science, they came in orbiters only. Probes feature liquid fuel/oxidizer propulsion with early generation solar power. Pioneer class orbiters where sent to Kerbal, Mun and Minmus SOI only. They were also used for many contracts within those SOI to gain funds Generation Two: Venturer Class (Roc) Tier one, two and three science they came in orbiters with landers attached. Probes feature liquid fuel/oxidizer propulsion for landers, and RCS for orbiters. Both orbiters and landers feature upgraded solar power compared to the Pioneer Class. Venturer series probes are called Roc Probes after mythical bird of prey. Orbiter Lander A pair of Venturer class orbiters with landers where sent to Duna as the transfer window came up. Transit time of 500 days allowed me to start Kerballed exploration of Kerbal, Mun and Minmus SOI. When they arrived landers landed on Duna and Ike, each orbiter also parking at either body. A single Venturer was also sent to Dres when the transfer window openned. Generation Three: Pioneer II Class The Pioneer II class orbiters were an upgrade of the Pioneer class. I had managed to unload some tier three science to use on them and larger solar panels but not much else. I kept RCS propulsion as it seems more efficient than liquid fuel/oxidizer. A pair Pioneer II class where sent to Jool as the transfer window came up. A special lifter was also sent with a pair of modified Venturer landers to scope out science on Jool’s moons. Modifications were limited to upgraded solar panels. Generation Four: Discovery Class (Crius) A Sarnus transfer window as opening and I really did not want to send a Pioneer II class orbiter because it does not seem right to use RCS propulsion that far out into the solar system. I had just received a contract to test the ‘Dawn’ Ion engine in on a suborbital trajectory to Minmus between two heights I built the orbiter up to be used on a Sarnus mission all available orbital science (up to a mixture of tier 4 and 5). I decided to call the discovery class Crius – the titan god of constellations in Greek mythology. Crius orbiters feature Ion/Electric propulsion with four of the five section solar panels from ‘future solar’ mod, loads of science and gold plated cores. Ion Drive Instruments A pair Discovery class where sent to Sarnus as the transfer window came up. They are still on the way. Generation Five: Eyre Class (Phoenix) As the Discovery class probes are stand-alone orbiters I decided to design a new class of landers, they are named Eyre after the famous Australian explorer (Edward John Eyre). The Sarnus transfer window was still not quiet open so I sent two of the new Eyre landers there to check out Sarnus’s moons. These first 2 Eyre class landers are called Phoenix 1 and 2. They are non-atmospheric landers and feature liquid fuel/oxidizer propulsion with four engines to provide plenty of TWR on landing, plenty of surface science and gold plated cores like their orbiting (discovery brethren). A pair Eyre class where sent to Sarnus’s moons as the transfer window came up. They are still on the way. Kerbal Exploration While the robotic explorers from DDRocketsInc’s have been exploring the solar system, the Kerbals from the KGSSC have been placing their toes in the water around Kerbin and her moons. They have managed to land on both the Mun and Minmus and build a small orbiting science station around Kerbin and the Mun. Bob on EVA Kerbin Orbital Science Station (KOSS) Landing on Minmus DDRocketsInc has recently received contracts to develop ore scanning software and satellites. We understand that the Kerbals are planning to use these to start mining moons and asteroids so they can reach further into the solar system. Please stay tuned for the further adventures from the KASSC and DDRocketsInc, next week will look at how DDRocketsInc has developed the Intrepid class of lifters.
  17. Hey Guys & Gals, I've made this fledgling space program in my career save. I'm about to embark on interplanetary missions from farming science in the Kerbin system. I keep seeing all these images on the KSP wiki of terrain maps and other things like that. I'm trying to find some mods that give me parts so that I may make these things too. I would like more parts to put on my interplanetary and latter interstellar (with the galaxy mod) ships and probes just because stock parts aren't enough for me. This game is so fun and I want to have more to do. Thanks, toodles!