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Found 31 results

  1. adsii1970's sandbox micro-challenges A couple of days ago I was asked on one of the Facebook groups if I would post some micro-challenge/mission ideas for those who are looking for some sort of objective in playing a sandbox game. I asked around as a profile status post to see what everyone's thoughts were. And after careful consideration, I've decided to create an entire thread of micro-challenges for those interested. I play with mods and expect that many of you do, too. Here are the mods which will make the micro-challenges easier for you: Kerbal Engineer Redux Mechjeb for all Kerbal Planetary Base Systems Stockalike Station Parts Expansion Redux Buffalo: NASA Inspired Modular Space Exploration Vehicle Mark One Laboratory Extensions (M.O.L.E.) By no means do you have to complete the challenges with mods, you can complete them without mods.* And you can use other mods besides these. For many of us "older" KSP players, these challenges are pretty easy but still fun. For a newbie who is just getting the hang of the game, they can be challenging and rewarding. For now, the sandbox micro-challenges will only include the stock system. If there's interest in more development of the challenges, I will add missions which will incorporate the Outer Planets Mod. Each micro-challenge will fall into one or more categories. Each micro-challenge will come with it's own leader board and signature image. And each week, I will release a new micro-challenge. You do not have to do all the micro-challenges posted; simply choose the ones which interest you. Once you've completed the micro-challenge, simply post to this thread and share images or video which shows your progress and completion of the challenge. On that challenge's post, I'll add your name to the leader board and a link to your post for others to easily find what was done to complete the micro-challenge. Sandbox micro-challenges within Kerbin's sphere of influence: Kerbin Mun Minmus Mün Arch Settlement micro-challenge Minmus space station micro-challenge
  2. Noud

    Sand box or Career?

    i was just wondering what the community loves most. is does not matter how modded your game is as mods can make the difference between playing the one or the other.
  3. RealSolarSystem Easter Eggs hunting! In my rp-1 career, as I was doing some unmanned Moonar landing mission, I saw, once orbiting the moon, that an anomaly was in my orbit trajectory, so I decided to precise land there, and I found this: A Neil Amstrong memorial!!! It excited me to found all others ones present in Real Solar System. So just started a new sandbox game to give it a try, and challenge my self. First I'll deal with Earth of course. Here's what the map says: I will start with the one which is North-East of Cape Canaveral Let's HUNT!
  4. Is it OK if I play KSP in sandbox everytime, and not play career at all? Does the community accept mission reports and stories that are done in sandbox?
  5. Firstly, apologies if this already exists, and thanks for pointing me in the right direction. Is there a Mod that, or is someone willing to make or assist me make, will allow me to restrict the tech level available to me in Sandbox, I would like to be able to deactivate Tech Tree nodes and/Or Tech Tree levels. I want to use a Sandbox save as a testing and development 'simulation' for my careers, but find trying to remember which parts I can use a pain.
  6. It would be nice to have access to the mission builder and player built missions in sandbox mode. Even if it was limited compare to the existing mission builder system I still think It would be fun to have mission in sandbox.
  7. How do you make upgradeable buildings in Sandbox mode? I think that would be a fun experience for me and other people. (if it matters, I don't use Windows.) Thanks!
  8. I've always played career mode only since it came out but I've grown tired of the same grind to get to where I want to be and I never seems to get there. So I've decided to start a sandbox game instead but I miss the objectives and structure aspect of career mode. So I've made this "guide" to help me stay on target with my vision of my space program. I thought I might share it with you guys in case someone else was looking for something similar. Space Program Master Plan Recommended gameplay mods: MKS USI Life Support Kerbal Engineer Redux • Disable stock ground towers. Downloadable document: https://docs.google.com/document/d/1iaYfJTvhPXosoHK8VAbI4jDqzHWkzw56FFeg-rK7FWw/edit?usp=sharing Project SOL Section #1: Conquer the kerbin system! Colonize the Mun and Minmus with a self sufficient base for 25 kerbals. SOL-1: Setup communication network SOL-2: Survey the land SOL-3: Build an Industrial support infrastructure SOL-4: Build the industrial fleet SOL-5: Finding the perfect spots SOL-6: Colonize the moons of Kerbin Project VULCAN Section 2: Destination Duna Goal: Establish a mining outpost, a manufacturing facility and living habitation for a 25 Kerbal Colony On Duna. VULCAN-1: Set up Communication network VULCAN-2: Do the research VULCAN-3: Location location location! VULCAN-4: Beep!! VULCAN-5: Engineering and preparation VULCAN-6: Moar ships! And Bon voyage VULCAN-7: Hi ho! Hi ho! VULCAN-8: Building the Duna base VULCAN-9: Stocking up VULCAN-10: It's happening! VULCAN-11: Gentlemen, man your stations
  9. [NOTE: This is a fresh start/reboot of "The Outer Planets Adventures!", which some of you may remember. It is in a different save, so some past events mentioned in both series may be contradictory, although they did actually happen.] [NOTE: @Angel-125's Wild Blue Industries mods will be featured heavily in this Mission Report, for the simple reason that I like them and they are very well put together.] The space program was looking better than ever. Five bases on Duna were constantly staffed, and a permanent colony had been established on the Mun. Plans were even underway for a sample-return from the inescapable hellscape of Eve. With the recent return of the DSEV-02 Columbia, even the Jool 5 challenge was now complete. It was time for exploration of the outer planets to begin in earnest. Apart from initial flyby probes and Joolileo-style orbital missions, the outer gas giants were a mystery. Plock was even more unexplored due to the enormous Delta-V requirement, with just one probe, Plock Horizons, having performed a flyby of the Plock-Karen system. Exploration had really been more focused on the inner planets, the Dresteroid Belt, and Jool, which were far easier to reach Delta-V wise. Excluding RTGs and LV-Ns, nuclear technology had really only been used twice in space: on the DSEV-01 Enterprise, which carried the first Kerbonauts to Duna and Ike before going on to Dres and returning, and the DSEV-02 Columbia, which recently completed the Jool 5 mission and is now scheduled to travel back and forth between Kerbin and Jool for later expeditions. Both of those craft have nuclear reactors for power, and an advanced Supernova engine custom-built by Wild Blue Industries to be as ridiculously efficient as possible. The next target of the KSP's exploration is Sarnus and its moons. Gene and Mission Control have hashed together a rough timetable: [KERBIN-SARNUS TRANSFER WINDOW 01] -Sarnus Expedition 1 (SE-1) departure. The SE-1 consists of a mothership probe that will carry communications relay satellites and an ion-powered orbital survey probe to Sarnus orbit, and a completely separate standalone probe that will refine on the orbital surveys of the other probe using a Wild Blue Industries TERRAIN scanner. [KERBIN-SARNUS TRANSFER WINDOW 02] -Sarnus Expedition 2 (SE-2) departure. The SE-2 will consist of a crewed DSEV-class mothership and an assortment of landers, as well as separately launched and transfer-burned supply drops to assemble a Pathfinder base on Eeloo to be a base of operations for the mission. [SOME TIME LATER] -SE-1 arrival. SE-1 (hopefully) completes primary mission. [SOME TIME LATER] -SE-2 arrival. Due to SE-2's actual mission being made up on the fly based on the results of SE-1, no further mission statuses can be anticipated from here. --- Wild Blue Industries has been contracted to make a new DSEV-class vessel, entitled DSEV-03 Challenger. Challenger will be heavily modified and almost completely different from Enterprise and Columbia, due to Challenger being required to go vastly longer without resupply or refurbishment. --- Stay tuned for screenshots and more updates coming soonTM.
  10. Hello everyone, this is one of my first post so I'm sorry if I make an error. I make designs on the page kerbalx.com, I've been doing it for a while. Recently, I discovered the Infernal Robotics mod and it was just what I needed for my latest design, foldable wings. In that mod, there are hinges that are the part I need for this, and this is where my problem starts. When I make a hinge, I mount the wing on it, and I set it up, it works perfectly, the wing moves to its configured position without problems. But when I put 2 hinges, the madness begins. In the editor work perfectly, both wings open outwardly unfolding correctly, but once inside the game the hinges go crazy, the 2 are just leaving the axes causing graphic and structural problems in the ship, do not move as in the editor and they end up breaking. I need help with this, to know if someone has happened to him, or if it is a problem with the configuration of the mod. I have to say, I have sought help and the only advice I found was 'disable Auto-Struts' (Advanced Tweakables) but I already did it and the problem is still there. Does anyone know why this happens? Before anything thanks to everyone!
  11. I wasn't originally planning on making Eeloo my first interplanetary trip in 1.3.1, but it was the first launch window I had when I decided to spam SCANsat probes across the solar system. I've been playing with the Community Resource Pack, as well as trying to resurrect some old mods, so I threw together ... something. Behold, the OLDDTM N1 - LCATM Zenit-S200HE - BDBTM Agena - StockTM probe SCANsatTM? Eeloo mission (SCANsat RADAR Extended Range Mk 3)! All of 13,900 m/s delta-V to deliver a SCANSat radar to Eeloo. Excessive? Yes. Impractical? Yes. MOARdV? Yes. Although it is a 3.2x diameter / 6.4x orbit Sigma Dimensions configuration. Even with a reduced configuration of only 24 nerf'd NK-33 engines (the inner 6 were not installed), I had to limit throttle to keep it to about 1.65 T/W at launch. The Blok A cluster of engines pushed the super-booster well up into the atmosphere before running out of fuel and handing off to the eight NK-43 engines in Blok B. Well out of the atmosphere, with the aeroshrouds gone, Blok B was discarded, leaving Blok V's four engines to finish the push into a parking orbit. And, finally, Blok V fell away (with half a tank of fuel going to waste), exposing the dual RL10-4 engines that will circularize the orbit and provide the departure impulse. Okay, so it's not as exciting as a lot of mission reports...
  12. DDE

    Department of Space

    This is a follow-up to my earlier series, Flight to Independence, and chronicles the (mis)adventures of Kermerica's... third (?) space program. The following is a mod list for disclosure; note that there has been quite a bit of pruning and alteration involved, your mileage will differ:
  13. this is the totaly unfacinating adventures of the kerbals. submiting a payload is easy all you need is name and link the first order of bisnes is that i have came up with a story line vagely that i will follow i will be using all kinds of launch methords (not including Newtons Cannonball) i will be using kerbinside for a bit of extra challenge current crew in space MISSIONS (initial missions will not be to space) 1. x-0 flight 1 completed MISSIONS (in space) (will be filled in when i get a request) 1. Soyuz 4 2. Soyuz 5 (will launch 1 day after soyuz 4) 3. SSSTS 10 4. SLS 1 5. TBA 6. TBA 7. TBA 8. TBA 9. TBA FLIGHTS (comming soon) x-0-1 (x-0 mission 1) LATEST NEWS:
  14. NotDavidTenant

    Colony Challenge (Input Required)

    Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?
  15. VektorWorlds

    The Kerbal Expeditions

    We choose to go to Laythe, and do the other things, not because it is easy, but because it is FUN! The Kerbal Expeditions is a stock alike, sandbox save (currently planned for a total of 29 missions, including epilogue mission) in which I will visit Duna, Laythe, Jool, Ike, Eve, and Gilly for the first time post-1.0. Kerbals will land and return from Duna, Laythe, Ike, and Gilly. This plan will stretch my KSP skills to their limits and back as I strive to make good-looking interplanetary ships - and I hope we both have fun doing it. (reason why it's not career - i have troubles with Bluedog Design Bureau and their SRBs and adapters I just can't live without anymore.) MOD LIST (off the top of my head, at least the mods that I plan to use) Bluedog Design Bureau Tantares (for some station parts?) Procedural Parts ProbesPlus Trajectories! Kerbal Engineer Kerbal Alarm Clock Table of Contents; A New Beginning - Page 1 (doesn't count as mission)
  16. Firemetal

    Firemetal's RO playthrough

    Alright, so back in 2015, I got this game and had absolutely no idea what to do whatsoever. I got to the Mun, I landed on the Mun, but never returned. I did pretty well for someone who had a horrible understanding of physics. I went away from it for a few months and came back in fall of 2015 after learning a bit of physics and I was able to get to orbit, go to Minimus and land on Minimus and return. I soon after that went to the Mun though it was very overbuilt and after that went to Duna and back. (although this took several attempts.) I went off again after landing on Duna, Ike and Dres, to learn a bit of coding. I didn't get very far there but I plan to go back and start again and try to get further. But anyway, I came back to Kerbal after that and landed on Gilly, Eeloo, Jool's five moons, Eve and Moho and returned from all of them. I did this over a timespan of a few months since I started doing this a little over a year ago. I then downloaded OPM and landed and returned from both Tekto and Slate in two single manned launches. I then decided that landing on the rest of them would be tedious and take lots and lots of DV so I went back to stock and tried to build some colonies. I got a pretty nice Duna one, but then got so bored, that I took a tiny hiatus before coming back and downloading RSS. I got into orbit of Earth before downloading Galileo's Planet Pack and getting into orbit of Gael. I now was torn between playing in GPP, stock or RSS. I ended up going back to stock yet again, doing a challenge, the low mass Moho challenge to be exact, and then found out that I could have multiple installations of KSP. I ended up downloading RO on one of them, (the pre-release for 1.2) and then starting a little game there. This thread is the mission report from that save. Well sorry for boring you with my KSP story. This has been told many times but I just wanted to give you a bit of background to this playthrough. So here is the modlist since someone is going to ask. Here are my long-term goals for this playthrough. Manned return from the surface of the Moon, Manned return from the surface of Mars, (Possibly) Manned return from the atmosphere of Venus, A Colony on the Moon, A colony on Mars A LEO space station. Missions complete: LEO satellite: The first ever spacecraft launched into orbit around Earth. Tested the Rex booster. Outcome: Success. Engine bugged and the thrust came from right in front of the spacecraft instead of from the engine making it go out of control but in the end, I managed to get it into orbit. Rex was unable to get the approximately 1 ton spacecraft to LEO. Future modifications needed. Screenshots: Lunar probe 01: Was meant to be the first spacecraft to orbit the Moon. Tested the Rex heavy. Outcome: Failure. The Rex Heavy got it into LEO but barely had enough DV to start the Trans-Lunar Injection burn. The probe's engine unfortunately was pressure fed and the fuel wasn't pressurized. The engine never started. Screenshots: Lunar probe 02: The second probe sent to the Moon. Tested the Regina heavy. Outcome: Success. The new, bigger rocket, Regina got the probe into orbit with more than enough DV for the trans-lunar injection burn. After the burn was complete the spacecraft separated. Thanks to the pressurized fuel tank, the engine started up and although the probe had no signal, it was already pointed in the right direction and was able to start up the engine and get it captured into the Moon's orbit. The probe successfully entered a lunar orbit. Screenshots: Next mission: Manned Lunar Landing: This mission will mimic the Ares mission to the Moon instead of the Saturn V. The lander will be sent up with the transfer stage. Then the crew and orbiter will be sent up with the crew and dock to the lander. The Transfer burn will then complete the trans-lunar injection and then decouple. The orbiter will then use its engine to capture around the Moon. The lander will undock and land using its lower stage. The Kerbals will get out, plant a flag and then get back in. Yup pretty boring but it is always the accomplishment that matters. I plan to bring rovers on the next few missions. The lander's upper stage will then take off and rendezvous with the orbiter, transfer the Kerbals and supplies and then get ditched. The orbiter will then burn back to Kerbin and hopefully return safely to the ground. I do not know how Real Heat or Deadly Re-entry work. I just add a heat shield, a few drogues and regular parachutes since I do have passing out due to G-force enabled, and then just go. I believe I will try a manned mission just to LEO before doing this mission. Screenshots: But that's it for now. Fire
  17. Chapter 1: Up the Rabbit Hole The VAB’s Cargo Bay 3 is a secluded concrete box behind a massive sliding door, but on that day, it nevertheless resonated with the ruckus as Jeb flipped over one of the empty fuel valve crates bearing his name, and perched on it. Bill shook his head, and joined him; Bob kept mulling about, while Val simply plopped onto the cold concrete floor, protected by the aramid fabric of her orange suit, gutted and stripped of badges. Around them stood the crowning achievement of KASA; but KASA itself was no more. The Kerbal Space Center was being stripped of anything that could be carried away by a swarm of workers that had descended upon it a week ago. The VAB, the Mission Control, the comms array, the administration and R&D facilities… like a swarm of locusts, they consumed everything. “So, I guess this is it,” said Bob, just to break the silence. “He… won the bet,” sighed Valentina, “and now we’re getting downsized.” “And Kerminsky didn’t hold his word either”, muttered Jeb, drawing surprised looks from everyone involved, “Yeah, I ‘have sources’”. Outside the door, amidst the extensive scaffolding, towered a half-assembled Sarnus V. They probably weren’t going to drag the five Mainsails and their fuel tanks anywhere, and would just leave them standing. A month back, another one of those monsters carried a tiny can containing Jeb and, unfortunately, Bob, all the way to Munar orbit, and the small ship on top landed onto its desolate surface. They planted a flag, they took measurements, they took samples, and then they blasted off and returned relatively safely. President Fitz Kerman was absolutely delighted – for about a week. Then, all this happened… “Hey, guys!” barked out Gus Kerman, in his usual safety helmet – which was coming in handy, because they could hear bolts and tools getting dropped left and right. “I’ve got a spare Rabbit out back, care to ‘accidentally’ launch it?” “Well…” drawled Val, “it’s not like we have anything better to do." ---------- The primary launch pad had been fully reconditioned. The modular gantry had been dismantled and the blast trench was covered by heavy grates that easily supported their truck. Gus casually drove straight over the crawlerway connecting the pad and the VAB, a big no-no back in the day. The Rabbit was a slender sounding rocket, three times as tall as Jeb, but only as wide as a helmet. A small slanted launch stand, the truck’s crane and a briefcase with remote firing controls; all of it about ten minutes’ work. However, Bob had to be sedated with Val’s elbow to the stomach. “Fire in the hole!” Jeb barked, appropriately. There was a brief hiss, then a burp, and the rocket blasted off. The screams of horror coming from the VAB were quite satisfying. The Rabbit spared itself the trouble of having any stabilization. The thick trail of its solid-fuel motor began to form a distinct spiral as the angled fins sent it into a wild spin, which actually helped keep it from veering off-course too much. They didn’t need any particular accuracy: after the motor burnt out, the empty casing tumbled into the bay to the north of KSC, with a parachute trailing behind it to reduce the impact speed to a reasonable 6 m/s. “Who do you think is going to buy all this stuff?” Val idly wondered. “I did,” Jeb answered nonchalantly, “All of it. And I also own Rockomax, so all that money the Pres has 'wasted' is now lining my pockets. And I have big plans.” Modlist (current as of June 2): This is going to be a poorly-roleplayed Sandbox game suffering from delusions of grandeur and realism.
  18. Ok, the title is vague but here is my criteria for 'inspiration': - 1st it needs to look cool... - 2nd It needs to be able to make it to Duna + Ike at least! - 3rd FUNCTIONALLITY! - 4th I'd prefer ideas to be thrown at me providing images for possible designs but ultimately I make the final post and compose what I did here... That is it pretty much Crafts inspired by this post... awfulcraftdesigns, Signing Out!
  19. With 1.2 part stats upgrades that can be unlocked in the R&D facility have been implemented: "PartModules now support upgrades. In a MODULE node, add an UPGRADE node. Inside that add one node per techID you wish to provide upgrades, in ascending order. Inside that place keys and nodes you wish to upgrade. e.g. `UPGRADES { basicRocketry { maxThrust = 250 } }` will change maxThrust to 250 once basicRocketry unlocks. Upgrades will never override persistent data. Further, by default they overwrite each other; to make a node apply on a clean slate (so you can, say, add two PROPELLANT nodes and not have them conflict due to the overwrite logic) set `IsExclusiveUpgrade__ = True` in the upgrade's node. That will clear the upgrade state and apply that upgrade fresh. Upgrades are applied only when you add a part to a craft in the VAB/SPH, they don't magically apply in flight. When a part on a craft is upgraded, a new option will appear in the PAW (when in VAB/SPH) where you can view the current stats of all those modules with upgrades." While this is nice and enables the implementation of performance upgrades for older parts when unlocking a new R&D-"node", the usability of this system is thwarted by the inability to activate them in sandbox mode. For example: if you model an rocket engine that existed over many decades and was constantly upgraded, you can do this for career & science mode, but you are stuck with the basic version of that part in sandbox mode, even as the sandbox mode should provide you with every possible part to play around with. So my suggestion is: we NEED a way to activate and deactivate existing part upgrades in sandbox mode in the VAB, giving us the ability to switch between the available states of upgrades for a part. This would also make developing and testing such upgrades easier and, if also available in career mode would give players the option to to NOT use an already unlocked upgrade, for example for cheaply launching a smaller payload where you don't need the upgraded parts.
  20. I play almost entirely sandbox mode, but I like the whole idea of gathering and building an archive of science. Could we make the R and D lab open in Sandbox so I can see which experiments I have done?
  21. ValkyrieOfHerja

    Modifier Menu

    Okay, so I've started a Sandbox to just mess around, and I to get the modifier Menu to load up, I have to hold LB or RB, but no matter how long I hold them, nothing comes up. Is it just not working or what am I doing wrong? Otherwise I got the rest of the controls, just want to mess around in a Sandbox once in awhile, and I looked around, I couldn't find something addressing this so I assume I'm doing something wrong.
  22. ONE MAD CENTAUR

    ksp on xbox ol

    Can you use the debug menu on Xbox one? I like using some of those features in the sandbox.
  23. carminefo

    RSS Sandbox Space Program

    Episode 1: Heading for space This will be the thread for my Mission Report in RSS-RO; I will play in Sandbox mode as the Earth Agency for Space Exploration and Colonization (EASEC). I started this with little experience (a week, or approx. 9 hours) in Realism Overhaul, to show the steps of an Agency that's really starting from scratch and learning. This is what my GameData folder looks like: Well, let's start from the first episode: It's 12:25 UTC, Mission Control here at Kourou, launching our first rocket into space. Ignition and liftoff! Starting pitch program Stage burnout. At this point, thing started to fail. I didn't take screens since it was unexpected. I Included too weak RCS that couldn't stabilize the tanks. The launch failed. 29 millions wasted.
  24. As the title says, I'm attempting a Duna Mission (hoping that there isn't any major inclination) but not sure of the DV requirements. I'd like either an SSTO or Rocket being capable of the transfer burn and the most efficent transfer window (I will figure this out using the Transfer Window Planner Mod). Of course, I will try to build a craft myself first but I'm clueless as exactly how much DV is required. A rocket that I can test which can get me to Duna (Either SSTO or a VAB Consturction) so I get a rough idea from the readouts on KER. Mods I'm using (All Abbrevaitions in the Title): KER KAC KAX Transfer Window Planner Texture Replacer (When I work out how to do Custom Spacesuits, regardless it is still installed) SpaceY and SpaceY Expanded RasterPropMonitor Precise Node (See here, since I can't exactly get mine to show the Window...thats why there is a seperate thread here: Rocket Factory Thank you for the help KSP Community, it is much appreicated and I wish the best of luck and I appreciate the people who are willing to help me! -awfulcraftdesigns, wishing the help he is given...good luck and peace out! Mission Update: (PIcs Coming Soon!)
  25. Hey guys! After abandoning my A.R.S.E. series due to too many bugs and complications and crashes with 1.05 and effectively leaving KSP for 6 months, I'm back and a few weeks pottering around with the ability to run a stable mod heavy setup, I'm looking to do a video series once more. Hopefully this one will last longer than a few episodes! I'm still unsure on the formatting and whether I should voice it or not. I'm not a big talker but I've given it a go regardless. As stated in the video, the ultimate end game for this is to establish a self sustaining colony for each planet, or get as close as is technically possible. Whether that is on a planets surface, or on a space station in orbit depends on the planet. A little snag of course is Kerbals need that pesky life support! Damn them. I would love to use some of the mods such as planetary bases, resource extraction and processing etc, but atm, Realism Overhaul hasn't given many mods like that it's green stamp of approval. Real ISRU is a WIP and I'm keeping my eye on the development of that. In the meantime, I have plenty of setting up and missions to plan, design, build and run and a long term goal is to reduce the self sustaining parameter of my end game to maybe 20 years. So, "Sustain multiple Kerbals on every planet without interaction for 20 years" is a viable goal in itself. If I get that far and run out of things to do before I've found the mods required to create self sustaining colonies, I'll grab whatever is required whether it's RO kosher or not. Latest Episode - June 3 2016 Vanguard: Episode 1 Establish global communications network via 3 geostationary relay satellites. Modlist Episode List