Jump to content

Search the Community

Showing results for tags 'science mode'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 15 results

  1. Hi all! I'm going to be playing through @Superfluous J's fabulous Kerpollo challenge. This means that in a science mode game I'm only allowed to launch 9 self contained missions with a few additional caveats that are detailed in the link below This has given me a great excuse to visit all the planets in the Kerbol system which I've been meaning to do for a while ... I'm aiming to do at least one chapter per week. I'll try to post them on the weekend. My Mod list: TriggerTech (Kerbal Alarm Clock) 000_ClickThroughBlocker 001_ToolbarControl Communi
  2. I am a few months into KSP and I was not enjoying Career mode. I wanted to explore the Kerbol System in a logical way, but without the extra restrictions of Career mode. Science mode seemed like the answer, if I could do it without having to grind, or to do missions that were more science focused than exploration/progression focused. So here you have my “Logical Progression” Science Mode guide. There is minimal non-destination science or biome hopping, and each mission gets you progressively further into the Kerbol system. Part 1 – Kerbin and it’s Moons Mission 1 – Lear
  3. here's the idea, you and a friend who both have ksp start two seperate science playthroughs at the same time and on scheduled days of the week you both work to unlock the tech tree simultaneously, whoever unlocks the whole tech tree first wins you could also do this in career mode if you want
  4. Hey y'all! This is going to be "soft-stock" (lightly modded, stockalike only) Science Mode playthrough. Basically this will be my new save for 1.7 Mods are (links coming eventually, but maybe not) : VISUAL Scatterer E.V.E. (SVE, Pood's OPM Visual Overhaul, etc coming at some point when I'm not dead tired from travelling) PARTS Airplane+ Stockalike Station Parts Kerbal Planetary Base PLANETS Outer Planets Kopernicus (obviously) More planets liable to spawn at any time. Outer Planets liable to disappear on updating the universe.
  5. The goal of this challenge: Earn enough science to research every technology in as few launches as possible. Participants should create a new science mode game on normal difficulty, or a normal base difficulty with the Comm Network turned off or modified. Weight limit: All launches must be below 250 tons. Tie breaker: Total science gathered is the tie breaker if multiple submissions use the same number of launches. All science around one pod: At the start of each launch, designate a main command pod (or probe core if unmanned). All science gathering activities (experiments ru
  6. Spaceplanes are really difficult to properly design, more so if you try to include a cargo bay and have the center of lift balanced enough to compensate for changes in overall mass and center of balance. After 2-3 whole days of testing, frustration, and sweat, I finally created a spaceplane capable of carrying a payload. I named the craft the K.S.S. Starflyer, and she is quite capable! Using a mk2 size fuselage, she has a crew capacity of 6, ample fuel with a proprietary fuel generation system (read as personal mod in development and yet to be released), and a somewhat complex propulsion
  7. Playing my previous save last night (see Here) I noticed, after unlocking some of the higher performance aircraft parts, that my Kerbal weren't suffering any ill effects from the high G loads my erratic flight generated. In my haste to start a new game after downloading the Enhanced Edition, I hadn't gone into the advanced settings to turn on the options I usually use. So, time for a new game! Yey! A productive morning has seen me launch high altitude sounding rockets (well, not exactly as Jeb was strapped, kicking and screaming into the capsule - thought he was Badas$=true!) then into o
  8. I started this science program with precisely 125 mods, the mods will be in the mod list at the bottom. The purpose of this program is to colonize the solar system, particularly the Jool, Sarvin and Duna systems. I am running this in 1.2.2 64 bit version with Ckan. Haven't had a crash yet, but we will see. So far, we have sent probes to the Mun, landed on the Mun and set up several relay sats. The unmanned Harold missions, which was the starting program, is now decommissioned. It had brought us from inside the atmosphere to high kerbin orbit. The current mission is Jerry, our Mun mission
  9. After taking a break from KSP I recently returned and decided to replay the Science Mode to get the hang of the stuff I'd forgotten plus the new additions. When I first played through the Science Mode, (IMO the best way to become familiar with KSP) it seemed to make sense to head to the Mun first and then onto Minmus. It's closer so must be easier, right? This time round and with the benefit of hindsight, I reversed that order. Getting to Minmus is only a little more complex (as you need to tilt your orbit to match that of Minmus) but you can make huge fuel savings during landings, espe
  10. Playing with KCT on science mode with the "Upgrades from Tech Tree" turned on. Each time I unlock a new tech it says I got a new upgrade point but when checking the upgrade points amount it still stays at 0, does anyone know how to fix this?
  11. Hello guys, just a quick message to draw your attention to our new video series. We (myself and my daughter, Girlie-Gamer) are working our way through Science Mode (nothing too complex like Tyler Riaz and nothing too technical like Scott Manley). If you have a spare few minutes please take a look and offer any feedback or suggestions. Here is episode 2: https://youtu.be/w6lJHk1CyYQ
  12. Hey, I was wondering if someone would be able to make a mod that basically forces Kerbals to level 0 when hired in science mode so that it is a bit more of a challenge to work your way through. Im sure it wouldnt be too hard, and the community would love it. Thanks for any support/help!
  13. KerSpace KerSpace was founded in 1964 to conquer space as a company. After trying to build their own parts, the troubled Kerbals decided to outsource their parts. In 1971 they were able to launch their first rockets with crew on. First was the A-1. Before making their first manned launches KerSpace was not well known. Only a few suppliers gave them parts. The A-1 rocket in the VAB before launch. (Lansley Kerman) The launch of the rocket was observed on March 21, 1971 from a newly built facility. Jebediah Kerman was in the rocket's lone capsule. "It was astonishing. I
  14. Links to topics that will be discussed here: This thread is solely for didcussing the gamemodes in KSP. Please take other discussions elsewhere.
  15. Hello people, While playing career mode, you take the helm of a space-venture a bit like SpaceX, with no guaranteed income. But in science mode, we can presume that it is a government-funded agency. But still, pilots and other kerbal do need training, even in national agencies! The LLRV, the countless sims and 'all-up tests', etc. So it got me thinking, "It would be nice totally awesome to include the experience system into science mode!" So forumnauts, please give me some feedback!
×
×
  • Create New...