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  1. PLEASE READ THIS POST FOR INFORMATION ON THE FUTURE OF THE MOD SEP v2.7.1 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  2. Science - Full reward! Now finally up and running in 1.7.3! Ground experiments from Making History are excluded and will function normally again! What it does: Some experiments require you to do them multiple times at the same location to max out your science gain. If you, like me, don't want to do it this way this mod is for you. It just makes you get the 100% science-reward the first time you do the experiment. But only if you recover it. This mod does not get rid of the penalty for transmitting data, it only affects the execution of an experiment. Here is what it does "in action"; Fresh game, first time on the launchpad, full green bar: Needs: Modulemanager Download/Source: Download from Spacedock Source on Github Thanks to @Malah and the guys from the ckan IRC it is now in the repository, thanks alot.
  3. In order to make science less unrealistic and more challenging, I present to you the Science Elaboration System (original discussion thread here). This mod aims to make the road from experiment to parts more challenging, adding gameplay, without making things too grindy. A chart comparing the current science system to the Science Elaboration System (C)(TM)(SCIENCE!) Overview Planned features (subject to change): Multiple science types (at least one for every major category like aero, engines, science, structural, etc) Technology nodes and building upgrades need one or more of these science types to unlock (cost tweakable in settings) Science can be made by processing data in science labs (processing is slow and can be sped up by using high-tech labs or multiple cheaper labs) Processed science has to be transmitted or transported to the R&D lab (much like the current system but with more shiny buttons to press) Data is gained by science instruments, science multipliers are now data multipliers Lab efficiency: higher-tier labs need less data per science and work faster, but require far more power Lab bonus efficiency: research lab location (atmospheric planet or not, orbiting or not, etc) affects science production, relevant science types will get a production bonus or penalty Fast labs and large setups require serious power supplies (more than a single solar panel), perhaps detect mods like Near Future Electrical/Solar and Interstellar and adjust requirements Entry-level research lab with terrible efficiency. Support for science mods if feasible, include default configuration file Lots of options to disable or tweak parts you don't like Things I'd like your opinion on and may or may not be included (you can consider these more like statements rather than planned features, please react!): Data decays over time unless stored in a powered lab Data is a resource and can not be transmitted, but it can be moved in the way traditional science can (this requires you to bring a mobile research lab or a return rocket and will probably make things a lot harder, but maybe too hard. Maybe a inefficient autonomous lab is an idea?) Higher tier science types require lower tier science types as an ingredient Whatever feasible features you can come up with! Meta-research: faster and more efficient research for unlocked science labs Metadata: gain bonus data (unlock with research and strategies) NYFAQTWPBAFIIDNITN (Not Yet Frequently Asked Questions That Would Probably Be Asked Frequently If I Did Not Include This NYFAQTWPBAFIIDNITN) Q: Why is this WIP? A: This is the first major mod I'm making, and I need to figure out the Unity and KSP API, learn C# (I'm already familiar with C and have recompiled mods in the past), and likely reverse engineer other projects before I can start making my own stuff. As I am a physics university student, I barely have spare time, so this will take a while. Please do not expect (rapid) development. I am also still thinking about what I would like this mod to become and how that fits with your expectations. Q: Why do you want me to give you opinions? A: I value your input! You might see things from different perspectives and allow this mod to become better than the Science Elaboration System mod in the parallel universe where I didn't want your opinions! Q: Where will you be pushing code 'n stuff to? A: To this repo: https://github.com/asdfCYBER/Science-Elaboration-System. I tend to delay commits a lot though, so don't worry if there hasn't been a commit in a month. Q: Roadmap? A: https://github.com/asdfCYBER/Science-Elaboration-System/projects/1 Q: NOOOO DONT IMPLUMENT DIS STUPID FEETURE!!!(one)(eleven) A: ...that's not a question. I can't please everyone but I will try to add configuration settings so you can play the way you like. Downloads Heh, you can put a reminder on your calendar for next year or something.
  4. 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
  5. Screenshots: Trailer KSP 0.22 ! source of inspiration for Kraken Science. This Part pack include many Science parts with report values: 2 Probe Core, LittleFrog and ScaRaB system with 1 monopropellant engine : 2 Strategies for your career: Download: SpaceDock Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Installation : Please delete your old Folder before update! ChangeLog: -------------------------------------------------------- I'm French, sorry for my bad english, thanks. If modders detect faults and wishes to use has the correction, to contact I by mp, thank you! -------------------------------------------------------- Part with translucent poly have still a weird effect on KSP 1.8. I don't have found a solution for now, so i release it anyway (the mod is playable)
  6. Hello there! The following AAR will follow my current Galileo Planet Pack science campaign - with a minor twist being the inclusion of as many mods as my machine can withstand. There are no solid objectives I put in front of myself - obviously, visiting every body in the system is one, but this is pretty much a no-brainer in this game (what else would one play for, other than visiting other planets?). Anyway, without further ado, I invite you to read up! I Breaking the Blue Every journey has to start at some point; the first step has to be taken one way or another. And so does the story of the Gaelian space program. Before the distant worlds are reached, we first need to break through the blue canopy above our heads; to reach into the black void of space. And in order to do that, we need to find ways to kick ourselves away from the ground and - what is even more important - come up with a way to get back in one piece. First attempts were rather modest; a short series of single seat, suborbital vessels dubbed Jumper was conceived, with their objective being crossing the threshold between the atmosphere and space. This objective was accomplished in third launch - during which Varyag became the first kerbonaut to enter space, as well as perform a brief EVA at the flight's apogee. Also of note was the second launch, when a modified capsule performed just a short jump to test the recovery system. This ambitious design, however, failed miserably, with lander legs giving way under the capsule's weight - luckily, without injuring Varyag in the process. At the same time, development of sattelite devices proceeded as well; the result was a small apparatus, dubbed Stardust, which was launched into low Gael orbit following Jumper 3 flight. Stardust was a simple device, its only scientific instruments designed to measure Gael's magnetic field, exosphere density and temperature. It also lacked solar panels; internal battery supply lasted for just a few days, after which the satellite became a dead derelict. Jumper capsule served as a basis for the first orbital craft in Kerbal history; Zenith 1.Weighing just short of 3 tons, the capsule provided life support for just a few days in low Gael orbit - but it was the first time a Kerbal was able to look at his planet from above. The full reusability concept tested during Jumper 2 flight has been discarded for the time being - still, the Zenith capsule has been designed specifically with reusability in mind.
  7. Orbital Survey Plus Recent Update Detailed Notes / Thoughts Introduction Does the insta-scanning capability of the M700 Survey Scanner keep you awake at night? Are you thirsty for more realism but uninterested in complex add-ons that ignore or replace the rest of the stock resource system or add lots of parts? You might be in luck! Orbital Survey Plus is a light-weight mod that provides you with a more realistic and intuitive way to perform surveys with the survey scanner while still using the rest of the stock resource system. Gone are the arbitrary inclination requirements and instant full-body witchcraft resource reveals! The M700 will now only reveal resource data for terrain it has passed over and scanned. How It Works After deploying the M700 Survey Scanner and pressing the "start survey" button, survey of the current body will begin. As long as altitude conditions are met (which are the same as stock behavior) the scan will progress, gathering resource information for the terrain under the vessel and draining electric charge. There are no other specific orbit requirements besides current altitude. As the scan progresses, survey data is accumulated, which can be transmitted back to the KSC. As soon as you transmit your first batch of survey data the stock resource overlay becomes unlocked. When you toggle the resource overlay, you will notice that regions that haven't been scanned and transmitted will be shrouded. As your vessel gathers more data as it passes over terrain, the resource overlay will become revealed for those regions after that data is transmitted. [Science] Not only does transmitting survey data back to the KSC reveal planetary overlays, it also yields science! [Biome Overlay] This mod adds a biome overlay toolbar button to go along with the stock resource overlay. The biome overlay will be shrouded in the same way for regions that haven't been scanned and transmitted by the survey scanner. [Background Scanning] Once you get your scanner going, feel free to leave it and launch more ships! Scans will progress in the background, so there's no need to stick around and time warp. [Settings] Many of the features of OSP can be tweaked or toggled through the KSP game settings menu. For example, if you're just here for the biome overlay, the advanced surveying feature can be disabled. Download Current Version - 2.3.6 for KSP 1.4.X | 1.5.X | 1.6.X | 1.7.X | 1.8.X Spacedock | Curse *ModuleManager included and required Source code available here on Bitbucket. Pictures! Video! (Thanks KottabosGames!) Changelog License Known Bugs - At the highest time warp speed scan lines can start to zig-zag - Entering the map view can swap the biome overlay with the resource overlay sometimes - Attempting to tweak the Scan Autocomplete Threshold in the options will peg the value to 0% or 100% (workaround: change it manually in the persistent file) I primarily built this mod for me, so I don't expect anything. But if you like it and you're the tipping type, feel free.
  8. Hi guys, I picked this game up on the last Steam 75% sale and it's really addicting. I'm having a blast. I started a career, and landed on the Mun for the first time yesterday, which was so cool. My first lander had all the science I had unlocked with it, and the full price to get it there was around 43k. This feels so expensive since my Mun orbiter for tourists is only 25k. How cheap can I get a science lander to the Mun to hit the biomes? Any thoughts on my design that I can improve? Thanks! Here are some images. https://imgur.com/a/uv6Ent0 I can get to orbit with boosters, and empty the lower stage tank to get Lower orbit, then burn for Mun intercept. If a poor launch, I might be a couple hundred Dv short. If I land without mistakes, I have 300-400dv of fuel left in lander, but if I have troubles, I can easily burn through that.
  9. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. [ ] Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... NOTICE: 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. Download links Updated to 0.8.2 on 2019.07.31 NOTE: If upgrading from earlier than 0.7.1, there is a slightly changed file format. It will update automatically from an earlier version, but you won't be able to revert. Please take a backup of your saves before installing. GitHub SpaceDock CurseForge On CKAN as "Nehemiah Engineering Orbital Science" Changes from 0.8.2 (Full Changelog) Recompiled with KSP 1.7.3 (but should be compatible with KSP from 1.4.x to 1.7.x). Hotfix-release for bug #46 - unable to run KEES experiments without Kerbal Alarm Clock. Known Issues Reporting new issues If running with mods, try to reproduce the issue without any mods. Please supply steps on how to reproduce the issue. Attach your log file (KSP.log, found in the KSP game directory) and optionally a save-game which can be used to reproduce the issue. Ideally raise the bug report on the GitHub tracker. Mod Incompatibilitiers Kerbalism: Reports of NEOS (specifically, KEES), contracts unable to be completed when Kerbalism is installed. Fixed by Kerbalism team - use Kerbalism 3.0 or later. General The "interior overlay" is not displayed properly for parts which have an IVA. Overview This set of mods consists of 3 main components: Kemini Research Program (KRP) - early-game orbital science experiments for the Mk1 command pod. requires ModuleManager compatible with a range of third-party command pods. Kerbal Environment Effects Study (KEES) - mid-game orbital science experiments for your first orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods Orbital Station Science (OSS) (Was: OMS/KLS) - end-game experiments for large long-duration stations, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KRP and KEES are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run the experiments in the background while performing other missions. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials NB: From v0.7 onwards, this set of mods also has in-game KSPedia entries showing basic usage. Kemini Research Program Kerbal Environmental Effects Study Orbital Station Science
  10. Interkosmos - Science Parts for KSP - Interkosmos includes 6 Science parts inspired by real experiment : Photopolarimeter, Photometer, Hydrometer, IR Spectrometer, GasAnalyzer, Crystallisation Facility The Crystallisation Facility is also a Crystals Generator, with electricity and time the part could produce 50 Crystals Unit (new resource). When you recover the part full of crystals, you win 5000 Really helpful for career! Download: Spacedock / Github Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Changelog : Graphic Patch made by @DiscoSlelge Tweakscale Compatibility patch made by @hraban
  11. (Formerly KA-330 and KEAM) Welcome to the release thread for Kerbalow Aerospace's inflatable / expandable modules parts pack! Please feel free to leave any comments, questions or suggestions you may have for this project. KEAM Features: 4x Unique Science Experiments Distributed Impact Detection System Deployment Dynamic Sensors Wireless Temperature Sensors Radiation Environment Monitor Kerbal Inventory System Storage Space Compatibility Connected Living Space Compatibility Tweakscale Compatibility KA-330 Features: Inflatable / Expandable module Sun-tracking solar panels Functioning expanding radiators Functioning lights IVA interior cut-out view Fully furnished interior when using Near-Future Prop Flat ends for attaching any 1.25 meter docking ports KA-330 Compatibility Patches: Tweakscale Connected Living Space Kerbal Inventory / Attachment System PBR texture (reflections) patch - This is a test / demonstration / incomplete KA-330 Life Support Compatibility: With USI Life Support: Acts as a functioning habitat With Snacks: Stores snacks / soil With Keep-Fit: Is a "COMFY" room With TACLS: Contains standard life support resources Kerbalow Aerospace is 100% Dependent upon Textures Unlimited by @Shadowmage Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\Kerbalow Optional KA-330 Compatibility and Life Support Configs Installation: Copy the config files from the Optional Configs folder to GameData\Kerbalow Download Download A VERY SPECIAL THANK YOU TO: @CobaltWolf, @Nertea, @Shadowmage @Beale @Pak @steedcrugeon Kerbalow Aerospace is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  12. This is my first craft thread, so advice would be welcome if I am in conflict with any conventions. LKO stats have been adjusted for 1.8 aero changes (improved performance for this craft). Big Plane to Anywhere (figuratively) https://steamcommunity.com/sharedfiles/filedetails/?id=1875714661 (Nice try, Bill, but I don't think this is what they meant by "long range ISRU craft"...) Well, it's been a long time coming. I'm mainly a rocket guy, but when I do find myself in the Spaceplane Hangar I very easily get obsessed with fiddling with my designs, more so than with the rockets. Anyway, I think I've finally gotten this to the point where I no longer have to be ashamed to put it in view of the public. Let me know if I'm wrong! If I'm being honest, the series of planes that this is a culmination of probably began life as the concept, "like my first spaceplane, only bigger". But eventually an actual mission materialized: to carry a scientific exploration team to Laythe and (almost) anywhere else with a complete science package and ISRU that wouldn't take months to refuel with. One development I'm a bit proud of was the realization that I could attach radiator panels to the reaction wheel that was adjacent to both of the drills and the refiner, elegantly taking care of all my core heat xfer needs. This development allowed me to finally have a truly streamlined airplane, since I had formerly had medium TCSes attached to the exterior. Two panels and two small TCSes have less than the mass of one of the two medium TCSes, let alone the aerodynamic improvement! The small TCSes (middle of picture) are for actual part cooling, and aren't necessary, but having at least a little active cooling capability is handy from time to time, e.g. cooling off during a multi-orbit aerocapture. (The panels are terrible at non-ISRU cooling in general, and the ones on this vessel in particular are nearly useless at it.) The construction of this spaceplane does not use offsets at all, nor any part clipping aside from the wings tilting into the nacelles. This was a design choice. Table of Contents: Statistics: immediately below the table of contents Atmospheric flight characteristcs: Balance; Lift; Takeoff; Ascent; Reentry; Landing: approach, normal, water, parachute Vacuum flight characteristics: Takeoff; Landing Miscellaneous: Docking; Adjusting balance; Water landing; Water movement; Design choices Edit history Postscript (action groups) Statistics: —Parts: 100 —Mass: 111.35 tons (57.15 dry) —Cost: 401.29 kilocredits —Vacuum Delta-V: 4.6k to 4.7k depending on if you have oxidizer or nothing but liquid fuel. (counting ore tank, since you can refine it into fuel) —Engines: 4xRAPIER, 4xNERV (0.25 TWR on NERVs if the LF/Ox tanks are empty) —Landing gear: 2xLY-60 in rear; LY-60 and LY-35 in front. (35 for better taxiing and runway takeoff; 60 for rougher terrain and lower takeoff speed) —Mining: 2x large drills, large converter, 2x smallest ore tank, M4435 Narrow Band scanner, Surface scanner (Surface scanner can refine M4435's results) —Science: all experiments; 4 places to put science in addition to the lab (Cockpit, probe core, 2x storage unit) —Communications/Control: Communotron 88-88 (normal direct antenna); RA-2 + RC-001S (with one pilot, can control a probe that lacks direct CommNet connection) —Docking: 1.25m only; no RCS. See Miscellaneous for tips. —Airbrakes?: Yes, 4. Retract before landing. —Parachutes?: Yes, 6 plus 2 drogues; positioned to be moderately rear-heavy, but this is adjustable via fuel movement. Enables safe landing in any terrain or water. —RTGs?: Yes, 8; can permanently run lab and SAS at full strength —Fuel cells?: Yes, 3; can permanently run drills and refiner at full capacity —RCS?: Sort of; 6x Vernors under the nose to assist takeoff/landing in airless environments —How much delta-V is left after making LKO?: Even a pilot worse than me should reliably get to LKO with 24-2500m/s remaining before the +203 from refining the ore tanks. My best so far is 2667 (2870) and I seriously doubt this cannot be bested by an actually talented pilot. Test flight landed on Minmus with 1213 dV remaining. Also goes direct to Mun. —Amphibious?: Yes: can land in water on parachutes or aeronautically, and can take off from water (but only below 25% fuel). See Miscellaneous for details. Atmospheric flight characteristics: —Balance: The center of mass is almost exactly on top of the center of lift both full and empty, in the back half of the rear cargo bay. (About 16.3m from the front of the 26.8m craft, or about 61% of the way to the back.) If you want the CoM to move forward after takeoff, you can lock the tank behind the cockpit (this LF should not be needed to make orbit). This also can help counteract the already mild tendency to nose up at high speed (see below). See Miscellaneous for a tip about rebalancing the craft. —Lift: Tendency to nose up or down while SAS is off is not violent at any speed; very slight down at low speed (<200), a bit up at high speed (300-1000), and very slight up up during final speedrun. —Takeoff: Fully loaded, it can be lifted off the runway at 83m/s (lower on rough terrain due to upslopes) on main wheel (100 for smaller wheel). Consider using the small wheel on runways or flats to gain more speed before liftoff (due to lower angle of attack while on the ground). Left to its own devices it lifts off at the end of the runway at about 99m/s (112 for smaller wheel). —Ascent: After the 1.8 update, it no longer has to stop ascending to break the transonic speed hump. My flight plan, which may or may not be optimal, is: Set at 5° above horizon; it will gradually dip a bit to 2-3° but recover by itself. After going supersonic it will tend to slowly climb in attitude; stay at 5-7° until about 15km altitude, then begin dropping to 2-3° in order to extend final speed run in the 18-22km altitude range. (If you're feeling lazy, you can just let SAS do its thing all the way to 1000 m/s or so.) Activate NERVs when RAPIER thrust falls below 200kN. By the time thrust falls below 60kN you should be around 1500m/s +/-50; switch to rocket mode when jet+NERV acceleration is unacceptably low and aim for the top of the prograde circle (or a little higher or lower, to taste). When oxidizer runs out, drop to prograde lock; the NERVs should be able to maintain or increase your time to apoapsis. —Reentry: It's recommended that fuel be moved foward to the tank behind the cockpit for reentry for extra stability. For example, in testing, given a 100kmX15km LKO reentry orbit and only 500 units of fuel remaining, a neutrally balanced craft struggled to maintain a 40-45° pitch without using airbrakes, while a craft that moved that same small amount of fuel forward had no trouble. It should be noted that the balanced craft had no trouble with a 30-35° reentry profile. 1000 units of fuel (~10%) balanced forward is enough for a radial out pitch to stabilize forward instead of flipping out. Use caution if returning from other celestial bodies; it's not recommended to dig deep into the atmosphere on the first pass without decelerating first. —Landing approach: If airbrakes were used, retract prior to landing as the bottom ones may be destroyed otherwise. Perfect balance and generous control surfaces make it relatively maneuverable for a Mk3 spaceplane. Since it takes off near empty at 53-60 m/s (on big/small front wheels) the stall speed on low fuel should be similarly low unless I'm mistaken. —Landing normally: Try not to touch down at more than 5m/s vertical speed. The fairly wide rear footprint means it should be pretty stable and modest testing has borne this out. —Landing in water: This plane is capable of a safe aeronautic landing in water, which was successfully tested at 25% fuel, but parachutes are recommended for landing in water or very rough terrain. —Landing on parachutes: Even heavily loaded with fuel, this vessel can land safely on its complement of parachutes, but use of engines to help soften the landing is encouraged. The Abort action group opens doors for the parachutes and triggers them. Vacuum flight characteristics: —Takeoff: Fully loaded and on a flat surface, the Vernors are not quite strong enough to lift the nose for vertical takeoff in Munlike gravity. Instead, get forward motion and it should be able to lift off shortly with the help of the thrust attitude, especially if the vehicle runs off the top of a hill. Use of RAPIERs is recommended unless terrain is very flat. —Landing in vacuum: dV can best be conserved by a "reverse takeoff" posture, where final approach retains some horizontal motion while vertical motion is very low, but this is not easy. It is probably more practical to descend on the engines rocket-style, and then transition to horizontal when near/on the ground (fall on the wheels). This has been tested on the Mun. Be careful to keep the plane level (don't let it roll on its side or you may lose a wing). The Vernors can slow the fall of the front end, but this should not be necessary in Munlike gravity. Miscellaneous: —Recommended docking procedure with this vessel is as follows: 1. Rendezvous; 2. Make a close approach (50 meters dock-to-dock* or less), then cancel relative motion; 3. Align to the desired docking port, and accelerate a little for final approach. This technique has been highly successful on larger versions of this vessel docking with still larger vessels. *(Bear in mind that when approaching tail-first the engines are almost 27m closer to the target than the docking port, and flipping tail-to-nose will bring the docking port of this craft when normally balanced 32 or 33 meters closer to the target due to where the vessel's pivot point is. A dock-to-dock separation of 50m would mean a real distance facing away of 23m and 17m after flipping). —When altering the balance of the craft (e.g. to put the CoM more ahead of the CoL), keep in mind that adding fuel to the rear and front LF tanks in a 2:1 ratio will be approximately neutrally balanced, i.e. will keep or return the ship to close to its starting balance. —Water landing (via parachute) was tested on Kerbin at 75% fuel. If your splashdown attitude is close to vertical, your docking port may be at risk of destruction as you rotate down, but this can be prevented by using the Vernors to slow your fall. (Presumably similar precautions should be taken if landing on Tylo.) —The top speed in water is 38.7 m/s when full. The top speed on low fuel is uncertain because during testing the plane unintentionally took off. In subsequent testing, the vessel was able to intentionally lift off when top speed in water was about 70 m/s, when fuel fell to between 20 and 25%. (Highest speeds were obtained when fuel was moved forward and SAS set to prograde.) —Why the precoolers? Although the shock cones more than meet the needs of normal flight, I like the idea of having strong static airflow for those, ahem, "off prograde" situations. They are also handsome. —Why the everything? This design was not arrived at minimalistically; I'm sure there is a lot you could cut, starting with the rear parachutes and airbrakes. But I wanted a feature-rich craft, and those are features, and it is Minmus capable, so there. Having said that, I do still welcome criticism if you think anything is too blatantly unnecessary. —Why no offset? I just didn't want to use offset; a little bit to neaten up the often messy intersections of aerodynamic parts is okay but I often see it used in a way I think of as exploitative. So in a way the only minimalistic thing about this design is the offset and part clipping, which was a design choice. —After the 1.8 atmospheric changes, this plane can actually fly on a 3R+3N configuration, but taking away two nacelles worth of LF completely negates the benefit. It's slightly less dV, significantly less TWR, and a more annoying ascent path; why bother? Well, I could probably just yank one jet off the regular design (keeping 4 NERVs) and limp to orbit, but the dV gain (112 I think) is, while noticeable, quite modest and I would be nervous about sending it to Laythe untested with that much less atmospheric performance. So, how do you like the plane? How do you like the post? Comments and questions welcome. Edit history: 1.1—9/28/19: Added vacuum landing notes. Added "Miscellaneous" section. Made major changes to vehicle (reduced RAPIERs from 6 to 4, replacing two Mk3 side pods with four Mk1 side pods). Edited text accordingly. 9/29/19: Added Minmus picture. Edits to vacuum landing notes and other things. 9/30/19: Swapped location of RAPIERs and NERVs (reducing tailstrike risk); minor text edits. 1.2—10/4/19: Minor adjustment to front wing AOI and location; small but critical adjustment to rear wheels to eliminate drift on takeoff. Added location of CoM to "Balance". Added "Takeoff"; edits to "Ascent" and "Landing Characteristics".) Finally changed top picture to reflect new version of craft. 1.3—10/5/19: Added "Communications"; added more detail to CoM location, "Lift", and "Takeoff"; added RA-2 to vehicle and replaced bottom pair of shock cones with NCS tanks. (Reduced cost by 3300, increased wet mass by 0.91, dry mass by 0.11, part count by 3) 1.4—10/10/19: Updated "Landing in vacuum" to reflect finally testing Mun capability; added "Takeoff in vacuum". Removed 1 fuel cell (3 remain) in the belief that this was enough for even maximum ore concentrations, subject to review; please let me know if this is found to be wrong. 10/11/19: Added water landing/movement/takeoff details. 10/13/19: Added postscript. 10/15/19: Added table of contents. Reorganized flight/landing characteristics. Added detail to docking. Updated photos (10/5 changes), minor text changes. 10/16/19: Added "Reentry", minor edit to "Ascent". 10/22/19: Altered commentary on small TCSes. 10/23/19: Removed Z-4K battery after finding a way to mount the drills on the reaction wheel and still fit them through the cargo doors. Added small ore tank for symmetry in new location. (Cost reduced by 4.2k, mass increased by 0.675t wet but reduced by 0.075 dry. Battery capacity reduced from 5710 to 1710.) Updated cargo hold picture. 10/26/19: updated "Ascent" to reflect 1.8 aerodynamic changes. Redid Minmus test—new photo. Postscript: the action groups: 1: RAPIER toggle (on/off) 2: NERV toggle (on/off) 3: RAPIER mode swap & air intake toggle (open/shut) 4: All cargo bay doors toggle (open/shut) & small thermal control system* toggle (deploy/retract) 5: --- (nothing) 6: Drill toggle (deploy/retract) 7: Surface harvester toggle (on/off) 8: Fuel cell toggle (on/off) 9: Obtain all possible science, including crew report 0: AIRBRAKES toggle (deploy/retract) Lights: default (all lights turn on or off) Landing gear: default (all landing gear extends or retracts—note that this is NOT a toggle) Brakes: default Abort: The top cargo doors open and all parachutes deploy. It's possible that some parachutes won't deploy if the doors aren't already open; just press the button again. *(Note: the interior thermal panels are always on by default)
  13. [a part mod inspired by Luna, Venera, Insight, Sojourner, Curiosity, plus some convenience stuff] Introduction Hi there, space-traveler! Don't just stand there; come in, look around, try out our classic hot-pants - the originals, the best, famous around the solar system! And, welcome to... Aah, more interested in rocket parts, aye? Well, no matter, we got that too. As of now, our line-up consists of just two manufacturers of very essential cosmos equipment. Martin & The Probes The up-town start-up company Martin & The Probes was funded by the income gained from the chart-topping hipster band with the same name. They focus on neat stuff for your everyday probe needs. RB-1 Spherical Probe Container (1.25m non-atmospheric lander) This product has been called the flag ship of M&TP, at least by their commercial department! This very handy spherical container protects your important scientific equipment, that someone is paying for you to bring to some place despite every scientific opportunity there having been exhausted already! Crash tolerant, comes with internal batteries and is like totally round - you'd be crazy not to buy it! RB-2 Reentry sphere (1.875m atmospheric lander) Land your probes in style with this heat resistant thingamabob! Made from the finest plastic composites on the planet. Well, on a planet. RB-4 Space Container (3.75m space or lander fairing) This positively large deployable fairing is a great fit whenever you need to send way too much sensitive equipment to space. Comes with an extra bottle of spray paint! Thermal Fairing (3.75m top cover for heat shield) Land in style on distant planets using the latest in cone-based technology! AID-X1 (0.625m decoupler) Ever wanted to put a non-stackable item on both the top and bottom of your probe? Fret no more - the Advanced Interstage Decoupler is here you help you! AID-X2 (1.5m decoupler) The larger version of the interstage decoupler lets you stack even bigger non-stackable things together! Astro Composites International Here at ACI we believe space is 20% science and 80% fashion! We focus on structural rigid components for your spectacular rocketry moments! Lightweight Hex Platform (2.5m inner diameter - probe lander platform) Sometimes, building probes vertically doesn't really cut it - spruce things up with this amazing probe platform, which comes with integrated holes! Hex Struct (1.25m - structural building block) No-one is really sure what this is intended for, so we usually just store our designer wellies in it. The top can be removed, but only by our senior engineers. Review Download Download from CKAN (RocketEmporium) or grab it from here. Dependencies Some parts (the robotic ones) are fully dependent on AnimatedAttachment to do anything useful. Many more will benefit greatly from it being installed. It will allow you to attach solar panels on the probe containers, for example. Known issues * The view from the cameras doesn't contain all effects, like atmosphere. Compatibility No known issues with any 1.4.x version. Has not been tested with earlier versions. Change log License Published under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License. Credits Thanks to @Atubara for the awesome artwork in the top =) Visit https://www.reddit.com/r/kerbalculture/ for more great fan-art!
  14. Hello everyone. Following a reddit thread, let me post here some thoughts about the current science system and what I'd love to see in KSP2. Currently, experiments give you science points. Some missions or achievements also give you a small amount of points. You use these points to unlock nodes of a tech tree. Nodes give you parts. Upgrading the RD Building allows you to reach further in the tree. You may (according to your career settings) need money to unlock each different parts. What I like about it. It's a familiar concept in games. It's easy to understand. Fancy parts are harder to get. What I dislike about it. All the experiments are equivalent (1). It encourages grinding science (2). Experiments aren't connected to unlocked technologies (3). (1) Science points are science points, no matter where they come from. (2) I feel like it's a lot of "go that high, go that far, bring thermometer, barometer, goo, come back" (3) I know the temperature of the North Pole of the Mun, my scientists can finally develop supersonic air intakes ! A system that I think would be interesting (I will most likely purchase KSP2 in any case but hey, my pride would be infinite if I can contribute) would be to..... Have missions to unlock technologies or parts. Yeah, revolutionary idea, right ? For instance, launching the first uncontrolled rocket "that high" would unlock basic control. Then the first suborbital flight unlocks higher vacuum ISP engines. The first orbit unlocks basic RCS, while the first rendezvous unlocks docking ports. And so on. You get the idea. EDIT : I think I got misunderstood at some point. I didn't mean that the "missions" or "milestones" would come one after the other in a predetermined sequence. You could have a tree as well. And chose how you want to progress through that tree. My point is just that instead of having science point requirement to unlock technologies or parts, you'd have to do specific stuff, or go to specific places. But not in a specific order. /EDIT Why do I think it would make sense ? Well, right now, you can basically have almost everything unlocked before you send your first interplanetary craft. Not so challenging. So it would be more.... less..... well, I don't know. It just doesn't feel right. But moreover, and especially with colonies and interstellar flight, it makes even more sense. Because... imagine making your first colony and.... you already have unlocked fancy habitat techs. Nah.... The first offworld colony must be a dusty sh*thole. Barely habitable. But from that experience your scientists would learn sustainability. And so on. That being said, a science point system can still be useful to either upgrade parts (cheaper, lighter, harder, whatever-er) or to unlock some better technologies. Like the first Orbit unlocks small RCS. Science points unlocks bigger RCS blocks or increase the ISP, or allows for LFO, ion or other kind of technologies. You've read so far. I'm flattered. What do you think about it ?
  15. Past the Haze main lobby Please Note: Due to the loss of the original image uploader website, and my failure to keep a backup image folder, many of the pictures on pages 2-3 are permanently lost. Introduction: Hi. Before the story starts, I'd like to speak for a little. I have... commitment issues, and have started several stories here, but never progressed far on any. I want this topic to be different from my other ventures, but if it goes dead, that'd be why. My intention is for this to be a series of probably-not-that-short stories using my current science mode game. The premise? I'm kinda making this up as I go along, but so far it involves a space program attempting to survive in a Kerbin previously hit by an unnamed series of disasters (AKA the installation of visual mods), and get to the bottom of the convoluted story of why the planets look so different. All the while, Kerbin itself might not be safe. Quality and enjoyment are nowhere near guaranteed, and there will be early installment weirdness, but I'll do my best to make something decent. Story will start on the next post, listed here is the table of contents, a current modlist, a (WORK IN PROGRESS) character list, and a (WORK IN PROGRESS) organisations list. Table of contents: Story 1: Night Rescue, Chapter 1: Exposition Much? Story 1, Chapter 2: Undeniably Majestic Story 1, Chapter 3: Buck Story 1, Chapter 4: Alone at Sea Story 1, Chapter 5: Kerbal in the Water Story 1, Chapter 6: Fishing Story 1, Chapter 7: Contact Story 1, Chapter 8: Return Story 2: Phoenix II Story 3: Network Story 4: Oculus Station, Chapter 1: Core Story 4, Chapter 2: Minor Hiccups Story 4, Chapter 3: Onboard Story 4, Chapter 4: Telescope Start! Story 4, Chapter 5: Science Run Story 4, Chapter 6: New Mission Story 5: Eve probes, Chapter 1: The Plan Story 5, Chapter 2: Summit 3 Story 5, Chapter 3: Inquirer Story 5, Chapter 4: Survey Story 6: Shroud Lifted, Chapter 1: Hollywood Science? Story 6, Chapter 2: hey cool we found a dot Story 6, Chapter 3: New Guy in Town Story 7: Test the Waters, Chapter 1: Notions of an Idea Story 7, Chapter 2: The rest of the Idea Story 7, Chapter 3: Assembly Story 7, Chapter 4: Set sail Story 7, Chapter 5: Enroute Story 7, Chapter 6: Some assembly required Story 7, Chapter 7: Fission mailed Story 7, Chapter 8: On the road Story 7, Chapter 9: The pumpkin pie planet Story 7, Chapter 10: Can I go home now Story 8: Explore from a safe distance, Chapter 1: Recover vessel* Story 8: Explore from a safe distance, Chapter 2: Going coastal Modlist: Characters (spoilers): Organisations (spoilers): Situation report: Unfortunately, due to numerous obstacles and problems, including losing a great deal of pictures and the game deleting many of my story-important craft, Past the Haze is over. However, as soon as I get my gaming computer up I'll reboot it under a new title.
  16. Previous thread. This new thread was necessary because of loss of my old email, forgotten password, some source files, and hosting site (you will be missed, Kerbal Stuff) Salutations! May the sunlight always be upon you! *Latest Update v1.1.0: New Sound Effects and Realtime solar images! Check the changelog for more details This small mod adds a couple new scientific instruments (such as the one pictured here) which do science specifically around the most wondrous body in the Kerbol system. Both of these instruments are based upon instruments currently aboard the SOHO and STEREO spacecraft, and when experiments are run, real, recent images are displayed. It also adds a few new flags. To install Like most other mods, simply download the file (Linked at the bottom), unzip it, and drop the folder it gives you into Kerbal Space Program>GameData. Notes: The Source Code, models, textures, and sounds are provided. These are in .cs, .fbx, .png, and .wav formats, respectively, and are all found in the folder Solar Science > Source. By the license, you can do anything you please with them as long as you don't profit and you give credit to me. Preferably, this would amount to mention of "Snoopy 20111." Remember to Praise the Sun! Screenshots: Review from KottabosGames (v1.04): Changelog: Roadmap (???) Download here on Spacedock Curse mirror Google Drive Mirror This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
  17. NO MORE SCIENCE! Here's my first mod. It introduces a new strategy that exchanges Funds for Science points. I made it because KerboKatz is not updated anymore and I think it was a great mod that changed the way I play career mode. WHAT IT DOES: You don't have to do science experiments anymore. Just keep hoarding money from contracts and when you're ready to unlock a new tech tree node just buy some science with cold hard cash. The exchange ratio is 1000 : 1. Here's the Google Drive link (because I've been waiting for the last 6h for SpaceDock to send me the confirmation email!): [Download link snipped by moderator, pending posting of source code; see note below] All you have to do is put the 'SciencelessCareer' folder into your GameData folder. Screenie: NOTE: It depends on your playstyle and how you want to use it but I recommend trying it with minimal science rewards. License: CC BY-SA 4.0
  18. Europa Explorer is a project I have been working on to create a game inspired by real world science. You drive a robotic probe exploring the ocean on the moon Europa. You can download the alpha build from www.EuropaExplorerGame.com or Itch. This is a solo dev project by myself, so it is self promotion, but not for profit, so hopefully this post is within the forum rules. I have been doing bi-weekly video updates on my progress. If you want more info. Alpha 1 Update - Tools Alpha 2 Update - Systems Alpha 3 Update - World
  19. I have a launch window for Eeloo coming up in about 120 in game days, and I am considering sending a mobile ground base all the way out there. The question is would it be worth it. I've noticed there are a few new biomes that I haven't observed yet, and the dwarf's terrain is flat enough to make long range drives worth it, but the distance from Kerbol makes solar power useless. So to power the electric wheels I'd need either a metric f*ckton of NUK's and fuel cells, or need to experiment with alternative propulsion methods. As I'm typing this I just thought of using NERV's to push it a long the ground, like I do with et engines on my boat bases. So anyway, does anyone think its worth it to send a mobile base out there? I'm probably going to do it. I like the idea of a nuclear rocket propelled ground vehicle. That makes me smile.
  20. Nehemiah Engineering Orbital Science Development Thread This is Micha's development thread for the Nehemiah Engineering Orbital Science mod collection originally by @N3h3mia. This thread will continue until such a time as Nehemiah is able to resume work on his mods. Please use this thread to discuss ongoing development, raising bugs, and testing pre-releases. The release thread is probably better to discuss the current stable release and general gameplay questions. I hugely appreciate people testing these builds and posting any bugs, feature requests, balance suggestions, or contributions in this thread. The pre-release builds are only available via Github. Releases on GitHub (KSP1.7) Link to last KSP1.2.x Version Resources @N3h3mia's Original Thread - contains original mod information, video tutorials, and more. Micha's Release Thread - contains current release information (duplicated here) Source Code on GitHub Version History From 0.7b3 onwards, only major changes are listed here. For a more detailed set of changes, please see the Changelog on Github.
  21. Background: There is photographic evidence of life in the deep oceans of Laythe. Kerbal scientists want more conclusive evidence. Funds are short, so private contractors are asked to bid for the chance to change the way Kerbals see their place in the universe. Build a lowest cost mission to Laythe, from KSC launch pad, to the DeGrasse Sea biome, do a Mystery Goo experiment, and bring the science back to Kerbin. The twist is: The Mystery Goo experiment must be done on the DeGrasse Sea floor. Rules: Stock parts (including Making History) only, no mods that change game and parts physics, - exclude command chairs (we don't want Kerbonauts going puff in the upper atmosphere), All other flight and aesthetics mods OK (except of course, NO Hyperedit, config file editing, etc). Please check with this forum thread all mods you intend to use, and list them all when submitting. The mission includes two Kerbonauts. At least one Kerbal needs to land on the surface of Laythe. It is optional whether the Kerbal goes to the ocean floor. Both Kerbonauts must return alive to the surface of Kerbin. No formation hang gliding. Spend the Kredits to include a chute, and land your Kerbals safely. No clipping of parts in a way that will change the physics / aerodynamics of the craft. Minor clipping (e.g. into fairings) is OK. Players may turn pressure limits off to avoid the Mystery Goo experiment exploding at depth. ISRU is allowed anywhere, but not on Kerbin. Craft must be fully fuelled for launch in the VAB/SPH Leaderboard will be in order of cost of craft in the VAB at launch (with and without recovery of craft) Leaderboard 1: no recovery @jinnantonix 32,985 funds. Video Craft ISRU equipped, staged spaceplane with dolphin-diving Laythe landing jet. @dnbattley 33,059 funds. Album Craft Cheapo Laythe Rocket (CLR) Mk 15 a.k.a. "The Pleasuredome". A non ISRU non-recoverable craft. Some very clever minimalist techniques are used. Congratulations on being the first on Leaderboard 1. Leaderboard 2: with recovery (cost in the VAB/SPH minus 90% depreciated recovery cost + cost of any components expended during the mission). @jinnantonix 52,865 funds. Album Craft. Low cost SSTO. Fully recoverable including the science experiment and attachments. @farmerben 90,650.26 funds. Posted here. Impressively big SSTO seaplane with ISRU, which can land and take off from the sea. Used RTGs to sink the goo to the sea floor. Rogues Gallery: For entries that don't quite meet the rules or objectives of the challenge, but want to submit anyway @bayesian_acolyte 26,593 funds. Album Craft file. Sandbox mode. Amazing SSTO which uses a lot of clipping to reduce aerodynamics “including overlapping NERV and Whiplash engines, a weird fairing, 4 fuel tanks on top of each other, and a few other instances”. Super clever minimalist design, showing the benefits of ISRU and spaceplane components for this challenge. Does not meet clipping requirements. If legal would have been a contender for winner in Leaderboard 2. .
  22. Intro: So hear me out. The best way to get people back in the game is to make something new. Although I'm loving that they are making mods like infernal robotics a supported function of the game, it doesn't change the fact that a lot of us have been using those features for years. Same with the deployable experiments. everything added since the late stages of early access have been mods with the exception of their first dlc (which felt more like a groundwork than an actual feature in my book). With that said, there is one area of the content market that hasn't been touched, career mode and science mode. Besides for the rearrangement of the tec tree and the addition of a few new missions here and there, not much has changed. I've also thought the way these features have been implemented seemed a little shallow. What I want to suggest is a new overhaul for these two modes. The first part of this is looking at how it works in the real world. Science: (Continuing the comment the next day. Thought I would post it up here to avoid confusion) Problems with science: In real life, there isn't the direct correlation seen in ksp between science as we see it in the game and the advancements made in technology. The relationship in real life is 90% of the time closer to finding new problems we have to solve. This is never a problem in ksp because we are given all the information about all the star, all the planets and everything in between. what is the point of bringing a barometer to a planet where you already know everything about its atmosphere? In the real world, we had tests to see if space was a vacuum, we had to run many tests to see if we could pressurize a capsule, and we had little idea about any of the stuff we know until we sent something there to test it (Think about our recent visit of Pluto). Problems with technological advancements: The other problem with how career mode/science mode was made was almost systemic. I feel like what was implemented wasn't there original gameplan. I've come to this conclusion because of how little their parts actually fit into the tec tree idea they have implemented. The tec in the game was not designed to go into a tec tree. For the most part, the "tec level" is based on the size of a part and not actually how much knowledge was needed to build it. What I want to see is the implementation of iterative designs. My solution: Basically, you start out with a lot of junk parts. These parts look bad, don't work well, probably fail in environments outside of Kerbin sea level, and for good measure, have a base fail chance. Along with taking missions to study your solar system (of which you know nothing about), you would also take missions from your science team to help them improve your parts. unlike the test missions given off now. These missions would give you credits towards upgrading our parts. Along with these missions to give you credits. there would be general things like allowing engines to work in a vacuum, water, restart, throttle, etc. (All things we had to learn, and are still learning, in the field). This science would be collected by doing things like the barometric test and temperature tests we see in KSP today. A good way to think of this is the first capsule ou send to space should always be empty. It needs to be tested first. Without things like this, this game is missing out on some of the best parts of our job in exploring the world and beyond! Career: Problems with Career & the suggested improvements: The main problem with the career is how lightweight it really is. There is very little to it, and it's hard to actually mess up. This is fine for some, but I think a lot of us were originally hoping for a bit more. A lot of what makes career modes great is the management. You need to be able to see your expenses and take risks. Squad tried to implement this before launch with that one building no one ever clicks on but it really doesn't work that well. a career mode should revolve around time and funds managment. You should see how much it costs to maintain a team of engineers as well as how long it takes to build a rocket. An alarm clock and construction time should be implemented. You should be able to speed up the construction of a craft with part failure chance going up. you should be able to fire staff to lower your costs and hire them as needed. There should be a monthly/yearly expense report. These features would go a long way to making career mode a better mode. A few more ideas would be including things like kerbal konstructs, allowing you to spend money to build more launch pads as well as just more infrastructure. I don't like that particular mod too much because of how messy it looks but a lighter version of it could go a long way. The main point I would say is to look at a game like X-COM. It has a solid management system that would work beautifully in a game like KSP. even the kerbal upgrade sstem could be improved along the same lines.
  23. I'm despratly looking for locations to get highlands and mountains splased down science. In earlier versions you could get those in many locations but now I'm unable to find any at all. Been traveling kerbin for ages now without success :S Anybody got some koordinates? Edit: It's solved, @Geolu_Henge 's solution stil is correct for 1.3.1.
  24. PREFACE BY THE AUTHOR CONTENTS i. Preface by the Author ii. Contents 1. In which the endeavor is begun, and several missions are launched. 2. In which the Mun is flown by. 3. In which the greatest achievement ever accomplished by Kerbalkind... is. 4. In which a slightly greater achievement is accomplished, but with none of the fanfare. 5. In which Ike is landed upon. PART THE FIRST In which the endeavor is begun, and several missions are launched The first mission of this space program was an uninteresting one, a mission that you have doubtless seen many times before, so not much time will be spent describing it. For the few who at all care, a picture has been provided below. Fig. 1: The Kerbin 1 on its immensely dull flight It went up, and it came down. Construction was immediately begun on a new, more interesting mission. Fig. 2: The Kerbin 2 The Kerbin 2 pushed the boundaries of rocketry with its revolutionary new design, which still managed to look quite like many other craft. While it had a more interesting mission than the 1, consisting of not one but two science opportunities, it still suffered from the same fundamental dullness. Fig. 3: The Kerbin 2 in flight With the development of the Kerbin 3, the engineers at Science, Incorporated started to close in on the cause of this dullness, and equipped the Kerbin 3 with new features to fight it, such as more parts, a multi-stage design and a number even larger than its predecessor’s. Fig. 4: The Kerbin 3 The Kerbin 3 followed the ‘orbiter’ mission format, with a launch phase, a ‘circularization’ phase, a science phase, and a return phase. Some difficulty was presented in piloting the mission, its having no method of control for the first stage, but this was easily overcome. Fig. 5: The launch Fig. 6: The circularization Fig. 7: The return The efforts of these engineers were not entirely in vain, however, as the insights gained from this mission enabled them to take a step forwards that was almost visionary: eschewing the Kerbin naming scheme to call their next rocket the Mun 1.
  25. Hello modders, I'd like to make a request for different types of science, because the current system is far too simple to my liking. What I would like is that science which is gained in a certain way can only be used to unlock items related to that category. For example, experiments that are run on the ground would give you ground-science that could be used to unlock wheels, landing gear and structural components; experiments in the air would give aerodynamics-science for wings, mk1/2/3 things and air-breathing engines, etc (and combinations of the above of course). Another option is that different biomes give different kinds of science, or that crafts with different components multiply science gained in different categories, or really anything that makes exploration a necessity and makes science more interesting. Disclaimer: this idea is largely inspired by Factorio with their different science packs that are used for different technologies, but without the whole logistics and with more physics. Edit: the way Astroneer handles science is also quite interesting, where you have to find artifacts, pick them up, and put them in a research chamber that needs power. I don't really see this working in ksp however.