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Found 11 results

  1. https://www.vice.com/en/article/epxjjj/years-of-early-alien-hunting-data-are-at-risk-of-being-lost-forever This is just sad. The title mentions data, yet the article talks about hardware. I suppose data is on those machines. I joined SETI@home I think like two years after it started, grinding its bytes with my 1 GHz CPU. Nice memories.
  2. So here I was checking up on what mud the infowarriors at RT are raking today when a headline caught my eye. The article within proved so infuriating that I've decided to create a thread. The arrogant mentality that saw Galileo derided still exists today, claims Harvard professor who wants to prove aliens exist OK, right out of the gate we're getting a Galileo Gambit. A literal Galileo Gambit. Funny thing is, I also knew right then and there who the "Harvard Professor" is going to be, and I was right. Avi Loeb does have a controversial area to his career as an astrophysics superstar. Anyone remember Project Starshot? That affordable interstellar probe program, if only we had huge laser cannons in space? He seems to have been involved in it. At the very least, this explains why, when he saw the puzzling data about ʻOumuamua, he became dead-set that it's a discarded alien lightsail. Since then he seems to have been on a PR blitzkrieg related to SETI. I first heard of him from r/space, who were very irked: about a week prior he had a Reddit AMA where his justification for excluding every other explanation of ʻOumuamua's anomalous behavior amounted to "I'm a Harvard professor", and where a few of the more persistent doubters were banned. Apparently this radical damage control caused a brouhaha among the mods of r/AskScience. This guy seems to have massive clout, and he's now out there selling what smells like snake oil. This is continuing the pattern of alien/UAP hype of the last few years. I'm not sure what the heck is going on, but it does not seem good. So, let's discuss. Link to article proper: https://www.rt.com/op-ed/531251-avi-loeb-ufo-galileo/ Full text below.
  3. More balanced parts, a more intuitive tech and contract progression, some useful probe/greenhouse/etc. parts and configs for RemoteTech and CustomBarnKit! Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. By accepting contributions (funds and code) via patreon and forum, I consider it to by my responsibility to not let the mod die because of my desinterest and thus to orderly hand it over before that happens. I also consider it to be my responsibility to not let the mod and thus the contributions be the object of trolls, who misuse permissive licensing to wreck the mod and it's intent of providing a balance and ground work other mods may rely upon, as is so often the case in other modding communities. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI MetaModPack (only available via CKAN) If you are looking for a more balanced, comfortable and more challenging gameplay without having to manually crawl through a hundred mods every time, this might be it. Simply install CKAN, only click on the "SETI-MetaModPack", then "ApplyChanges", leave the recommendations selected and select those suggestions you like as well. Done. Visual Mods are not included, since they tend to take some time to adjust to new ksp versions and even more time to work with ckan. Only RealPlume and Planetshine (not yet working with ksp 1.3) are in the pack. For more detailed information and recommendations for career settings, please go to the thread linked below called "SETI-UbM Career Challenge (setup takes 5-10min)". Mod Recommendations and Suggestions of the MetaModPack (Link to Textfile on Github) RCS Build Aid and AnomalySurvey contract pack are not officially available for ksp 1.3 and thus not installed via ckan recommendations. There is an unofficial RCS Build Aid for manual install available here: https://github.com/linuxgurugamer/RCSBuildAid/releases And Anomaly Survey contract pack works, except for the jool part, manually install an old version at your own discretion: https://github.com/jrossignol/ContractPack-AnomalySurveyor/releases ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Main SETI Balancing mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Rebalance v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Rebalancing masses, funds, science (simple ones transmittable for 100%), reaction wheels and much more, for a much more coherent gameplay experience. If you delete/do not install the SETIrebalanceReactionWheels folder which comes with the download, you can opt-out from the reaction wheel rebalance/nerf. For specifically supported mods, consult the github link below. Strongly recommended: A tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI RebalanceMaterialsGoo v1.3.0.0 (Addon for SETIrebalance, use CKAN for a clean install) This is the SETI Rebalance MaterialsBay and MysteryGoo MM patch, so that those 2 experiments can not be collected anymore, which makes them much more balanced in terms of mass/science payout. Best used with SETIrebalance. Strongly recommended: SETI Rebalance above ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI tech tree mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: Unmanned before Manned v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Adjusts part placement for Stock- and CommunityTechTree. CTT is recommended with UbM. Start with simple SRB rockets, have early access to rovers and planes and the Mk1 pod only at a 45 science node. General compatibility with all mods which work with stock, for specifically supported mods, consult the github link below. Strongly recommended: CommunityTechTree, TakeCommandContinued (kerbals can enter command seats from the VAB/SPH) and SETI Rebalance above (stock part balance is worse than the stock tech tree) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: UbM Challenge v1.3.0.0 (Addon for Unmanned Before Manned, use CKAN for a clean install) No reaction wheels until 90 science (use fins, control surfaces, gimbal and RCS instead). Fuel lines later as well. Required Mods: Unmanned before Manned above ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI career mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Contracts v1.3.0.0 (for KSP 1.2.x, use CKAN for a clean install) This is the independent contract campaign. Using a probes first tech tree is recommended, like the ones above. Dependencies/Recommendations/Suggestions (Link to Textfile on Github) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI CareerChallenge v1.3.0.0 (Recommended for career mode, use CKAN for a clean install) This small mod simply reduces science experiment rewards by 70% to balance out the contract science rewards compared to science mode. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI part mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI ProbeParts v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Provides new stock parts (using stock models) for the 0.625m probe diameter. Includes mini H2/O2 fuel cell, RCS, solar panels, mini shielded docking port, new engine configs and inline probe cores. Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: Porkjets PartOverhauls SETIconfig v0.9.2.0 (for KSP 1.3.x, use CKAN for a clean install) Configures and redistributes Porkjets PartOverhauls (CC-BY-NC-3.0), so that it fits into stock and VenStockRevamp without replacing parts. Some parts are now 1.875m sized, two engines augment the 0.625m collection, Boattail versions stay 1.25m sized. Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Greenhouse v1.2.2.0 (for KSP 1.2.x, works just fine with KSP 1.3.0 use CKAN for a clean install)) A diagram of the cycle for TAC Life Support can be found near the end of this post. With it you essentially need only 10% of the water and 20% of the food which is normally used by a kerbal. Required Mods: none ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI config mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI RemoteTechConfig v1.3.0.0 (Addon for RemoteTech 1.8.2+, use CKAN for a clean install) This is a SETI config for RemoteTech, adding ground stations, changing the KSC range to cover the whole kerbol system (when not obstructed). Signal delay is set to false by default (can be changed in game) and some colors are tweaked. Required Mods: Remote Tech ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI ProbeControlEnabler v1.3.0.0 (Addon for RemoteTech 1.8.3+, use CKAN for a clean install) This is a SETI config for RemoteTech, allowing probe control (local control) without connection. Thus a connection is only required for science transmission. Unfortunately this may remove the built-in omni antenna from probes (but not from manned command pods). Required Mods: Remote Tech ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI CustomBarnKitConfig v0.9.1.0 !EXPERIMENTAL! (Addon for CustomBarnKit, use CKAN for a clean install) This is a SETI config for CustomBarnKit, Action Groups are available from the start, Kerbal hiring costs are fixed at 60k, etc. More facility levels are added, the restrictions and costs for upgrades are tweaked to provide a more sensible upgrade progression. Required Mods: CustomBarnKit ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Licenses: All Rights Reserved, except for mod specific config files and the redistributed plugins, which follow the original licenses as stated in the download and their respective threads: The plugin ModuleManager by ialdabaoth and sarbian is distributed under CC share-alike license. The KSP-AVC mini-plugin is redistributed under the GNU General Public License. The CommunityTechTree by Nertea (Chris Adderley) is redistributed under Creative Commons Attribution-NonCommercial 4.0 license The SETI-Greenhouse configs are distributed under CC BY-NC-SA-3.0 license, except for mod and part names (ARR). The model and textures are public domain from zzz Porkjets PartOverhauls are configured and redistributed under CC-BY-NC-3.0 license The Mk1 Inline Cockpit from KSP 1.0 is redistributed, for which all rights are reserved by Squad Contributions: AutoPruner config by SwGustav, standard hiding of unused parts based on suggestion by Olympic1. Procedural Stack Decoupler Textures by SwGustav Hybrid Rocket Boosters based on concept by Lord Aurelius Lots of feedback from Svm420 Procedural Probe Core heavily based on config by SwGustav Part volume adjustments for KIS inventory by Enceos Real Fuel Stock Tank Prices for Real Fuels by karamazovnew, not included in SETI-Download, but works very well with it Hybrid Rocket Booster compatibility for RealFuels by Chonner Telemetry and Science Experiments by Lord Aurelius Various TechTree configs by theonegalen SETI-RemoteTechConfig based on ground station placement by reddit user texasyojimbo SETI-RemoteTechConfig color coding inspired by frango9000 SETI-Greenhouse config fixes by Lint
  4. Astronomers want to plant telescopes on the Moon. The lunar surface offers advantages for infrared and radio astronomy, despite the challenges. By Ramin Skibba, Inside Science | Published: Tuesday, January 19, 2021 Astronomers want to plant telescopes on the Moon | Astronomy.com (See the link there to a journal special issue exploring the idea.) I speculated about the possibility of detecting exo-civilizations optically in this Kerbal forum post: How large a space telescope do we need to see exo-civilizations? - Science & Spaceflight - Kerbal Space Program Forums In the discussion in that thread, someone suggested we would need a telescope 1.6 km across to see a visible disk of an Earth-sized planet at the nearest stars. But we might not need to be able to resolve a visible disk to be able to observe illumination of the exoplanet beyond that which would be expected on its nightside. In any case quite large telescopes could be made on the Moon if you used rotating liquid mirrors. This proposal is for one 100 meters across: Texans Want to Put a Big Ol' Liquid Mirror Telescope on the Moon But can they do it? And why even try? BY TIM CHILDERS NOV 18, 2020 https://www.popularmechanics.com/space/moon-mars/a34714863/liquid-mirror-telescope-on-the-moon/ On Earth there are limits to the size you can make a liquid scope because the rotating mirror surface and containment vessel creates wind currents that distorts the liquid mirror surface. But this would not be a problem on the airless Moon. So that raises a question: is there a limit on the size you can make such a mirror on the Moon? Another possibility would be to do the detection through radio telescopes on the Moon. The advantage of radio telescopes is they don't have to have a solid surface but can consist of a set of grid wires, as was done with the Arecibo telescope. And this is the approach taken for one plan for a radio telescope on the Moon: Apr 7, 2020 Lunar Crater Radio Telescope (LCRT) on the Far-Side of the Moon. Saptarshi Bandyopadhyay NASA Jet Propulsion Laboratory https://www.nasa.gov/directorates/spacetech/niac/2020_Phase_I_Phase_II/lunar_crater_radio_telescope/ So how big would a radio telescope have to be on the Moon to detect Earth-like radio emissions from a near-by star like Alpha Centauri? Note this is a different question than that studied for example by SETI. With SETI they assumed such a civilization was beaming radio emissions directed at us. Such searches have been negative. But in the scenario I'm considering, an advanced civilization is creating omnidirectional radio emissions just as a byproduct of conducting its advanced civilization. How large a radio telescope would we need to detect those? Robert Clark
  5. https://twitter.com/BerkeleySETI/status/1234648658726928387 Thanks to the many volunteers who have helped crunch data for SETI@home in the last two decades. On March 31, the project will stop sending out new work to users, but this is not the end of public engagement in SETI research. This is sad. I started back in 2001, before it used BOINC, but I don't run it anymore since I use a laptop.
  6. Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. SETI-UbM Career Challenge Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Where funds are piling up so fast, that they are at best only an early career issue for facility unlocks, but not for vessel design. Where even early career science is so abundant without farming, that it does not really matter what you unlock next. Where design restrictions beyond the 30 part 18ton limits are pretty irrelevant. Where contract progression is a bit too procedural. Where you routinely put a kerbal into orbit with one of your first launches. In a 1 kerbal capsule (0.8tons) which is much, much more mass efficient than the later 3 kerbal capsule (4tons). Where all powerful magic reaction wheels fix every control issue right from the start, so you never have to think about it. Where you don't need any life support at all for manned missions, but have to consult a calculator/spreadsheet to find out your commnet sat ranges. And so on... Well, it is pretty impossible to change everything. But if want a bit more balance, a bit less basic mod install hassle and a bit more incentive to design efficient vessels, while being willing to learn and adjust to something different than stock, this might be for you. What is the challenge? Play career with a specific meta mod pack and game settings and thus face decision and design challenges: What mission to select next, and is it really necessary to unlock a tech node or rather save the science in case a later mission needs specific tech? Spend the funds on a facility upgrade, or rather keep them as a reserve? How to control your vessel without magic reaction wheels (you will get them later for convenience, after you are able to do it without them)? Is it worth it to send a 1ton probe with all the expensive experiments for this flyby mission, or would a 300kg probe suffice, and then bring the experiments on the landing mission? etc. What designs do you use to complete the contracts (SETIcontracts are numbered)? How much tech unlocks did you need for them, what are their costs, masses, part count and dV? Would you use them again or design them differently the next time? I'll start with 2 of my designs 02.1 18km Manned Altitude mission, 14500funds, ~5tons, 23 parts: Jet engines are below the wings, in hindsight the tail is too exposed for landing on a dirt runway, and it needs more roll control). 03.0 Orbit Kerbin, 4800 funds, 6tons, 17parts, 3200dV + ~700dV from monoprop: First artificial satellite, no magic reaction wheels (because at this tech level you do not have any). INSTALL: 1. Make a clean copy of your KSP folder, so it does not interfere with your other careers/updates etc. 2. Make sure that your GameData folder is empty except for the Squad folder. 3. Install CKAN (thank you very much CKAN team, this would not be possible without you! @Olympic1, @linuxgurugamer, ...) 4. Search for and select SETI-MetaModPack, nothing else, and then click "Apply changes" and "Apply". 5. Leave all recommendations checked and click continue. Select the suggestions you like and click continue. 6. Wait until all those mods are installed and start the game to check out if it works. 7. Missing at the moment is AnomalySurvey mod from @nightingale (not yet updated to 1.3), it provided a very nice diversion from all the other contracts. Visiting the island, the pyramids and the mun arc and so on... OPTIONAL: 1. Install visual mods, in ckan or manually. Planetshine and RealPlume are already installed with the recommended mods, if available via ckan for current ksp version. 2. I use CKAN config installs of Stock Visual Enhancement at the moment. It produces some flicker on the start screen but works in game. Choose at your own discretion. 3. Of course you are free to add mods like kOS and KCT, I have just not tested playing with them for some time 4. Other contract and part packs might integrate well (CTT is used anyway), I simply can not guarantee it (eg NearFutureSpacecraft configs, and InterstellarExtended mostly uses the later tech tree which is not affected) CAREER SETTINGS: There are no changes to any mods necessary. Just a list of changes from stock (what to expect) and how to alter them. And then the career start options to get a challenging, yet not annoying game. Please provide feedback on the challenge here and/or gameplay/technical feedback on the SETI/UbM mods in the SETI thread linked above. I would also like to thank all the mod authors who made this meta mod pack and thus this challenge possible! 1 House rules 1.1 TweakScale can bridge part catalog gaps, or it can remove the challenge to tinker with your design, use with restraint. 1.2 No excessive science (KSC, Mun, Minmus) and funds (completing new contracts with existing vessels) farming, if you want a challenge. This is a guiding framework, not a rigid corset. You can farm KSC and science hop minmus, but if you are not interested in tech progression and decision challenges, why not start with lots of science and funds in the first place? KSC science can be a fun rover aside, if you just need a bit more science or are really not interested in surveys with aircraft etc. As with every open world game, self control and role playing are advisable for certain experiences. 2 Facilities 2.1 Action Groups, Maneuver nodes (from Mission Control) and 2 strategies are available from the start. 2.2 Kerbal hiring costs are 60k, fixed. 2.3 Many facilities have more levels, no size restrictions from the launch pad (only mass restrictions). 2.4 You start with 3 contract slots, 30 parts and 9ton max vessel size, and R&D can research nodes up to 40 science. 2.5 With efficient designs, you can gather science from "High above the Sun" (SETIcontract 04.2), i.e. leave Kerbin SoI without any facility upgrades. Though I would recommend the first tracking station upgrade to do a flyby of Mun and Minmus. 2.6 So be considerate how you use your funds and science and how you design your vessels. 3 Contracts 3.1 The SETIcontracts are numbered, and may depend on earlier SETIcontracts completion to be available, but you can check their requirements in MissionControl 3.2 For the full experience, I recommend reading a little ahead, eg looking at the contract hierarchy picture in the SETI thread. 3.3 Sure you can complete the Mun flyby contract and then accept and complete the Mun landing contract with the same craft. The contracts are a guiding framework, self-control might result in a more fun game. 4 TechTree 4.1 Use search function in tech tree (thanks to quick search mod by @Malah), if you do not find the part you are looking for. 4.2 Unmanned start, rovers @engineering101 for 4 science (you can place Kerbals in the command seat), planes @stability for an additional 4 science. 4.3 No reaction wheels until miniaturization, use fins, winglets, RCS, gimbals, etc. until then (Unmanned before Manned Challenge mod). 4.4 No fuel lines for a long time and later 2.5m engines, use engine clusters and efficent rocket design until then (Unmanned before Manned Challenge mod). 5 Part rebalances 5.1 Background processing is one of the mods installed, so take enough battery capacity with you 5.2 Many masses, costs and entryCosts are rebalanced, many experiments can be transmitted for 100% 5.3 Many small things, like larger integrated batteries and smaller + radial materials bays. 5.4 Magic reaction wheels are nerfed considerably, you can manually delete the SETIrebalanceReactionWheels folder if you really want the stock ones back 5.5 MysteryGoo and MaterialsBay are not inteded to be collectable (SETIrebalanceMaterialsGoo). If you want to science spam in the late game, the StationScience Cyclotron? can help with that 6 Special Parts 6.1 SETIprobeParts provides a bunch of useful stuff, especially for the early career, eg engines, tanks, etc. 6.2 Cyclindrical probe cores, which are better protected by 0.625m heat shield and have inbuilt thermometers 6.3 RCS tanks with built-in thrusters and small linear RCS 6.4 Early Mini Alkaline Fuel Cell @survivability, once activated, only uses resources when there is EC demand. 6.5 The Hybrid Rocket Booster by @Lord Aurelius is more expensive than an SRB, but you can throttle it 7 Remote Tech 7.1 KSC range 900Gm, equatorial ground stations cover keostationary orbit. Defined in SETI-RemoteTechConfig mod. 7.2 Signal delay is off by default, you can turn it back on per in-game RT settings or just refrain from manually controlling vessels outside of Kerbin SoI. 7.3 If you want probe control to depend on an active connection, just uninstall SETI-ProbeControlEnabler mod via ckan. Otherwise you only need a connection to transmit science, comsats are still useful for comfortable science transmission beyond equatorial Kerbin orbit. 7.4 RT antennas are relabalanced, most stock dishes are not rebalanced yet. Usually too heavy/costly/EC consuming for their range/cone. 8 TAC Life Support 8.1 Recycler descriptions amended, so that you know what fraction of the original resource demand is necessary. 8.2 US recyclers are for 1 kerbal, small TAC ones are usually for 3 kerbals, 2.5m TAC ones are usually for 9 kerbals 8.3 SETIgreenhouse provides a food recycler, please consult the graphic in the SETI thread on how it works. 9 Career start options
  7. Daredevil Spaceplane The "Daredevil Squadron" is home to the boldest pilots on kerbin since shortly after the invention of powered flight. It is therefore a natural recruiting place for the new spaceprogram. Unfortunately technological progress is not as fast as some of those pilots would like it to be and there is a growing fear that manned spaceflight with all the proper precautions, safety concerns and design delays for capsules is coming too late for some of the pilots. And for those kerbals who live in a cockpit, taking familiar risks in flight is much more appealing than taking the risk of missing their chance. Thus some of the daredevil pilots pushed hard and called in favors to try to go to space with the current technology, even if it is only for a quick peak into what lies beyond the confines of the kerbin atmosphere. The challenge Your challenge, should you accept it, is to reach an altitude (apoapsis) as high as possible, with a kerbal piloting the vessel, under the facility upgrade and technological limits described below and then safely return to the KSC (must be visible when landed). Ranking is done by altitude (apoapsis). For those who reach space, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to apoapsis. Apoapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. 3. Safely landed back at Kerbin with KSC visible in the background. Beware, the cockpit was not designed for space flight, it is somewhat fragile. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The challenge was inspired by @Steven Mading https://www.twitch.tv/dunbaratu who streamed trying out the "Giving Aircraft a Purpose" mod pack by @inigma on twitch (which is a bit buggy at the moment due to ksp spawn calculation changes). The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, regardless whether you start from Runway or Launchpad) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, RCS, decouplers, etc.) Start node Early Aviation node Modular Wings node The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, though for this challenge it does not matter. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By altitude: 1. @Tux1 with ~78,006m above sea level. 2. @Yemo with ~18,295m above sea level. (Altimeter shows 18,232m above terrain) By mass, for those who reach space: 1. @Tux1 with 5,766kg, reaching an altitude of ~78,006m above sea level. I ll start with a simple submission (no pics no clicks!), though I have tested the challenge before and space (70km+) is possible, given the restrictions.
  8. Daredevil Satellite Launcher While work on crew capsules for spaceflight is progressing slowly and cost overruns are common, the recent probes prompted a debate on whether it is cheaper to simply stick to an unmanned spaceprogram for now. Fearing for their future opportunities, a few daredevil pilots brought about the idea of reusable planes as a means to launch small satellites. The idea is, that a manned plane launches one or two mini satellites, and then safely lands back in the vicinity of the KSC. While more economically thinking kerbals call the concept a wasteful publicity stunt without any benefit, some politicians recognized it as an opportunity to shift public scrutiny away from their own performances. So the idea was quickly approved. The challenge Your challenge, should you accept it, is to launch at least one mini satellite (essentially just a probe core) from a manned plane into an orbit around kerbin (periapsis above 70km). The plane must be over 5km altitude above sea level when you launch the satellite. Thus you can use an air breathing plane and launch the sat at 5km altitude above sea level, or a rocket plane and launch the sat at 75km altitude. The plane must then land back around KSC. Note that the FMRS mod is now part of the mod recommendations and should be used to switch between the plane and the satellite. Ranking is done by non-recovered mass per satellite. For example in my entry below, I started with 8455kg mass (8555kg minus launch clamp 100kg), had a mass of 3312kg when landed and launched 2 mini satellites into orbits around kerbin. This results in a mass expenditure of 2571.5kg per mini satellite. Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, showing KER readouts roughly when launching the satellite(s). Must be over 5km altitude above sea level. 3. The satellite in flight, showing KER readouts with periapsis above 70km. 4. The plane, landed back on kerbin with KSC visible in the background, showing KER readouts, espcially the vehicle mass when landed. HINT : The Small Hardpoint functions as a separator. If you adjust the ejection force to 0, it does not mess up the vector of the launched object. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, other facility upgrades are allowed) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no parachutes, reaction wheels, etc.) basicRocketry node provides a basic liquid fuel engine The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, so that you dont have to worry about a RemoteTech connection. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By spent mass per mini satellite: 1. @Yemo with a spent mass of 2571.5kg per mini satellite to kerbin orbit (8455kg launch mass, 8555kg minus launch clamp 100kg, 3312kg mass when landed, 2 mini satellites launched into orbits around kerbin. Thus a mass expenditure of (8455kg - 3312kg) / 2 =2571.5kg per mini satellite. I went for the rocket plane / high launch concept. Ejection force on Small Hardpoints set to 0 for a clean launch:
  9. Mun Flyby After the spectacular success of the Daredevil Pilot who went to space in his plane cockpit using nothing else than solid boosters, there has been increasing pressure on the KSC to be less hesitant and more daring. The work on a liquid fuel engine had numerous setbacks and the public is growing impatient. So a special group has been tasked with the design of a Mun flyby probe using current technologies. The lower to the mun we can get, the better for appeasing the public. The challenge Your challenge, should you accept it, is to reach an periabsis as low as possible above the mun, under the facility upgrade and technological limits described below. Ranking is done by periapsis. For those who reach a periapsis below 10km, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to periapsis. Periapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, other facility upgrades are allowed) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, etc.) Engineering101 node, use the "Alkaline Fuel Cell Mini" to provide EC when lower than 10% capacity Structural Parts node Stability Node, the "Place-Anywhere 1 Linear RCS Port" can be used as an engine The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, so that you dont have to worry about a RemoteTech connection. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By periapsis above the mun: 1. @Yemo with a periapsis of ~11,667m above the mun My entry for the challenge:
  10. Played KSP while back and I know i had SETI ctt which gave antennas to all cores and bunch of other stuff, now in seti ctt settings there is few lines for stock experiments. Problem is i cant find anywhere legacy version of mod to copy those settings or something. So does anybody have link or something to old SETI ctt or some other solution? Thanks!
  11. http://www.bbc.com/news/science-environment-35248043 I had another thread on a similar topic, could not find it with the seach engine . . . . . .Basically they are saying that the quaint little places of the universe have an environment where stars can both grow old peacefully and have the types of stars that are capable of supporting life. I don't know but I would think that galaxies like the milky way would produce the higher atomic number elements faster because the ratio of condensed matter relative to hydrogen would be greater.
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