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  1. Screenshots JNSQ Of the French phrase "Je Ne Sais Quoi," meaning "Something (such as an appealing quality) that cannot be adequately described or expressed," JNSQ seeks to be a finely crafted and freshly challenging planet pack. "Galileo's Planet Pack (GPP)" as many have come to know, has broken many conventions and raised the bar very high for high-quality, challenging, career-friendly, and long-term thrilling planet packs. But now it is regarded as only a stepping stone next to this. Everything that Team Galileo has done for and learned from GPP, has been or is being put into practice here. Unlike GPP, JNSQ does not remove the stock planets but rather, does reimagine and reinvent them, destroying what you think you know about some of them, and answering the KSP community's cry for a true stock planet visual overhaul and the cry for the planets to be larger. JNSQ also fills out the local planetary system, providing several all new worlds to discover, with a total body count of 31, the amount in GPP. Logic Many KSP modders have considered that while the stock parts (namely, engines) are overpowered for stock scale, they are tuned just right for 2.5x scale. With this in mind, JNSQ is built in natively "1/4 real-life scale" (about 2.7x stock scale) which is modestly larger than 2.5x. Because of this change in scale, the length of the Kerbin day is now 12 hours. Notes Sigma Dimensions and Rescale! are not required for JNSQ to function, and are discouraged from use alongside JNSQ. When starting new saves under JNSQ, we advise that you enter Difficulty Settings and raise the DSN modifier to 4x. JNSQ applies a patch to increase antenna range by 4x, so leave the range modifier at 1 (changing it triggers a bug that may prevent science transmission). The Making History LV-TX87 and LV-T91 engines have had their thrust, mass and cost increased 25% and 20% respectively. This change was deemed necessary to assure they can lift a Mk2 command pod and service module to low orbit at JNSQ's larger scale. JNSQ retains the stockalike Kerbin-Mun-Minmus system to conform to game elements outside or our control, such as the built-in contract system. Be advised, however, this configuration is unstable. For users of the mod Principia, the orbit of Minmus is moved inside that of Mun to provide orbital stability. JNSQ raises the SCANsat scan altitudes by 3x in order to allow reasonable scan speeds at 2.7x scale, and viable scan work at all but the smallest bodies. JNSQ provides at least 14 facilities powered by Kerbal Konstructs and requires Omega's Stockalike Stuctures. Most of these facilities have gameplay features within them for making use of spare kerbals, launching and refueling ships, farming funds or science, expanding DSN coverage, recovering for funds in career. Most of these facilities are hidden by default and must be found. 9 of these are airports. 2 of these directly replace the MH launch sites (Woomera2 for Woomerang, and Darude for Dessert). 2 of these are mountain-top observatories with science farming and full DSN capabilities. Disclaimer / Barrier to Entry ⚠️ The target audience for JNSQ is the same as, if not narrower, than that of GPP. This mod is made not for the player-base at large, but for seasoned players: who greatly respect rocketry, realism and physics; who do not hold much regard for maintaining "stockalike" and "stock scale;" who are willing and able to mod their way to a great or greater game and who are able to troubleshoot a damaged install for themselves and help us to help them. JNSQ introduces and bundles a new utility mod that depends on the Community Resource Pack and makes Ore even more scarce and challenging than GPP does. This mod is appropriately called Rational Resources, whose purpose is to purge the random resource configurations generated by CRP, grant increased compatibility between planet packs and mods that use certain resources, and encourage the use of mods that use advanced resources. Compatibility for mods that expect the stock planets with default topology, biomes, order or radii is not to be expected and will not be provided by us. JNSQ is not recommended for use with other planet packs. Questions regarding other planet pack compatibility will be ignored. Provided Compatibility Distant Object Enhancement Environmental Visual Enhancements Kerbal Health Kerbal Konstructs: We roll our own extra launch sites Kerbalism Kopernicus Expansion: Footprints MechJeb Planetshine Rational Resources ResearchBodies Scatterer (very specifically 0.05x or newer, for KSP 1.6.1 or newer) Skybox via Sigma Replacements, DiRT, TextureReplacer Strategia Waypoint Manager Requirements Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions) ModuleManager 4 or newer Minimum Hardware: 3 GHz quad-core CPU, 16GB of system RAM and 2GB of video memory Recommended Mods Parts Eve Optimized Engines. An engine pack tailored for Eve ascent vehicles. JX2 Antenna, late-game antennae made to reduce the need to spam RA-15 and RA-100 and preclude the need to install Custom Barn Kit. Utilities Antenna Helper adequately and easily shows the power and ranges of combined antenna in VAB, flight and the Tracking Station. Better SRBs: Although a small engine pack, it is primarily a utility. This mod adds very much needed behavior and appropriate rebalances to SRBs in stock and in a handful of popular large parts packs. CommNet Antennas Info expands the panel info for antennae in the VAB. Kerbal Alarm Clock now works with Kronometer; lets you easily mark the times for maneuvers and encounters in many flights. SCANsat: A tiny mod that adds a few parts but is critical to an exploration or ISRU game. Highly recommended for discovering anomalies including most of JNSQ's KK facilities and identifying atypical resource placements by Rational Resources. Sigma Replacements: A suite of tiny Sigma mods for changing things such as the main menu scene, kerbal suits, and the skybox. Licensing JNSQ is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0). Rational Resources, bundled, is licensed MIT. 0.9.0 Change log KSP 1.8.1 Added Localization for biomes, body descriptions and loading screen tips: German - Danke @woeller Italian - Grazie @Sigma88 Spanish - Gracias @Adstri Added (Moved in) Karborundum engine tweak from Rational Resources. Updated "No ghosts" sunflare feature to work in scatterer mode. Updated antenna patch to handle NF Exploration's antenna module (not the reflector module). Updated KK bases: Added AirBase (airplane) Boneyard, 30km south west of KSC. Added C. McAuliffe space center. Added Welcome Island Harbor. Adjusted hangar mass limits, raised hangar prices, buffed standalone util building's storage volume. Adjusted C. Yeager space center to not have a box mountain range around it anymore. Adjusted Darude base concerning static positions and a contract waypoint marker. Any landed craft here may be offset or destroyed. Adjusted tile colors to match terrain texture updates. All bases now aligned to the cardinal directions. North runway actually points north. This is due to a KK fix only available for KSP 1.8 and later. Fixed CRP patch structure. It's now contained in a single file. It applies to all fuel depot statics. It will provide WBI Classic stock resources if the WBI ClassicStock pseudo-mod is detected. Made observatory centers discoverable (as anomalies) via SCANsat. Updated asteroids: Now they are only 3.3x dense as stock where they were 33x which was far too much. Updated planet terrain textures to use KSP new terrain shaders. Updated Jool and Lindor: Added some more wow factor. Adjusted/Fixed HazardousBody. Jool-diving remains an exercise in extreme steam bathing. Lindor's rings now have a detail texture to simulate granular debris fields. Updated Kerbin: expanded arid biomes region southward around and over Darude base. Updated Moho: new biome map + Rational Resources config. Updated Nara: new surface + new biome map. Updated Minmus: new surface + no pixelation. Update Huygen: Scatterer atmosphere adjustments. Updated Rational Resources bundle to 1.1.0. Full changelog here. DOWNLOAD Mirror - Google Drive Don't forget to check out our favorite KSP Twitch streamers! @Rocketology And @woeller Please consider becoming a Patron and help us continue to create awesome content for our favorite game!
  2. KSP Forums Moderation Team Presents: THREADS OF THE MONTH December 2020 It's that time again, our threads of the month. In our penultimate award for the year, with the Thread of the Year for 2020 yet to be awarded, we'll take a look at some of our best from the past month. We'll start this month off with a mod. @ensou04 has created this mod to allow other modders to add better engine sounds to their own mods: Next, we have @seyMonsters submission thread for easy to fly, and land airplanes. Some really great designs in there guys! We have the Elkano by plane, the Elkano by boat, and even an Elkano by land (with some boats required ), but now @Hotel26 brings us the circumnavigation of Kerbin by helicopter! Kerbals are known for their ingenuity, but not often for their adherence to safety regulations. In this wonderful little creation, @Makc_Gordonattempts to bring both of these things together: And to wrap things up, it might be a mainly American holiday, but we can all be thankful for something, especially during this extremely trying year we've had, and @AlamoVampireasks us just what that is: Congratulations to all our winners of the Threads of the Month for December 2020. Place the badge found at the top of this post on your thread or in your signature, and display it with pride! Many thanks to @Stone Blueand @The Doodling Astronaut for nominating threads this month. If you find a thread you think is worthy of being honored in upcoming TOTM's, and it hasn't been showcased before, use the report button found on the tab on each post and let us know! As always, our beautiful badges are done by @adsii1970. Congratulations to all the winners again!
  3. a thread to confess all the horrible, awful, no good, terrible things you've done in KSP, Kerbals, and to Kerbal Kind.
  4. WHAT GOES UP Table of Contents: PROLOGUE PART ONE: CONSTRUCTION CHAPTER ONE CHAPTER TWO CHAPTER THREE CHAPTER FOUR CHAPTER FIVE CHAPTER SIX CHAPTER SEVEN CHAPTER EIGHT CHAPTER NINE CHAPTER TEN PART TWO: LONG REACH CHAPTER ELEVEN CHAPTER TWELVE CHAPTER THIRTEEN CHAPTER FOURTEEN --------------------------------------------------------------------------------------------- PROLOGUE For decades status quo for spaceflight has been taking the most complicated, expensive and advanced flying machines ever designed and built, then promptly dumping them in the ocean after their short careers. The result was spaceflight, and space itself, being the sole domain of organizations backed by the governments of superpowers taking the first tentative steps into the cosmic ocean. What they found inspired not only generations of astronomers and artists but also engineers and entrepreneurs ready and willing to innovate on the work of those who came before. What this new generation found was a surprising amount of flexibility in the old axioms of rocketeering. In exchange for penalties to vehicle mass and payload to orbit the basic form of the big dumb booster could be made to not only go up, but come back down and land safely under its own power. In turn fleets of boosters would reduce the per kilo cost of space access in half, potentially more as the technologies matured. Furthermore if paired with a reusable upper stage, the full system could realize the full cost benefits of a reusable SSTO system without taking as significant a hit in payload. Perpetually cash strapped civilian space agencies were intrigued, even excited at the prospect of doing more with the same or even less budgets their respective governments were providing them. But with ongoing concerns (and costs) making a full scale advanced booster development program unpalatable the largest of these agencies pooled their resources into the Central Space Agency Consortium (CSAC), an incubator tasked with fostering these new technologies and techniques and see them to flight. CSAC's first order of business was determining the best method for bringing the dream of a fully reusable booster system to life. An internal development program? Full laisses-faire development by private startups? On the other side of the equation were the needs of the space agencies CSAC was supposed to represent. Commercial satellite launches, deep space exploration, communications and surveillance. All with their own specific set of mission parameters, some in direct opposition to one another. It was in the midst of these deliberations that the first firm to heed the call promised to break the impasse, and set the gears of CSAC bureaucracy into motion. ------------------------------------------------------------------------------------------------------------------------------------------------------- Hey y'all! After my last mission report series in RSS/RO 1.3.1 I ended up taking quite a break from KSP. But now I'm back and flying missions, taking pictures, formulating a story to go with it, and generally being up to my usual reusable rocketeering shenanigans. This is going to be in a 1.7.3 JNSQ install this time, which I've found to be a good balance between the stock game and Realism Overhaul.
  5. The goal of this challenge is to go on as impressive a trip as possible using only the S4-512 tank as fuel. The largest tank in the Making History expansion and current heaviest part in the game. Rules: No mining. You may have as much or little Electric Charge and Ablator as desired. You may start with the tank less than full if you want. No Ore, Xenon, Monopropellant, or excess Liquid Fuel and Oxidizer is permitted. No glitch-powered reactionless drives. No fuel transfer to other tanks by any mechanism. A Kerbal has to land somewhere to count. The fuel tank itself does not. Abusing EVA packs is fine. All Kerbals on the mission must be recovered. All DLCs are allowed. No cheats. No mod parts. No FAR. Scoring: Each celestial body landed on will be counted as a specific number of points: 1 point: Mun, Minmus, Ike, Gilly, Bop, Pol. 2 points: Duna, Dres. 3 points: Vall, Laythe. 5 points: Moho, Eeloo (You'll definitely need some fancy flying to do these, if it's even possible). 10 points: Tylo, Eve, Jool (Yeah right).
  6. Lunokhod 1 For the anniversary of the launch of Luna 17 I present to you: stock replicas of Lunokhod 1 and Luna 17! Built at 75% scale to fit on my Proton K/D (included below). It took a lot of fiddling to get the stock hinges working and they're a bit of an eyesore but I still think it turned out well enough. Also, it took a lot of reading to get some of the details right so I hope you don't mind if I regale you with my newfound knowledge. Lunokhod 1 was a Soviet lunar rover launched on November 10, 1970. It was carried to the Moon by the Luna 17 lander, which was launched atop a Proton rocket. On November 17 Luna 17 touched down on the Moon and released onto the surface Lunokhod 1, which became the first roving vehicle to land on another world. The Lunokhod Program The Rover The Lander Moon Walker Built in stock KSP v.1.8.1, no DLC required Updated for 1.9.0 ↓ ↓Download here↓ ↓ rover + lander only (257 parts): https://www.dropbox.com/s/z20y3l1xtksrmln/Lunokhod 1.craft?dl=0 launch configuration atop Proton rocket (835 parts): https://kerbalx.com/tehmattguy/Lunokhod-1 Controls Lander RCS/ vernier systems are toggled off by default- press 4 to toggle attitude vernier control and press 5 to toggle landing vernier control. For the Proton, stage timings are written in the description.
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