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  1. Trip 1 (part 1) - Decent of Doom. With the Kerbin Sorta-Circumnavigation completed, Bob felt like he still had things he needed to accomplish on Kerbin, before heading off for other planets. So to help Bob resolve that (and pull in those big tourism funds) he's been set up in the travel business, taking tourists on guided tours of far flung parts of Kerbin. For this venture new equipment was needed. No puttering around in a boat at 30-40m/s, when a plane will get you places a lot quicker. The new bird, named Flaming Flamingo (of Flam Flam to its friends) took to the skies with Val at the controls and Ribrick Kerman, a paying passenger, sitting next to her. Housed in the belly of the aircraft was a rover, in which sat Bob and Katsen Kerman, the other tourist, in search of distant adventure. Takeoff of the the Flaming Flamingo is a little hairy, as it needs to get up to about 100m/s to get into the air, but starts to veer off course at about 60. So after a wiggly line down the runway, it made this rather unorthodox route into the air. On it's next trip the rear landing gear might get a little adjustment to try and get off the ground faster. But once in the air, Flam Flam is a joy to fly and was soon banked round to give the tourists a fine view of the KSC as it headed West. Well Ribrick had a fine view from the cockput, but from the rover, all Katsen could see was the interior of the cargo bay. Well occasionally she could see the exterior of the rover flapping wildly around while the interior stayed motionless. She was a little concerned about this, but Bob assured her it was nothing to worry about. "Happens all the time". From the cockpit Ribrick got a fine view of the mountains to the West of the KSC, nicknamed The Shortstop. So named because if your de-orbiting spacecraft comes in short for a landing at the KSC, that's where you're gonna stop. Flam Flam headed out over the sea with about half a load of fuel onboard. It wasn't fully fuelled before departure, as putting fuel in that big rear tank puts the CoM way too far back for a stable aircraft. But at least that thing gives the plane a shapely rear end. What's that up ahead, must be the desert coast. Good thing, because that sandy realm is the destination the fleshy payload that's paying for this trip, stumped up the cash for. Val's pretty excited, she's really enjoying being at the controls of something airbourne again. The landing strip at the Dessert Airfield is in sight and Val lines up perfectly for a landing on it. Flam Flam has great handing characteristic for a landing, it can come in really slow on those big wings, almost feels like it's hovering. Once on the ground Val pulled the plane round to the pilot's club. Ribrick is a real plane buff and is looking forward to chilling out in there while Katsen heads off in the rover. Well... here is that rover, a much upgraded version of the one which Bob took up many mountains in the K.S.C. It dangles from the end of a telecoping piston, which it undocks from.. ... before heading off on its own travels. This new rover (Bob likes to call it The Bear, but it's not official) is a lot heavier than the he was used to driving. Fortunately with an extra 4 wheels, it's got the grunt to move it. So bob and Katsen left Flam Flam and the Dessert Airfield behind and headed South into the desert mountains. After the smooth ride to the edge of the mountains, Bob took the rover up it's first proper slopes, nothing taxing though and well within the vehicle's capabilities. Bob decided to take Katsen over to the West side of the mountain range (well he got lost and ended up there) to show her the vast dazzling expanse that it Dwight Sands. The area is named after the famed explorer Dwight Kerman, who lost three fingers while exploring it, when his snack supplies ran out. It is now home to the Dwight Sands Test Grounds, the one place on Kerbin that you can test anything, even really smelly things. Something really nasty must have been tested recently, as both Bob and Katsen can't miss the wiff of something unpleasant as they stand on top of the rover. To escape the pong, the pair quickly headed back inside and Bob deployed the array of solar panels. The rover has a capacity of 4900 units, way more than the piddling 300 of his previous ride. With batteries filled, the pair headed off into the mountains and away from Dwight Sands. There was not real mountain climbing planned for this trip (no real mountains here anyway... just big sandy rock piles), but a lot of the time travelling to their ultimate destination they're up above 2km. Bob feels pretty stoked to be out rovering once more. After some more trundling through the desert mountains, those batteries need feeding again. 4900 units is a lot, but when there's 10 hungry wheels to feed, the rover is going to need another refill before getting to their destination. As the going is getting steeper and therefore slower, Bob decided to deploy the rear solar panels, as the speeds they will be going at won't put them in danger of turning into confetti. Might be time to bring them back in though, as that long downwards slope is going to give them some serious speed. Katsen was almost suspiciously calm durring the journey. After all the funds she spent on her trip you'd think she'd be more excited. The going got decidedly angular at this point in the trip. Bob suggest that there must be some kind of chrystals buried here... real big ones. After those spiky little peaks, Bob had the fun of throwing the rover off the top of ridges, into steep descents, as they closed in on their destination. The great thing about having those extra wheels is all that extra traction allows the rover park motionless on pretty steep inclines. In Bob's old rover they would have been slowing sliding downhill, which is not what you want if you're trying to recharge at the time. One steep drop was puntuate by a ramp that put the rover into the air... high into the air. Fortunately the rover and all inside survived this. Ooo look... more skateboard park type environment for Bob to throw the rover into. Finally their destination is in sight. It might be one of the most visited destinations on Kerbin (I think there's even a gift shop round here somewhere) but it's katsen's first time, so she must be pretty excited to be he... ... not exactly excited, mildly curious perhaps. Well here we are at the famous Tully Temple, named after its equally famous discoverer, Tully Kerman. Another kerbal with the incorrect number of digits (toes this time) due to a snack deficiency related crisis. In Part Two, Bob and Katsen do stuff at the temple, then return home. For all that excitement, join us next time on Bob's Travels.
  2. 2: Maiden Voyage of the TB Succubus mk 1 This has been altered to exist as a single thread. Click Here to be sent to main thread.
  3. 'We need more income. The money for completing contracts isn't enough to keep our half billion dollar space center running', Gene Kerman said. Wilber, the head of PR, suddenly had an idea: Why only send astronauts to space, when there are so many people on Kerbin? And with that, the Tourism Program was created. CHAPTER 1: 'Change' The next day, all the staff and astronauts at the KSC, as well as those on missions (either watching or listening), were given information relating to a new project. It was to work on passenger aircraft, shuttles, and space station designs. The winner, who's design was accepted by the administrators, would be given their own KSC transport buggy. As soon as he'd heard the word 'buggy', Jeb imagined strapping rockets on the sides and flying away, but was bound by a signed contract not to attach anything providing external thrust to a vehicle. Thousands of drawings were sent in. A new area had to be built for storing all of these. Eventually, five were selected. 1: A light passenger aircraft, capable of holding six Kerbals (two pilots and four passengers). 2: A small Mk2 shuttle, also holding two pilots, and four passengers, with a cargo bay in the back for supplies. 3: A giant ring station, capable of holding four of the shuttles. In the case of structural failure, all Kerbals would move to the shuttles, and land back on Kerbin. 4: A large, four engined aircraft with the ability to swap out passenger cabins for cargo bays 5: A small, inexpensive colony 'pod'. It had room for four Kerbals, could run on solar power, and most importantly, be airdropped (by the aircraft mentioned above in cargo version). The only problem, building all of these in 6 months for the official program launch.
  4. As I am playing on a low-end laptop, I'm pressed to minimize the number of parts on my vessels. In a lot of cases I simply edit config files to make parts "denser" (for example, more weight, cost, and electric charge on batteries) instead of spamming the same parts, but fiddling with crew capacity causes issues. I need a low part count solution to building craft with 50-100 crew capacity for completing the TourismPlus hotel and casino contracts, and for transporting dozens of tourists to them without loading in 600 parts during docking. Ideally, I would like some 2.5m parts with 10+ crew capacity and some 3.75m parts with similar capacity. The Mk3 crew container obviously fits these parameters, but I would like something that fits into the other form factors. Edit: I'm specifically looking for parts mods that are compatible with 1.1.3, although advice on config editing is also 100% welcome.
  5. Well, lets see what you got! All is welcome!
  6. Hi all I've been playing with 1.2 and the G-force option. It's fun once you turn the tolerance down enough that you have to start actually caring about it; the defaults are very forgiving. However, I'm pretty stuck on a contract to get two tourists to fall unconscious while sub-orbital. It doesn't accept them losing consciousness in a flight that then becomes sub-orbital, nor losing consciousness on re-entry. They must lose consciousness while sub-orbital. The problem is that KSP doesn't consider Gs from centrifugal (go away nit-pickers) force. I built a rocket-powered centrifuge that got the tourist module out on the end of a beam spinning so fast the navball was just flashing. Nope, they didn't care, and nor did the parts, even though they would've really been turned to a thin paste on the walls before the whole thing fell apart. So you have to use linear acceleration. But none of the reasonable-sized engines have the grunt; KSP doesn't have very high TWR short-burn engines so you have to fake it with under-fuelled big boosters. So you need lots of boosters and/or to launch a truly ridiculous engine with a teeny amount of fuel. At .5-g tolerance I could do it with 4 Hammer SRBs each fueled to 1/3 to optimise TWR, but launching that is a pain. Two S1 SRBs launching a 3rd fueled to ~20% did the job better. But it's an expensive pain relative to the utter pittance that tourism contracts pay - and "turn my brain to paste while in orbit" ones don't pay a useful amount more. If you start your blackout burn while still in high atmosphere you have to time it carefully so the lose consciousness after you reach 70k, since *being* unconscious or *regaining* consciousness when in space isn't good enough, you must *lose* consciousness in space. Right now a player on default G-force settings will have to launch a cluster of 8 part-fueled Hammer SRBs or something absurd, which means a pretty serious vessel just to get them up there. I really think this is a bug as it stands. Since rotational Gs don't count, either these missions should count losing consciousness in flight after sub-orbital, pay a LOT more, or just not be generated. Even if the tourists were made to have more easily squished little brains it'd still be too hard on default G tolerance. What I really want of course is rotational G to count so I can rocket-centrifuge their little brains to mush. But I'm pretty sure that's tricky for the physics system. Is it meant to be this tough and unrewarding, or is it just not quite baked yet? Screenshots: This finally worked: This ... I really wish this had. Or the version I originally did that launched into orbit, anyway. But no centrifugal G force = no kerbal paste at 200+ rpm: Ignition! It's not exploding, it's meant to look like that. Really. See the pretty green G meter? ... even though it's spinning so fast it's stretching out impossibly: Oh, also, thanks for the awesome Linux support and lack of DRM. I bought a second copy just because you guys rock and I've been playing since 0.8.x. The 1.2 update fixes the Intel graphics driver issues too
  7. Passenger contracts are a reliable money-maker, but there's always room to squeeze some extra profit. I'm interested in seeing the cheapest possible trip on a per-passenger basis to various destinations. The cost of a trip is the launch cost minus the recovery cost. Documentation for that is the cost in the VAB, and the cost recovery when you land back on Kerbin. If you recover multiple stages, you need to show each one being recovered. If you use launch clamps, just account for them explicitly (or remove them from the VAB picture). The number of passengers you can account for is the number of empty seats, or seats with tourists in them. Jeb is not a tourist. The cost per passenger is the cost, divided by the number of passengers. Make sure you have at least one passenger. A destination is something like "sub-orbit Kerbin" or "orbit Minmus" or "land on Duna" ... and back! Whatever destination you have in mind, get there and back and report the cost per passenger. If you want to do Jool-5 and back with tourists, report that per-seat cost. I recommend you include mention of interesting facts such as: your ascent plan, exciting things that happened in flight, what technology level you need, what VAB/SPH/launch pad level, number of parts, mass on the pad. Disclose all mods. I rather recommend Claw's bug fix mod. Just to be consistent: tech tier starts at 0 in my count. Leaderboard: LKO EvermoreAlpaca at $73.8 per passenger, 227 passengers. Note: went on to a Minmus landing. Nefrums at $194 per passenger, 12 passengers. Note: also did a Minmus landing and Mun orbit. ForScience6686 at $251 per passenger, 5 passengers. ForScience6686 at $414 per passenger, 3 passengers. Tier 5. Mun Orbit Nefrums at $194 per passenger, 12 passengers. Note: also did a Minmus landing. numerobis at $1,291 per passenger. 8 passengers. VAB 0, launch pad 1, tech tier 4. Minmus Landing EvermoreAlpaca at $73.8 per passenger, 227 passengers. Nefrums at $194 per passenger, 12 passengers. Note: also did a Mun orbit. Jetski at $2,475 per passenger. 196 passengers.