ZaPPPa

Werhner Von Kerman's mission log (1951-1962) - A RSS/RO/RP-0 adventure. (07-01-2017)

Recommended Posts

 

Werhner's Mission Log

Real Solar System, Realism Overhaul, RP-0

uKflMqNl.png?1

In an effort to put more of a backstory in my career mode and to cure my restart-itis (I tend to restart careers a lot when KSP or mods get updated), I decided to create a mission log through the eyes of Wernher Von Kerman. This log tells the story of the progress of the space exploration career of Wernher and the Kerbal Space Agency. A career that got kick started by a mysterious new technology that arrived from 'the other side'. How it got here and why, that is unknown...

In addition to being an entertaining story to read (I hope), this is also meant as a guide for people who want to try a realistic career using Real Solar System (RSS), Realism Overhail (RO) and Realistic Progression Zero (RP-0), but may be intimidated by the difficulty level. Although I am by no means a rocket scientist, I will attempt to document in detail the steps and design decisions I made to make a realistic career and to make successful rockets and planes. All craft files will be made available and all DeltaV stats will be posted in the Imgur Album and throughout the log. I also intend to add some basic physics explanations and explain how to calculate Hohmann transfers and other orbital maneuvers. 

The install of KSP used for this career is 1.0.5 running on Linux64 with the following mods installed:

The install of KSP has changed to 1.2.2 and is now running on Winx64 with a similar modlist

Spoiler

Custom Installs:
Kopernicus
KSC Switcher
Module Manager
PlanetShine
Real Solar System
Scatterer
RVE

CKAN installs:
(Semi)Saturatable Reaction Wheels (SemiSaturatableRW 1.10.2.1)
6S Service Compartment Tubes (Service-Compartments-6S 1.3)
Action Groups Extended (AGExt 1.34d)
Active Texture Management - X86 - Basic (ActiveTextureManagement-x86-Basic 5-0)
Advanced Jet Engine (AdvancedJetEngine v2.5.4)
AIES Aerospace (AIESAerospace-Unofficial 1.6.1)
Alternate Resource Panel (AlternateResourcePanel 2.7.3.0)
Animated Decouplers (AnimatedDecouplers-x86 v1.2.1)
Asteroid Day (AsteroidDay 1.0.5)
Aviation Lights (AviationLights 3.8)
B9 Aerospace Procedural Parts - Fork (B9-PWings-Fork 2.1)
BahamutoD Animation Modules (BDAnimationModules v0.6.2)
blackheart612's KW Procedural Fairings Textures (ProceduralFairings-Textures-TJCCA 0)
blackheart612's Procedural Part Textures (ProceduralParts-Textures-SCCKSCS 0)
BobCat's Soviet Engine Pack (SovietEngines 1.1)
BoxSat (BoxSat A.02f)
BoxSat prototype parts (BoxSat-prototypes A.02f)
CactEye Telescopes Continued (CactEyeTelescopesContinued v0.6.11)
Cetera's Suit Pack (Ceteras-Suit-Pack 0.2)
Chatterer (Chatterer 0.9.7)
Coherent Contracts (CoherentContracts 1.03)
Collision FX (CollisionFX 3.3a)
Community Resource Pack (CommunityResourcePack 0.4.8.0)
Community Tech Tree (CommunityTechTree 2.3)
Connected Living Space (ConnectedLivingSpace 1.2.0.1)
Contract Configurator (ContractConfigurator 1.9.1)
Contract Pack: Advanced Progression (ContractConfigurator-AdvancedProgression 4.5.1)
Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.0.1)
Contract Pack: Unmanned Contracts (ContractConfigurator-UnmannedContracts 0.3.15)
Contract Reward Modifier (ContractRewardModifier 2.1)
Contract Window + (ContractsWindowPlus 5.5)
CraftHistory (CraftHistory 1.4.4)
Crossfeed Enabler (CrossFeedEnabler v3.3)
Custom Barn Kit (CustomBarnKit 1.1.3.0)
Deadly Reentry Continued (DeadlyReentry v7.3.1)
Distant Object Enhancement (DistantObject v1.6.4)
Distant Object Enhancement Real Solar System config (DistantObject-RealSolarSystem v1.6.4)
Diverse Kerbal Heads (DiverseKerbalHeads 1.0)
DMagic Orbital Science (DMagicOrbitalScience 1.1)
Docking camera (KURS style). (DockingcameraKURSstyle 1.4)
Dynamic Deflection (DynamicDeflection 1.1.3.1)
Enhanced Navball (EnhancedNavBall 1.3.6.0)
FASA (FASA 5.421)
Ferram Aerospace Research (FerramAerospaceResearch 3:0.15.5.4)
Field Experience (FieldExperience 1.0.2)
Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 2.4.1.3)
Filter Extensions - Plugin (FilterExtensions 2.4.1.3)
Final Frontier (FinalFrontier 0.8.10-1609)
Firespitter Core (FirespitterCore v7.1.5)
Firespitter Resources config (FirespitterResourcesConfig v7.1.5)
Fusebox (Fusebox 1.51)
Gregrox's Colored EVA/IVA Suits (GregroxsColoredEVAIVASuits Version_3)
Hangar Extender (HangarExtender 1:v3.4.6)
Hullcam VDS (HullcamVDS 0.51)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.18)
KDEX - Kerbal Dust Experiment  (KDEX v1.04)
Kerbal Alarm Clock (KerbalAlarmClock v3.5.0.0)
Kerbal Attachment System (KAS 0.5.5)
Kerbal Construction Time (KerbalConstructionTime 1.2.3)
Kerbal Construction Time RP-0 Config (KerbalConstructionTime-RP-0-Config v0.36)
Kerbal Inventory System (KIS 1.2.3)
Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4)
KerboKatzUtilities (KerboKatzUtilities 1.2.11)
KSP AVC (KSP-AVC 1.1.5.0)
KW Rocketry (KWRocketry 2.7.0-community)
KW Rocketry - Community Fixes (KWRocketry-CommunityFixes 0.4.3)
LightsOut (LightsOut v0.1.5)
MechJeb 2 (MechJeb2 2.5.5.0)
MechJeb and Engineer for all! (MechJebForAll 1.2.0.0)
MechJeb Modules for FAR (MechJebFARExt 1.0.0)
Menu Stabilizer (MenuStabilizer 1)
Mission Controller 2 (MissionController2 1.25)
Mk. 1-1 A2 (Mk1-1A2 Alpha_0.4)
Mk. 1-1 A2 Texture Pack 1024 (Mk1-1A2Textures1024 Alpha_0.40a)
Modular Rocket Systems - Parts Pack (ModularRocketSystem 1.11)
ModularFlightIntegrator (ModularFlightIntegrator 1.1.2.0)
MovieTime (MovieTime 0.5.0)
Near Future Construction (NearFutureConstruction 0.5.5)
Near Future Electrical (NearFutureElectrical 0.6.0)
Near Future Electrical Core (NearFutureElectrical-Core 0.6.0)
Near Future IVA Props (NearFutureProps 0.4.4)
Near Future Propulsion (NearFuturePropulsion 0.6.0)
Near Future Propulsion Extras: Hydrogen NTR Configs (NearFuturePropulsionExtras 0.6.0)
Near Future Solar (NearFutureSolar 0.5.5)
Near Future Spacecraft Parts (NearFutureSpacecraft 0.4.4)
OctoSat  (OctoSat 0.6)
Olympic1's ARP Icons (Olympic1ARPIcons v0.7.2)
PersistentRotation (PersistentRotation 1.0.2)
Phoenix Industries Flags (PhoenixIndustriesFlags 1.1)
Procedural Fairings (ProceduralFairings v3.15)
Procedural Fairings - For Everything! (ProceduralFairings-ForEverything v0.1.1)
Procedural Parts (ProceduralParts v1.1.11)
Procedural Probes (ProceduralProbes 1.1)
Procedural Wings (ProceduralDynamics 0.10.1)
RasterPropMonitor (RasterPropMonitor v0.24.2.1)
RasterPropMonitor Core (RasterPropMonitor-Core v0.24.2.1)
RCS Build Aid (RCSBuildAid 0.7.6)
Real Fuels (RealFuels rf-v10.8.1)
Real Plume (RealPlume 2:v10.4.9)
Real Solar System Textures - 8192 x 4096 (RSSTextures8192 v10.2)
RealChute Parachute Systems (RealChute 1.3.2.6)
RealHeat (RealHeat v2)
Realism Overhaul (RealismOverhaul v10.7.3)
Realistic Progression Zero (RP-0 v0.42)
Reflection Plugin for KSP (ReflectionPlugin 1.2)
RemoteTech (RemoteTech v1.6.9)
RLA Stockalike (RLA-Stockalike 13.3)
Roster Manager (RosterManager 0.2.0.0a)
SCANsat (SCANsat v14.5)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.10.0)
Solver Engines plugin (SolverEngines v1.14)
Sound Muffler (Muffler v1.0)
Spacetux Shared Assets (SpacetuxSA 0.3.9.0)
Spherical and Toroidal Tank Pack (TALSphericalToroidalPack 3.12)
StageRecovery (StageRecovery 1.6.1)
Stock Bug Fix Modules & StockPlus (StockBugFixPlus v1.0.5a.3)
SXT - Stock eXTension (SXT 24)
TAC Life Support (TACLS) (TACLS v0.11.2)
TAC Life Support (TACLS) - Realism Overhaul Config (TACLS-Config-RealismOverhaul v10.7.3)
TestFlight (TestFlight 1.4.0.2)
TestFlight Config Realism Overhaul (TestFlightConfigRO 1.4.0.2)
TextureReplacer (TextureReplacer 2.4.11)
TMS TAC Life Support Retexture (TMSTACLSRetexture 2.2.1)
Toolbar (Toolbar 1.7.10)
Trajectories (Trajectories v1.4.5)
TweakScale - Rescale Everything! (TweakScale v2.2.5)
Universal Storage (UniversalStorage 1.1.0.8)
US Probes Pack (RN-USProbesPack v0.45)
Ven's Stock Part Revamp (VenStockRevamp v1.9.1)
Waypoint Manager (WaypointManager 2.4.4)

I intend to post an update to this story at least once per game year or when there is a good cliff-hanger to the story line

These logs are written as an actual mission log/diary and contain a combination of regular log entries, background information and technical drawings and explanations all through the eyes of Wernher. I understand there's a lot of reading involved and this may not be for everyone, so I decided to color code the entries. If, for example, you are only interested in the story line, you can skip all the other entries and you should be able to follow the story.

Color coding is as follows:

  • Blue - Story Line and Background Information
  • Orange - Technical details / hints&tips on building rockets
  • Black - Mission log entries

I recommend reading the Google documents in 'Print Layout' to take full advantage of the layout I created. This is not the default on most tablets

Enjoy!

1951 - The adventure begins

1952 - The Kerbalverse, an emergency signal is received, and a mysterious guest. 

1953 - Avionics & a Treatise on Basic Rocket Design

1954 - Mazoor the Conqueror

1955 - Calculating Hohmann Transfers

1956 - Orbits, Ullage and... a catastrophe?

1956 - An update on Burney

1957 part 1 - Wotar's return

1957 part 2 - A treatise on plane design and how to use FAR. Another milestone reached

1958 - Project Augustus

1959 - Jebediah the fearless!

1960 - Advanced Rocket Design

1961 - Unexpected turn(s) of events...

1962 - "We set sail on this new sea.."

 

Flight Log Sheet

Hohmann Transfer Calculator

 

All craft files up until 1960 are available here:

https://drive.google.com/file/d/0B5-pQfnRwty_SXhpQnJnaGRRX2M/view?usp=sharing

Imgur album:

Please note that this album will contain spoilers for the story. It is best to read the story first and then view the album.

 

 

 

Edited by ZaPPPa
1962 update

Share this post


Link to post
Share on other sites
2 hours ago, Shania_L said:

Wow, colour me impressed.

Are there any mods you haven't got? :)

There's a couple :). I'll admit that it took me almost 8 hours to get this install up and running smoothly. I made a '.ckan' file, but it is impossible to install everything in one go through CKAN. Not sure why, but unless you install in pieces, KSP cannot start up and just aborts to the terminal window.

 

Share this post


Link to post
Share on other sites

1952 part I is up... Now with less log and more story! :D

Share this post


Link to post
Share on other sites

Holy Lagballs, Batman!

That's a lot of mods! In case of PC RUD, call fire department.

In other news, I'm looking forward to this.

Share this post


Link to post
Share on other sites

I should mention that I used Autopruner to prune out all non-procedural fairings, wings and most tanks. Even then KSP will crash once every three hours or so. Currently it is using 11GB of memory.

 

1952 part 2 is up.. Learn more about the mysterious guest and why she too such a risk.

Share this post


Link to post
Share on other sites
37 minutes ago, ZaPPPa said:

1952 part 2 is up.. Learn more about the mysterious guest and why she too such a risk.

The plot thickens.  But the title of the Google doc says "1951" instead of "1952"

Share this post


Link to post
Share on other sites

Thanks @Geschosskopf.. fixed

I added color coding to the entries so people can skip to the bits they are interested in. Coding is explained in OP.

 

Share this post


Link to post
Share on other sites

1953 part 1 is up. This contains somewhat of a treatise on rocket design for RSS/RO/RP-0. Not saying the rocket is perfect, but I hope it shows that rocket design in this environment is more complicated than vanilla KSP.

craft file from document can be found here

The above craft file does not require all mods.. It will require RSS/RO/RP-0 (obviously), FASA, SXT and Procedural Parts.. I think that's all.

 

Share this post


Link to post
Share on other sites

How did you get RVE to work? And nice report btw

Share this post


Link to post
Share on other sites

It took quite some time to make it all work. I ended up making a basic KSP+RSS+RVE+Scatterer Zip file that I can uncompress for a 'clean' install. When I get home I'll see if I can extract the .cfg files for this and post them in this thread. The main work was done in the scatterer configs and the clouds configs of RVE. I disabled city lights (I don't like the look and my backstory calls for no surface cities), disabled water shaders in scatterer (does not work) and disabled the Sun glare as it crashes KSP. It is not perfect, there is still an issue between 130K and 150K altitude where the entire Earth's surface turns grey (including water), which I think has to do with the switch between the lo-res and high-res surface not overlapping properly.

 

Share this post


Link to post
Share on other sites

I'll try to walk you through the RVE install process that I went through. Please do this on a clean & separate install of KSP, because it is very easy to break everything. After going through all these steps and verifying the result, you can use CKAN to install whatever other mods you want.

  • Do a clean KSP 1.0.5 install
  • Install the latest Kopernicus
  • Install KSCSwitcher
  • Install RSS & RSS Texture pack
  • Install the latest Scatterer
  • Install RVE-KSP-1.0.4-master
  • ** DO NOT INSTALL THE SHAREDASSET9 ** it crashes the game for me

I remove the CityLights.dll from the EnvironmentalVisualEnhancements folder I do not like the look.

 

Overwrite the contents of the the following files with the text supplied

Scatterer/Config/PlanetsList.cfg

scattererCelestialBodies
{
    Item
    {
        celestialBodyName = Earth
        transformName = Kerbin
        loadDistance =50000000
        unloadDistance = 100000000
        hasOcean = false
    }
    Item
    {
        celestialBodyName = Mars
        transformName = Mars
        loadDistance = 50000000
        unloadDistance = 100000000
        hasOcean = false
    }
}

render24bitDepthBuffer=true        //renders a 24 bit depth buffer, gets rid of artifacts that appear in opengl and directx11 between the 60-160km altitudes, 

Scatterer/Configs/Kerbin/Settings.cfg

forceOFFaniso = False
displayInterpolatedVariables = True
experimentalAtmoScale = 2
sunglareScale = 1
mapExtinctionMultiplier = 3
mapExtinctionTint = 0.5
mapSkyExtinctionRimFade = 1
MapViewScale = 0.998
postProcessMaxAltitude = 160000
mapExposure = 0.09
mapSkyRimExposure = 0.13
mapAlphaGlobal = 1
Rg = 6371000
Rt = 6461154
RL = 6462659
atmosphereGlobalScale = 1
AVERAGE_GROUND_REFLECTANCE = 0.1
HR = 10
HM = 1.2
BETA_MSca = 0.004,0.004,0.004
m_betaR = 0.0058,0.0135,0.0331
m_mieG = 0.78
rimBlend = 20
rimpower = 600
specR = 85
specG = 85
specB = 85
shininess = 75
configPoints
{
	Item
	{
		altitude = 200
		skyAlpha = 1
		skyExposure = 0.25
		skyRimExposure = 0.25
		postProcessAlpha = 0.95
		postProcessDepth = 0.7
		postProcessExposure = 0.23
		skyExtinctionMultiplier = 1
		skyExtinctionTint = 1
		skyextinctionRimFade = 0
		openglThreshold = 200
		edgeThreshold = 0.1
		viewdirOffset = -0.012
	}
	Item
	{
		altitude = 1000
		skyAlpha = 1
		skyExposure = 0.25
		skyRimExposure = 0.25
		postProcessAlpha = 0.95
		postProcessDepth = 0.15
		postProcessExposure = 0.23
		skyExtinctionMultiplier = 1
		skyExtinctionTint = 1
		skyextinctionRimFade = 0
		openglThreshold = 2000
		edgeThreshold = 0.5
		viewdirOffset = 0
	}
	Item
	{
		altitude = 5000
		skyAlpha = 1
		skyExposure = 0.25
		skyRimExposure = 0.25
		postProcessAlpha = 0.95
		postProcessDepth = 0.2
		postProcessExposure = 0.23
		skyExtinctionMultiplier = 1
		skyExtinctionTint = 1
		skyextinctionRimFade = 0
		openglThreshold = 5000
		edgeThreshold = 1
		viewdirOffset = 0
	}
	Item
	{
		altitude = 55000
		skyAlpha = 1
		skyExposure = 0.25
		skyRimExposure = 0.25
		postProcessAlpha = 0.95
		postProcessDepth = 0.5
		postProcessExposure = 0.23
		skyExtinctionMultiplier = 1
		skyExtinctionTint = 1
		skyextinctionRimFade = 1
		openglThreshold = 5000
		edgeThreshold = 1
		viewdirOffset = 0
	}
	Item
	{
		altitude = 160000
		skyAlpha = 1
		skyExposure = 0.11
		skyRimExposure = 0.15
		postProcessAlpha = 0.95
		postProcessDepth = 2.4
		postProcessExposure = 0.23
		skyExtinctionMultiplier = 3
		skyExtinctionTint = 0.5
		skyextinctionRimFade = 1
		openglThreshold = 8000
		edgeThreshold = 1
		viewdirOffset = 0
	}
}

RVE/RVE.cfg

@Kopernicus:FOR[RVE]:NEEDS[RealSolarSystem]
{
    @Body[Sun]
    {
        @ScaledVersion
        {
            %SolarLightColor
            {
                %sunLensFlareColor = 33, 33, 33, 1
                %sunAU = 1

                !sunBrigthnessCurve {}

                sunBrigthnessCurve
                {
                    key = 0           300000 0 0
                    key = 1530000000  150000 0 0
                    key = 80000000000 100000 0 0
                }
            }
        }
    }

    @Body[Kerbin]
    {
        @Atmosphere
        {
            @AtmosphereFromGround
            {
                %waveLength = 0.65, 0.6, 0.53, 1.0
                %ESun = 0
                %Kr = 0.0007
                %Km = 0.0006
            }
        }
    }
}

RVE/EVE/Atmosphere/clouds.cfg

EVE_ATMOSPHERE
{
	Earth
	{
		Kerbin-cloudsHigh
		{
			altitude = 9000
			speed = 120
			scaledOverlay = Geometry
			layer2D
			{
				detailSpeed = 6
				offset = 0,0,0
				shadow = True
				shadowOffset = 0,0,0
				macroCloudMaterial
				{
					_MainTex = RVE/EVE/Atmosphere/Textures/Cirrus
					_DetailTex = RVE/EVE/Atmosphere/Textures/detailCirrus
					_DetailScale = 50
					_Color = 1,1,1,1.2
					_FalloffPow = 0.8
					_FalloffScale = 10
					_DetailDist = 0.00000001
					_MinLight = 1
					_FadeDist = 0.000001
					_FadeScale = 0.3
					_RimDist = 0.0001
					_RimDistSub = 1.01
					_InvFade = 0.0004
				}
			}
		}
		Kerbin-cloudsLow
		{
			altitude = 4000
			speed = 30
			scaledOverlay = Geometry
			layer2D
			{
				detailSpeed = 6
				offset = 0,0,0
				shadow = True
				shadowOffset = 0,0,0
				macroCloudMaterial
				{
					_MainTex = RVE/EVE/Atmosphere/Textures/Low
					_DetailTex = RVE/EVE/Atmosphere/Textures/DetailLow
					_DetailScale = 8
					_Color = 1,1,1,1
					_FalloffPow = 2
					_FalloffScale = 3
					_DetailDist = 0.00000007
					_MinLight = 1
					_FadeDist = 0.1
					_FadeScale = 0.0006
					_RimDist = 0.0001
					_RimDistSub = 1.01
					_InvFade = 0.0004
				}
			}
		}
		Kerbin-cloudsLowest
		{
			altitude = 1500
			speed = 16
			scaledOverlay = Geometry
			layer2D
			{
				detailSpeed = 4
				offset = 0,0,0
				shadow = True
				shadowOffset = 0,0,0
				macroCloudMaterial
				{
					_MainTex = RVE/EVE/Atmosphere/Textures/kerbin2
					_DetailTex = RVE/EVE/Atmosphere/Textures/detailLowOld
					_DetailScale = 14
					_Color = 1,1,1,1
					_FalloffPow = 0.8
					_FalloffScale = 10
					_DetailDist = 0.00000001
					_MinLight = 1
					_FadeDist = 0.000001
					_FadeScale = 0.3
					_RimDist = 0.0001
					_RimDistSub = 1.01
					_InvFade = 0.0004
				}
			}
			layerVolume
			{
				texture = RVE/EVE/Atmosphere/Textures/kerbin2
				particleMaterial
				{
					_TopTex = RVE/EVE/Atmosphere/Textures/particle/1
					_LeftTex = RVE/EVE/Atmosphere/Textures/particle/2
					_FrontTex = RVE/EVE/Atmosphere/Textures/particle/3
				}
			}
		}

		Aurora
		{
			altitude = 100000
			speed = -20000
			layer2D
			{
				detailSpeed = 50000
				offset = 0,0,0
				shadow = True
				shadowOffset = 0,0,0
				macroCloudMaterial
				{
					_Color = 10,10,10,1
					_MainTex = RVE/EVE/Atmosphere/Textures/Aurora
					_DetailTex = RVE/EVE/Atmosphere/Textures/AuroraDetail
					_FalloffPow = 2
					_FalloffScale = 3
					_DetailScale = 6
					_DetailDist = 0.000000001
					_MinLight = -1
					_FadeDist = 8
					_FadeScale = 0.00375
					_RimDist = 0.0001
					_RimDistSub = 1.01
					_InvFade = 0.008
				}
			}
		}

	}
}

RVE/EVE/CityLights/citylights.cfg

EVE_CITY_LIGHTS
{
}

RVE/EVE/Terrain/terrain.cfg

EVE_TERRAIN
{
}

 

I think that is all the files I changes, but like I said, I packaged everything up in an easy-to-use zip file so I can quickly make a fresh install. Due to licenses I can obviously not upload that zip file anywhere.

Share this post


Link to post
Share on other sites

1953 part 2 is up. We learn (the hard way) that rocket science is not easy.

Share this post


Link to post
Share on other sites

Haven't read 1954 yet, but as of 53, continuing good stuff! :)

I'm surprised you start your turn so late, and I'm *very* surprised your AJ10 managed more than double its rated burn time!

Share this post


Link to post
Share on other sites

I find it hard to turn a rocket with a high initial TWR and no early stage or way to throttle. Any steering error of 5 degrees or more below 15K altitude will make the rocket very unstable. I generally nudge the rocket early on, keep it straight during MaxQ and turn once Q goes below 15. Not the most efficient, but very safe.

The AJ10 is a pain.. You have to get "lucky" to get the 'Loss of Thrust' failure, so you can at least keep going. It is a shame that not all engines have correct TestFlight configs. I have tried for days to get the Vanguard to work in TestFlight, but it refuses to recognize it. 

 

Share this post


Link to post
Share on other sites

1955 part 1 is up. This chapter features and extensive explanation on how to manually calculate Hohmann transfers for satellites and allows for close-to-circular orbits without the ability to throttle or even restart engines.

Share this post


Link to post
Share on other sites

1955 part 2 is only two pages, so I added it to 1955 part 1

Share this post


Link to post
Share on other sites

1956 is up... Comms network is being created and some more info about staging heavy rockets. Also... keep fingers crossed!

Share this post


Link to post
Share on other sites

oh boy, hope it turns out ok (trying to thread the fine line btween teaser and spoiler here). on other notes I enjoy reading your technical reports a great deal and have learnt much. thank you!

Share this post


Link to post
Share on other sites

Update on Burney is posted.

Best thing about this last chapter is that it was not planned at all, it actually happened exactly as I described it and then I just went with it. I developed such an attachment to these characters that I actually almost panicked when it happened.

Also, I cannot believe there's over 80 pages already.

 

Share this post


Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.