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MacLuky

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Here is my gamedata:

soyuz:GameData macluky$ ls -1
000_ClickThroughBlocker
000_TexturesUnlimited
001_ToolbarControl
ASET
AirplanePlus
AllYAll
B9PartSwitch
CTTP
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
CommunityTraitIcons
EasyBoard
EventHorizon
FShangarExtender
Firespitter
Grounded
HaystackContinued
HeapPadder
HideEmptyTechTreeNodes
INSTANTIATOR
IXSWarpShipOS
Interkosmos
JSI
JanitorsCloset
KAS
KIS
KOSMOS
KSP-AVC
KSPUpgradeScriptFix.dll
KSPWheel
KerbalFoundries
KerbalHacks
KerbalJointReinforcement
KerbonTech
Kopernicus
KopernicusExpansion
KrakenScience
KronalVesselViewer
MOARdV
MacLuky
MechJeb2
ModularFlightIntegrator
ModularLaunchPads
ModuleManager.4.1.3.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
NavyFish
NearFutureProps
Notantares Space Industries
PATCH_LIB
PlanetaryBaseInc
PreciseEditor
REPOSoftTech
ReStock
ReStockPlus
RestockRigidLegs
SCANsat
ScienceAlert
SpaceDockReBoxed
SpaceTuxLibrary
Squad
SquadExpansion
TextureReplacer
ThunderAerospace
TransparentPods
TriggerTech
UmbraSpaceIndustries
VesselMover
WBIPlayMode.cfg
WildBlueIndustries
Workshop

then there is GameData_old

AtmosphereAutopilot
BetterBurnTime
BetterCrewAssignment
BonVoyage
Decalc'o'mania
EVAStruts
EVATransfer
ExtraplanetaryLaunchpads
Grounded
Ion-Hybrid Pack
KerbalEngineer
KeridianDynamics
LShipPartsRequired
MOISTUWT
MacLuky
ManeuverNodeEvolved
Mk3Expansion
ParkingBrake
PortraitStats
QuickMods
RSSeaDragon
RaginCaucasian
SimianEndeavors
Squidsoft Collective
TrackingStationEvolved
Trajectories
WhitecatIndustries
cBBp_Dragon

Those were used some time during the game

soyuz:GameData_to_be_added macluky$ ls -1
BDArmory
DrKermnassusParts
FTLDriveContinued
KFC
KTech
OrbitalColony

are on the soon to be added list. KSP takes about 5 minutes to load, so I need to clean out mods every now and then.

The short answer to your question would off course have been KOSMOS. It's an oldie but I try to restrict myself not running the same mods every time I play. It tends to make interesting playthruogh.

// trim VA/TKS down to 1.875
@PART[Kosmos_VA_RRV_Escape_Unit|Kosmos_TKS_2-1_Flared_Taper|Kosmos_TKS_Solar_Array|Kosmos_Pravilo_Control_Collar|Kosmos_Parom_RCS_Tank|Kosmos_Angara_RD-0146|Kosmos_TKS_RCS_Tank|Kosmos_TKS_RCS_Tank_Radless|Kosmos_VA_RRV_Capsule|Kosmos_VA_RRV_Escape_Unit|Kosmos_TKS_RCS]:AFTER[KOSMOS]
{
	%rescaleFactor = 0.75
	@mass *= 0.5
}


@PART[Kosmos_VA_RRV_ASAS|Kosmos_VA_RRV_NavComStab|Kosmos_VA_RRV_Propulsion_Unit|Kosmos_VA_RRV_Retro_Unit]:AFTER[KOSMOS]
{
	%rescaleFactor = 0.9375
	@mass *= 0.8
}

@PART[Kosmos_VA_RRV_NavComStab]
{
	MODULE
	{
		name = ModuleCommand
		minimumCrew = 0
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.020
		}
		hasHibernation = True
	}
	MODULE
	{
		name = ModuleKerbNetAccess
		MinimumFoV = 21
		MaximumFoV = 54
		AnomalyDetection = 0.06
		DISPLAY_MODES
		{
			Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain
		}
	}

	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = INTERNAL
		packetInterval = 1.0
		packetSize = 2
		packetResourceCost = 12.0
		requiredResource = ElectricCharge
		antennaPower = 5000
		optimumRange = 2500
		packetFloor = .1
		packetCeiling = 5
	}
}

@PART[Kosmos_TKS_body_2|Kosmos_VA_RRV_LockDown_Ladderless|Kosmos_VA_RRV_LockDown]:AFTER[KOSMOS]
{
	%rescaleFactor = 0.9375
	@mass *= 0.4
}


@PART[Kosmos_Salyut_body_3]
{
	@CrewCapacity = 3

	%INTERNAL
	{
		%name = crewCabinInternals
	}
}

@PART[Kosmos_Salyut_body_1.5]
{
	%INTERNAL
	{
		%name = mk1InlineInternal
	}
}


@PART[Kosmos_TKS_2-1_Flared_Taper|Kosmos_Parom_RCS_Tank|Kosmos_TKS_RCS_Tank|Kosmos_TKS_RCS_Tank_Radless]:AFTER[KOSMOS]
{
	@CrewCapacity = 0

	@RESOURCE[MonoPropellant]
	{
		amount /= 2
		maxAmount /= 2
	}
}

// rename Salyut
@PART[Kosmos_Salyut_1.5-1_Taper]:AFTER[KOSMOS]
{
	@title = Salyut 1.25/1.875m Adapter Section
	@CrewCapacity = 0
}

// resize
@PART[Kosmos_Salyut_Solar_Array2|Kosmos_Salyut_Solar_Array|Kosmos_Salyut_2-1.5_Taper|Kosmos_Salyut_RCS]:AFTER[KOSMOS]
{
	%rescaleFactor = 0.75
	@mass *= 0.5
}


@PART[Kosmos_Salyut_body_2]:AFTER[KOSMOS]
{
	%rescaleFactor = 0.9375
	//@mass *= 0.5
}

@PART[Kosmos_TKS_body_2|Kosmos_Salyut_body_2]
{
	%INTERNAL
	{
		%name = mk1CabinInternal
	}
}

@PART[Kosmos_Salyut_body_1.5|Kosmos_Salyut_1.5_Propulsion_Unit|Kosmos_Salyut_body_3]:AFTER[KOSMOS]
{
	%rescaleFactor = 0.83333333333333
	//@mass *= 0.5
}


@PART[Kosmos_Salyut_2-1.5_Taper]:AFTER[KOSMOS]
{
	@title = Salyut 1.6/2.5m Adapter Section
}

@PART[Kosmos_Salyut_body_1.5]:AFTER[KOSMOS]
{
	@title = Salyut 1.25m Body Section
	@mass = 0.3
}

@PART[Kosmos_Salyut_body_2]:AFTER[KOSMOS]
{
	@title = Salyut 1.875m Body Section
	@mass = 0.6

	MODULE
	{
		name = ModuleKerbNetAccess
		MinimumFoV = 26
		MaximumFoV = 52
		AnomalyDetection = 0
		DISPLAY_MODES
		{
			Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain
			Mode = Biome,#autoLOC_438890 //#autoLOC_438890 = Biome
		}
		REQUIRED_EFFECTS
		{
			Effect = ScienceSkill
		}
	}

	MODULE
	{
        	name = ModuleExperienceManagement
        	costPerKerbal = 0
	}
}

@PART[Kosmos_Salyut_1.5_Propulsion_Unit]:AFTER[KOSMOS]
{
	@title = Salyut 1.25m Propulsion Section
}

@PART[Kosmos_Salyut_body_3]:AFTER[KOSMOS]
{
	@title = Salyut 2.5m Body Section
	@mass = 1.4

	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = #autoLOC_502204 //#autoLOC_502204 = Review Data
		storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
		collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data
		evaOnlyStorage = True
		storageRange = 1
		allowRepeatedSubjects = True
	}
	MODULE
	{
		name = ModuleScienceLab
		containerModuleIndex = 0
		dataStorage = 375
		crewsRequired = 1
		canResetConnectedModules = True
		canResetNearbyModules = True
		interactionRange = 5
		SurfaceBonus = 0.1
		ContextBonus = 0.25
		homeworldMultiplier = 0.1
		RESOURCE_PROCESS
		{
			name = ElectricCharge
			amount = 5
		}
	}

	MODULE
	{
		name = ModuleScienceConverter
		dataProcessingMultiplier = 0.25 // Multiplier to data processing rate and therefore science rate
		scientistBonus = 0.25	//Bonus per scientist star - need at least one! So 0.25x - 2.5x
		researchTime = 8	    //Larger = slower.  Exponential!
		scienceMultiplier = 5	//How much science does data turn into?
		scienceCap = 250	    //How much science can we store before having to transmit?
		powerRequirement = 2.5	//EC/Sec to research
		ConverterName = #autoLOC_502055 //#autoLOC_502055 = Research
		StartActionName = #autoLOC_502056 //#autoLOC_502056 = Start Research
		StopActionName = #autoLOC_502057 //#autoLOC_502057 = Stop Research
	}

}

@PART[Kosmos_Salyut_3-2_Taper]:AFTER[KOSMOS]
{
	@title = Salyut 1.8 sort of /2.5 Adapter Section 2.0
	%rescaleFactor = 0.83333333333333
	@mass *= 0.5
	@CrewCapacity = 0
}

// resize engines
@PART[Kosmos_SepRetro|Kosmos_TKS_RD-0225_Engine|Kosmos_Angara_RD-275K|Kosmos_Angara_RD-33NK|Kosmos_RD-58SS|Kosmos_Angara_RD-0146N2|Kosmos_Angara_RD-0146]:AFTER[KOSMOS]
{
	%rescaleFactor = 0.66666666
	@mass *= 0.6
}

@PART[Kosmos_Salyut_3-2_Taper|Kosmos_Salyut_2-1.5_Taper|Kosmos_TKS_2-1_Flared_Taper|Kosmos_Salyut_1.5-1_Taper]:AFTER[KOSMOS]:NEEDS[TacLifeSupport]
{
	// --- resource parameters ---
	RESOURCE
	{
		name = Food
		amount = 113.2
		maxAmount = 113.2
	}
	RESOURCE
	{
		name = Water
		amount = 74.8
		maxAmount = 74.8
	}
	RESOURCE
	{
		name = Oxygen
		amount = 11466.9
		maxAmount = 11466.9
	}
}

// truss
//@PART[Kosmos_Balka_1_Skeleton_RCS_Storage|Kosmos_Balka_1_Tunnel|Kosmos_Balka_1_Skeleton|Kosmos_Balka_PanelBlock1|Kosmos_Balka_PanelBlock1_Single]:AFTER[KOSMOS]
//{
//	%rescaleFactor = 0.66666666
//	@mass *= 0.7
//}

// docking stays as it is?
// Kosmos_Berthing_Node_Hexaway stays at 2.5m
// Kosmos_Berthing_Node_Single_Side
// Kosmos_KCBS
// Kosmos_APAS_69

This is what I used to rebalance it

15 hours ago, Kerballing (Got Dunked On) said:

SPACE COFFINS OML

Didn't you make a comment about the buckboards *last* chapter? Or was that something else....?

No that was this indeed. I made the comment a bit too early ;-) there are typically 3 chapters "in production" since in KSP timelines sometimes interfere and as a reader you dont want to jump between stories because kerbal alarm clock tells you too ;-)

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I saw a cargo variant somewhere on the forums that looked pretty cool and got me thinking: once a certain design works, the Kerbals would probably iterate on it. A larger frame would be NX-1x and so on.

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I'm sure I repacked the parachutes, I think they were just going too fast for them to deploy in time. I reloaded a couple of times, but in the end it is as it is. Life goes on but lets make sure their sacrifice was not in vain. Their discovery of the chamber of warning will undoubtedly be a pivotal moment in Kerbal history.

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23 minutes ago, MacLuky said:

I'm sure I repacked the parachutes, I think they were just going too fast for them to deploy in time. I reloaded a couple of times, but in the end it is as it is. Life goes on but lets make sure their sacrifice was not in vain. Their discovery of the chamber of warning will undoubtedly be a pivotal moment in Kerbal history.

Yes, in real life, such events only highlight the difficulty of exploring unknown distances and the heroism of those who do. Do your duty to the end and lay your life on the altar of science and in the name of all humanity. We will always remember these heroes, just as we will never forget the names of those who did not return from there: the crews of Soyuz 1, Soyuz 11, Challenger and Columbia.

R.I.P 

P.S. You have a great story. I wanted to write something similar about my career in my game. But for me, English is not my native language, and writing smoothly through an online translator will not work. So I read and enjoy these beautiful stories.

 

Edited by Sokol_323
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Quote

On a bright note: Melly’s analysis would lead to faster-than-light communication based on gravioli streams, sending a vast amount of data over immense distances without delay.

LOL, the world is about to be lit up and Melly's all: ooh, FTL communications! Very kerbal. :)

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Let's jump back to the team at Jool in: 137. Jooltopia Planetia Shipyards

screenshot25_resized-5.jpg?w=996&h=560&z

22 hours ago, Angel-125 said:

Creative use of SRBs as missiles! Makes me wonder how well BD Armory would fare in space.

Me too and KTech as well. I guess in time the Kerbals will learn new ways to make things explode ;-)

21 hours ago, Sokol_323 said:

That was awesome!

Thanks, I was pretty pleased with it as well. I was slightly worried that the missiles weren't going to cut it for a moment.

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Yes, even when a conventional craft approaches a flapjack and enables RCS the flapjack will respond, but this one was even funnier. Btw. I saw three transforms in the gravitic engine config file, I presume the forward and reverse point opposite to each other and the hover one points "up"?

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