Hotaru Posted February 21, 2020 Share Posted February 21, 2020 (edited) "Kerman will not always stay on Kerbin; the pursuit of light and space will lead him to penetrate the bounds of the atmosphere, timidly at first, but in the end to conquer the whole of kerbolar space." --Konstanty Kerman, Beyond the Planet Kerbin С С К Р Space Program of the Kerbalist Union Current objective: Duna! Completed objectives: Mun & Minmus Flight log (kermanned missions): Spoiler * indicates cosmonaut's first space mission † indicates cosmonaut killed/missing Index Mission Launch vehicle Crew Remarks 17 Derzost 1 Iskra-K P0 Valentina* First kerman in space! 19 Derzost 2 " P0 Zelyz* 4-day mission 26 Derzost 3 " P0 Dzhedasyn* Munar flyby 29 Otvazhnyy 1 " P1 Valentina 28-day mission E0 Byldo* 32 Otvazhnyy 2 " P1 Zelyz First EVA S0 Bobyn* 33 Morzh 1 Sterzhen P1 Dzhedasyn First kermen on the mun! S0 Glemyra* 36 Otvazhnyy S-1 Iskra-K P1 Valentina Test flight E0 Nedmir* 42 Otvazhnyy S-2 " P1 Dzhedasyn 102-day mission to station Terpeniye 1 E0 Venlana Capsule destroyed on landing; crew bailed out 44 Morzh 2 Sterzhen P1 Zelyz First kermen on Minmus! S0 Dzhassya* Landing + 3 biome hops 45 Kerbal 45 Iskra-K P1 Valentina In-flight abort (not enough fuel) (Otvazhnyy S-3a) E1 Byldo 46 Otvazhnyy S-3(b) " " 201-day mission 53 Otvazhnyy S-4 " P1 Dzhedasyn 1-year mission E1 Nedmir Last mission to Terpeniye 1 58 Otvazhnyy S-5 " P1 Valentina 1-year mission S1 Dzhassya First mission to Terpeniye 2 62 Kerbal 62 Sterzhen P2 Zelyz In-flight abort (2nd-stage engine failure) (Morzh 3a) S1 Glemyra† Crew ejected on suborbital trajectory due to circuit fault Glemyra MIA, Zelyz parachuted First kerman to return from space without a spaceship 64 Otvazhnyy S-6 Iskra-K P1 Dzhedasyn 1-year mission to Terpeniye 2 S1 Bobyn 65 Morzh 3(b) Sterzhen P1 Valentina Mun landing S2 Dzhassya 66 Morzh 4 " P2 Zelyz Minmus landing E1 Venlana Landing + 3 biome hops + "touch and go" on slopes 70 Otvazhnyy S-7 Iskra-K P1 Valentina 2-year mission; last mission to Terpeniye 2 S2 Dzhassya 79 Morzh Ch-1 Kvark P1 Dzhedasyn 2-year mission to Terpeniye 3/Minmus S1 Bobyn 1st long-term mission beyond Kerbin's magnetic field 79-A Morzh Ch-1-D1 LDK-1 " Landing + 2 biome hops 1st automatic landings Guidance fault caused RCS fuel to be used up Manual docking on engine power only 91 Morzh Ch-2 Kvark P2 Zelyz 2-year mission to Terpeniye 4/Mun S2 Dzhassya 92 Kerbal 92 " P1 Valentina In-flight abort (guidance fault) (Morzh Ch-3) S0 Rosbella* 95 Kerbal 95 " P1 Valentina In-flight abort (engine failure at liftoff) (Morzh TCh-1) S0 Rosbella E0 Mezhlana* 96 Morzh-TCh-1(b) " " 171-day mission to Terpeniye 3/Minmus 96-A M.TCh-1-D1 LDK-1 P1 Valentina Minmus landing + 3 biome hops S0 Rosbella 91-A M.Ch-2-D1 LDK-2 P2 Zelyz Mun landing; 1st on far side S2 Dzhassya 98 Vyzov 1 Sterzhen-ST P2 Dzhedasyn First kerman on Duna! E1 Byldo 99 Morzh TCh-2 Kvark S2 Bobyn 2-year mission to Terpeniye 3/Minmus P0 Mirlyn* Aborted 233 days early due to radiation exposure S0 Ivaryn* 102 Morzh TCh-3 " S2 Dzhassya 2-year mission to Terpeniye 4/Mun P0 Timkyn* First use of air regenerator S0 Elitryd* 106 Morzh TCh-4 " P2 Zelyz 1-year mission to Terpeniye 3/Minmus E0 Nila* Installed air regenerator, performed maintenance S2 Rosbella Flight log (unkermanned missions): Spoiler Index Mission Launch vehicle Remarks 1 Gagarka 1 Blokha Parachute failed, payload not recovered 2 Gagarka 2 " First data from upper atmosphere 3 Gagarka 3 Blokha-Blokha Guidance fault, some data recovered 4 Gagarka 4 " First object in space, not recovered 5 Gagarka 5 " Did not reach space, recovered 6 Novaya Zvezda 1 Iskra First artificial satellite! 7 Gagarka 6 " Engine fault in first stage, fell short of orbit (Novaya Zvezda 2a) 8 Novaya Zvezda 2 " First object recovered from space/orbit 9 Kerbal 9 " Satellite prototype, failed to orbit 10 Novaya Zvezda 3 " satellite 11 Loonik 1 " First spacecraft to flyby the Mun 12 Novaya Zvezda 4 Iskra-K Derzost spacecraft test 13 Loonik 2 Iskra First spacecraft to impact the Mun 14 Novaya Zvezda 5 " satellite 15 Novaya Zvezda 6 " " 16 Loonik 3 " First soft landing on the Mun 18 Novaya Zvezda 7 " satellite 20 Loonik 4 " Mun orbiter 21 Loonik 5 Iskra-K Mun flyby test of Derzost spacecraft First object recovered from Munar space 22 Malyy 1 Iskra First spacecraft to orbit Minmus 23 Malyy 2 " First soft landing on Minmus 24 Novaya Zvezda 8 " satellite 25 Novaya Zvezda 9 " " 27 Loonik 6 " Mun lander 28 Malyy 3 " Minmus lander 30 Kerbal 30 " Kerbin surveyor 31 T. Zvezda 1 Iskra-K Sample return from Kerbin orbit 34 T. Zvezda 2 " Sample return from Mun flyby 35 Loonik 7 Iskra Mun surveyor 37 Dyuna 1 Iskra-K First interplanetary probe; Duna orbiter Contact lost en route, regained at next opposition of Duna 38 Dyuna 2 " First soft landing on another planet; Duna lander 39 Yeva 1 " First data from another planet; Eve orbiter 40 Yeva 2 " First data from another planet surface; Eve lander 41 Terpeniye 1 Iskra-K Space station 43 Malyy 4 Iskra Minmus surveyor 47 Prikhvosten 1 Iskra-K Terpeniye 1 resupply 48 Duayt 1 " Ike orbiter 49 Duayt 2 " Ike lander 50 Prikhvosten 2 " Terpeniye 1 resupply 51 Yeva 3 " Eve lander 52 Yeva 4 " Eve surveyor 54 Prikhvosten 3 " Terpeniye 1 resupply 55 Prikhvosten 4 " " 56 Prikhvosten 5 " " 57 Terpeniye 2 Kvark Space station 59 Prikhvosten 6 Iskra-K Terpeniye 2 resupply 60 Prikhvosten T-1 Kvark " 61 Dyuna 3 " Duna sample return; crashed on hillside 63 Prikhvosten 7 Iskra-K Terpeniye 2 resupply 67 Zhabry 1 Kvark Gilly sample return 68 Yeva 6 Iskra-K Eve lander 69 Yeva 5 Kvark Eve surveyor 71 Prikhvosten 8 Iskra-K Terpeniye 2 resupply 72 Dyuna 4 Kvark-I Duna sample return 73 Dyuna 5 " Duna surveyor 74 Terpeniye 3 Sterzhen-T Minmus space station 75 Kerbal 75 Iskra Failed to orbit; intended as Malyy 5 Minmus satellite 76 Prikhvosten T-2 Kvark Terpeniye 3 resupply 77 Moho 1 Kvark-I 4 flybys of Moho 78 Prikhvosten 9 Iskra-K Terpeniye 2 resupply 80 Malyy 5 Iskra Minmus satellite 81 LDK-1 Kvark Minmus landing craft for Terpeniye 3 82 Kerbal 82 Sterzhen-T Failed to orbit; intended as Terpeniye 4 Mun station 83 Loonik 8 Sterzhen MN-1 Mun surveyor; 1st booster recovery 84 Terpeniye 4 Sterzhen-T Mun space station 85 Dyuna 6 Kvark-I Duna satellite 86 Kerbal 86 Iskra-K Kerbosynchronous comsat 87 Yeva 7 Kvark-I Eve satellite 88 Yeva 8 Iskra Eve satellite; intended as Zhabry 2 Gilly satellite 89 Prikhvosten T-3 Kvark Terpeniye 4 resupply 90 Akvalang 1 " Terpeniye 3 refuel 93 LDK-2 " Mun landing craft for Terpeniye 4 94 Kerbal 94 Iskra-K Kerbin surveyor 97 Prikhvosten T-4 Kvark-I Terpeniye 3 resupply 100 Prikhvosten 10 Iskra-K Terpeniye 3 resupply 101 Kerbal 101 Kvark-I Failed to orbit; intended as Moho 2 orbiter 103 Zhabry 2(b) Sterzhen MN-1 Gilly satellite 104 Moho 2 Kvark-I Moho satellite 105 Moho 3 " Moho lander 107 Dyuna 7 Iskra-K Duna satellite 108 Duayt 3 " Ike satellite 109 Duayt 4 Kvark-I Ike sample return See also this spreadsheet by @RocketMan-Explorer. Boring stuff: Spoiler It's been almost two years now since I finished my last career and I think I've finally had enough of a break to get started on another one. I'm going for more of a kerbo-Soviet style this time, which is something I've always wanted to try and which the Making History parts make much more doable. I did the whole stock gameplay thing in the last save, and have no desire to repeat the experience, so I'll be using some more part and gameplay mods this time, both to remove stock headaches and to add some new challenges. In addition to the two DLCs, the core gameplay mods are Kerbalism, Kerbal Construction Time, Kerbal R&D, and State Funding. I've turned off Kerbalism's science system (I like the stock one better) and I'm using the Simplex config to cut down on the resource micromanagement a bit and return ISRU to its stock behavior; otherwise it is on default settings. I'm also using some making-life-less-annoying mods like MechJeb, TweakScale, and KIS/KAS, and a few part mods to fill in some gaps in the stock catalog. Sticking to the stock solar system for now but not ruling out installing Outer Planets Mod later on. Also sticking to mostly stock-alike parts but may add Near Future tech or similar once I reach the late game. I've written a custom Module Manager patch for this save which makes a few changes, most notably increasing the costs of developing new engines by a factor of 100, which should help keep funding an issue through the whole game, and multiplying the cost of the later tech tiers so that endgame techs cost 100,000 or more sciences, which, along with KR&D, should keep science an issue in the late game as well (in my last save I'd unlocked the tech tree before I even made it to Duna). This is my first time play testing these changes beyond the first few tech tiers, so I may have to do some re-balancing as I go, but I'm hoping it should make for a more interesting career than stock "sandbox as soon as you get labs" mode. Really boring stuff (difficulty settings): Spoiler (Fatal EC/Heat should be ON, will fix later) Giving myself a starting boost to science to skip the early game grind and some funds to develop my first engines (remember their development costs are 100 times stock!). Fund penalties at 10% to keep kerbal hiring costs non-stupid. Fund rewards at 50%, may give myself a budget cut later on if, in spite of everything, things get too easy. Trying to rely more on State Funding than regular contracts as well. Last time I removed the originals, this time I'm keeping them but with Russified names (regular kerbal names taken from the Russian localization): Dzhedasyn (Jeb), Byldo (Bill), Bobyn (Bob), and of course Valentina was named after a Russian in the first place. And since I like to start with three pilots I've also hired one more starter, Zelyz, and made her an orange suit along with the others. I'm not sure how different the Russian kerbal names really are (hard to tell if the differences are intended or just due to my clumsy transliterations) but in any case I'll be continuing to use them for future cosmonaut classes. TL;DR: Soviet-style career with Kerbalism, KCT, KR&D, stock system, limited part mods, custom career edits: super-expensive mid/late game tech and engine R&D costs. Kerbal names from Russian localization. Further boring stuff (mod list): Spoiler Gameplay: Kerbalism: science disabled, Simplex config Kerbal Construction Time Kerbal R&D: should be a good late game science sink, also an alternative to adding lots of advanced part mods. Usable for engines only due to conflict with TweakScale. State Funding MechJeb: because I've done enough manual circularizations, transfers, rendezvouses, etc. for several lifetimes already Kerbal Inventory System Kerbal Attachment System TweakScale: I'll mostly be using it for cosmetic purposes for now, on tanks, structural parts, etc. Disabled for engines to avoid conflict with KR&D. May use it more extensively in late game to help with part count issues. Custom Module Manager patch: 100x fund cost to develop liquid fuel engines, 50x for solids, mid-late game tech node science costs increased 2x-100x. Few other minor changes both of mine and from this extremely useful thread. May add Kopernicus+planet packs, probably OPM, once actually reaching such destinations becomes practical. Have had lag issues with Kopernicus before though so no promises. KOS might crop up at some point as well for automating reusable systems beyond what MechJeb can handle. Added: Vanguard Parachutes KRASH Parts: KW Rocketry: First part pack I ever installed back in 0.90, still my favorite. Using mostly for nostalgic reasons. HullCameraVDS Kerbal Hacks: wearable helmet lights, etc. Kerbal Reusability Expansion: because stock legs are way too wimpy for large landing craft (and last time I checked TweakScaling them doesn't work very well). Adds a few nice other parts as well. Another favorite of mine Nebula Decals Deep Freeze: for long-duration missions with Kerbalism. It'll be a while before I unlock any of its parts though Simple Adjustable Fairings: for pre-1.0-style KW fairings, which were the original reason I installed KW in the first place, back in the day Atomic Age (via SpaceTux Industries Recycled Parts): mostly for the large light bulb engine, which will be better than clustering zillions of LV-Ns in the late game. Curiously, Kerbalism limits it to 2-4 restarts before it needs maintenance, making it slightly less comically overpowered than it normally is. May add Near Future tech, Orion drive, other similar mods in the late game, especially if I go for OPM, but for now I think Atomic Age+KR&D upgrades+a bit of TweakScale abuse should cover most of my advanced propulsion needs. QOL: Hide Empty Tech Tree Nodes Docking Port Alignment Indicator Persistent Rotation Trajectories Decoupler Shroud Kerbal Alarm Clock Cosmetic: ReShade + my own settings for it Chatterer Environmental Visual Enhancements PlanetShine Sci-Fi Visual Enhancements: once Scatterer is available for 1.9 I may switch to that+AVP or similar, but for now I'm kind of enjoying the nostalgic 0.90-AVP feel of SciFiVE. It's easy on the performance as well so I may end up sticking with it permanently. Texture Replacer + parts of several kerbal skin packs, including my own, necKros's, and Scart91's, the links to which can be found here. (Some, including mine, are in outdated formats but the actual texture files still work fine.) Added: Earn Your Stripes Memorial Wall Dependencies & Misc.: Click Through Blocker Toolbar Control Community Category Kit Community Resource Pack Community Tech Tree JSI Advanced Transparent Pods MagiCore Scrapyard SpaceTux Library ZeroMiniAVC Module Manager Added: Flight Tracker Boring stuff addendum (F5/F9 rules): Spoiler 1. F9 only to prevent kerbal death 1a. Must take first acceptable result (no deaths) 2. F9 only to escape dangerous situations 2a. Not to avoid the situation in the first place 2b. No savescumming to avoid random failures 2c. Kraken attacks count as random failures 3. Each pilot or flight engineer gets... 1 free F9 1 per star 1 for orange suit x2 for badS ...per accident 4. 1 copilot's and 1 engineer's totals get added to the pilot's 4a. Only if ship has enough cockpit seats 4b. Passengers don't count 5. BadS in a 1-seater, or all-badS crew, gets unlimited F9s 5a. 1 badS pilot with other crew seats left empty doesn't count 6. Scientists or engineers without a pilot get none The first three cosmonauts: Zelyz, Dzhedasyn, and Valentina. Gagarka: sounding rockets. Spoiler Since the beginning of time, two fundamental desires have driven kermankind: the passion for exploration and the passion for explosions. The quest to learn more about their world and to create ever-larger and more spectacular fireworks is central to kerbal history, literature, art, etc., but it was not until relatively recently that an obscure Kerbalist schoolteacher called Konstanty proposed a way to combine these two enterprises. Konstanty reasoned that a sufficiently large and impressive firework, with the explosives replaced by a kerbal passenger, could convey such a passenger beyond the atmosphere to explore the other worlds of kerbolar space. He also suggested many innovations that might make such a firework possible, such as liquid fuel and multiple stages, but the technology of his day did not allow such machines to be actually built. Recently, however, the Chief Designer of the Experimental Design Bureau for Fireworks (OKB-F) in the Union of So-called Kerbalist Republics happened across a copy of Konstanty's book, Beyond the Planet Kerbin, in a library, and realized that, if the radical step of removing the explosives were taken, some of his department's latest fireworks might be big enough to turn some of the old teacher's theories into reality. As a precursor to kermanned flights, the Design Bureau dragged rolled out Gagarka 1, a Blokha firework with its explosives replaced by parachutes and scientific instruments. The firework blasted off, reaching a height of 23.5 kilometers, but a parachute failure prevented the scientific data from being recovered. The flaw was easily corrected, however, and Gagarka 2 became the first object recovered from the upper atmosphere, returning with temperature, pressure, radiation, and mystery goo data. Next, the Design Bureau decided to implement another of Konstanty's suggestions and stack two Blokhas on top of each other to reach a higher altitude. Gagarka 3, the first attempt, flew wildly off course (although it was still recovered with some valuable data). Gagarka 4 succeeded and became the first kerman-made object to (barely) reach outer space, though it was not recovered. Gagarka 5 was recovered, but the necessary modifications had increased its weight and it fell just short of the 70-kilometer boundary of the atmosphere. Novaya Zvezda: satellites. Spoiler Abandoning for the moment their attempts at recovering objects from space, the OKB-F engineers turned their attention to the problem of placing one in orbit around Kerbin. For this purpose (and at great expense), they devised the world's first liquid-fuel firework, the 48-7S, and used eight of them in two stages to create the Iskra rocket. Onlookers were severely disappointed when they saw that the Iskra's exhaust was nearly invisible, but the rocket lifted off smoothly carrying an unkermanned scientific satellite. The satellite, Novaya Zvezda 1, became the first kerman-made object in orbit. It also transmitted scientific data, including information on the planet's radiation belts and the first images of Kerbin from outer space. Returning to the problem of recovery, the engineers launched another satellite on a more patriotically-decorated Iskra. Unfortunately, one of the Iskra's first-stage engines failed and the rocket did not reach orbit. The payload, however, briefly entered space and was safely recovered--the first object retrieved from space--so the launch was publicly announced as a sounding rocket, Gagarka 6. The next attempt was more successful, and the return capsule of Novaya Zvezda 2 became the first object recovered from Kerbin orbit. After an initial attempt failed to orbit due to instability (it was disclosed only as Kerbal 9), Novaya Zvezda 3, a new type of satellite and the first to be solar-powered and capable of long-term operations, was successfully inserted into a high Kerbin orbit. Novaya Zvezda 5 and 6 were similar, although 6 fell short of its intended orbit due to engine failures in both the first and second stages. (Novaya Zvezda 4 was actually part of another project; see below.) Loonik: Munar probes. Spoiler Having created a firework capable of achieving orbit with plenty of delta-v to spare, the engineers turned their attention to Kerbin's nearest natural satellite, the Mun. Loonik 1, launched on an Iskra rocket, was the first spacecraft to fly past the Mun and return data and images of its unknown far side. (OOC: Yes, I realize that "Loonik" is not by any stretch of the imagination a word in Russian, but neither is "Mun" a word in English. So there.) Once more precise navigational techniques had been developed, another Iskra launched Loonik 2, which successfully impacted the Mun, becoming the first kerman-made object to reach the surface of another celestial body. Next, the engineers decided to attempt a landing. Yet another Iskra placed Loonik 3 on a trans-Munar trajectory. It touched down safely on the Mun after a 2-day flight, returning the first data from the surface of another world. Derzost: kermanned spaceflight. Spoiler With the basic principles of spaceflight established and the temperature and radiation environments proved safe for kerbal life, it was time to attempt to actually realize Konstanty's proposal and send a kerman beyond the atmosphere into space. Realizing that the basic Iskra wasn't powerful enough for the job, the Design Bureau engineers came up with a new design, the Iskra-K, a three-stage vehicle derived from five Iskra cores and a new, three-engine upper stage. Powered by a total of 38 48-7S liquid-fuel fireworks, 35 in the first two stages--all ignited at liftoff--and 3 in the third stage, the engineers believe it will be powerful enough to eventually launch larger kermanned satellites, circum-Munar missions, and possibly even small space stations. The first flight of the Iskra-K successfully orbited Novaya Zvezda 4, a prototype of the Derzost one-kerman spacecraft. Novaya Zvezda 4 completed a single orbit around Kerbin--all its batteries allowed--before using its own 48-7S engine to deorbit and return to Kerbin. Finally, another Iskra-K was rolled out with Derzost 1, the OKB-F's first attempt to put a kerman into outer space. On board was Valentina, chosen randomly carefully to be the Kerbalist space program's first cosmonaut and the first kerman ever to leave the atmosphere. The rocket lifted off, many remarks were made about the unspectacularness of the 48-7S engines, boosters separated, and the spacecraft was safely inserted into a 100-kilometer orbit of Kerbin. This was Valentina's view of Kerbin from orbit. Like Novaya Zvezda 4, Derzost 1 completed only a single orbit around Kerbin before firing its service engine a second time to send it back into the atmosphere. After the deorbit burn, the capsule separated from the service module and made an unguided reentry, landing safely in the highlands just west of the Kerbin Cosmodrome. Valentina: first kerman in space! Edited April 3, 2020 by Hotaru OP edits Quote Link to comment Share on other sites More sharing options...
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