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king of nowhere

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  1. Part 4: A new mothership takes shape Looking forward to a Duna mission, I start building the required mothership: the Paleodiastimoploio. https://imgur.com/undefinedhttps://imgur.com/undefinedhttps://imgur.com/undefined Here docking the sunshield, to protect against solar storms 4.1) Habitation modules 4.2) Chemical plants and other necessities 4.3) Batteries 4.4) Sunshield
  2. huh, then it's a bug. and i don't know how to fix it. though i have to say, i found plenty of bugs in kerbalism - in my rss + kerbalism grand tour, i recorded 47, and i had a fraction of the mods you're using. So in the end, you just have to adapt. I advise just adding solar panels or nuclear reactors until that -7 electricity no longer bothers you. Also check oxygen consumption, as the RDU also used that up. but it turns it into CO2, which you can convert back to oxygen with a chemical plant. Your ship looks like it could dock an additional energy module without a significant impact on performance by the way, what kind of tv are they using? it weights 50 kg and costs more than many early game mun missions!
  3. hard to say, with everything in german. indeed, i do not see RDU. there are still a few potential explanations, though. what you should do is check on "auto", in the upper right part of the screen. see from the picture, right now you're on info, go on auto, it showcases all processes on the ship. there you can see if there is some RDU you missed.
  4. Part 3: I run out of "we choose to go to the moon" references Putting a kerbal on Mun, obviously. Final descent phase
  5. the fact that you have liquid methane means you have mods, and we can't help without knowing more details. why can'ìt you make liquid methane? what kind of stuff has your ship? too many unknowables
  6. i can't help you with that, i don't know coding. all i can say is that i had the same problem and i could still make it work you said time warp does not fix, but how long did you time warped? just entering time warp didn't fix for me either; it generally went in periods, a few in-game days with the bug, then a few in-game days when the drills would work normally. but it may well be possible your issue is different, though similar, to mine.
  7. it's a bug that happens sometimes with kerbalism. all my long term missions with kerbalism suffer from it. the good news, though, is that it's temporary. time warp, and after a while the drill will detect ground contact again. and then it will stop detecting ground contact, and then find it again... all in all, mining resources is slower than it should be, but it works.
  8. Part 2: Probing the way forward I don't have enough deltaV to land a crew on Mun, and I don't have enough life support to send a crew on Minmus. This chapter involves lots of probes. I got a relay network, and permanent science stations on Mun and Minmus 2.1) If you believe, they put a probe on the Mun 2.2) Jeb review-bombed this flying hotel 2.3) Networking! 2.4) Caveman hungry! Caveman goes to mint ice cream moon!
  9. the transfer maneuver tool is garbage. you are much better off learning interplanetary travel and planning the maneuvers for yourself.
  10. Part 1: Escape from Kerbin The limitations of life support make Mun missions a lot harder, and Minmus missions impossible early on. To leave Kerbin I need to research basic science; can I find the necessary science points without leaving the home planet? Landing in polar biomes 1.1) Strip-mining Kerbin 1.2) We choose to go to the Mun, even though we're not ready for it Aftermath In the end, all this science farming - getting all Kerbin biomes, and all science from Mun space - barely got me the 45 science required for basic science. The tech tree, after this chapter It was close, though not exceedingly so. If needed, I still could gather flying low EVA reports around Kerbin, which I forgot; that was worth 3 to 5 more points. Then I could collect goo observations multiple times, getting an additional 0.1 points per biome. On all KSC minibiomes, that amounts to something. Plus, I missed Mun space high thermometer science, because in that second flyby the thermometer exploded on reentry. All in all, I could have gathered 6 to 8 more science points that way. Then, if I really was desperate, there are some ponds around where one can get splashed down science in grasslands and desert biomes. But I'd have to be really desperate to try to target one of those tiny ponds while falling down from orbit. So yes, it was remarkably close. I needed 100 science to unlock this part of the tech tree - which is the bare minimum to achieve Mun landings - and even the most efficient farming would have given at most 10% more than that. Just goes to highlight how impossible it was to try this challenge with kerbalism reworked science.
  11. Not sure if this thread is still active, but I'm doing a nanodiamond + kerbalism challenge. I plan to end with a duna mission eventually
  12. My previous caveman run relied heavily on being able to stay in space indefinitely. Doing rendez-vous without maneuver nodes has that effect. Kerbalism puts a sharp time limit on how long i can stay in orbit. it also requires bringing more parts and more mass for life support, when both are heavily limited by the caveman challenge. A couple weeks ago I started toying with concepts for a kerbalism nanodiamond challenge; now it's time to start a new report. To think I announced my retirement from this game only a couple months ago... Part 0: Thou shalt not get basic science! At first, I try the challenge with full kerbalism rules. But it turns out, kerbalism deeply nerfs early game science; with rewards capped at 10%, it is impossible to leave Kerbin. And that's before even counting all the issues with life support and electricity I therefore settle for using kerbalism, but keeping stock science.
  13. it doesn't matter how safe your rover is. never let more than 15-20 minutes pass between saves. something i learned through painful experience. the problem is, if your rover is safe and sturdy, you'll just go faster. you'll keep going faster until you wreck it. it's called risk compensation. 'Booth's rule #2' states that "The safer skydiving gear becomes, the more chances skydivers will take, in order to keep the fatality rate constant", and it clearly applies also to driving rovers.
  14. well, the game was only spawning test and tourism contracts. for some reason, recovering a vehicle was not paying back the command module, so testing at the launchpad for pennies was actually performed at a loss; but contracts to test parts splashed down culd be done easily, and thye paid some 1500 to 2000 funds - meaning a net gain of 1000 per such test, after removing the cost of the crew pod. that was my source of money - though, that being a test run, i actually cheated my money, as before spending weeks farming boring contracts i wanted first to see if the challenge was possible at all. those contracts didn't pay reputation. I needed a minimum reputation treshold before i could activate the [money to science] policy. but tourist contracts did pay a reputation point. they were a financial loss, though. a two-seater needed to bring a tourist in a suborbital jump would cost around 10k, almost none recoverable, and the tourist would only pay around 1000. but it would give a reputation point. i needed some 400 more reputation to reach the point where i could unlock the administrative policy. let's keep round numbers for the sake of calculation, and assume i would be able to pay a tourist contract for every 10 test contracts. in this case, i would have needed to conduct 4000 test missions, and carry 400 tourists, and then i could unlock the policy. it would give 1 science every 12000 funds, iirc, which means (if it even does give 0.1 points every time I run a test contract, rather than rounding down to 0 for values too small), that i'd have needed some 400 more missions to unlock basic science - which would give both the stayputnik probe core, and the first real source of electricity by unlocking extra batteries. i'd also needed several dozen missions to biome farm all of kerbin. they would entail launching an orbiter 2 (it arrives orbit with 1100 m/s, which can be used to kill orbital velocity fast and drop with fairly good precision. even then, small biomes like badlands and tundra would be hard to pinpoint). each such orbiter would then require 11 test missions to farm money. or, i could have just farmed more science once i unlocked the policy. hey, now that i break it down that way, 5000 missions seem relatively feasible. they are short ones, probably can be done in 5 minutes (more for suborbital tourists, but test contracts in the sea are fast), so we're looking at 100 hours. more or less what it took for the orbital assembly of navis sideralis neanderthalensis. but so extremely boring, falling into the sea 4500 times. once i unlocked basic science, i could start getting more science from unmanned mun and minmus flybys. that would give enough for general rocketry, which would unlock "test the terrier engine" contracts. with probe cores and terrier engines, i could land unmanned probes on mun and minmus, farming enough science to unlock solar panels and docking ports. once i got solar panels and docking ports, i could start building bigger ships one module at a time, and i would have no limits. i was actually planning to end the run with a duna mission; with what i learned of manually calculating orbital times in the previous jool run, it would be feasible. or, i could have just kept on gaining science by money.
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