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rawghi

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  1. KAI Sitrep #6 - Multistage Hello fellow engineers, kerbonauts and chefs! First thing first, welcome back to another Sitrep of the KAI. This weeks were crazy in terms of RL work, so I had to slow down a little the progression of the game to better accomodate an healthy lifestyle (already hard-tested due to the global pandemic) but nonetheless I'm proceeding and funnily the slow-down process gave me some sort of feeling of "natural" progression of the events... meaning that it felt more right to having the KAI spending time at the engineering table rather than launching missions over missions in sequence. Let's look at this report topics: General status of the project I finally bought a DNS name: kaero.space, I was hesistant at first after I was worried in spending money and then at some point abandon the project like I did several times in the past, but at the end the cost is very small (even compared to what I spend on steam regularly, for example) and I really like that fact that I can now point to a single domain rather that having blogger, github etc... As mentioned before, I proceeded slowly compared to the beginning but also because most of the stuff I wanted are already in place, so now I can focus more on the evolution of the fiction. On Twitter I post daily information and stuff. I don't have many followers, maybe in future I will publish this fiction links on other media (like Reddit) but I don't want either to bother people too much because if I can say that I'm happy with the outcome, I could certainly do it better (like writing better.. english is not my mother tongue and given the fact that I have to write a lot, mispelling and convoluted phrases are very common unfortunately) so I'm waiting to have much more stuff before "marketing" the KAI. Nevertheless, I do love the feedbacks that I'm receiving and even a like makes me happy! At the end I can say that I don't have at the moment big ideas for the near future, as I said everything is in place to move further with the fiction The website The website is coming up nicely, the more things happens in the fiction the more it seems lively. As I said it's quite dull from a pure development perspective but the platform (Blogger) doens't give too much room for fancy stuff (or, to say better, I don't like the idea to spend too much time on its technology, quite old style). Plan for the near future is to add a couple of new sections like a "book of records" and a page dedicated to explain what the hell that website is and maybe listing the mods actually in use. Xmas time will probably gave me some time to improve also existing pages (some of them, like the About KAI, are quite dull) The mapserver KAIA is quite complete, I added the capability to hide or show the markers and labels on the map plus the capability to plot lines of coordinates in the [lat,lon], [lat,lon], ... format that I already tested to came up with the flight path of the Aero-4 mission. The coordinates are gathered through kOS that saves them every second (it's enough, I don't feel the need to go more grainy) on a text file on disk. Lastly, I added geographical features label. These are not very easy to write up as essentially they are HTML canvas layers put on top of the map, but the effect is quite cool and the naming itself is a good fiction stuff that made me came up with the Explora program. The fiction Lastly, the fiction, which I believe is proceeding the right way. We moved from solid to liquid to now multistage rocketry and at the same time planes are being developed. It feels a natural progression and as I said the fact of not conducting missions everyday gave some much needed realism touch. It's funny that in this way even if I need to take some breaks it works well too by assuming that the "KAI engineers" are working on new stuff. Regarding the game, as I mentioned I introducted kOS but only for retrieving telemetry data and I'm a bit worried that the upcoming KSP update may break compatibility with some mods. I will probably need to wait a little before transitioning and eventually do some testing. The thing that scary me most is to lose compatibbility with Kerbal Konstruct that I used to have a KSC on steroids. Let's see, I will keep my finger crossed as not being able to follow up with new patches is something that I don't really like, especially missing cool content like the one that will be introduced (repairs, new visors, etc..) All right I think that's it! If you read through all of this thank you! See you at the launchpad!
  2. Thank you @Misguided_Kerbal! Ahah not sure, but quality is always better than quantity! (And maybe because I’m boring!! Ahah)
  3. KAI Sitrep #5 - A diary is better (I think!) All right so I'm changing things a little bit here. Last sitrep were more a copy/paste of the same information that I'm posting on either the website and on Twitter, and honestly this seems really redundant to me. So considering that the KSP forums are a "friend space" I thought that maybe it's better to use this medium as a safe harbor where I can talk "out of the fiction" about my plans, the general progress and everything that is not posted nor explained already. Maybe I'll split in topics each entry. General status of the project At the moment I'm very happy with the result. I manage to get to a pace that allows me to take everything very easy. I still have not identified a way to use a standardize time, meaning that the output in the fiction is different than the time in game. For example, I've done some missions in game in two consequent days but I reported them on the fiction having a longer span, to give a "breath" to the fiction itself. While this paradox can work while I do a timed/single day mission, it could be difficult in future when I will work on longer missions. I plan to find a solution along the way, but at this time I'm trying to avoid "fixed time" or dates in the fiction stuff, also to avoid potential "we'll do that tomorrow" and the next day being unable to updated due to being bogged down with real life events. In game I've completed around 10 missions, so I have a slight advantage over the fiction. I plan to keep this advantage over time, maybe more, but at the moment I felt moving faster in game could potentially be disruptive (I'm thinking for example of the recent addition of a map server, it would have been cool to record more telemetry from my first launches and visualize their path, but at that time I had no clue that I ended up with this additional cool tool). I'm trying also to gave more importance to each assets I build in game, this is something that bothers me because I don't want to have thousands of rockets/planes and not give enough space to each one of these, or worst, not justifying their construction. The website I've expanded a lot the website since I started. It's quite a mess honestly because I wanted to rely 100% on free systems (since last time I paid for a domain and a hosting for one year and ended up shutting everything down after a month) so I used a Blogger account and I just create a template from scratch, leveraging on Bootstrap. As you may imagine, there is a lot of unorganized HTML, CSS and JS but at the end it works and I believe it's looking good right now. I've added some heavy HTML customized pages like the Assets and the Kerbonauts and for edit them I essentially change them in VS Code and then copy paste to blogger. I will add some more stuff there over time but again I don't want to rush. Regarding the news section there, since Twitter is the place where I post daily news, I plan to add a little more exhaustive articles when importat event will happens. Maybe also a weekly, daily report on operation, but definitely it would look like more a general database for the fiction rathern than a news site. The mapserver In these days I also worked on what I call KAIA (Kerbal Aerospace Institute Atlas) which is nothing more that a google-map alike for Kerbin (for the more dev oriented, Leaflet relying on tiles generated from Sigma-Cartographer, everything hosted on GitHub pages). At the moment I'm still understanding how to use it at best, most likely I will add specific missions and launch informations. I'm adding in seconds a link on the first post of the topic. The fiction Lastly, let's talk about the fiction. So at the moment the KAI focus is on two different projects, Aero and Ascent. Both are essentially "foundation" projects, one for building up fictional knowledge about aeronautics engineering, the other for doing the same with space exploration. With Aero I just rolled out the X-1 Aerojet, an aircraft (inspired by the Me-262) that would represent the first step of experimenting with jets. On top of it I plan to release multiple specific variants for different uses. Talking about Ascent instead, I think now at a "V-2" phase in terms of technology, where experiments are like "lit this candle and see how far it will go". The first rocket is a solid propelled one, also with no reentry options other than crash. I plan to evolve this design with parachutes, test a liquid fuel variants and generally having the KAI focused on understanding how rocketry works and makes consideration about rockets aerodynamics, propellant and derived capabilities. Of course reaching space is very near (just launch fast, it will get there somehow right?) but the challenge will be to control these rockets and use them in an intelligent way. In game I decided to use just vanilla parts, to have a unified look and without mods like TweakScale (to add some challenge). I really like use mods but I think that at this point KSP is very mature and allows to do essentially everything without modded parts. I'm relying instead of mods for both visual and informative purposes, like Engineer Redux, Scatterer and so on. So things that doesn't really affect a possible craft file that I will generate. I also evaluate the use of KOS. But I believe it could be really overkill as I believe it will have me taking too much preparation on each rocket development. I'm planning to use it anyway for telemetry data, for example taking a ship position over time and reconstruct it's flight. I already have an halfway baked script with all kinds of telemetry there. Along with KOS I will certainly use Graphotron, which automatically plot and prevent me to export/import into Sheets/Excel. I think that for today we're set! I hope you are enjoying the fiction and these short "diaries" that I will post here on the forum from time to time. Thank you for reading!
  4. KAI Sitrep #4 - Nearly there! Operational Divisions of the KAI While the Space Center is in a chaotic in and out of trucks and vehicles to transport the equipment for the upcoming opening, the Board of Directors confirmed that the Institute will be composed by 4 Operational Division, each one of them with distinct objectives, tasks and responsibilities. You can find below and informational flyer about the four divisions: First two KAI programs announced! While we're waiting for the KSC inauguration next week and our ranks are nearly completed with fresh new engineers and scientists, our board of directors announced the very first programs that the Institute will work on: Ascent and Aero.The Ascent program represent our willingness to explore the space and of course, develop the assets necessary to fullfil this goal: rockets, probes, artificial satellites and so on. This will be a milestone in Kerbal history and our civilization first try to go outside the boundaries of our atmosphere and finally explore the universe, starting of course from our near space. The endgoal of Ascent is to put an artificial satellite in orbit and demostrate that we can do that, paving the way for all future space explorations and investigations. Our knowledge in rocketry and space flight is very limited and just theoretical, so we know very well that it will not be easy but we're ready to pick up this challenge. The Aero program instead is focused on jet planes and atmospheric flight. Jets technology is just at the beginning and it's important that we develop the necessary skill and knowledge on aerodynamics while at the same time producing aircraft not only for research and logistic purposes, but also to possibly exploit civilian and military market opportunities to fund the Institute and allow the KAI to rely less on UKN funding alone. Ultimately this will be beneficial for our future plans. You can find additional information about our programs on a brand new page, available here. See you next week for the start of our journey!
  5. KAI Sitrep #3 - The Kerbal Space Center Kerbal Space Center will be inaugurated next week! We're happy to annouce that today our administrator Devan Kerman confirmed that next week the Kerbal Space Center will be inaugurated. The news came after the KAI staff today got the green light from the construction company that all the facilities are now accessible and the work at the location is now complete. Equipment needed to operate will be shipped along this week. In the meantime, at least a number between 150 and 200 employees were hired including the first seven kerbonauts that will live at the Kerbonaut Complex in the facility. Their names will be made public at the inauguration. Below you will find a detailed map of the KSC facilities and structures.
  6. KAI Sitrep #2 - Board of Directors Board of Directors announced! UKN published the names of the members of the KAI Board of Directors and from now on the Institute will operate under their leadership. Devan Kerman, previously Scientific Committee Administrator of the UKN was nominated as the KAI Administrator and will be assisted in his activities by Lizelle Kerman, Deputy Administrator. From the org chart of the KAI is outlined that there will be four specific operational departments, the Space Administration, the Propulsion Division, the Jet Laboratories and the Skunkworks. Specific tasks and responsibilities were not cleared yet but will be soon available for the public. The KAI Board of Directors
  7. KAI Sitrep #1 A new era for Kerbalkind It's with pleasure that we announce the foundation of the Kerbal Aerospace Institute - KAI. The United Kerbin Nations, during a joint session, deliberated the foundation and the allocation of fundings for the Institute to be created, a new organization with the final goal of leading the whole kerbalkind effort in space exploration and scientific advancement. "This will be a pivotal moment for the history of our kind" - commented the President of the UKN at a press conference after the announcement. Kerbal Aerospace Institute will start operations soon After the announcement of the foundation of the Institute last week by the chairman of the United Kerbin Nations, a commission was assembled to hire the initial staff of the KAI.At the moment, a number of applicants are evaluated and after their hiring will be complete they will be put in charge to fully staff the organization with the personnel necessary to start the operations. The KIA main goal is to lead the effort of the Kerbalkind in space exploration and scientific discoveries. The UKN Chairman also added “it’s funny that we never ever reached our upper atmosphere, this is a clear sign that something must be done”. Work underway for the construction of the KSC The peninsula in front of the Booster Bay was identified as a perfect location for the construction of the Kerbal Space Center, the main facilities hub from which the KAI will operate. The location was deemed optimal not only for being at the exact equator of Kerbin and being close to the ocean (to allow for risk-free launches preventing rockets from traveling the skies over potentially habitable areas) but also because of the nearby Island Airfield, a now abandoned location that could be integrated in the KSC facilities in future. Aerial view of the construction site of the Kerbal Space Center Work already begun and thanks to the huge amount of fundings allocated to the project it was estimated less than a year for the completion. At least 3 additional locations will be used by KAI “There are unused launchpads and airfields that Kerbin nations decided to hand over to the Institute” - commented Salmun Kerman, the head of the committee - “it would be a shame not accepting such an interesting offer”. Meanwhile, work at the KSC continues and the terrain has been evidently paved for the construction of at least three runways. Three additional locations were identified by the UKN commission to host KAI staff. These will be complementary to the KSC and will allow for a wider area of operation by the organization. View of the Dessert Airfield, one of the selected locations DSN stations to be constructed around Kerbin Several Deep Space Network stations will be built scattered across Kerbin. These station with definitely big communication antenna will help tracking vessels and rockets that potentially the KAI will launch into space. Officials declared that these stations will be manned by KAI staff recruited in the vicinity of them and the search for communication engineers and astronomers already begun.
  8. After a very long break from KSP, and after several attempts to run, for at least a moderate amount of time, a fictional agency here on the forums, here I am again! Some of you may remember me from a long dead report about the Kerbal Aerospace Institute. It was my first iteration of running a fictional agency and after a very small amount of time I quit as I 100% burned out. The same thing appened around 2 years ago with another report, this time it was Binary Aerospace, a fictional aerospace company. Again, less than one month and I was burnt. Why this happened, in the same way, twice? Well looking back it was simple. I was spending like 90% of my time creating infographics, diagrams, long articles etc.. instead of focusing on the game. For the KAI I even created a website and worked on it like 2 weeks before starting my adventure. Being a grown adult (unfortunately) I ended up, instead of coming back to work and have fun, spending my evening literally "working". This time I hope I realized my mistake and will take a different direction: no rush, no insane details, not putting the game as a subsidiary of the fiction. I was always impressed by the work of @Drew Kerman and his superb Kerbal Space Agency (yes Drew, if you're wondering, I will mention you as my inspiration every time I start a new fictional agency ) or what @Raptor9 is doing with his catalog. Of course, I will never reach their level but giving the circumstances (less social interaction due to covid, working from home, daughter growing up so more free time) I would like to try again, considering that soon KSP will became a relic with the advent of KSP2. Well, I hope you'll all pardon my for my "nth" attempt and I hope to give you some entertaining time in joining me in this endeavour. ps: I'm again building a very simple website and running a twitter account, but again, this time at a very low and relaxed pace. TWITTER ACCOUNT Daily news and information on missions WEBSITE Articles, KAI Database, Assets and General Info MAPSERVER KAIA, the Atlas of KAI Summary KAI Sitrep #1 KAI Sitrep #2 - Board of Directors KAI Sitrep #3 - The Kerbal Space Center KAI Sitrep #4 - Nearly there! KAI Sitrep #5 - A diary is better (I think!) KAI Sitrep #6 - Multistage
  9. Hi folks! yeah, unfortunately at the moment is pretty much dead, RL things took out all my time unfortunately
  10. Did I read correctly? Kolechian? Is it a reference to Papers Please? Btw I love how you made using non DLC parts, but you definitely need to buy Making History, they are some nice parts!
  11. I hope so! Running a bit late these days at work so my time is very thin! I will probably publish the spaceplane plus some images of the Pegasus as I remember you were curious of it!
  12. Thank you buddy! I'm progressing a little slow these days due to RL activities, but I'm getting there! Surely having nearly finishing the Meteors allows me then to focus on the Pegasus!
  13. Newsfeed - May 16th 2018 Welcome back for a new update! Today we will finally show you some images taken directly by our currently in development projects. Let's start with the Space Division! We're in fact moving very fast, the prototype of the K-1 Pegasus is in its final testing phase before qualification, we put it on hold because we felt that the Comet IV, the launcher used to put it in orbit, gave us not enough spare Delta-V, hence we chose to rely on the in development Meteor rockets. The Meteor family prototypes are fully completed, and they are all awaiting the qualification phase. Along the three variant, L, M and H, we decided to ship the I variant (Interstellar) that combines a Meteor-H launcher plus the upper stage of the Comet II/III/IV (the S-CHS+ stage) that allow probes up to 3 ton to perform planetary transfers. The Meteor family was conceived to have a slighter certified mass for an improved endurance, in fact each vessel has more than 1,000 of remaining available Delta-V when reaching LKO. In total, we performed 7 tests, having only 1 failure and 2 partial successes (due to an initial non-optimal maneuverability that hampened gravity turn efficiency). The Jet Laboratories on the other hand are approaching the 11th test on the Horizon program, so far only the C-100 cargo and C-120 airliner were tested but acceptable results were achieved only on the last test. The main issue with these airplane development was related to a very unresponsive pitch capability, added to an overestimated thrust output by the engines (that are shared amongst the two planes). We however managed to finally achieve optimal results with the last design of the C-120, and its frame will be adapted for the C-100. So after a pretty troublesome initial phase, seems now that we reached the turning point and we can proceed full speed. Last but absolutely not least, the Skunkworks are finally at the last phases of the Summit program, having successfully converted and tested the experimental X-6 into the marketable S-6 and the stunning image that we posted above shows the vessel in orbit performing system testing. The Centaur is the first spaceplane produced by Binary Aerospace. It has limited capability in terms of payload (need to be certified the maximum yet), but the performance are above the expected results, especially during the reentry. Our both unmanned and manned test in landing back at the KSC runway were executed flawlessly, and a reentry profile with an angle of attack of more than 45° allowed for a very safe and quick heat dissipation. That's all for now, thank you for reading and have a wonderful day! CEO notes I finally sorted out the issue with the airliners. The problem was twice, first the mass too big for the engine and the wingspan, and the CoM too inline with major control surfaces. In the end ensuring that the pitch was on the tail wings and reducing from 4 to 3 the crew cabins allowed me to complete the C-120. The C-100 will be then a cakewalk since cargo bays are lighter. I also managed to update my secondary KSP installation with visual mods. I moved from EVE Stock Visual Enhancement and Stock Visual Terrain to a combination of EVE, Astronomer's Pack, textures from KSPRC, 43k clouds and a tweaked configuration of KS3P, that adds post processing effects (plus scatterer, planetshine, smokescreen, realplume and kopernikus). The tweaks toned down the effects, especially on the color side since it will made the ambient too dark. To be honest I'm very very happy about the outcome and the images shows how beautiful can KSP became if tweked a bit! Oh! And I made the first spaceplane that fully satisfied my goal, first time for me in years of KSP!
  14. Ahahah LOL they better have to since I will not pay for them! They Meteors will be the made with new 1.875m parts, so a middleground between 1.25 and 2.5. I hope to get some screens during this week, as having rebased to 1.4.3 I need to prepare the visual mods yet. Sounds interesting! Can you explain more? Not sure to understand very well what do you mean with Mission Report
  15. Newsfeed - May 11th 2018 Hello everyone! This is a quick update to inform you that we had an accident in flight while testing the C-100 cargo plane. After an aerodynamic fault, the plane endured a destruction of the left wing thus losing controls and entering an uncontrolled descent. Luckily the crew, composed by the pilot Geneemy Kerman and the engineer Wenmore Kerman were able to eject with parachute and land in the Booster Bay, where one of the Coastguard ship was able to recover and brought them back to the mainland. The two brave kerbonauts were then brought to the nearest hospital where doctors confirmed their well-being and some minor bruises. Nonetheless, the company decided to have them resting for the upcoming month and provided them with a salary award to compensate for the accident. In the meantime, Space Division is progressing on the Meteor-L launch system with three launched undertook from the launchpad in these days. That's all, we hope to bring you more news as soon as possible! CEO notes (non fiction) Well this was an unplanned newsfeed, apparently I was hit by a craft related Kraken. Usually when testing airplanes, I equip them with a probe that allows me to perform initial testing without involving the crew, compensating the lack of proper engineering process before committing to a death sentence for the first pilots. That was exaclty the case for the C-100, as I tested it and it flew without any hiccups. So I decided for a manned flight (that I always perform after unmanned, mostly for fiction purposes), and after taking off (it's a very common cargo plane, nothing "strange") a sudden, very high aerodynamic force struck the plane on the side I was turning. At first I though I messed up something with the addition of lights (like the tail lights on plane or additional flood lights for landing), but that was not the case, also considering that the mass of lights was negligible in a plane of such size. Anyway, the unexpected aeroforce literally had the plan "skid" horizontally thus having him turning in a couple of seconds 180°, with the consequence of having the wings teared off from the fuselage. Luckily I was like 5,000 meters so I managed to have the crew parachuting. So I started to investigate the cause. To make thing short, Initially seemed a bug with mk3 cargo bay, then I was thinking it was the fuselage too long and the force was justified.. anyway, I ended up upgrading to 1.4.3, started a new savegame (where I ported assets and kerbals), rebuild the C-100 from scratch and then... AGAIN! I started then reducing the fuselage lenght thinking that at this point it was my fault, being the installation new, being the craft new... but then I noticed that the tail fin was not moving at all. I usually set the fin to YAW only, tried to do that, ZERO, it was not moving. So for some reason, I came to believe that this issue is caused when you attach a tail fin to a mk3 cargo bay because I literally created two different vessels and the issue struck both. But you know the funny thing? I get back to the original one, ported, removed the tail fin, reattached a new one, tested on the groung (the control surface was correctly moving) and it flew again, without any other hiccup. So what happened? I believe it's a mistery, because if it was that specific fin or that specific part or that specific plane, the new one I created would not have been affected, on the contrary it's quite absurd that re-adding the part did the trick. Can it be an issue when you add a fin to the mk3 cargo bay? Can it be the position ON the cargo bay? I really don't know. One thing I surely understand is that, when testing airplanes especially, performing a ground check of the control surfaces is good! ...and besides, they do it even for real!
  16. The quality and neatness of your design is exceptional. Especially considering the high complexity mission profile you are targeting. I've been "to the Mun" multiple times in previous career games but to be honest I can only observe your jewels from the distance as my designs were definitely trashbins with landing legs compared to these!
  17. Plus, @Orbiter Space Program avatar is so cute that makes you feel more guilty right? Confess @ShadowGoat! just chillin, it's nice to see that everything was settled!
  18. I love them! Bad things is that, especially passengers cabins, came with little customization in stock. There are wonderful mods around however
  19. Newsfeed - May 9th 2018 Hello fellow customers, partners and visitors! You are probably wondering why we have another update in this very short timespan, well, it’s to finally disclose the latest decision from our Board of Directors! Lizelle Kerman, our VP, in a press conference this morning announced that three new programs were kicked off in these days and will be the major focus on the company in the upcoming weeks. Two programs were assigned to the Space Division, lead by Barvis Kerman. After the successful completion of the Comet program, engineers were already working at the Perseus program, that will envision the development of two manned spacecraft, the firsts of the company. Along Perseus, in this very day Meteor program is about to be kicked-off, and it will be the continuation of the efforts in the launchers market started with the Comet family. Meteor will be a new family of rockets able to deliver between 5 and 15 tons to LKO, and will be extensively used on the Perseus program spacecraft, having been decided that the payload capacity required is either too much or with too little margin for leveraging on the Comet family. The third program, labeled Horizon and assigned to the Jet Laboratories lead by Mitrid Kerman, will see the development of four commercial aircraft, passengers and cargo. Jet Labs just finished the activities on Ares but the activities on the new program already started yesterday. With this move, Binary’s intent is to establish the company as a full aerospace firm not solely limited to the military in terms of airplanes. Amongst Lizelle’s speech, Macgun Kerman, the Director of Skunkworks, announced that the division successfully completed all the unmanned tests of the X-6 Centaur, a SSTO experimental spaceplane part of the Summit program. Now manned testing phase will commence and there was a re-evaluation of the strategy to approach the market. Initially, experimental and technological demonstrator was intended then to be generally available, however, after discussion during the board of directors meetings, Mortimer Kerman (CFO) and the CEO Rawghi Kerman decided to prevent these assets to go to market automatically, instead, a more refined, market-ready version will be included of the program and made available. Summit envisioned initially two vessels, X-2A, a tech demonstrator for high speed, successfully developed and X-2B a prototype spaceplane, cancelled due to inability to reach the targeted goals. After the cancellation of the X-2B, the X-6 Centaur was conceived as a replacement and it’s providing successful, so the intent for the program’s assets will be to skip the marketing of the X-2A, having difficulties to identify customers interested in it, and transforming the X-6 Centaur in the S-6 Centaur and make it the only assets that will be sellable. This whole change is to ensure that the offering is consistent and the products delivered keeps being purposeful and respect quality standards. We will anyway socialize graphs and telemetry of the X-2A and possibly the prototypal X-6. Talking about standards we will also update the qualification guidelines for spaceplanes, just to accommodate the S-6 offering and the spacecraft for the Perseus program as soon as possible. Summarizing, we are now running four different programs, three new (you see the program pages just above this post) and one ongoing, and you know that we’re discussing for the acquisition of an additional center in the middle of the desert? We will talk more about this in future updates, in the meantime, stay tuned! CEO notes (non-fiction) Not much to say outside the fiction! Mainly because it was ALL about the fiction Btw, I finally manage to have a safe, stable, and reliable SSTO! Need only to tweak a little more to have more space Delta-V in orbit. Bye!
  20. METEOR PROGRAM Operational Unit: Space Division Start Date: 8th May 2018 End Date: TBD Goal: Development a series of small-medium sized launch systems able to delivery a payload in orbit between 5 and 15 tons. Status: In Progress Scope: Closed Assets Planned: Meteor-L (R-2A) - 5t to LKO, multistage Meteor-M (R-2B) - 8t to LKO, multistage Meteor-H (R-2C) - 10t to LKO, multistage Meteor-I (R-2D) - 3t to interplanetary, multistage Program Description The Meteor Program will envision the development of three small-medium sized launch systems able to respectively place in LKO a payload of 5, 8 and 10 tons respectively. The nomenclature L, M and H identify Light, Medium and Heavy. The company purpose is to proceed in an upper market segment with launchers that can not only deliver satellites and probe, but also small-sized spacecrafts in a secure manner, allowing for a redundancy of safety systems and resources. The program will have a closed scope as no more than the three above rocket will be developed at this stage. Update - May 16th 2018: Added Meteor-I variant, an 3t interplanetary able launch system that adds a Comet II/III/IV upper stage (S-CHS+ stage) on top of a Meteor-H Kerbonauts TBD Launches TBD Produced Assets TBA General Availability (on KerbalX) TBA Images N/A Outcome TBA
  21. PERSEUS PROGRAM Operational Unit: Space Division Start Date: 27th April 2018 End Date: TBD Goal: Development of small sized spacecrafts. Status: In Progress Scope: Closed Assets Planned: K-1 Pegasus - Single seated orbital spacecraft K-1E Pegasus Plus - Single seated orbital spacecraft with extended capabilities K-2 Perseus - Twin seated orbital spacecraft K-2E Perseus DSM - Twin seated orbital spacecraft with deep space mission capabilities Program Description The Perseus Program will be the effort of Binary Aerospace to provide small sized spacecraft to the aerospace market. It will feature the development of two spacecraft, in two variants each. The first one will be the K-1 Pegasus, a single seated orbital spacecraft with a "Plus" variant for allowing extended capabilities like a scientific module and extended range. The second, in chronological order, spacecraft that will be developed will be the K-2 Perseus, a twin seated, much larger vessel that will also sports a variant that will enable the spacecraft to perform long mission and generally deep space mission capabilities. The scope is closed and no additional assets are planned to be built. Kerbonauts TBD Launches TBD Produced Assets TBA General Availability (on KerbalX) TBA Images N/A Outcome TBA
  22. HORIZON PROGRAM Operational Unit: Jet Laboratories Start Date: 7th May 2018 End Date: TBD Goal: Development of cargo and passenger airplanes. Status: In Progress Scope: Opened Assets Planned: C-50 - Business jet C-75 - Regional jet C-100 - Civilian cargo jet C-120 - Short to medium range, narrow-body commercial passenger jet Program Description The Horizon program will be the first effort from Binary Aerospace to manufacture jet targeted to the civilian market. It will be composed by the development of four airplanes: three passenger jets, the C-50, C-75 and C-120 which will be respectively a business jet, a regional jet and a narrow-body commercial passenger jet targeted for short to medium flights, and the C-100 which will be a cargo jet with approximately the same size of the C-120 and will share multiple component with it. The program will have initially an opened scope, which means that additioanl aircraft may be developed along the way. Kerbonauts TBD Launches TBD Produced Assets TBA General Availability (on KerbalX) TBA Images N/A Outcome TBA
  23. Maybe it’s only because of the colored flyer jokes apart, I got good feedback on the A-1, even if it’s one of the least popular! Me too!
  24. Newsfeed - May 7th 2018 Welcome again to this back-to-back update! We felt the urge to reach you again as the ARES completion annoucement literally dragged all our forces away, but we have a lot of news to share with you. So going back to ARES, the program was a great success as we met without any hiccups the targeted goals of delivery the four aircrafts. Talking about the variants that we released, what we thought is that the ER variants (the extended ranges) could have been bundled along with the main version. Nonetheless we're already processing the orders that are coming like crazy to our offices. So after COMET and ARES completion, we've in development only one active program, which is the SUMMIT, that is being worked on by the Skunkworks. So far we reached 13 flown missions and a new assets were added to the pool. Along with the X-2A which was an high speed tech-demonstrator, we added the X-6 Centaur which is an evolution of the design, especially from a size point of view, that is targeted to reach and stay in orbit as a SSTO. The X-2B, the first candidate to be a spaceplane, was removed due to the inability to fit the necessary hardware (and most of all, fuel requirements) to reach space. So what's next? The board of directors took some time to investigate where to move for the Space Division and Jet Labs and they will socialize their decision shortly. Nonetheless, we know that the Space Division is already testing "something", but further details for now are pure speculations. And now, some interesting information about our revenues! Below you can see the actual details about the units we sold as of today: The number in the center of the column is the amount of units while the value in blue on top is the amount in Funds. It's clearly visible that the highest revenue and request are for the Comet IV, and, thanks also on the individual cost, we're getting big number of the newly disclosed B-4 Raven bomber. Last but not least, we welcome Joebin Kerman as the latest engineer to join our testing team! CEO notes (non-fiction) Back to new things to create! Along with my issues with spaceplanes (I'm very bad in building them...) I'm planning to start soon two new programs... I believe I will be able to prepare the dedicate pages in the following days. I'm also stuck at 1.4.2... not sure to move immediately to 1.4.3 mainly because I would need to re-ensure the mods I'm using are ok, both for the vanilla installation (where only utilities mod unaffecting craft are installed) and for the visual embellished one that I use to take screenshots. Ah, I've also used the "downloads" of KerbalX to represent the actual number of craft sold... it's obviously just for fun to gave a feedback on the vessels that can be fictionalized that is not dependant on my assumptions.
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