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  1. WOW.... Talk about a Game Changing experience with this Mod Installed!! Haven't seen anything but Kerbin so far... but I Love what you did... Even the Ocean seems to sprout vegetation!!! Great Work!
  2. Well, with all the exposition and koffee talk dialogue it's actually been a while since I tried to fly anything legit. I guess I've still got it? Though I did lose the starboard small monopropellant tank [ETA: and the docking port] on the Gumdrop in the crash. Ah well. You know what they say in the Air Service. The crash itself was a lot of fun, since I had Infinite Fuel hack running (cheaty-cheat cheat!) and I forgot to turn off the Kerbulan fighter's engine before the ship broke apart. So the tail end splashed around for a really, really long time. I was a bit worried it would slam into Dilsby before he could get the Gumdrop out of physics range. Good times! And RE: that infinite fuel--yeah, the plan was always (like, 8+ years always) to drop Evil Jeb in the ocean somewhere and get Dilsby on an island as far away as possible. I'm pretty sure I could have done that legit, e.g. by dropping Jeb really high up, orbiting, and then making a precisely targeted re-entry so that Dilsby could make his crash landing before running out of gas. But seeing as I want to finish this book sometime soon and in the limited time I have to spend on it, I just flew Dilsby here after the drop-off.
  3. Yeah, but YouTube is where a lot of people will be looking. That makes them prime targets for scammers. I'm gonna bet that the stream Gargamel watched included a lot of talk about cryptocurrency investment and not a whole lot about rockets.
  4. Honestly, I can see this point of view making sense. Rewriting all of KSP from scratch in a new engine, and focusing on just getting the same core mechanics in place, and expanding it later. The problem, of course, is that an enourmous amount of the new content you're going to be adding after the inital release would be way quicker and cheeper to impliment if it was developed in parallel rather than haphazardly duct-taped on top after the fact. Sorry! I've editied it now, so that should be fixed. That's not possible though? You can't reuse Unity scrips and settings in Unreal. You can resuse 3d meshes and some animations, but those are often some of the easiest parts of a development project like this to make anyway from how I understand it. Anything else has to be recoded from scratch. Of course, that's not to say you can't look at KSP 1/2 code to get insperation and for use as a guidebook, especially if you're able to talk to the actual KSP 1/2 devs, but a lot of the systems KSP 1 and 2 used aren't optimal anyway and we'd want to rework them when starting fresh in any case. I mention all of the budget related stuff later. But yeah, I basically agree with this assessment. Reusing code is literally impossible (you could maybe put some of it though converters? But you'd still end up spending more time doing that and patching the result into a workable state than it would take to redo it from scratch). Yeah, I think releasing stuff in smaller batches would be a better idea. I mostly just didn't want to type out a couple dozen update lists to be honest. Again, I agree, a higher number of smaller updates is better. Life support, yeah, okay I can see the arguments against it. I guess the modding community would have that covered anyway. I'm glad you like the idea with the tethers though! Other launch sites would be included earlier, I was talking about cites and things. I'm not sure if the demand for that is high enough though - it probably isn't, on second thought. Interstellar is basically non-negotiable in some form or another though, given how popular it is even in the buggy state that KSP 1 mods have it in. Yeah, I thought I might have made a mistake with the placement of that. I guess putting career mode closer to or on the inital release might not be that hard upon second thought. I'm not talking about mods here, so I don't really understand what you're asking? The real-life stuff is part of a DLC because it's a too much content for mods to make, but too niche for it to be in the base game. It would completly overwhelm like 70-80% of players and make them stop playing. When I say every real spacecraft, either flown or even just designed, would be in it, I wasn't kidding. Even just the command pods section of the parts list would have well over a thousand parts in it. I'm also super skeptical if this would ever actually happen, I mostly just included it as a whish-list item. It would be a lot of effort to make a DLC that not many people would buy. What? The second DLC package I proposed was the one with RO in it, the first didn't. I think it would be pretty cool if we had not just RSS, but also real-scale kerbal systems and various other real and fictional star systems as well. And I didn't get rid of kerbals in favor of humans, I explicity said it was a toggleable option, probably one that would be off by default. Again though, this would be a lot of development work for a niche product, so it's mostly a wish-list item. I guess given the modding support here will be much better than in KSP 1, we could just rely on community mods to do all of this for us anyway. Yeah, okay, that might be optemistic. I figured that the 4 year figure for KSP 1 could be improved with a larger team size and a clearly defined roadmap to start off with, and the 3-4 year timeframe for KSP 2 was while dealing with massive problems and inefficencies that we wouldn't have. But, yeah, it is possible if things go suboptimally that we could be looking at 4 years to 1.0 rather than 3. Keep in mind though, you say we would have to redo all the code from scratch as if that would make it harder this time around... but the KSP 1 devs had to do that as well. Obviously. Because they were making the game for the first time. So we know coding KSP from scratch takes 3 years with a team of 12, and the features I'm talking about adding to it here aren't substantial enugh that it would massively increase that time, especially given we'd have a team of like 70 people. And doing it in Unreal shouldn't make it automatically take longer than Unity. So it should be fine, but hey, I don't have much actual software engineering experiance (or any really) so I'm probably wrong. All of this makes a lot of sense, and I more or less agree. The one thing I really disagree on is procedural tanks - I think there should be an enormous amounts of varients avalable on every part, but I don't like true procedural tanks in the stock game because when you have too much free choice, it ironically feels very limiting. If we limit it so you can chose between the standard stock dimaters and a couple dozen length varients, then maybe I guess I could get behind it, but in general, while I like procedural wings (or more accurately, I can tolorate them in stockalike games), and stuff like radiators would probably be fine, I think the tanks should still be lego-like. That's just my opinion though, if the community disagrees as a whole then obviously their thoughts are more important than mine. That's fair! But given that any future KSP sequel that doesn't go to EA is guaranteed to fail, I guess that means you're just going to have to wait a few years longer than some others before getting it. Which is fine, EA isn't for everyone by definiton, it's for a small number of people who can act as playtesters while the rest of us wait to find out if it's any good.
  5. Welcome to Kerbalism Hundreds of Kerbals were killed in the making of this mod. Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. Frequently Asked Questions: FAQ Current version: 3.11 What's new: New and Noteworthy Download: Github - SpaceDock - CKAN Docs & support: Github wiki - Discord - Github issues License: Unlicense (unless stated otherwise, parts might be licensed differently) KSP version: 1.5.x - 1.10.x Requires: Module Manager, CommunityResourcePack See also: Mod compatibility - Change Log - Dev Builds Download and installation Download on Github releases or use CKAN Two packages are available: Kerbalism is the core plugin, always required. KerbalismConfig is the default configuration pack. It can be be replaced by other packs distributed elsewhere. Requirements - Module Manager: must be installed in GameData - CommunityResourcePack: must be installed in GameData Third-party configuration packs Make sure to install exactly one configuration pack only. Don't combine packs unless there is explicit instructions to do so. - ROKerbalism for Realism Overhaul / RP-1 by standecco - SIMPLEX Living by theJesuit - KerbalismScienceOnly for Kerbalism with the science feature only Installation checklist for the "GameData" folder required content : - CommunityResourcePack (folder) - Kerbalism (folder) - KerbalismConfig (folder, can be replaced by a third-party config pack) - ModuleManager.X.X.X.dll (file) Mod compatibility and support Checking the mod compatibility page is mandatory before installing Kerbalism on a heavily modded game. Kerbalism does very custom stuff. This can break other mods. For a lot of mods that breaks or need balancing, we provide support code and configuration patches. However some mods are incompatible because there is too much feature overlap or support is too complex to implement. Documentation, help and bug-reporting - Tutorials and documentation are available at the Github wiki - Need help? Ask on Discord or in the KSP forums thread - You found a bug? - Maybe it's related to another mod ? Check the Mod Compatibility page. - Maybe it's a known issue ? Check the GitHub issues and ask on Discord. - You want to report a bug? - Reproduce it consistently, provide us with screenshots and the KSP.log, modulemanager.configcache and persistent.sfs files. - Report it on Github issues (preferred) or in the KSP forums thread. - You want to contribute or add support for your mod? - Check the technical guide on the wiki - Pull requests are welcome, especially for mod support configs. For code contributions, it is recommended to talk to us on Discord before engaging anything. - Read the contributing documentation - To build the plugin from the source code, read the BuildSystem documentation Disclaimer and license This mod is released under the Unlicense, which mean it's in the public domain. Some parts are released under a different license, please refer to their respective LICENSE files. It includes MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For more control, download the full KSP-AVC Plugin. What does it do? Kerbalism is a mod for Kerbal Space Program that alters the game to add life support, radiation, failures and an entirely new way of doing science. Go beyond the routine of orbital mechanics and experience the full set of engineering challenges that space has to offer. All mechanics can be configured to some degree, or even disabled if you don't like some of them. A big part of the mod is fully data-driven, so that you can create your own customized game play with only a text editor and a minimal amount of espresso. Or simply use a set of rules shared by other users. All vessels, all the time Contrary to popular belief, the observable universe is not a sphere of a 3km radius centered around the active vessel. All mechanics are simulated for loaded and unloaded vessels alike, without exception. Acceptable performance was obtained by a mix of smart approximations and common sense. The performance impact on the game is by and large independent from the number of vessels. Resources This isn't your classic post-facto resource simulation. Consumption and production work is coherent regardless of warp speed or storage capacity. Complex chains of transformations that you build for long-term life support or mining bases just work. Environment The environment of space is modeled in a simple yet effective way. Temperature is calculated using the direct solar flux, the indirect solar flux bouncing off from celestial bodies, and the radiative infrared cooling off their surfaces. The simulation of the latter is especially interesting and able to reproduce good results for worlds with and without atmosphere. Radiation is implemented using an overlapping hierarchy of 3D zones, modeled and rendered using signed distance fields. These are used to simulate inner and outer belts, magnetosphere and even the heliopause. Solar weather is represented by Coronal Mass Ejection events, that happen sporadically, increase radiation and cause communication blackouts. Habitats The habitats of vessels are modeled in terms of internal volume, external surface, and a set of dedicated pseudo resources. These elements are then used to calculate such things as: living space per-capita, the pressure, CO2 and humidity levels of the internal atmosphere, and radiation shielding. Individual habitats can be enabled or disabled, in the editor and in flight, to reconfigure the internal space and everything associated with it during the mission. Inflatable habitats are driven directly by the part pressure. Life support Your crew need a constant intake of Food, Water and Oxygen. Failure to provide for these needs will result in unceremonious death. Configurable supply containers are provided. Kerbals evolved in particular conditions of temperature, and at a very low level of radiation. You should reproduce these conditions wherever your crew go, no matter the external temperature or radiation at that point. Or else death ensues. The vessel habitat can be climatized at the expense of ElectricCharge. Environment radiation can be shielded by applying material layers to the hull, with obvious longevity vs mass trade off. Psychological needs The era of tin can interplanetary travel is over. Your crew need some living space, however minimal. Failure to provide enough living space will result in unforeseen events in the vessel, the kind that happen when operators lose concentration. While not fatal directly, they often lead to fatal consequences later on. Some basic comforts can be provided to delay the inevitable mental breakdown. Nothing fancy, just things like windows to look out, antennas to call back home, or gravity rings to generate artificial gravity. Finally, recent research points out that living in a pressurized environment is vastly superior to living in a suit. So bring some Nitrogen to compensate for leaks and keep the internal atmosphere at an acceptable pressure. ECLSS, ISRU A set of ECLSS components is available for installation in any pod. The scrubber for example, that must be used to keep the level of CO2 in the internal atmosphere below a threshold. Or the pressure control system, that can be used to maintain a comfortable atmospheric pressure inside the vessel. In general, if you ever heard of some kind of apparatus used by space agencies to keep the crew alive, you will find it in this mod. The stock ISRU converters can host a set of reality-inspired chemical processes. The emerging chains provide a flexible and at the same time challenging system to keep your crew alive. The stock ISRU harvesters functionality has been replaced with an equivalent one that is easier to plan against, as it is now vital for long-term manned missions. The means to harvest from atmospheres and oceans is also present, given the importance of atmospheric resources in this regard. No life-support like mod would be complete without a greenhouse of some kind. The one included in this mod has a relatively complete set of input resources and by-products, and some more unique characteristics like a lamp that adapts consumption to natural lighting, emergency harvesting, pressure requirements and radiation tolerance. A planetary resource distribution that mimics the real solar system completes the package. Reliability Components don't last forever in the real world. This is modeled by a simple system that can trigger failures on arbitrary modules. Manufacturing quality can be chosen in the editor, per-component, and improve the MTBF but also requires extra cost and mass. The crew can inspect and repair malfunctioned components. Redundancy now becomes a key aspect of the design phase. Engines have their own failure system: limited ignitions, limited burn duration, and an overall ignition failure probability will even make your 100th moon landing feel like an achievement! Science Experiments don't return their science output instantly, they require some time to run. Some complete in minutes, others will take months. Not to worry, experiments can run on vessels in the background, you don't have to keep that vessel loaded. There are two different kinds of experiments: sensor readings and samples. Sensor readings are just plain data that can be transferred between vessels without extra vehicular activities, they also can be transmitted back directly. Samples however require the delicate handling by kerbals, and cannot be transmitted but have to be recovered instead. They also can be analyzed in a lab, which converts it to data that can be transmitted. Analyzing takes a long time, happens transparently to loaded and unloaded vessels alike, and can't be cheated to create science out of thin air. An interesting method is used to bridge existing stock and third-party experiments to the new science system, that works for most experiments without requiring ad-hoc support. Transmission rates are realistic, and scale with distance to the point that it may take a long time to transmit data from the outer solar system. Data transmission happens transparently in loaded and unloaded vessels. The resulting communication system is simple, yet it also results in more realistic vessel and mission designs. Automation Components can be automated using a minimalist scripting system, with a graphical editor. Scripts are triggered manually or by environmental conditions. You can create a script to turn on all the lights as soon as the Sun is not visible anymore, or retract all solar panels as soon as you enter an atmosphere etc. User Interface Kerbalism has a nice user interface. A planner UI is available in the editor, to help the user design around all the new mechanics introduced. The planner analysis include resource estimates, habitat informations, redundancy analysis, connectivity simulation, multi-environment radiation details and more. To monitor the status of vessels, the monitor UI is also provided. This looks like a simple list of vessels at first, but just click on it to discover an ingenuous little organizer that allow to watch vessel telemetry, control components, create scripts, manage your science data including transmission and analysis, and configure the alerts per-vessel. Modules Emulation Most stock modules and some third-party ones are emulated for what concerns the mechanics introduced by the mod. The level of support depends on the specific module, and may include: simulation of resource consumption and production in unloaded vessels, fixing of timewarp issues in loaded vessels, the ability to disable the module after malfunctions, and also the means to start and stop the module in an automation script. For Modders Kerbalism has a lot of interfaces ready for other mods to use. If you are a mod developer and want Kerbalism to play nice with your mod, please see the wiki or contact us on discord. Legalese
  6. It was said that they will talk as soon as they can, but bureaucracy can be quite a torture at times. If they don't talk within 48 hours I begin to believe we will hear something end of June at best. The team has a heart. I believe in them. Something will be said. They just can't talk now and they feel the pain too.
  7. The "uni-body" Shuttle Agena or Big Agena would have been 1.875m KSP scale... +/- Most of the drawings I have of it show it at 10ft. BUT most of the drawings of it are.... um light on the details. Most of the documents that lead to the SOT tanks for Agena as well as the rear deflection "skirt" are the ones with the Uni-body shuttle Agena. Agena 2000... it is debatable. Some people talk about it as a 0.9375m dia tank inside an extended fairing. However, I do agree with you Agena 2K would likely have been 1.875m and IMHO would have used Centaur GCU for simplicity. But then again we will never know. Honestly though, that is so far into the future... oh Snap. I just thought of this as I was typing. Lo-MSC may have proposed Agena C for it. Agena C, which never got more than 3 steps down the "can we do this" decision tree, was to be 1.875m ksp scale (10ft IRL) Powered by 2 engines...
  8. This challenge was continued with permission from the previous thread manager @sdj64 LINK to the old Jool-5 thread There are over forty-five pages of entries and discussion, so look and see what made it and what didn't LINK to the older Jool-5 thread. There are hundreds of pages of entries and discussion, so look at it to see what worked and what didn't! CHALLENGE RULES Given the scale of this challenge, everyone who completes the mission successfully gets a spot in the hall of fame. 1. No cheating, including the stock debug menu cheats, HyperEdit, kraken drives, or file editing. HyperEdit is allowed for testing but get rid of that H when you fly the real mission! 2. No part-clipping of functional parts (fuel tanks, batteries, crew pods, engines, science parts, SAS) into each other. It is okay to clip structural and non-functional parts, wings, and heat shields. 3. Any number of launches are allowed to assemble the ship in low Kerbin orbit (preferably below 100km, not a hard ceiling though, but do try to stay around or below 100km at most). All launches must be flown! 4. There's funding for one main ship only so all the crew, lander(s) and other stuff has to go to Jool as one big ship. Once the ship leaves LKO, it cannot obtain more parts or fuel unless it mines and refines the fuel itself. The ship can separate once in Jool's SOI. 5. Kerbals must be in a pod or cabin (no seats) for the interplanetary journey. Seats are okay for landing and flying within the Jool system. 6. One refueling mission is allowed in the Jool system if you run out of fuel, unless your ship uses ISRU. The refueling mission can only transfer resources, not parts, to your Jool 5 craft. This mission must actually be flown! 7. On all of the landings, the Kerbal must be able to get out and walk (or swim!) around on the surface. Make sure your ladders work! 8. Use Normal difficulty or harder, except, any ComNet settings are allowed including turning it off completely. 9. All the Kerbals have to arrive back to Kerbin surface at the end of the mission, happy and alive. You are allowed to optionally send up a craft to return them from LKO. 10. Mods / DLC: STOCK: only mods which do not add parts and do not change physics are allowed. This includes any informational, planning, visual, autopilot, or automatic functions. DLC: Any and all DLC made for Kerbal Space Program are allowed. MODDED: Use of most parts mods and certain game mechanics mods are allowed. You NO LONGER HAVE TO ASK if your favorite part pack is allowed! Some parts mods are prohibited. Please see below. Specific Mods: ENTRY SUBMISSION RULES 11. Submit your challenge as an imgur album, with good captions and descriptions, as a video or series of videos, or as a thread in Mission Reports. 12. Pictures or it didn't happen! Please keep the resources tab open, as well as show the informative windows from Mechjeb or KER if you use them. Take a picture of every important moment, including transfers, dockings, landings, stagings, and refuelings. For Jeb's Level, also take pictures of the science screen when you recover your craft. Alternatively, video submissions are a great way to show everyone your mission as well. These will help future participants to see exactly how you accomplished each part! CHALLENGE LEVELS 1ST LEVEL: one Kerbonaut lands on all the moons and come back safely. Low mass and low cost and low parts sub-challenges: with stock parts and physics, how low can you go and still accomplish the mission? NOTE: Low cost submissions may not utilize ISRU, or a negative cost would be possible. (Thanks @jinnantonix!) 2ND LEVEL: two or more Kerbonauts land together on all the moons together and come back safely. 3RD LEVEL: There's not enough time left for training one crew member to be an expert on all of the moons, so five Kerbonauts must go to the mission, with at least one unique Kerbonaut landing on each moon. JEBEDIAH'S LEVEL: collect as much Science as possible! Your score is the number of science points from the Jool system only, returned to Kerbin (not transmitted). Only stock experiments count for this! To score, take pictures of the science screen(s) when you recover the data. Otherwise, the rules are the same as 3rd Level. GATECRASHER / HONORARY MENTIONS: Missions completed the mission in spirit but didn't meet every requirement. ISRU: Use of ISRU will get a note ISRU on the entry description in the hall of fame. This includes stock ore harvesting and converting as well as mods such as Kethane and Karbonite. ISRU is allowed for any level of completion. GRAND TOUR: Not officially part of the challenge, but landing on all planets and moons in the Kerbol system in one mission will earn a GRAND TOUR note and the everlasting praise of all of Kerbal kind. Rule 4 is waived, but any Kerbals on the mission cannot return to Kerbin in between any landings and you still must follow the other rules. Additional optional information to help others see how the mission was accomplished: - Which game versions did you use? - What mods did you use, if any? - How many Kerbals are on the mission? - How many launches were needed to start your mission from Kerbin? - How much did your mission cost? - Did you needed a refueling mission? - Did you bring additional stuff like satellites, rovers, etc? - Share the delta-V information too, if you tracked it! ------------------------------------------------------------------------------------------------------------------------------ Well, now this big announcement is in the Kerbal News, all the public is excited about this mission and even the Government is watching! Now it's up to you, to the engineers and to the bravest and craziest Kerbonauts of all time! Completion Badge: Anyone who has finished the challenge can add this badge to their signature. The Low Mass Feather badge is available for entries in the low mass sub challenge. Hall of Fame 1st Level- - @Laie Video here. Used a smaller-than-you'd-expect rocket with a dedicated Tylo lander and a spaceplane shell that encloses the Vall-Bop-Pol lander to make the Laythe lander. A very well done mission with a great video. - @Stratzenblitz75 Video here. Used a completely reusable mission involving a tiny mothership which orbited Tylo and tiny landers that explored the system. I should also point out that no nuclear engines or ions were used in the mission. Truly impressive. - @Ultimate Steve Videos here and here. Used a single launch in career mode sending Val to many places in the system including Vall. Very impressive how quickly the mission was thrown together and carried out. - @IncongruousGoat Album here. A simple, single launch Jool 5 mission that only uses 42 parts! Very well optimized and well done. Good job! - @chargan ISRU Gif here. Used an ISRU shuttle and hopped from Kerbin, to the Mün, to the Joolian moons, to Duna, and finished it off with a glorious vertical landing at the KSC. Excellent job! - @GRS Album here. Used a massive, creatively named mothersheep that carried landers for Laythe and Tylo, landing on Vall and Bop (AND DRES!) by itself. As an added bonus, the lonely Dres was even visited, that doesn't happen very often. Amazing job! - @Challyss Album here. Used a brute force 5 meter launch booster with two 5 meter side boosters. Once in LKO used a vector-power stage to boost to an elliptical orbit, then used a rhino powered mothership to go to Jool, where it completed the mission. - @5thHorseman Videos here. Used a single launch to send three Kerbals to the Jool system, where the ship parked in an elliptical Tylo orbit. From there a tug took the landers to their respective moons where they *wait for it* landed. The ship then fired all three Kerbals home safely. An amazing mission and equally amazing videos. - @Xurkitree Grand Tour Thread here. A surprisingly small mission that not only landed on all the Jool moons, but also every other planet and moon in the system. The mission sent a craft out to Eeloo, which landed and returned to Jool before heading home. Once in orbit Derton was picked up by a recovery rocket and landed safely back on Kerbin. Outstanding. ISRU Video here. I don't even know where to start, Xurkitree didn't just do a Jool 5 in this mission, they did it twice. A large SSTO ISRU craft launched and refueled on Minmus before gravity assisting its way to Jool where it completed the landings and then returned to Kerbin, WHERE IT RELAUNCHED and then detached a small non-ISRU craft which carried out the landings again. A fun note was when the Laythe lander landed by computer control while the Kerbal parachuted down. Great job on your fourth Jool 5 submission! - @dvader Album here. A single launch using only chemical engines. Used several gravity assists to make the trip to Jool cheaper in terms of delta-v. Used a small but capable plane for Laythe, and a donut lander for the other moons (with extra fuel for Tylo and Vall.) Overall a very optimized mission, complete with a near KSC landing. - @fulgur Album here. A very small and well optimized mission with a smaller-than-you'd-expect mothership. Ions were used to scoot Jeb and Vall about the system to the various moons, and then left as the small mothership made its way home, getting into Kerbin orbit with only forty m/s of delta-v remaining. (Talk about close margins!) The crew were returned safely by an Aether SSTO. - @Pro100kerbonaut ISRU Mission report here. Used an SSTO spaceplane to go to Minmus to refuel, then flew off to Jool. This mission is the most impressive in how it handled the Tylo landing. Not only was the landing done using the SSTO, but it came directly from Vall without refueling at Bop or Pol. The landings were all completed flawlessly, but was destroyed in a crash landing back on Kerbin. The pilot survived though, and any landing you can walk away from... - @dnbattley Album here. A direct ascent mission to all five moons, starting with Pol and Bop, then Vall, Tylo, and finally Laythe. The tensions on this mission were very high, as Jeb began his Tylo descent on a NERVA powered craft with a TWR of .9, managing to get it above 1 just in time to pull off the landing. From there Jeb flew to Laythe where he somehow missed the ocean (this might be a KSP first) and used the craft's jets to push it into the water for an ocean launch. After struggling back into orbit, Jeb flew by Tylo back to Kerbin, using a Duna aerogravity assist to get the right trajectory (ARE YOU SERIOUS?) Upon returning to Kerbin he was able to sneak in a Minmus landing. This mission is without a doubt one of the more Kerbal ones submitted, complete with Jeb gliding the final stage down to Kerbin with his EVA chute. - @EveMaster Grand Tour, ISRU Thread here. Additional album here. EveMaster managed to complete the Jool 5 challenge with an ISRU craft, utilizing the power of two mammoth engines and a detachable spaceplane. Also went the extra few million miles and completed a grand tour! Both Bob and Jeb were on this mission, however Bill stayed behind on Eve, so only Jeb is being considered for this entry. Regardless, an excellently executed mission. - @ManEatingApe, @Jacke, @dvader, @Muetdhiver, @Rakaydos, and @Pds314 Mission thread here. What these users have completed is the first community Jool 5 mission for this specific thread, possibly the first ever. Furthermore, this mission was done in a 'caveman' style approach, meaning no maneuver nodes, tier one buildings, and launch mass restrictions. These restraints meant the main ship was built over multiple launches. The landings were carried out by a plane and three identical landers, which carried Jeb to, around, and back to Kerbin from the Jool system with excruciating precision. I highly suggest checking out this mission's thread, it's one of a kind! - @Space Nerd Album here. Using a long nuclear mothership, Jeb and Malvis conquered the Jool system in a surprisingly easy manner. An off-center Bop/Pol lander was docked onto the side of the mothership, leading to one of the more interesting mothership designs. Jeb took Laythe, Tylo, and Vall, and Malvis handled Bop and Pol. Once all the landings were done, they flew back to Kerbin and used a 10 meter heat shield to slow down and splashed into the ocean. - @ralanboyle Video here. Using a single brute force launch, a main station of sorts was put into Jool orbit,. From there a Laythe-plane was released, and upon returning from Laythe, a lander/fuel tank combo (and an extra part for Tylo) took on Tylo, then Vall, then Bop, then Pol. They forgot to put a flag on Pol, but who cares. Also, the lander was able to return to Kerbin all by itself. Quite the capable craft I'd say. The mission is edited into a very nice video, and I suggest giving it a watch if you've got the time. - @Carbonjvd Album here. Using the incredibly stylish IPV Excelsior spacecraft, Tridous Kerman flew to Minmus to refuel, where she picked up two more crew members in Minmus orbit. From there they flew to Jool, where they refueled at Bop. After the tanks were full, they hopped to Pol, then Tylo, then Bop again, then Vall. From Vall the crew hopped back to Bop for more refueling, then flew to Laythe. After converting stored ore into liquid fuel, the crew touched down on an island, then (you guessed it) flew back to Bop! (for more fuel) From this final Bop landing, the Excelsior returned to Minmus where it all began, then safely touched down on Kerbin. A stylish landing for a stylish craft. - @camacju Grand Tour. Album here. This mission is impressive as it not only visited the five moons of Jool, but also every other landable surface in the Kerbol System. The Jool portion of this mission was completed after the mothership completed the Eve portion, then used gravity assists to get to Jool. A Tylo assist put the ship on course to aerobrake at Laythe, and after landing on Laythe the lander was then reused for Tylo. The other moons were completed using a smaller lander, and the brave Kerbonaut landed back at Kerbin after quite an exciting trip. Video here. A very well edited video of a Jool 5 mission which used only liquid fuel! Launching from the runway as a spaceplane, the craft flew up before staging its rapier engines and continuing to orbit on nerva-power. The Laythe landing was done using a smaller spaceplane, and the rest of the landings were done using a very impressive lander which used only 1 nerv engine to land on all the other moons, including Tylo! The lander also served as a trip home and as a heat shield so that the brave kerbonaut could parachute to safety. This mission is beautifully summed up in the video link, and I highly suggest checking it out. A truly unique mission! Video here. Another liquid fuel only mission! This one utilized multiple relaunches of the same spaceplane to put multiple fuel tankers in orbit. From there, the craft departed for Jool after some gravity assists and once again demonstrated the unusual, difficult, and impressive use of a nerv-powered Tylo lander. The video this mission was edited into is nice and tidy as well, and I suggest watching so you can see all the work that went into it. Video here. And yet another Jool 5 mission, but this time with only one engine! A cargo spaceplane with a single rapier made multiple launches to place several fuel tankers into orbit before flying a gravity-assist-utilizing course to Jool. Once in Jool space, the Laythe landing was conducted first, and then the plane ditched its outer shell so that just the rapier engine and a few fuel tanks remained. The craft then docked to a fuel module in orbit and flew to Vall, landed, then went to Tylo where a dedicated fuel drop-tank was used with what I'll dub "backflip staging". From there the Pol and Bop landings were done, with fuel to spare. After a fiery return to Kerbin, the brave Kerbonaut, Wildard, paraglided safely into the ocean. I recommend giving this video a watch, because it's short, to the point, and an amazing display of Kerbal engineering. Grand Tour. Video here. This mission is truly a record breaker, as not only was it a Jool 5, but it is the lowest mass Grand Tour without ISRU record holder, with a take off mass of 14.447 tons, less than a Mammoth engine! To focus on the Jool 5 portion of the mission, a spaceplane made a bouncy, thrash-flippy landing, then a tiny tiny lander was used to tackle Tylo. Pol and Bop were handled by a small ion lander, and Vall was handled by a lander so small it looks like a pancake. You should definitely give this mission's video a watch, as words cannot truly describe just how insanely optimized this mission was. - @Goufalite Video here. This mission began with the assembly of a main mothership in LKO. Once complete, the ship cruised to Jool where it used gravity assists to achieve orbit. From there, the spaceplane was deployed to Laythe, but missed its target island. Never fear! The spaceplane had such high performance it was able to fly to a nearby island. Once back with the mothership, the SSTO was drained and detatched, and a capsule on its nose was undocked and docked to the Tylo lander. The Tylo lander used 2 aerospike engines to blow its way to the surface, and the final stage of the lander redocked to the mothership to be reused as the lander for Vall, Bop, and Pol. After visiting Vall and Pol, the lander flew by itself (and out of connectivity range) to Bop, where it landed and returned to Pol all on its own (Goufalite found this method was more fuel efficient). After returning to the mothership at Pol, a Tylo gravity assist sent the crew home, and both safely landed only 50 kilometers from the KSC. This mission made me nostalgic for my first Jool 5 mission, which in turn makes this mission special to me. Nice job, @Goufalite. - @king of nowhere Grand Tour. Mission thread here. This mission was done using Kerbalism, and an absolute UNIT of a mothership. Appropriately named the DREAM BIG, this ship conducted the Jool 5 challenge with dozens of farms, radiation shields, and drop ships to keep itself self-sufficient. Fighting food limitations, mod issues, solar storms, insanity and radiation damage, the crew of DREAM BIG flew throughout the entire Kerbol system planting flags on every world. The mission thread is an entertaining read, and has a video tour of the DREAM BIG spacecraft, which I highly recommend you check it out. I congratulate @king of nowhere on completing the mission, and for not losing their sanity in the process! Mission thread here. This mission was done with tremendous build constraints, and done entirely in a no-contract career mode save. Each launch was limited to 20-25 tons, meaning it took dozens of flights to finish the main ship, the Marco Polonium. The ship used many cost and weigh saving methods, including using the Laythe lander as a stage on Tylo, and by using claws instead of docking ports in some cases. The mission also visited Duna, Ike, Eeloo, Dres, and Eve (orbit) as well. This mission is one of the most entertaining ones I've reviewed (along with one of the most optimized) and I highly recommend giving it a read. Mission thread here. This mission was much like @king of nowhere's previous two in the sense that it involved Kerbalism and self-imposed building constraints. The result was a Jool 5 mission designed and flown to be as realistic as possible, and done with a maximum LKO mass of 140 tons. Bill and Bob took the Economic Downturn and its support craft to Jool and visited Tylo first, using the Seated Man lander, then made way for Laythe to deploy the Sole spaceplane, each accompanied by the space tug Right Answer. Sole's upper stage was reused as a Vall lander, while Seated Man's upper stage was used to land on Bop and Pol. For the inner three moons, great care was taken to limit the radiation damage incurred on the crew, with Bill being irradiated all the way to 95% upon his return to Economic Downturn. The return trajectory had to be tweaked a few times to prevent the capsule overheating, but Bill and Bob ultimately prevailed, and returned to Kerbin with nearly 500kg of samples. This mission is one of the few anxiety inducing submissions due to the challenges imposed by Jool's radiation belt. If you are a fan of gripping mission threads, I suggest giving this one a read. - @Lt_Duckweed Video here. This Jool 5 mission is notable for three reasons. Firstly, it is fully recoverable. Secondly, it only uses two engines, being the nerva and rapier. And thirdly, it was edited into a masterpiece of a video. This mission began with a launch just west of the KSC, and made a direct transfer to Jool. Upon Jool arrival, the elegently designed craft deployed a nerva-propelled lander, which performed the Tylo landing. After refueling at the main ship, the lander then visited Vall, Bop, and Pol with refueling trips to the main ship in between. The lander then returned to the main craft, which transfered to Laythe, completing the final landing. The craft then returned to Kerbin and came to a stop on the KSC runway, returning with it every part it launched with. I must repeat the high quality video the mission is edited into, and strongly suggest giving it a watch. - @bwest31415 Album here. This mission began with the launch of a long thin rocket which was followed by a normal transfer to Jool. Upon arrival to Jool however, inflatable heat shields were used to induce a Joolian aerobrake, a maneuver I've scarcely seen used since the addition of reentry heating to the game. The first landing to be done was Laythe, and the final stage of the lander was used to land on Vall and Tylo. The lander then left the main ship behind and traveled to Pol, then Bop, then back to Kerbin all without refueling. Jeb landed safely back on Kerbin after a toasty aerocapture, and exited the pod to take in a nice mountain view. - @18Watt ISRU, Thread here. This mission was done as both a Jool 5 and a Kerpollo submission. The mission began with a brute force launch and direct transfer to Jool. The mothership used wolfhound engines, which was good for TWR but slow when the ship was fully fueled. The ship flew first to Tylo, and after landing, the Tylo ascent stage would be reused for later landings. Next, the ship went to Bop to refuel, then to Laythe, where a staged spaceplane returned the brave Kerbonaut to the mothership. Next Val went to Vall, then the ship went to Pol and landed, before returning the crew to Kebrin, who parachuted to the surface of one of Kerbin's icecaps. - @OJT ISRU, Thread here. This mission was fully reusable* (apart from deployed fairings but we couldn't decide if that counted or not) and landed every component of the main ship back on Kerbin upon finishing the Jool system's exploration. The mission began with three launches, one for the mothership, one for the lander, and one for the SSTO spaceplane. Due to unfortunate moon placements, no gravity-assisted captures were possible and a retroburn was conducted. From there, a surprise Laythe aerocapture was conducted, saving much needed fuel. After the Laythe landing, the main ship flew to Vall, left the plane in orbit, and then landed with the lander beneath it and refueled on the surface. Next up was a Tylo landing with razor thin fuel margins, followed by Pol and Bop. It is worth noting that this mission did not repeat OJT's previous Jool 5 mission's Pol refueling process, in which the lander did numerous trips to the surface to bring tiny bits of fuel up to the main ship. With the landings complete and plenty of fuel to spare, the ship flew back to Kerbin where it landed piece by piece, with the lander being launched an SSTO parachute module. An excellent mission, and no doubt a fine achievement. - @kspfreak Video here. This mission not only visited the moons of Jool, Bop's Kraken, and in a rather small vehicle, but also visited every other moon in the entire Kerbol System! This mission's video is a fun watch, and ends with a fun paraglide back to the KSC. A mini grand tour of sorts, and very well done. - @JeDoesStuff ISRU, Video here. An SSTO submission! Coming in with a mass at just under 30 tons, JeDoesStuff showed off an incredibly refined ISRU SSTO by flaunting it around the Jool System. Included on the spaceplane are subtle but clever features to aid in launching horizontally, such as Vernier thrusters on the nose to raise attitude during takeoff, as well as a large landing gear that is only deployed to angle the craft. I haven't seen the latter of those additions on an SSTO before, so I applaud the ingenuity! The video this submission is contained within is also very well edited, resulting in a brief, yet concise viewing experience. If you're looking for a fun video to watch, or to see a razor-thin-margin Tylo landing, then this submission is for you. Low Mass - @EvermoreAlpaca Video here. Mass of 6.2 tons. Spaceplane launch, gravity assists off Kerbin and Eve to reach Jool. Landed on Laythe with the same rapier used in the launch stage, returned to orbit with an incredible TWR, scooted over to Tylo where the most bare-bones Tylo lander I've ever seen was used to land on and take off from Tylo (saved fuel by having Bill push it to the top of the mountain), flew over to Vall where the landing was done using staged batteries and a single ion engine. The Vall lander (which was also part of the Laythe lander) completed the last two landings on Bop and Pol and returned to Kerbin using many more gravity assists before preforming an aerobraking, with Bill parachuting to the space center and landing atop the RnD. - @Alpaca Z Video here. Mass of 5.8 tons (Current Record!). Vertical launch using a whiplash ramjet engine, which was staged prior to orbital insertion. Resonant orbits with Kerbin and Mun assists were used to set up a KEKKJ gravity assiste route to save fuel. Spider engines were used in a two-stage Laythe lander design to save weight, and EVA construction was used to rebuild craft to negate the need for decouplers or rebuild the craft (or get away with only bringing one chair). Landings were otherwise routine apart from an incident on Tylo where the lander fell on its side, requiring an intuitive solution to rebuild the craft in such a way it could use redundant engines as support pillars. The video is very well narrated and goes into much more detail regarding the craft's design and flight plan, I highly recommend watching it to get the full picture of this mission. - @camacju Video here. Mass of 5.2 tons (Current Record!). This mission not only shatters the previous record, but does so with an impeccably made video. Launch mass was saved in numerous ways, one of which involved using tiny flags in place of landing gear for the horizontal KSC Runway takeoff. EVA construction was used to reassemble the craft(s) into what was needed at any given point during the mission. The vessels flown and techniques used are difficult to describe, so I highly encourage a watch of this mission to see some of the best of Kerbal engineering. - @camacju and @Ultimate Steve Grand Tour, Video here. Mass of 7.6 tons. This is a meticulously crafted and borderline perfectly executed low mass mission. This was not only a Jool 5, but also an entire grand tour weighing not even 8 tons! The video's excellent editing allows it to speak for itself, and I highly recommend you watch this mission to see perhaps the greatest low mass mission in the history of KSP. Low Cost - @jinnantonix Video here. 34,663 funds. The thread's first low cost submission! Using a low cost launch vehicle and a K-E-K-K-J flyby route, the mission put Val and a fuel-tanker station in elliptical Laythe orbit. From there one lander tackled Laythe, and another tackled the other four moons, with an extra few stages for Tylo. It is worth mentioning that this mission used no electrical charge and relied entirely on engine gimbal and some RCS to steer. On the way back, a double Eve flyby helped slow down, so an aerocapture could be done at Kerbin, where Vall proceeded to parachute onto the VAB. - @camacju Mission here. 24,070 funds. This mission used a SRB powered launch stage and a terrier powered transfer vehicle to get the landers to Jool (after numerous gravity assists). A dedicated Laythe lander tackled the ocean-world, while a multi-stage Tylo lander tackled the rest of the moons, and returned the brave Kerbonaut Wildard Kerman to Kerbin. Before heading back however, the new space-construction method was utilized to steal a solar panel from the transfer stage, marking the first time this creative form of staging has been used. Mission here. 17,635 funds (Current Record!). This mission is a more stripped down version of @camacju's previous low cost mission. This mission featured a visit to Laythe's ocean floor, and utilized eva construction to manually remove empty fuel tanks from the mission. Additionally, eva fuel tanks were used to refill the brave kerbonaught's jetpack to enable fuel savings by extended jetpack use. Low Parts - @bayesian_acolyte ISRU, Album here. A small, single stage craft comprising of 31 parts. Bayesian_acolyte said there could have been some part count improvements, but even without it the mission still did so much with so little. This mission shows just how far ISRU can be stretched, especially with that Tylo landing. - @Majk Thread here. A simplistic Jool 5 mission consisting of only 30 parts . The mission began using a very basic launch stage, and flew to Jool using a long nuclear ship. Lander reuse enabled part count savings, and usage of the nuclear ship as an ablative heat-shield helped return Val to Kerbin's surface in one piece. - @Majk Video here. Easily the most simple Jool 5 mission completed to date, accomplished using only 9 parts (Current Record!). This mission started with the 9th part, an RTG, stowed inside the command pod before installing it in orbit. It is also worth recognizing that a clever method of timewarping in the tracking station enabled refueling to take place while utilizing only a single RTG. The submission takes the form of a short, concise, and wel narrated video, and I highly encourage giving it a watch. 2nd Level - @jinnantonix ISRU, Album here. Used a big launch with a self-refueling vector-powered lander that made multiple Laythe landings and mined ore from every moon. Two kerbals were landed on each moon and the lander was recovered at KSC. - @Kerbolitto ISRU, Album here. Excellent mission done using two space shuttles capable of refueling on moons. Absolutely amazing job. In all things I ever thought I would see happen in KSP, a space shuttle landing on Tylo was not one of them. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @PhoenixRise86 Album here. Used a mothership for the first part of the mission, then resorted to ions to get to Ike and Minmus, then safely back home. Also, this is the first 2nd level mission to not use ISRU. - @GRS: Album here. The highly anticipated Sheep v2 did not disappoint, and went above and beyond by visiting not just Jool's moons but also Kerbin's and Dres. Used massive nuclear boosters to get around the Jool system and the Tythe lander to get two Kerbals on every moon and Dres, before using the Sheep v2 to land the entire crew on Minmus and Mun. Spectacular! - @Xurkitree ISRU Video here. This modded mission utilized ISRU, a nuclear mothership, and eight aerospikes to land on all five of Jool's moons with Cerdrin and Lodous Kerman. Returned the lander and mothership to LKO where a separate rocket retrieved the crew. I highly encourage watching the video submitted, it is excellently edited and the music supports the awe of the mission. - @QF9E Thread here. This mission used a blunt-force approach by lifting off on a powerful launch stage, and made quick work of Jool's moons. The moons were all visited by one lander, which dropped various attachments that helped it land on some of the bigger moons. At the end of the mission, the three brave kerbonauts safely touched down in the ocean, and a BFR style spacecraft recovered the remains of the lander in Kerbin orbit for historical preservation. Truly an impressive mission indeed! - @Mars-Bound Hokie ISRU Mission here. Using the Anubis II SSTO, Tancan, Fernal, and Kenby Kerman flew to Minmus to refuel, then blasted off for Jool. After touching down on Laythe to refuel, the crew went for Bop, then to Tylo. After landing with no liquid fuel to spare, the Anubis II was refueled, then launched for Pol. After a risky auto-piloted landing, the ship refuel before bounding to Vall, where the crew had a group picture. Heading back to Kerbin, a mix of brute force and aero-braking was used to get the trajectory needed to get back to the KSC, and then the crew refused to ditch the plane and pulled off the legendary runway landing. - @king of nowhere Mission here. "And so I completed the Jool 5 in day 383, 1 hour and 9 minutes of a new career" are the words typed by @king of nowhere at the end of the mission thread, and fundamentally capture the astronomical accomplishment documented within it. In a career save speedrun, it was decided to focus on a Jool 5, and the mission was optimized for time rather than mass or cost. The amounts of delta-v put into each maneuver to achieve bullet-like trajectories around the Kerbolar and Jool systems is simply jaw dropping. Over the course of the flight, the La coscienza di xenon and its landers managed to plant flags on all 5 moons within a 12 day window, which I don't believe has ever been done before. If you wish to see the chronicles of a one-of-a-kind, record setting Jool 5 mission, the flight of the La coscienza di xenon is the mission thread for you. Grand Tour Mission here. @king of nowhere's second Kerbalism Grand Tour, but with radiation shielding 3 times less effective, bugs, life support issues, frantic crew members smashing fuel cells and dumping food overboard, and so much more! This mission chronicles the Nail Bolt on its tour around the solar system, finding monoliths on every world and making it back in roughly two decades. This mission thread covers the begins, rebeginnings, redesigns, quick fixes, and compromises that took place during the Bolt's journey not just to Jool's 5 moons, but to every other surface as well. This is one of the most thorough submissions the challenge has seen, and is a great resource for those considering Kerbalism entries of their own. - @Lyra Mission here. A single launch mission! Using a spaceplane for Laythe, a notably slim Tylo lander (with a reusable upper stage for Vall), and an ion lander for Bop and Pol, this mission was a pleasant, self contained romp around the Jool System. One unique aspect of this mission I've seldom seen elsewhere was the use of claws on the nuclear mothership's outer hull. This allowed the landers to not need docking ports and attach to the hull like barnacles. A very clever, mass saving decision for the landers for sure! 3rd Level - @iAMtheWALRUS Grand Tour, ISRU, Album here. Used SSTOs to launch the mission and used moon hopping to get around the Kerbol system. Very nicely done. Also, first 1.4 submission - @sturmhauke Album here. To put it in the words of the pilot them self; "A mostly reusable mission to all 5 of Jool's moons. Single launch SSTO carrier drone, with a separable mothership and 5 landers." Very well done and efficient mission. Used fuel cells to power ion crafts for Bop and Pol, sent a plane to Laythe, and conquered Tylo with a rocket lander. - @mystifeid Album here, ISRU. Used two launches to put a mothership and a universal lander into orbit. Then used left over launch stage to boost to Jool and then around the system until it ran out and was staged at Tylo. Bob landed on every moon, accompanied with a different Kerbal for every moon. Very nice mission, and even had the added bonus of a near KSC landing. - @PhoenixRise86 Album here. Used a single launch of pure rocketry, no jets, ions, or nukes used in the entire mission. This mission did the Jool 5 mission in style, with some of the most interesting landers I've ever seen, including an aerospike Laythe plane. - @Marschig ISRU, Videos here. Not one, not two, but three ISRU planes flew to Jool and to all five moons on both the 3rd and 2nd levels. The SSTOs also visited Duna and Minmus in their missions before landing back at the KSC. Truly exceptional. This is the first time I've seen three Jool 5s all submitted at one time! - @jinnantonix ISRU, Video here. Of all the Jool 5 missions I have seen in this thread so far, none treat their Kerbals better than Jinnantonix has. The craft was modular in design and split into several different arrangements for various landings, and came with a gravity spin for deep space transit. Very considerate, and very awesome. - @Grogs Album here. Two launches to build the main ship in orbit, one crew launch for realism. Used a giant transfer stage to get the landers to Jool. Chemical engines pushed the landers about the Jool system, with nine Kerbals in total being involved in the mission. Once the landings were completed the mothership returned to Kerbin where a fourth launch collected the Kerbals and returned them safely to Kerbin. - @Pipcard ISRU Thread here. A well executed, eight Kerbal mission with one of the longest ships I've ever seen in this game. Excellent mission that toured the Jool System in an engaging thread. Mission was assembled in multiple parts, flew to Jool, landed on the moons (being sure to refuel on Bop and Pol when needed), EVA jetpacked off Tylo, and the crew was returned to Kerbin by a separately flown space plane. - @Kerbolitto ISRU Mission here, here, and here. Kerbolitto's second submission! Using a space shuttle with several surface experiments, a crew of eight explored the system. The Tylo landing was done with perfect margins, landing with no fuel left! This craft may also hold the record for lowest TWR launch of Bop in history, and an outpost on Laythe with a mini-plane was even constructed. Bob chose to stay behind and man the base while the crew returned home. Excellent end to an excellent mission! - @Ksp Slingshooter Album here. Assembled the main ship using multiple launches, then flew to Jool, settling in an elliptical Jool orbit with some help from a few gravity assists. From there the landers detached and flew to their moons, one by one and completed their landings. Due to some unexpected occurrences at Laythe, the Vall lander swooped in and rescued the Kerbal, taking both back to the mothership. Without enough room in the command pods for everyone, two brave Kerbals rode back to Kerbin on ladders, detaching and re-rendezvousing during timewarp. A rescue craft was launched, and met the mothership just in time, with only three minutes to transfer the Kerbals before a fiery re-entry. Truly a Kerbal mission! - @RoninFrog ISRU Thread here. Using the gloriously huge HMS Sauron, Jeb and 16 friends took to Jool in this massive SSTA. First they stopped at the Mun, then flew to Pol, then Tylo, then Vall, Laythe, and finally Bop. On the way back to Kerbin, time and fuel and the positions of the planets made a Duna landing prove itself most useful, before heading back to the Mun, and finally, back to Kerbin. This 1 stage mission has some amazing screenshots in its thread, as well as most amusing comments for each picture. If you're wanting to learn more about an ISRU approach, I suggest giving this mission a peak. - @OutInSpace Video here. Using a total of eight launches, this mission's mothership was constructed methodically, complete with an enormous pair of transfer boosters. After heading to Jool directly, the mothership flew to Tylo, Vall, and Laythe by itself, and sent an ion craft to Bop and Pol instead. After numerous attempts, the Laythe plane was finally able to show what it could do, and the 5 crew returned to Kerbin orbit, where they were picked up by a landing craft. If you want to see the nitty-gritty maneuvers used during a Jool 5 mission, I suggest you check out this mission's video. Its editing and methodicalness make it an unintentional flight-tutorial for getting to Jool. - @Entropian ISRU Mission here. Using a 5 meter tank with 5 meter tanks strapped on the side and a large cluster of mastodon engines, the craft rocketed off the pad to Minmus, where it refueled and went off to Jool. Landing on Laythe proved to a close call, with ZERO delta-v remaining upon touchdown. From there the ship bounced to Vall, Tylo, Pol, and Bop, before making a rough splashdown on Kerbin. It is worth noting that the crew did forget to put a flag on Bop. However since every other mission criteria was met and the craft was landed on Bop it is still being counted. - @GRS Grand Tour. Mission here. This time with the Sheep v4 the Jool moons were visited again, along with 60 other destinations! Relying heavily on ion power, landing after landing was accomplished visiting worlds close to the sun, around Jool, and even outer dwarf planets. So many worlds were mentioned that the Jool 5 portion is only a tiny fragment of the overall mission. There is genuinely too much in that mission to describe here, so I highly suggest you check out the most expansive sheep yet's thread! - @s_gamer101. Mission here. This mission began with the launch of an enormous reusable launch system that placed the main ship in orbit. A trip to Jool ended with a fiery aerocapture above Laythe, where two of the crew members took a small spaceplane to the surface. After a tricky fuel situation in which drop tanks were accidentally kept as huge pieces of ballasts, the Tylo tug was used as an extra stage to boost the main ship. This proved to be enough delta-v, as once the landings were completed the ship cruised back to Kerbin, where they parachuted safely to complete the mission. - @AlpacaMall Mission here. This mission began with the launch and orbital construction of the KSS-J "Orca". Engineer construction added fuel lines and removed unneeded RCS thrusters, and the craft departed for Jool with a reusable lander upper stage, with lander stages for Laythe and Tylo. The landings were completed in the following order: Laythe, Tylo, Vall, Pol, Bop. From Bop, the Orca was left to serve as a relay station while the crew module left for Kerbin. The vessel landed with all the crew and 23458 science. - @BeanThruster Album here. This mission began with the launch of Vapidity, the mothership used during the mission. Instead of going to Jool, Vapidity made its first flight to an E-class asteroid so it could refill all of its fuel tanks (it launched almost empty to save weight). After flying to Jool, the first landing took place on Tylo, before leaving the engine nacelles in case later refueling was needed. Next, the last stage of the Tylo lander was used to land on Vall, then the lander flew solo to Bop where it awaited the rest of the ship. Vapidity took the time to take a spaceplane to Laythe, then went back to low Tylo orbit to refuel. Vapidity met the Vapidlander at Bop, conducted the landing, then went to Pol to do the same. Vapidity returned to Kerbin before the crew landed using the Laythe spaceplane. In total, the crew collected 20113.6 science. - @RuBisCO ISRU Album here. This mission began with a lot of mainsail engines to push the main craft into orbit, and delivered not one, but seven Kerbals to the surface of each moon. The first visit was Pol, where cleverly built piston legs kept the refueling craft perfectly level. Next was Bop, then Vall, then Tylo, where a rover and lab were brought to the surface and returned to orbit (except Tylo where it got left behind). For the Laythe landing, the crew took down a spaceplane, as well as a helicopter and a floating lab with plane-refueling capabilities. The helicopter was used to collect science from the local area, and after being refueled, the plane returned to orbit. After the main ship was refueled on Pol, the crew returned home. - @18Watt ISRU , Mission here. This mission is nearly identical to 18Watt's previous submission, but now has accommodated a unique Kerbal for each moon, bumping it from a 1st to a 3rd level submission. Main ship refueled on Minmus before heading to Jool, refueled on small moons, and pilots Val and Billy Bobfurt flew each unique specialist to their respective moons. - @Krazy1 ISRU, Album here. This mission was done with the Principia mod, which makes gravity and orbits behave more realistically. The spacecraft used was the "2 by 4", named after its two mammoth engines and four nervs. First the craft launched to Minmus, then visited a passing asteroid, then went back to Minmus to refuel, then shot off to Jool. After the Laythe landing, there was some trouble getting to Vall due to orbital issues. After Vall came a very bouncy Tylo landing, which was followed by a Pol landing, and then a Bop landing. It is worth noting that Bop is orbiting retrograde in this mod for orbital stability. After completing the landings and experimenting with weird orbits, the 2 by 4 traveled home, refueled on Minmus to prep for landing, and then touched down safely on Kerbin with its crew of 5. ISRU, Album here. This mission utilized an orange and gray aesthetically pleasing spacecraft. Once launched into orbit, the craft refueled on Minmus, then shot off to Jool where it landed on Vall, then flew to Tylo where it performed this landing, before nearly burning on Laythe, then finished up with Bop and Pol. Upon returning to Kerbin, some excess ore was turned to fuel to save weight, and the crew splashed down 10km from the KSC. - @Kimera Industries. Mission here. This mission's mission thread chronicles the Avocado on its journey to Jool's moons and back, using appropriately named components and landers. Due to its nuclear propulsion, the escape burn was split in two, though did not go gently into that good night, and upon arriving to Jool, took use of a convenient Tylo assist to go almost directly to Laythe. From Laythe, a lander was dispatched to Vall and Pol, then the entire ship reunited and migrated to Tylo where the landing was achieved on the fifth try. Next came Gilly 2.0 Bop, where an interesting SPOILER was discovered. Upon returning to Kerbin with little to no time for caution, the cargo container and its draggy friends kept the craft from overheating during airbraking, and the crew landed to live another day. Jeb's Level - @Xurkitree Grand Tour, ISRU Album Here. Collected 19,711.3 science from Jool on a girl's night out mission with no lack of gravity assists. A note from the author said that the mission greatly improved their skills in KSP and proved that fact well with the insane gravity assists they pulled off. Also first Jeb's Level on the new thread yay! - @ManEatingApe Video here. And here. And here. And here. And here. And here. Collected 16,532.0 science from Jool. There isn't anything I can say about this mission except you need to see it for yourself. Exclusively low tech was used, and collected in space science from all biomes. This mission did the near-impossible, with primitive parts, and landed all Kerbals safely back on Kerbin. - @SolarAdmiral Video here. Collected 42,296 science from the Jool System. Single launch on a cluster of three meter parts, before heading off to Jool. Started with Laythe first, landing using a floating platform. Science was collected with a small jet-powered boat. Next stop was Tylo, where a rover was used to collect science from many biomes. On Vall one landing was done, and a hop added to it before heading to orbit again. Numerous biomes collected from Bop and Pol by hopping around in their low gravities. Direct shot home and landed all seven Kerbals to tell the tale. Absolutely astounding mission! - @jinnantonix ISRU Video here. Collected 82,510 science from the Jool System. Single launch, one much smaller than you might expect. Used a plane to gather large amounts of science from Laythe, dove into Jool's atmosphere, grabbed science from almost if not everywhere, and even managed to use the Laythe plane as the final stage on the Tylo landing. Had an artificial gravity system to facilitate the kerbals, and landed back at the KSC. Honestly jinnatonix managed to do so much in this video I can't describe it all here so I suggest you just watch the video. Amazing job. - @GRS Album here. Collected 28,643 science from the Jool System. The long awaited Sheep mission that satisfied both the Kerpollo and Jool 5 requirements led by Simone Kerman that explored the Jool system and returned home Apollo style. The mission had a heavy launch and went to, around, and from Jool using a massive nuclear stage. The usage of the Scifi visual pack gave the mission a unique look as it took science from every moon (including Jool's upper atmosphere!) in style. Incredible. - @Jim123 Video here. Collected 8780.9 science from the Jool System. Single giant launch put a large nuclear mothership in orbit. Flew straight to Laythe where the landing was completed with a dual stage to orbit (and Jeb's jetpack). From there the crew went to Vall and landed, before heading to Tylo and dropping one of the most Kerbal looking Tylo landers I've ever seen to the surface. After Tylo biome hopping was used on Bop and Tylo, before a pair of service modules detached and went back to Kerbin, boosting each other home where the crew landed. Nice video. - @jost ISRU Album here. Collected 16940.2 science from the Jool system. Flew to Jool using a long nuclear mothership. From there an ion ore probe helped find ore on every moon but Laythe for the rocket lander. Laythe used a three seat plane for the landing, and even found a geyser while on the surface. Landed on Tylo with 1m/s to spare before refueling, and landed everyone safely back on Kerbin after leaving the nukes in a graveyard orbit around Kerbin. Excellent! - @Beriev Album here. Collected 49430.1 science from the Jool system. This entire mission was done in a 6.4x solar system. Launched off the pad with an absolutely enourmous rocket, fittingly dubbed the 'Absolute Unit'. Used many kicks to get out to Jool, where the ship split up to tackle the moons. For Laythe and Tylo, ascent vehicles were landed separately, before the crew arrived on-surface. Later, both sets met up at Vall, then flew to Pol, then Bop, and then to Dres. After a fun journey, the Absolute Unit returned to Kerbin, and the crew landed safely. This mission has an incredible execution and design, as well as a well-captioned Imgur album. I highly suggest giving it a look. - @Pro100kerbonaut Video here. Collected 10238 science from the Jool system. This mission was done with a rather interesting, asymmetrically balanced ship, and had quite the bouncy ride. On Tylo parkour was done, on Laythe swimming. On Vall two landings were done, and on Pol and Bop the lander bounced around. This mission used a combination of a gravity assist off Tylo and a retro-burn to capture at Jool, and upon return to Kerbin parachutes were attached to the crew section using a klaw. A fun mission with great editing. - @king of nowhere ISRU Mission thread here. Collected 105136 science (Current Record!) from the Jool system. This mission was insane from its conception, with the goal to collect every single bit of science from the Jool system as possible. While this goal was not ultimately accomplished, the mission is still one of (if not) the greatest Jool 5 submissions I have ever seen. To collect science on each world, a durable lander known as the Dancing Porcupine was deployed and driven on all moons but Laythe. For Laythe, a spaceplane called Absolutely NOT Albatross was used to collect science from each biome. In fact, Absolutely NOT Albatross did even more than just Laythe. Using a multi-stage attachment, Absolutely NOT Albatross visited the lower atmosphere of Jool and returned to tell the tale. The craft's brave pilot even took an EVA report while in flight before ascending. The main ship dubbed the Flying Christmas Tree, and was capable of refueling on low gravity worlds. Upon returning to Kerbin, a craft launched to return the brave Kerbonauts to their home-world. Having visited every biome on every moon, it is no surprise that this mission amassed more science than any other Jool 5 mission before it. I highly recommend viewing this mission's main thread. Amazing job king of nowhere! Mission thread here. Collected 11395 science from the Jool System. This is my favorite submission to the Jool 5 Challenge I have ever reviewed. The sheer amount of effort put into this mission cannot be overstated. King of Nowhere started this mission as a nanocristalline diamond caveman mission, which in short meant no contracts, no facility upgrades, no quicksaving, on career mode, while starting the save with severe limitations. While the mission ended up needing quick-loading, it still is eye popping to see just how much work went into it. Each launch (in the VAB) was limited to 18 tons maximum, so a work around was used by having docking ports around the base of the rocket, to which separate boosters would be docked using a runway-launched rover. This meant that many launches required multiple launches of booster attachment vessels before the rocket itself could attempt to leave the pad. After over 100 launches, the Navis Sideralis Neanderthalensis and all its cargo were ready, and the ship departed for Jool, leaving a most amusing pattern of drop tanks in its wake. Upon reaching Jool, disaster struck when the Tylo lander suffered an anomoly, and quicksaves were needed to complete the Jool 5. While at Jool, science modules were discarded after use because a lack of KSC upgrades prevented their resetting, and every aspect of the mission, from flying between moons to the landings themselves, were executed with meticulous testing and prior calculation. I cannot possibly explain everything this mission did in this little blurb, so I highly encourage anyone who wants to see some of the best Kerbal engineering I've ever seen to check out the linked mission thread above. - @OJT ISRU Mission thread here. Collected 26871.3 science from the Jool System. This mission thread contains some of the most eye-catching, visually stunning KSP screenshots I have ever seen in a Jool 5 submission. The mission itself was tested and proofed in sandbox, and consisted of a long, skinny mothership, a spaceplane, and an ISRU lander for Tylo. With the lander and plane hanging from docking points on the main ship, the craft boosted to Jool and used a Tylo flyby to capture. Visiting Vall first, the lander took around 100 days to refuel. The ship then flew to Pol where the relatively tiny lander (in relation to the mothership) flew to Pol's surface and back numerous times to refuel the main ship before it could head to Bop. At Bop a kraken was discovered, and on Tylo the crew found it refreshingly eventless. The last destination was Laythe, where the plane and lander were left in orbit so the main ship could return to Kerbin. A return craft returned the crew and science, and crew XP was had by all. - @Robin Patenall Mission thread here. Collected 61174.6 science from the Jool System. This mission began with the construction of the Emerald Star, a large and reconfigurable interplanetary vessel that required 17 launches to complete. Once built, the Emerald Star used Eve and Kerbin gravity assists to efficiently sling itself to Jool and started with Tylo. Using one of the Emerald Star's 3 drive cores to send itself down to a lower Tylo orbit, the lander successfully brought the crew to and from the Tylic surface. When the mission reached Vall, a magical anomaly was discovered, one which would prove to be only one of many odd discoveries made on Jool's moons. An SSTO found one on Laythe as well, during one of its three total landings. A monolith was found on Pol, and a deceased kraken on Bop, one which caused a crew member to lament their inability to bury it. Once the landings had been complete, the remains of the Emerald Star returned home, where it was parked in Kerbin orbit awaiting future assignment. - @problemecium Mission thread here. Collected 8755.7 science from the Jool System. This mission thread covers the finally completed tale of the Aletheia, a massive, nearly 1.3 kiloton mothership. With numerous cargo bays, it brought landers, an SSTO, a deployable space station, numerous pieces of scientific equipment, and two ARKS to return the crew to Kerbin if needed. Upon construction, Aletheia and its seven crew members proceeded to Jool, using 46% of its total fuel. The transfer section was left behind in Laythe orbit while the rest of Aletheia continued on. After Laythe came Vall, where one of the ARKS was used to refuel the Tylo lander to enable it to tackle Vall (the ARK was then joined to the deployable station and left behind). The lander then tackled Tylo, and was left behind for future use. Bop saw the discovery of a hopefully deceased Kraken, and Pol marked landing number 5. This romp unfortunately depleted Aletheia of the fuel sufficient to return to Kerbin, so the second ARK spacecraft brought the crew home safely, using a Mun assist to tweak its final trajectory. This is one of the more aesthetically pleasing Jool 5 missions, and done in career mode in a very well typed out and necromanced thread, so if you are a fan of large stylish motherships, I would recommend giving this thread a view. Gatecrashers / Honorary Mentions - @JacobJHC Grand Tour, video here. Giant single launch craft, also visited every planet and moon from the OPM planet pack. Very big. Gatecrasher because crew hasn't landed yet. - @Fraus Mission here. There's nothing that can be said about this, other than that this mission definitely had more thought put into it than any other Jool 5 I've seen. - @cqIpb Mission here. This mission was flown on an Xbox, and pushed the console to its framerate limits! cqIpl was inspired to do a Jool 5 mission after finding this thread, and despite not being able to land on Laythe due to lander instability, still had a lot of fun finishing the rest of the mission, and took a few great screenshots along the way! As of writing this, cqIpb is still new to the KSP Forums. Welcome, we're glad you're here! - @Alpaca Z, using a craft built by @Lt_Duckweed (with permission) Grand Tour, ISRU . Video here. Using a rather simply built SSTA, this mission was a simple case of flying around the entire solar system and refueling everywhere. This craft utilized air-fans, ions, vectors, and nerv engines, allowing it to be not only capable of high efficiency maneuvers, but also those requiring high TWRs. A highlight of this mission was the strategy to use EVA construction to rebuild the back of the plane to enable it to land vertically on Tylo's surface. Why bring landing legs when you have wings that could do the job just as well? This mission's video submission is also of a high quality, so I recommend giving it a view. In all, the crew of three finished their grand tour in only 15 years and 117 days! Efficient and speedy Moved to Honorary Mentions due to the fact that the crew could not exit onto Tylo's surface.
  9. I've got my ticket for the long way 'round Two bottle whiskey for the way And I sure would like some sweet company And I'm leaving tomorrow. What'd you say? When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my hair You're gonna ban me everywhere, oh You're gonna ban me when I'm gone When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my walk You're gonna ban me by my talk, oh You're gonna ban me when I'm gone I've got my ticket for the long way 'round The one with the prettiest of views It's got mountains, it's got rivers It's got sights to give you shivers But it sure would be prettier with you When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my walk You're gonna ban me by my talk, oh You're gonna ban me when I'm gone When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my hair You're gonna ban me everywhere, oh You're sure gonna ban me when I'm gone When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my walk You're gonna ban me by my talk, oh You're gonna ban me when I'm gone
  10. I agree management has a much larger share of the blame than Nate (or T2. Everyone likes to talk about how easy it should be for large companies to throw away their money and be happy with delayed and over budget projects, until someone you are paying is behind schedule and wants more of your money. Now also imagine you just lost a billion dollars in the prior year and they want even more of your money.) Because he lied to us. We may differ in view in how much (some or not at all) of the blame is on him. Personally, the fact that much of this is still here say makes me less interested in playing the blame game. Thats hard when you were in the room, nearly impossible for outsiders. But the timeline of events in Shadowzone’s video seems pretty rock solid, parts being collaborated by ex employees who are willing to post publicly. Going by the timeline as presented and nearly universally accepted then we must agree Nate knowingly and purposefully lied to the community. Was he at fault for why the game was where it was at the end? To what degree we may never know. But we know he lied. These lies include: The state of multiplayer (it’s so fun! When in reality it was soft canceled shortly after launch) EA is for feedback! It’s the Kerbal way! (It was always about money and they never once actually wanted our feedback, look at wobble and font.) We don’t want to alienate old players! (They very much wanted the new audience more, things liked by the old fans were thrown away if they were obstacles to a wider audience. Like occlusion for satellites or progression metrics beyond science points.) And the big one, we’re fully funded! (They were on thin ice and knew it from before the EA launch.) As I’ve said in previous comments, this does not make you a bad person. I’m not wishing ill will on anyone. I’m in a financially secure enough position if I was asked to lie to a customer I would find new employment. Thats easy for me to say in my position but harder for others. I can’t judge others who can’t make the same decision and still be confident they can provide for their families. So him lying for his employer doesn’t make him a bad person, and doesn’t mean I wish him any ill will. I still hope he can provide for those he cares for. But it would be rather ill advised to buy any product being sold by the guy who now is known to be willing to lie to get you to buy products. As such, I’m not buying anything from him again, and nothing from T2 again as they have absolutely disrespected this community in the non communication following the closure. If that means you think I’m mad at him, then I hope you can follow my reasoning. I personally don’t think I’m mad at him, just not willing to give him any more of my money. These are wise words and apply to many industries. Thank you for sharing your insights, and I hope those entering new careers listen to what you have to say, whether they will be the ideas guy or the practical engineer, or wear both hats.
  11. This. The code would be dead simple (relative to "rocket sim"). Further, if you remove game physics for anything not in the physics bubble and, keep track of orbital parameters and not coordinates, then you don't even need to know where anything is until it needs to be displayed. You could have any number of bodies in elliptical orbits and give them 0 computational effort until you needed to display them. Perfect for high timewarp, and orbits cannot decay, or for that matter wander due to cumulative FP rounding error. As you say, SOI-crossing orbits are a matter of setting a timer (which they should be getting right anyway to support Alarm Clock in the base game.). For high timewarp, I'd certainly start development with treating the boosting ship as a rigid body. Modeling joints under boost at high timewarp seems like a "nice to have" at best. Until you mentioned the Risk twins, it didn't occur to me why you were discussing 3-body sim. Wow, talk about starting with an overly ambitious dream. Man, talk about stuff to defer until after everything else is working! That was the tail end of the roadmap, and it seems like they started with it. Upthread you mentioned the problems in KSP2 with save data and live data diverging. Is there some common problem with saving/restoring full physics data for the public engines? I've seen small indie teams using both Unity and Unreal just treat that as an unsolvable problem and just not save physics state despite being physics-heavy sims. I'm curious whether that's actually difficult with stock physics engines, or it's a case of buying some game save tool off the store without understanding it, so they're stuck with the positional-only information it came with.
  12. I don't understand why anyone in the community is mad at Nate. Did he make some bad decisions? Sure. But the bad decisions that he made were not the ones that effectively killed KSP, 2 it was the idiocy imposed on the devs by the higher-ups., all the secrecy, not letting the KSP1 devs talk to the KSP2 devs, etc. IMO the problem is that TTI has Management that regard coders as interchangeable office-workers rather than as skilled artists - and being a skilled coder really is an art, due to the complexities involved in coding. Anyway, from what Shadowzone said in his video, I can only shake my head in wonder at the level of incompetence in the TTI Management that they can take a much loved franchise like KSP, with a generally intelligent and well-informed community that nokws what it wants, and posts about it in these forums, then go and ignore the community, and make hiring, and working conditions guaranteed to result in failure and annoy/upset the community.. If anyone should be fired, it's the management above Nate for dooming the project to fail by their idiotic decisions. It's that management that lost TTI $70 million, not the devs.
  13. Hello! It’s been a while! I know that many of you have been wondering about the status of KSP2, so I thought I’d give you an update on how things are going. We have an incremental update on the way! The v0.2.2.0 update will address a number of common user experience issues, some of which have been causing frustration for quite a while. In many cases, a thing that was reported as a single bug (Delta-V calculations being incorrect, or trajectory lines being broken) were actually half a dozen or more closely related bugs. We identified a series of issues that we believed were negatively impacting moment-to-moment gameplay and the first-time user experience, and we dug deep into those bug clusters to make meaningful improvements. Some of those issues include: Parachutes don’t deploy reliably (doubly true when fairings are in the mix) Fairings don’t protect their contents from heating Trajectory lines in the map view sometimes disappear (often related to erroneous designation of craft as “landed” when in flight) Landed vehicles fall through terrain during time warp Maneuver nodes refuse to allow the player to plan beyond the calculated Delta-V allowance, which in many cases is an incorrect value We’ve submitted changes to address a number of these issues – in the case of the last one, we’ll just be letting you plan beyond your current dV allowance while we continue to improve our Delta-V accuracy over the longer term (there’s a very challenging set of problems to solve in the pursuit of accurate Delta-V projections for every possible vehicle that a player can make, so this is something we’ll likely be refining for quite a while). For this update, we’ve also prioritized a new kind of issue: in some cases, the first-time user experience is undermined by a failure of the UI to clearly communicate how to progress between phases of gameplay – put simply, we sometimes put new players in a position where they don’t know what they’re supposed to do next. We’ve received a huge quantity of very helpful user feedback in this area since the For Science! Update. For example, since most of us are seasoned KSP veterans, it never occurred to us that we hadn’t fully communicated that “revert to VAB” is a very different thing from “return to VAB.” We received a rash of bug reports from people who were confused about having lost progress after completing their missions and reverting to VAB. Yikes! Similarly, the lack of a clear call to action when a vehicle can be recovered frequently left new players staring at a landed vehicle and not knowing there were more steps to follow. We’ve made some UI changes to address issues like this, and we think the flow has improved as a result. Another usability issue that even catches me out on occasion -- trying to do illegal actions (for example, parachute deployment) while in time warp states other than 1x. In fact, we believe quite a few bug reports we’ve gotten about actions being broken have actually been the result of people attempting to do things under time warp that weren’t allowed. This is an area of ongoing work for us – not only do we need to do a better job of communicating to the player when they’re warping, but we also need to make clear what actions are and are not allowed under both physics and on-rails time warp. We’ve made some small UI changes to increase the player’s awareness of their time warp state, and we’re looking forward to seeing if those changes feel good to you. I know we talk a lot about the value of Early Access, but this is a great example of how your reporting helps us target our efforts. We still haven’t nailed down the exact date for this update, but we’ll notify you here once we’re on final approach. Most of our team continues to be pointed squarely at the Colonies update. We’re making a lot of progress this month on colony founding, the colony assembly experience, and colony gameplay mechanics. There are lots of interesting problems to solve here – some are super obvious (colony parts exist at a wide range of scales, and the Base Assembly Editor – the colony version of a VAB - needs to feel equally good when you’re connecting a small truss or a giant hab module). Other issues – for example, how vehicles interact with colonies on both the systems and physics levels – come with a lot of edge cases that need to be satisfied. We remain very excited about the ways colony gameplay will move KSP2 into completely new territory, and we’re definitely eager to see what our legendarily creative players do with these new systems. In parallel with our colony work, we’re continuing to find significant opportunities to improve performance and stability. We just made a change to PQS decals that got us huge memory usage improvements – mostly VRAM (this one is still being tested, so it won’t go into the v0.2.2.0 update – but I was just so excited about the improvement that I had to share): And of course, while all this work is going on, Ghassen Lahmar (aka Blackrack) continues to make big strides with clouds. Here’s a peek at some of the improvements he’s working on today (yep, that’s multiple layers)! And because the VFX team can’t ever stop making things better, they’ve begun an overhaul of exhaust plumes to bring them more in line with reality (which thankfully is also quite beautiful): Thanks as always for sticking with us as we work through each challenge – we couldn’t be more grateful to have your support as we move toward the Colonies era! Nate
  14. I am not in the gaming industry, just normal software dev. And I don't know much about how it works in the gaming industry. But let's say I have a company A which is interested in a contract from B. I pitch the stuff and get the project. And afterwards I am like: "I have no idea how to do any of this, can I talk to the people who did this before?". That is so braindead mismanagement I am unable to comprehend this. Maybe for some weird reason this is normal in gaming but they should have clarified that before. And then I go like "Hey, we will be doing the stuff you wanted and much more, like multiplayer. We don't even want more money". And after all of that stuff hits the fan I am like "booo, they didn't help us and didn't give us more money". How on earth does that work? Is gaming industry some magical place with other rules?
  15. I've been out of the loop for a little bit. Thanks for the pages, @Mister Dilsby! It is deeply satisfying to see 'Evil' Bob coming to talk to Kerbfleet. It just seems so right somehow. Happy landings!
  16. While I was walking through the National Museum of the United States Air Force last Saturday, I was reminded of all the KSP replicas of those same aircraft. Some of them looked like they can be done with pure stock parts and no DLCs, while others (mostly the older ones) need mods that come with more parts. So, I started this thread for everyone to showcase their replicas of the aircraft that the four large hangars (plus the Missile Gallery) have on display. The guidelines for this showcase thread are simple: You are free to use any and all parts necessary, including ones that come in DLCs and mods. Vehicle has to be functional. Which means pictures/video of the craft in action. Similar performance stats are a plus. EXCEPTION: if the craft in question could not move on its own (as in it needed to be attached to a larger assembly to go anywhere) then the functionality requirement may be waived. e.g. the Apollo 15 command module. You'll only need one picture of your best replica (or half-assed; it shouldn't make a difference in that case), since it's useless unless attached to the rest of the spacecraft. If you want to make the rest of the rocket assembly, fine. Only the capsule made it to the museum, and that's what I need. Vehicle has to look as close as possible to whatever real-life craft you're trying to copy. Therefore, it is highly recommended that you have photographs to reference. Build something not yet claimed on the checklist (link below) first. EXCEPTION: for craft that appear more than once in the museum (such as the Superfortress and the Twin Mustang), you may only sign off on one of your craft's variants. Leave the rest of them for others to claim. e.g. I only do one Twin Mustang; the one in the Korean War section in Hangar 2. I'll leave it to someone else to get the other Twin Mustang in Hangar 3 and claim it on the log. If you want to show something that's already been showcased on this thread, fine - but you don't get credit for it. I don't care if you built the craft 7 minutes or 7 years ago, so long as it's yours. If you have an old stash of aircraft replicas that you're willing to showcase (and can work), great. Weaponry (e.g. guns, bombs, missiles) not necessary, although I won't object to them either. If the original aircraft was manned, so is your replica. If the original aircraft was unmanned, so is your replica. I won't object to a probe core for your manned aircraft if it doesn't deviate too much from the aesthetic, so long as you include the appropriate crew module/s. You don't need to match the passenger/crew capacity of your original aircraft, so long as your replica comes close to looking like its real-life counterpart AND it's functional. e.g. if you use one or more Mk. 3 Passenger Modules for an Air Force One variant, as long as your aircraft makes a convincing replica I don't mind you exceeding or falling behind its real-life counterpart's passenger capacity. Those things weren't designed for carrying a lot of people anyway; just provide comfort for the president and his staff. (SIDE NOTE) Whoever builds the Douglas VC-54C "Skymaster," I'm not requiring you to install an elevator in the back to load polio-stricken passengers in and out. If you do and the plane still flies smoothly, even better. The one housed in the museum was designed specifically to transport then-president Franklin Delano Roosevelt, who needed a wheelchair. Craft files a plus. Below is the link for the replica checklist: https://docs.google.com/spreadsheets/d/1tA9IGsSCQIuTFjw9eNHYcgv8JboCxKiAy9ep5-nflR0/edit?usp=sharing Here are the instructions on how to use it: Pick an aircraft that has not already been built Like I said earlier, if you want to build something that's already been done here, don't steal credit from the original kerbalnaut. And for duplicates, you can only claim one of the type. Once you're done, write: Column D: Your KSP Forum name Column E: The link to the specific forum post showcasing your replica/s It is acceptable to put more than one craft in the same post. Just leave a link for everyone to find it. Column F: Whatever DLCs you used to make the replica If this doesn't apply to that specific craft, leave it blank Column G: Whatever (parts) mods you used to make the replica If this doesn't apply to that specific craft, leave it blank Column H: (IF YOU WANT TO) Additional notes that other readers may find interesting Please don't modify someone else's notes. If you want to debate/talk to someone about their craft, don't do it on the spreadsheet. Source for my list: https://en.wikipedia.org/wiki/List_of_aircraft_at_the_National_Museum_of_the_United_States_Air_Force Click here to see this thread's replicas assembled on KerbalX As a prize, if you make at least one replica from each of the four hangars (not counting the air park or missile silo since they're too small; specific hangar category (e.g. Early Years vs WWII, Experimental vs Space) doesn't matter), you'll earn this sweet badge: I made it myself. It's a representation of all four hangars by using a combination of the following four logos: U.S. Army Air Corps, whose planes dominate Hangar One. Classic U.S. Air Force, which became mainstream at the time period Hangar Two covers. Modern U.S. Air Force, which has a lot of planes in Hangar Three still in service. NASA, since the space gallery is in Hangar Four. Entries from the Missile Gallery can be used as "wild cards." They're ultra-rare, so get them while they last. Depending on what hangars you lack, it can be used as either a Hangar Three or Hangar Four entry. To make things fair for everyone, only one Missile Silo entry per person All Four Hangars Badge Recipients @Mars-Bound Hokie (Me, the OP) @swjr-swis I'll start us off with my favorite, the SR-71 Blackbird. The SR-71 Blackbird on display in the SPH Picture taken February 2020. Ted Kerman enjoying himself flying at high altitudes at a speed higher than the aircraft's real-life counterpart. There you have it, folks. Have fun, and I can't wait to see what you got. Build a plane from each of the four hangars, and you get the badge.
  17. Felipe wanted to make something other than KSP, to grow his career as a game developer rather than being stuck on one project forever. Squad wasn't interested, so he left to make what is now KitHack. I don't think he ever made much off of KSP. We know now that the KSP2 team was forbidden to talk to anyone on the KSP1 team, so yeah, your points are entirely irrelephant. And yet new planes are still designed using many of the basic engineering principles the Wrights worked out. Wind tunnel testing to confirm engineering assumptions. Independent 3-axis controls. Lift/drag ratio, and optimizing wing shape for it. Their work still matters. And Kerbals are still central to KSP2. Felipe's childhood personification of little bits of tinfoil as Kerbals remains the reason the franchise works. He knows a thing or two about the ever-elusive "fun" part of games. I'm sure the team would have reached out to him had the Take2 corpos not lost their damn minds.
  18. I've noticed a few people on this forum play Ace Combat games (like five lol) and I also noticed that you could make threads about specific games here. Seeing as there is no dedicated Ace Combat thread, I made this for Ace Combat players to talk about... well, Ace Combat and such. How do you do the campaign, what's your go-to fighter and special weapon, etc. Ace Combat is a series of games that take place in the alternate universe of Strangereal. Strangereal's Earth has different continents and countries. The player's character is a "silent protagonist" and is always a fighter pilot from one of the fictional countries. Common traits of Ace Combat and their campaign-based gameplay involve: a wide spread of aircraft and weapons, enemy ace pilots, and giant superweapons. Not to mention the excellent storytelling (usually), graphics and music. Also, fun fact: more players play KSP than Ace Combat 7: Skies Unknown by monthly average from Steam, but roughly the same number of games have been sold for each. AC7 released five years later than KSP, however.
  19. At least all the KSP players will know which was the original and which was the knockoff... *** "Radio silence" is a term I hate to describe KSP2's dev team, but there's really no other way to explain what's going on. As of when I'm writing this, it is May 24th, 2024. The last time Nate Simpson logged on the forums was April 26th. The last time Nerdy_Mike posted was April 25th. The last post by KSP2's Twitter was on May 1st. That tweet said "We're still hard at work on KSP2. We'll talk more when we can." The last Discord update from a dev was on May 1st as well, promising the Discord and Forums would remain active. The last post by any developer (as far as I know) was CM Dakota who said: "Creating that human connection has always been one of the biggest goals of mine as a CM. Fans of the game only become fans of the studio by developing that sort of connection with the team. In my opinion, too many CMs act as some kind of wizard behind the curtain, when really a CM should just feel like another community member. Glad to hear I left an impression and kept you engaged with the community. Thanks for playing our game" Nothing more since then. Take-Two is claiming to not have shuttered Intercept Games, but seeing as Take-Two has some much bigger games under its belt that are also much more profitable from a "big-shot corporation" standpoint, it's not unlikely that KSP2's devs took a big hit at best. Just look at the numbers comparing some of T2's games to KSP2: Per Steam Charts for April, GTA V had an average of 95,401 players. Read Dead Redemption 2 had an average of 17,732 players. And KSP2 had a peak count of 903. I'm not really sure where I'm going with this. If Intercept Games is shuttered, there's not much chance T2's going to make a new studio, because that would be Studio #3 after Star Theory and Intercept. Not to mention that KSP2 is not even close to their more successful games. Even if Intercept Games wasn't shuttered, they had to have been hit hard by the layoffs. Hell, so of the Day 1 devs may even be gone now. KSP2 may never be what it would have. I feel like I've come off as one of the more optimistic about KSP2, but this is probably the darkest time of KSP2's development ever. It pains me, but KSP2 is probably over. This is backed up partially by speculation though, so take what I have to say with a grain of salt.
  20. Including Iridium Next, New Horizons, Haven-1 and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Recommended Mods FreeIVA (So you can fly around inside Rodan and Gaira-1 parts! Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR (Version 7.0 looks to perform a lot better) Beta versions on GitHub A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they gave me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar, @SofieBrink and @Infinite Monkeys for the help they gave me making this mod perfect! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings.
  21. Those who only come on the forums to talk smack about KSP are cheating.
  22. Just catching up after having been away for a while. Amazing video. I do think Nate deserves real blame, because of his role as creative director. When you're in charge, it's on you. But as far as his direct actions, other than wobbly rockets I'm not sure what to blame him for; the font maybe. Wobbly rockets were bad though. I've been the lead on a project to fix an unsalvagable code base inherited from people you can't talk to. While we were eventually victorious, I have to say firmly never do that, unless there's really no other way. Our excuse was that we knew that some of the worst, most bizarre bits of code represented behavior that had been negotiated with customers, but in hindsight it may have been better to risk losing those customers than the expense of continuing with that code base. It still seems to me that the deeper problem with the coding side was the lack of best practices. There were bugs in core functionality they shipped with that never should have been allowed into the daily build, let alone production. The worse your code bade, the more important this sort of thing is.
  23. That statement alone tells me he was the absolute wrong choice to lead this project. I'm all for realism with joints; some flex, breaking under intense strain, maybe a slight jarring here or a minor shift there if you are being too overzealous. But to just have a wet noodle flying through the atmosphere, and then try to sell it as both necessary and fun? He has no clue. Which a lot of us in the community have been saying since day 1. We were told continuously that they wanted our feedback, and that the bug reports were good, and that we were important to the end product. And then they clammed up and just pushed out whatever they thought was great, the community be damned. Bugs be damned. Heck, the game itself be damned, so long as the art and marketing departments were happy. I think this actually boils down to "How much of the code itself is salvageable, and how much has to be tossed and redone". And depending upon your personal preference for how much code you think it takes to make the game salvageable, it could go either way. I guess that, without knowing what the code itself looks like, and only looking at what the game is today...:shrug:? I have no words. Hard agree. Because I'm a software person myself (automation jockey mostly, but I dabble), I've actually downloaded and fired up Unreal. Followed a small tutorial, and I've got a planet rotating in space near a star! Hey, that's big news for me! Anyhow, from what I understand Unreal is far better equipped to handle some of the physics than Unity is. I just wonder how much of developers avoiding Unreal has to do with it being from Epic? That was probably the most eye-opening thing I learned from this video. I've seen my fair share of management imposing stupid rules on their teams in the name of business, but to be told you can't even talk to the former developers? Don't look at the previous code and learn from their mistakes? That alone should invoke firing of the entire board.
  24. "You cannot NOT communicate." The long silence was in itself a way to communicate corporate's disdain for our community. The silence also made people more willing to talk to me because they wanted the story to be heard. Had PD/T2 decided to be super open and transparent and honest, we would not be at this point.
  25. Thank you very much Shadowzone. No empty buzzwords, no hate, no half truths at all. But all the haters will feel confirmed by now. No statement after WARN, no statement after earnings call, not even a hint after you gave Nate a chance to talk over Zoom. Too bad. Yeah, I still wish it's best for it's completion. At this point I also hope there won't be any violence happening to them. That's quite possible for developers these days.
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