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  1. Is it OK if I play KSP in sandbox everytime, and not play career at all? Does the community accept mission reports and stories that are done in sandbox?
  2. Computer Generated Image Of A Space Station In Another World, Dated Year 105 *Editorial Mode On* I have finally decided to get back in to KSP. More importantly, GPP! Since 6.4x seemed a big tough to accomplish (especially with no Realism Overhaul & ludicrous DV requirements), I have since decided to go with 3.2x. The main difference between this and my last GPP save is the introduction of several new mods, and the perspective change. This series will be through the eyes of Jimeno Gaelan (Seen Below), the CEO of Gael Rocketry United, and his decisions in the program, including the progress of the space program. Only every now and then I will step in to provide background or details. Jimeno Gaelan: Age 55 (Gaelan Years) Also, here's the mod list This time, I'm implementing Kerbalism, and a couple new resource mods, including TheGoldStandard. A couple other mods to spice up the game, and my personal favorite for a 3.2x save, Procedual Parts. Always a big fan of making spacecrafts look amazing, and Procedual Parts & it's part textures are the way to do it (I even added an extra texture pack for Procedual Parts). Main features of this career save: Kerbalism (A resource and environment mod which will probably cause me to accidentally kill Kerbals many times) KRnD (A parts upgrade system that uses science to turn into more efficient spacecraft parts) Tourism Plus (A pack which encourages space hotels & other tourism things) The Gold Standard (Which adds Gold and Unobtanium, both things you'd need for a space empire) Scatterer, EVE, SVE, Various other visual enhancers (to make the experience for both me and the readers more enjoyable) Ground rules: Do stuff in the way that any space program would progress (no unrealistic progression) No overusing of the same kerbal in every single mission Kerbal R&D should be used sensibly, not to make one singular OP part Unique names for spacecrafts! No playing around stories. I will try my best to play this as if it was an actual career mode, and not just a novel waiting to be written. Goals for this career save: Build a space empire (with a large amount of funds) Land or flyby every body Not get tired out if I'm stuck at a certain place (or have the struggle of getting back into the game after I need to take a break from pc games, etc finals starting in 2 weeks) Ask the readers for suggestions on as what to do next! Max out the tech tree (duh) One more thing of note is that I may add GEP in the future, but for now am sticking with just the Galileo System Now, let's get into the SCIENCE! (Chapters by milestone, not by what the chapters specialized in) Crew To Gael Orbit Chapter 1 - Shaky Beginnings Chapter 2 - Entering Gael Orbit Chapter 3 - Moving On Up | Chapter 3.5 - Progress Update Chapter 4 - Economic BOOM! Chapter 5 - Iotian Sunrise Chapter 6 - What In The World Just Happened? Crew To Iota Chapter 7 - Daring Leaps Chapter 8 - The Loneliest Gaelan In History Chapter 9 - Another Cold And Lifeless Rock Chapter 10 - New (And Borrowed) Technologies Chapter 11 - Near Disaster In Space Chapter 12 - Iota Bound! Chapter 13 - Almost There Crew To Iota's Surface Chapter 14 - Footprints On Another World Crew To Ceti Chapter 15 - Paychecks Galore Chapter 16 - In For The Long Haul Chapter 17 - Interplanetary + Plans For The Future Chapter 18 - Caught In A Solar Flare Chapter 19 - In The Valley Of Harmony Chapter 20 - What Do You Mean There's No Connection? Chapter 21 - Major Plans For The Future Crew To Ceti's Surface Chapter 22 - Integra To Ceti's Surface Chapter 23 - Reusability In Mind Chapter 24 - New Projects Probes To Other Planets Chapter 25 - Interplanetary Arrivals Chapter 26 - The Cygnus Program First Fully Functional Station Chapter 27 - Station Construction Chapter 28 - End Of The Decade Decade In Review Tourism To Iota's SOI Chapter 29 - Dreams Of Space Tourism Chapter 30 - Secret Project
  3. Welcome To Kerbal Academy's Kerbonaut Training Program Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions) Version 1.2.0 Released "A Fresh Coat Of Paint" **Version 1.2.0 Changes** -Added New Logos And Flags -Updated All The Contract Descriptions -Cleaned Up Spelling And Syntax Errors -Rebalanced Contract Costs -Contract Costs Now Generated Based On Kerbal Experience Level -Boot Camp Contract Cost Now Generated Based On Cost Of Next Kerbal -Boot Camp Now Uses New Drill Craft -Bugfixes Full Change Log Here; [Change Log] *Report Issues On The Forum Page Or The Issues Section Of The Github Repo* What does this contract pack currently do? Kerbal Academy provides a series of contracts that will allow your Kerbonauts to advance their skillset, by actually doing the things that relate to their skill set. For example; the Pilot training scheme will have your Pilots practicing changing orbital inclination, as well as how to do flyby's of various bodies. (More mission scenarios, as well as in atmosphere missions are being investigated) Scientists will be practicing going actually collect science, and engineers will be doing simulated repairs on various craft. Only after they have demonstrated their skills in their field will experience be awarded. Kerbal Academy is a for-profit venture* , you pay them to provide missions and programs in order to train your kerbals. Think of it as an investment. Contract prices are currently being re balanced for training missions, and the "Boot Camp" mission as it allows for the recruitment of new Kerbalnauts without the expense of rescuing them from various wrecks. *(Ingame) Current Available Missions (v1.2.x) : There are three programs available at Kerbin Academy: Boot Camp - If the pack finds that you are lacking in a certain role, you will be offered the chance to put a Kerbal through Boot Camp. This involves proving basic skills in that role. On completion of the course you will be reimbursed half of your hiring cost, plus your new applicant will be advanced to level 1. For pilots this mission consists of a quick takeoff, flight, and landing at a predetermined location Scientists must complete and collect a experiment specified by the contract Engineers complete a quick intro to vessel operations and maintenance The Basic Program - Where a kerbal is severely lagging behind their colleagues in terms of experience, or one Kerbal is much further advanced than the others, the more experienced kerbal can "mentor" one of their less experienced peers. Obviously only kerbals of the same skillset can be mentored. So a pilot couldn't mentor a scientist (because that would be silly). On completion of the course, the less experienced kerbal will be given a hefty experience boost, which can (but is not guaranteed to) bring them to within 1 level of their mentor. Pilots are tasked with flying a course complete with way point markers Scientists are tasked with doing some more science! Engineers are tasked with completing simulated repairs on a vessel The Advanced Program - If a Kerbal is near the top of their field they will be put forward for the advanced program. This involves demonstrating their skills in the field. On completion of the course, the Kerbal will be advanced one level. Pilots do some orbital maneuvering to improve their skills Scientists do some more science! (Improving Scientist Missions Has Been Made A Priority, Please Suggest Some Ideas) Engineers complete tours of duty on various bases and stations, performing a few simulated maintenance tasks. Known Issues/Workarounds (1.2.x) : -Drill Ship spawning may have been fixed. Further Testing Needed Other Stuff This contract pack will disable the stock rescue missions by default, as they are a horribly cheaty way to get new kerbals perfectly valid player choice, if you like that sort of thing, and this pack already provides a way to recruit new kerbals cheaply. In order for Engineers to advance through the program, vehicles must be marked properly. So a lander (with legs) should be marked as a lander (by clicking rename vessel in the flight scene), stuff with wheels should be a rover, and stations and bases should be marked as such. If you don't do this, you won't see any Engineering contracts offered. Future Plans By Version; Version 1.2.0 Released May 12th Version 1.2.1 Released May 12th v1.2.0 (May 2-4) Flair Overhaul Add updated logos Add mission patches Kerbalize contract descriptions Rebalance Contracts Change Advance Payment Add Completion Payment (Shouldn't Effect Current Active Contracts) v1.3.0 More Missions For Engineers Better Missions For Scientists Release TBD, work not started General Future Plans; Bugfixing for spelling/grammar errors reported in v1.1.8 (v1.1.9) Rebalance Contract Pricing (v1.2.0) Add updated logos (v1.2.0) Add mission patches (v1.2.0) Kerbalize contract descriptions (v1.2.0) New Atmospheric mission profiles for Pilot training (TBD) New Station/ Base "maintenance simulation" mission profiles for Engineer training (TBD) New Docking/ Rendezvous mission profiles for Pilot training (TBD) New mission profiles for Scientist training (TBD) Add Spacedock page under @Mark Kerbin (v1.2.0) (Spacedock Page Added) Investigate CKAN support (TBD) (CKAN Support Added, I Clicked A Button.) Continue investigating flipped contract ship spawning. Likely caused CC, has been reported to dev. Current Version is 1.2.1 For KSP 1.4.3 Dependencies Contract Configurator 1.25 & Module Manager 3.0.7 Downloads; (v1.1.9-10) (v1.2.x) (v1.1.x) (v1.2.x) Dependencies (Make Sure These Are Installed); Legacy Thread by @severedsolo: Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  4. Hi everyone! So I have a slight issue with slow framerate. I have a couple of mods and I only have the issue in Career mode, not in sandbox mode. Every time I switch scene, either VAB, space center, tracking station, or launchpad it takes about 10-12 seconds for the scene to load. This is ok, I can live with that. However every single time when I go to launchpad, nomather from where I go before, if it's from VAB or tracking station or simply a "revert flight to launch" it takes about 30 seconds for the FPS to stabilize. It sits around 17 fps and after these 30 seconds it kicks up to 60 something. Every single time it about the same 30 seconds plus minus a second or two. If I try this in Sandbox mode in takes about 1-2 seconds for the FPS to stabilize at around 60. I don't know whats wrong but I find it very strange that it only occurs in career mode. It seems like it has nothing to do with part count, in career i used like 31 parts and in sandbox I used 110 parts. The link down below takes you to file.fm where I have output log for career and for sandbox, the ksp log and a mod version log. Also I have the screenshots there too that I post in this thread, and also I uploaded a ckan file in the same link as well as my save including shipfiles. I did not upload a save for the sandbox mode, it's a newly started one and I used the standard ships. The files How to reproduce: I guess all you really have to do is to install the mods in the list and go to launchpad. It doesn't mather if you launch a huge vessle or just a probe core. Takes the same time Really appreciate the help guys! Cheers - Schmelge
  5. I'm using Realism Overhaul and RP-0, along with a whole host of other mods for this playthrough. I do have Mission Control and the Tracking Station upgraded to level 2. Yet for some reason maneuver nodes are unavailable to me. For a brief time while ascending through the atmosphere I can click on my blue line flightpath and place a node, but once I get high enough and transition to space, my flightpath line turns pink and I can no longer click on it. Also, I cannot right-click on other ships, moons, or planets to make them targets. I can't rendezvous with anything, or leave Earth orbit. Essentially, I can't play the game. I'm not sure if this is MechJeb, Principia, or some other mod that's blocking it, or perhaps a setting I haven't found yet, or a genuine bug. Please help. Many thanks and appreciation to you all.
  6. hi all, Here is the challenge I propose : Start a new stock career mode (medium difficulty or higher) and complete the technology tree the fastest possible. Your score is the game-time when tech tree is completed. I talk about game-time and not about the real time you spent in the game. This may limit the use of time warp and favor multiple concomitant flights. most of mods are vailable, except those modifying physics and science gain What do you think ?
  7. Are the new parts from the Making History DLC available in career mode? I am having a difficult time finding a straight answer on this, and I would like to know before I purchase it. Thanks.
  8. Hey all, A frustrating one for you. My 1.3.1 Career save has suddenly started misbehaving. KSP loads to the menu as usual but the persistent and renamed quicksaves do not load when 'resume' is selected, instead crashing the game. Even more frustratingly, there are no crash logs to try and narrow down the problem. KSP: 1.3.1 Windows 64bit Problem: Career save crashes on load. KSP initializes as normal, when selecting resume career save, the screen goes black, the gray animated loading tab in the bottom right appears and the planets rotate a little, then a windows error pops up ("something caused KSP_64 to stop working") and it crashes to desktop. Mods installed: Lots! But it has been working reliably for at least 2-3 weeks on an offline Laptop, nothing has been updated and steam is in offline mode. There are some outdated mods on the install but I've been using them with 1.3.1 since it came out with no issues. Reproduction steps: Reverting to a backup save works, but any saves made after this point refuse to load. The game works fine for as long as i want, but the saves made after the initial loading become dysfunctional. I have tried re-naming quicksaves to persistent and this also does not work. Removing all ship and sub-assembly files (not the folders themselves) doesnt seem to make any difference. Log: None generated So, my questions are - firstly is there any way to get it to generate a output log to try and track down the issue? Or any other tips or hints to track down the gremlins? Secondly, is there something on the last craft I was using that's causing the issue (a simple satellite round Ike, mostly stock with some Scansat, Karbonite, RLA and ProbePlus parts)? A mod causing chaos (I am going to start removing them one by one, but I'm not sure I'll have many crafts left after!)? Or, more depressingly, is their something deeper wrong with the savefile itself and I'm just going to have to start again? *cries* Anyhow, sorry that's not particularly illuminating. Thanks in advance for your attention. BF
  9. Greetings! I've finally worked on building my first CommNet, but I find myself a bit confused after reading https://wiki.kerbalspaceprogram.com/wiki/CommNet and doing some searching here on the forums. Here is my situation: Level 2 Tracking Center 4 Satellites orbiting Kerbin at an altitude of ~777km (Screenshot:https://i.imgur.com/Po3BR5g.png) Each satellite has 4 antennas. Three RA-2s and one 16-S Two RA-2s from each dish are pointed at sibling satellites. One RA-2 is available for tasking as needed. One 16-S is used for comms with Mission Control My confusion is, the RA-2 has a stated range of 200Mm which, as I understand it means 200,000,000 meters. As a result, my expectation was that this commnet would be good for unmanned missions to Minmus or closer. However, on the CommNet wiki page (specifically the table on top) it states that with a level 2 tracking center and a RA-2 that the range is 10Gm or all the way to Moho (if it is close). I am unclear how it could possibly have that range with the RA-2 only have a max range of 200Mm. Can someone help me understand what I'm missing? Thank you!
  10. Hello fellow KSP Players, I am relatively new to this game. I've play about 40 hours and just completed the rendezvous contract/mission. The last thing i got before the docking contract was the Mun landing contract. Now after completing that contract i got a new one saying to do the same thing on Mun. But when am i going to get the Minmus mission? In all tutorial series on youtube they've all gotten the Minmus Mission right after the Mun mission but i'm just not getting it. Is there any reason for that? Thanks in Advance!
  11. Hi all, This is a challenge meant more for the newbies however given what I did the other day it might also be interesting for the experienced as well. Basically, perform a rendezvous maneuver with two crewed craft in a new career save in as little amount of launches... Without upgrading the tracking station. (Fulfill the Contract Explore Kerbin - Rendezvous). Rules: 1. Open a new career save on Normal Difficulty (you can have any G-Force or CommNet options on, doesn't really matter). 2. Never upgrade the tracking station. 3. No mods allowed. 4. KSP 1.3, 1.4 or enhanced edition allowed. 5. Cancel velocity of the two crafts within 2.5km of each other. Scoring: Number of total launches required to achieve rendezvous is the scoring. Might come up with a better scoring system because this technically allows rendezvous at the second launch. Lowest score gets first. Please post evidence of all launches and their highest achievement, as well as the resultant rendezvous. Also name each craft. Example Scoring: Six craft: Hopper I, Hopper II, Hopper III, Stayputnik, Hopper IIIA, Hopper IIIB Score: 6
  12. Kerbal Rocketry, Aeronautics, and Space Hub (KRASH) This is the story of KRASH, and its adventures into the unknown. I just got bored with my career save. I unlocked the whole tech tree, and to be honest, landing on other planets just wasn't fun anymore. So I downloaded Outer Planets Mod, and it really helped me get back into this very successful career savegame. This is also my first forum topic, and I got inspired by reading so many of the incredible mission reports in this section. So, we'll see how this goes! Prologue is live! Index to the Chapters/Sections
  13. Hello, I'm going to try a BDB themed career, but I'm just looking for mods that can spice it up. Stuff like emulating tech/real world designs up to (reasonable) near future tech, and minor base-building/colonising efforts with a nicely-orangised progression. so far, this is what I've got listed: entire Near Future suite (Mid-late game doodads for fun and profit) BDB (The bread/butter of the pack itself, with about a bajillion different parts for launcher variety) ProbesPlus (Probes became interesting to design with this ^_^) RSS @ 2.5x stock scale. (I mean, we gotta launch Saturns from the Cape, right? ) Tweakscale & Procedural Parts/Fairings (Sometimes, you gotta design that tank/SRB/fairing yourself.) BARIS (Having Apollo 13-esque issues in flight spices up routine missions) What do you recommend? I'd love to hear em
  14. The (Mis)adventures of FAST-NAO The Three Flags Hello! This is the story of my newest career: FAST-NAO. A space program just taking its first steps into the final frontier. The program names are all inspired by Dungeons and Dragons: Here are the mission logs so far:
  15. To satisfy their unceasing desire to launch themselves into the void of space on top questionable rockets, the kerbals rushed to form a space program. But in their haste to get started on this great endeavour, they forgot* to give it a name. Thus, it became known only as "the space program". *) I was too lazy to come up with one. =================================================================================================== This is a career I started in KSP 1.3.1 (later updated to 1.4.5) about a month ago, and that I thought I'd share here. I'm using a heap of mods (list in the spoiler below), with MKS and USI-LS being two of the main ones. It's my first time using these in a career playthrough. I'm not sure to what extent I'll use the kolonization parts, but life support will play a big role. Running out of supplies will lead to death, and death is permanent. I'm also sticking somewhat rigidly to the rule of no reloads. The presentation style will most likely be short descriptions of events, accompanied by lots of pictures, 'cause who doesn't like pictures. Hope you enjoy! MOD LIST FLIGHT LOG VEHICLE LIST
  16. After several hours of gameplay on sandbox and testing my creativity, I decided to get more serious and start a new career mode. As an airplane lover I really felt a lack of utility on creating atmospheric aircrafts despite being useful on running short distances to gather surface samples on the very beggining of your career. I really saw no need on building those gigantic and awesome airplanes. It would be even more awesome building those on career mode, where you would to plan and desing a even more efficient and better airplane then your casual "sandbox jumbo". As a simple solution, I came up with the following idea: Main idea: Add "Airports" around the surface of Kerbin capable of picking up or delivering Kerbals. It doesnt have to be too complex, just a runway and a "terminal".Beyond the missons you receive form the Space center, you would have some "passanger kerbals"(as a new type of kerbal, like the Pilots, Engineers and Scientists, and now, Passanger) on standby. Each kerbal would have a unique destination, and taking him to the "airport" that he wants to go, would reward you with money. Further away the airport, more money you get. Purpouse: That would encourage the player to build a better, saffer, more efficient airplane and as a whole, creating an extra purpouse for atmospheric aircrafts. Canon(?): To make the Kerbal passanger transport make sense as a whole, it would be a cool thing if we added something more beyond taking those random kerbals around Kerbin. It would make more sense if those airport were added next to a cluster of KerbNet Antennas in order to, in theory, keep the maintaince of those antennas. Also, there would have some bigger airports, which those, would be larger and contain a science only building in it, so having more kerbals in it, would increase the income of science. Taking scientists to an airport, would increase the amount of science income, and taking engineers, would increase the efficiency of the antennas. Conclusion to "Canon(?)": Beyond transporting Kerbal passangers that would give you money for that, you would have the option to take Scientists and Engineers too. Taking scientists to an airport, would increase the amount of science income, and taking engineers, would increase the efficiency of the antennas near that airport.
  17. Failure is not an option - these words, the most famous quote from Gene Kranz, one of NASA's first Flight Director and probably the most famous Flight Director to ever live... January 31st 1967. "Spaceflight is terribly unforgiving, of perelesness, incapacity for neglect, I don't know what the Thompson committee will find as the cause of this accident. But i know what i find, we were the cause: the simulators weren't ready, our software in mission control didn't function. Procedures weren't complete nothing we did had any shelf life and no one stood up and said stop. Now from this day forward, mission control will be known by two words: tough and competent, tough meaning we will never again shirk from our responsibility because we are forever accountable for what we do or what we fail to do. Competent, we will never take anything for granted - we will never stop learning - when you leave here today you will write these two words on your blackboard, tough and competent and they will never be erased. They will serve as a constant reminder to the sacrificial of Grissom, White and Chaffee. That's all" - Gene Kranz Flight: Plane Crew: Jebediah Result: The plane took flight after Jebediah accidently took the gear down, as it couldnt take off it was recovered RP-0 you may want to fix the first flight objectives! anyways thats it for now, a very humerous start to the program with a switch only not a rocket or an engine, a switch and some wheels!
  18. KERBAL SPACE PROGRAM Also known as how to perfectly crash. Kerbals, the only sapient life in the Kerbol System, have decided that telescopes on Kerbin are not enough, and are launching a space program! ____________________________________________________________________________________________________________________ LOG 1 - SCIENCE HAVE ACHIEVED FLIGHT At 0:00 Kerbin time, Wernher Von Kerman reported that Science 1, a small capsule attached to a booster, with a can of unknown content, and topped of with a parachute, was completely ready to launch. It would wait for two hours before launching at nighttime. Finally, at 2:00 Kerbin time, the craft was rolled out to the launchpad. It was operated by pilot Jebediah Kerman. Jebediah pressed the staging button, and it took off, tilting north due to the drag of the container of unknown content. After the booster ran out of fuel, he proceeded to observe the unknown content in the container, and create a report of his situation. He would then press the staging button again, deploying the orange and white parachute. Finally, he would land off the coast of where the Kerbal Space Center is located. Science 2 is expected to launch next week, packing more power and science.
  19. computer got accidentally turned off during sub-orbital flight above kerbin quicksaved luckily just before my foot rested on the off switch but when my pc restarts and i load up ksp my career save says 'just started' and when i click 'load' nothing happens any way to fix this issue and recover my hard earned space program? thank you so much for any support this is killing me
  20. With the new UI on Xbox Enhanced, I started a new career. Flew some contracts to get funds and science. Used the science to unlock Basic Rocketry tree. My career settings are to require Buying Into parts. Went to buy Swivel Engine with Tree researched (says it is researched). I click Right Stick to go to Parts in Basic Rocketry. I highlight Swivel Engine with 72K funds (engine cost 3.5K)....I get no UI on how to buy the Swivel Engine or any other part in any tree I've researched. What am I doing wrong? Again, new Xbox UI. Thanks.
  21. So in a bit on insanity, I've decided to revive my KSP obsession and try some new mods after playing realism overhaul for awhile. For bonus points, I'm going to be playing on the stock hard setting which disables respawning, and quicksave/reload (I'll conditionally re-enable it if something glitches, but if I screw up, I'm rolling with it). There is a loose metaplot going on, starting in Chapter 5.1 Dreaming in Light/Skipper, but it's not the main focus for this thread. Current Achievements of This Space Program Here's a quick reference guide for what we've done thus far. I'm not using the Return Chevron as it makes it hard to see each. For the craft type, I'm going with whatever is the most challenging or what I was most impressed by, hence why Kerbin has a plane ribbon, and not a capsule or station. Guidelines Mistakes will be permament, if I blotch a Duna landing, you're going to get to see it Exception: Atmospheric flight is quicksave/quickloadable as otherwise I won't get the epic photos. Exception: For plot relevant stuff, I'll generally allow quicksave/quickload. This happened during the first lunar mission as I was trying to get a good screenshot of an anomaly for the thread and flew too low. I'll note in each chapter where quicksaves/quickloads were done. I've never played with Kerbalism before, so expect hilarious failures The save is in career mode, stock tech tree. I'll likely be running some missions without posting about it (no one wants to read 300+ part testing contracts) I'm sticking to a 30 day minimum delay between mission launches for the most part. On rare occasions, I'll bend this rule for special/planned events This is primarily to avoid Mun landing in-game day 2, and then fastforward to Duna at the first launch window For missions that don't leave the planet (i.e., launchpad part testing), I won't bother advancing time The mod list will be somewhat fluid, list is at the below Rough goal of at least doing a kerbaled mission to each planet. Will take suggests for mission ideas/craft names/etc. Will also edit the save file if someone wants a kerbal beyond the original four. Current Mod List Kerbalism Kerbal Engineer Alarm Clock Better Burn Time SCANsat Scatterer/EVE Astromauner's Visual Pack + KSPRC was added starting in Chapter 7 DMagic TAC Fuel Balancer KAS/KIS KRASH FAR Gravity Turn Redux NavUtils Chapter 1: K-3 Project (full imgur album: https://imgur.com/a/Kov5g)
  22. Hi, I'm playing a career mode game, and upgraded the Mission Control building to Level 3 (maximum) a long time ago. The game says this upgrade should allow "unlimited number of active contracts". Although the upgrade did indeed remove the hard limit on the number of contracts, I found that the game simply didn't offer me any more contracts once I had 14 active. Whenever I'd complete a contract, I'd be offered a new one, one-for-one, but no more than that. One day when I completed a story contract, the game offered me two in its place, which expanded the "rotation" to 15, but a few contracts later, for no apparent reason, I completed one and was not offered a new one, reducing it back to 14. The other day I completed a non-storyline contract and was offered two in its place, so it's now back up to 15. Does anyone know what's going on here? Is this "intended" behavior by the game? An arbitrary technical limitation perhaps (e.g. due to the contracts being stored in a fixed-size array in the game code)? I would really like to be able to have more than 15 active contracts. Right now, more than half of the effective "slots" are tied up with long-term missions that I can't (or don't want to) start yet - e.g. I need to unlock the requisite tech tree nodes to complete ore contracts, and I don't want to skip any of the storyline contracts (thus I can't escape Kerbin until I've finished exploring Minmus, since that would skip that contract). This leaves only a few slots for active turnover of contracts, which makes it difficult to e.g. get enough tourists on the books to fill up a big, efficient craft to take them to the Mun. Is there any way to "fix" this? Perhaps a setting, or a mod? It seems weird for the "size of the market" to be effectively capped like this; one would expect the market to increase as I demonstrate the ability to perform more ambitious missions more efficiently. Thanks!
  23. This is a new Let's Play style series with career playthough. It is LiveStreamed on Twitch, and edited for upload to YouTube. Mission Tracking Log: https://docs.google.com/spreadsheets/d/1vkPMdifBnjN54sxyOOFecarbSx-moXSO0K4vsOTFVmA/edit?usp=sharing KSP version: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Modlist (more or less complete, with minor edits): Cetera's Suits for TRR 000_AT_Utils - 1.5 Filter Extensions - 3.1.1.2 Toolbar - 1.7.15 USI Tools - 0.10.1 AlmostFreeLaunchClamps - 0.2.1 AirlockPlus - 0.0.9 Astrogator - 0.7.8 AtmosphereAutopilot - 1.5.10 B9 Part Switch - 2.1 BetterTimeWarpContinued - 2.3.9 Bluedog Design Bureau - 1.1.6 Chatterer Extended - 0.6.1 Chatterer - 0.9.93.1804 CollisionFX - 4.0 Color Coded Canisters - 1.5.1 Community Category Kit - 2.0.2 Community Resource Pack - 0.8 CommunityTechTree - 3.2.1 Community Trait Icons - 0.1.2 Connected Living Space - 1.2.5.5 Contract Configurator - 1.23.3 Contract Pack: Anomaly Surveyor - 1.7 Contract Pack: Clever Sats - 1.4 Contract Pack: Field Research - 1.2.1 Contract Pack: Historical Progression - 1.6 Contract Pack: Kerbal Academy - 1.1.7 Contract Pack: Bases and Stations - 3.7.0.1 Rover Missions - 0.1.7 Contract Pack: Tourism Plus - 1.5.2 Crew Light - 1.10 Crew Portraits - 1.3.1 Crowd Sourced Science - 4.1 CryoEngines - 0.5.10 CryoTanks - 0.4.8 Community Terrain Texture Pack - 1.0.1 CustomBarnKit - 1.1.16 DangIt - 0.7.15 Airline Kuisine - 1.5 DestructionEffects - 1.7 DistantObjectEnhancement - 1.9.1 DMagic Orbital Science - 1.3.0.11 CapCom Mission Control On The Go - 1.0.2.7 Contract Parser - 1.0.7 Contracts Window Plus - 1.0.8.1 Progress Parser - 1.0.8 DynamicBatteryStorage - 1.2 Easy Vessel Switch - 1.5.6471.31118 EditorExtensionsRedux - 3.3.16 EVAEnhancementsContinued - 0.1.12.1 EVA Transfer - 1.0.7.1 Firespitter - 7.6 FlagRotate - 1.1.5 Flexible Docking - 1.0.5 Fuel Tanks Plus - 1.12.1 FuseBoxContinued - 0.1.15.3 GroundConstruction - 1.2.1 Galileo's Sun Flares - 1.8.3 HideEmptyTechTreeNodes - 1.0.1 Historian Extended - 1.3.2 HullcamVDSContinued - 0.1.8 Impact - 1.6.2.2 Interstellar Fuel Switch - 2.10.3 JanitorsCloset - 0.3.3 RasterPropMonitor - 0.29.2 Kerbal Attachment System - 0.6.3 KerbalAtomics - 0.4.10 Kerbal Engineer Redux - 1.1.3 Kerbal Foundries - 2.1.2.11 KerbalHealth - 1.0.2 Kerbal Inventory System - No Fun - 0.1.2 Kerbal Joint Reinforcement - 3.3.3 HyperEdit - 1.5.4 Kerbal Inventory System - 1.8.6557.41950 Kopernicus - 1.3.1.3 KRASH - 0.5.26 KronalVesselViewer - 0.0.8 KSP-AVC Plugin - 1.1.6.2 KSPRescuePodFix - 1.2.0.8 KSPWheel - 0.10.5.21 Lithobrake Exploration Technologies - 0.4 Lights Out - 0.2.2 MagiCore - 1.3 Maeneuver Node Evolved - 1.0.3.3 ManeuverQueue - 0.4.5 Mk1-Cabin-Hatch - 0.2 Modular Rocket Systems - 1.13.1 ModularFlightIntegrator - 1.2.4 NASA_CountDown - 1.3.5 NavBallDockingAlignmentIndicatorCE - 1.0.3 NavBallTextureChanger - 1.6 NavHud - 1.3.4 Docking Port Alignment Indicator - 6.7 NearFutureConstruction - 0.8.4 NearFutureElectrical - 0.9.8 NearFutureLaunchVehicles - 1.1.3 NearFutureProps - 0.2 NearFuturePropulsion - 0.9.5 NearFutureSolar - 0.8.8 NearFutureSpacecraft - 0.7.4 NEBULA_DecalsContinued - 0.1.1.5 Final Frontier - 1.3.6.3189 S.A.V.E - 1.4.7.2860 One Window - 1.0.2 OuterPlanetsMod-Galileo - 1.2.4 PartCommanderContinued - 1.1.2 PartWizardContinued - 1.3.6 PlanetShine - 0.2.5.2 PoodsOPMVO - 0.3.5 Portrait Stats - 1.0.15.1 Precise Node - 1.2.6 Radio Free Kerbin - 1.2.1 RCS Build Aid - 0.9.3 RCS Sounds - 5.2 RealChute - 1.4.5 ReentryParticleEffect - 1.2.0.1 SafeChute - 2.1.9 SCANsat - 1.1.8.2 Science Relay - 1.0.4.2 SETI-Contracts - 1.3 SETI-Greenhouse - 1.2.2 SETI-ProbeParts - 1.3.0.2 Ship Effects Continued - 1.0.8.3 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.16 StageRecovery - 1.7.2 StationPartsExpansion - 0.5.2 Stock Visual Enhancements - 1.2.7 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.6.6484.37549 Stock Visual Terrain - 2.0.8 TAC Fuel Balancer - 2.14 TakeCommandContinued - 1.4.11 TextureReplacerReplaced - 0.5.4 TAC Life Support - 0.13.6 ToadicusToolsContinued - 0.22.2 Trajectories - 1.7.1 Kerbal Alarm Clock - 3.8.5 Alternate Resource Panel - 2.9.2 Transfer Window Planner - 1.6.2 TweakableEverything - 0.1.23 TweakScale - 2.3.7 USI Core - 0.5 USI Exploration Pack - 0.9 Konstruction - 0.3 Malemute Rover - 0.4 MKS - 0.53 USI Alcubierre Drive - 0.7 Universal Storage - 1.3.0.1 Unmanned before Manned - 1.3.0.2 UpgradesGUI - 1.5 EVAParachutesAndEjectionSeats - 0.1.15 VesselMover - 0.1.6.2 VesselViewerContinued - 0.8.6 Waypoint Manager - 2.7 IVA Kerbal Identifier - 1.0.4 [x] Science! - 5.11 Hanger Grid
  24. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  25. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
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