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Found 5 results

  1. lots of crust. do a massive excavation several km deep. idea is simple. dig until the surface pressure and temperature is habitable. the bottom of valles marineris is close, about 7k down, and that is a good place to start. but we must go deeper. im not sure how far down you have to go. lets make our target 10 km, or 3km below the mariner valley. the fact that it goes east to west is convenient as it clears out sun blocking terrain by default. i suppose the smart place to start is begin setting up road infrastructure. find a boring location to dump your dirt. if this location also has an ore processing capabilities to strip the soil of anything useful. especially any water ice it finds, metals, useful minerals. might as well take scientific samples as well. the remains will need to be dumped somewhere (the south end looks boring and needs a big pile of dirt). you want the road to be able to get down to the floor of the valley. so you put in switchbacks. these will be expanded and eventually you will need to widen the valley and reinforce the walls to support the 3km dig. how do we do that. well really big excavators, dumptrucks, and bull dozers. the biggest we have. some examples are provided, but scale those up or bring a lot of them. they wont work on mars as is so you will need to retrofit them, with nuclear reactors. nuclear powered construction machinery, what could go wrong. i suppose you could spaceify a diesel to run on bi-propellant. but that depends on whether or not you built a methane plant yet. you might actually start with some smaller machinery, that you can use to start processing material, and then make the steel in situ to build the required bucket excavators and ore haulers. human crew is preferable as conducting what is effectively a dirt mining operation remotely would suck a lot. good thing you have lots of dirt to bury the hab. from here on out its a massive open pit mine 3 km deep. running your nuclear powered mars retrofit bagger 293 back and fourth from top to bottom on the northern and southern valley walls. several layers deep. to shallow the grade minimize the number of reinforcement piles you need to drive to prevent massive landslides. hopefully we have some kind of marscrete production going on. the dump yard would have a gravel processing operation going on by now. once the surface material is mostly removed, exposing bedrock, does mars have bedrock? idk. this actually simplifies things somewhat when you hit rock, convincing spacex to handle a shipment of high explosives will probibly not go down very well and would likely be the hard part. maybe you could find a local nitrogen source. you will also be able to start quarrying stone for future use. ultimately what you are trying to build here is a bread basket. several kilometers of farmland that can be worked in shirt sleeves with just a breather unit. enough to feed a wider mars habitation. a number of large superconducting solenoids can be used to deflect all the nasty charged particles from space. meanwhile, at ye olde pile'o'dirt you can start removing the perchlorates from some of the more choice material. not anything from the first few layers, but the less radioactive stuff further down that got less space weather. manufacturing of live soil will either need to take place in a large pressurized surface structure, or in the pit. by this time, many decades in, there should be a lot of human waste and other organic wastes available. perfect mulch. maybe a starship full of earthworms. oh wait, co2. so either genetically engineered marsworms or put in some domes (hopefully by now reinforced marscrete is a thing) to maintain o2 in the structure. i dont think the atmosphere would ever be breathable unless you replace the co2 with nitrogen. mars really is a dirt movers paradise. and industrializing a dead world that shows no signs of reanimating itself sounds a lot better than replacing all the trees with holograms of trees.
  2. This is somewhat long. If you do not have a significant emotional attachment to KSP, please move on and do not bother reading this. It is not something intended for commentary. It is a testimonial to share with all of those who were instrumental in assisting me through the darkest days of my life. This is something I find myself pondering in those transitory hours where sleep eludes me. What does KSP mean to me? That is a very simple question with an incredibly complicated answer. I wanted to ask those of the community with a higher-than-average emotional attachment, the same question. I am not asking for folks to elaborate at great length about some specific aspect of one singular title. Rather, how has KSP: the IP, forum, craft exchange, Discord mod community, or maybe just the quirk of one Jebediah Kerman contributed in some positive way to who you have become? If you feel so inclined, please share your account of what KSP means personally. Perhaps it is something simple. A friend of mine was experiencing a grade school child pulling away due to a lack of shared interest. My friend was always a Lego aficionado, and that semblance allowed a transference childlike wonder once experienced playing with Lego Space or Blacktron model sets. This love lead to him actively building space themed dioramas with his son. To this day they still build dioramas of whatever missions are ongoing. For those of us with mental health issues, it is easy to develop a significant attachment to those things which help us through darkness, but this game has touched such a broad spectrum of lives its insane. With myself, it is the forum. This space is an example of something becoming greater than the sum of its parts. The forum is a truly wonderful place. How many places do you see a community transcend national borders and similarly overcome the gap in age and education? I first laid eyes on these beautiful little frog people due to an ad on a mobile game 'Spaceflight Simulator.' I was immediately captivated by these idiotic space cowboys. I wanted to learn more and the interwebz provided one heck of a rabbit hole. I gravitated to the fanfiction and really learned a great deal about the Kerbal perspective. An unwillingness to accept reality no matter how harsh, a desperate drive to see and do more. I found other stories as well, tucked away in some of the more obscure nooks of these hallowed halls. They are stories where disadvantaged individuals scoff at circumstance. Young teens in impoverished countries learned to code through a love of modding this wonderful game. People in menial dead-end jobs found a game that nurtured all the geek dreams they held most dear and inspired many to attend higher education. This forum was instrumental in saving my life. This is not NOT hyperbole, nor exaggeration. But the simple truth, from the eyes of a bi polar junkie. It was these wonderful stories of accomplishment derived from an inspiration supplied by these little frog peeps. So many hopeful testimonials. You see, when I first saw that ad come across my mobile screen, I was living in a tent under a bridge. Being among the indigent population breeds an inner contempt that burned like the sun next to the candle of past self-recrimination. At this point, any computer seemed to be an extravagant luxury well beyond my ability to obtain. Something I obviously did not deserve. Those times I could snag wifi or afford to top up my phone card were spent lurking in this magical realm. Under that long-lost email, I was able to discover ... hope. I think this is the singular component of life that most people take for granted. Hope is a such a simple thing when taken at face value, but all together lacking in the lives of many. I am predisposed to view hope as a dangerous commodity. Hope leads to disappointment, which leads to despair, which leads to darkness that ends in unhealthy coping mechanisms. I realize, this probably sounds cheesy AF to those uninitiated to the struggles of mental illness. Sometimes it is disproportionately difficult to "pull ourselves up" or even "touch grass." Some days every single ounce of energy that can be mustered up through willpower alone is consumed by mundane tasks like going to work or brushing one's teeth. This forum also helped me to believe in myself again, which is priceless. I got in touch with professionals equipped to provide the proper help. You do not go from a tent to the White House. To even set such a lofty goal is a deadly act that promotes disappointment (a tricky way for the self-hate to justify itself) and leads to despair. I went through a couple of years of "small goals with small rewards" for self-image repair. All the while, I watched this place blossom... as a guest and outsider. Man, I wanted to play Kerbal so F*ING bad. Becoming part of the Kerbal community was a significant motivating factor. Almost 3 years ago, I got my first computer in over a decade. Kerbal was everything I had hoped it to be. In those hours where darkness threatens to swallow me, I turn to my career game on KSP1 or come to this forum to read/engage with those I have come to cherish. You see... I love you all. Even those of you that irritate me. All of those folks who have challenged someone else... and it resulted in pages of educational material, MUAH... For all those who write detailed bug reports or play devil's advocate to those who do. Special thanks to all those wonderful modders & to the forum managers, also to those guests who hit the site traffic metrics without ever belonging. All those kids who were inspired to touch the stars... To the janitor now working in aerospace... Et cetera, ad infinitum. Dear Forums, Thank you for more than I can ever say.
  3. Mission Codename: Project Lunar Vanguard Dear KSC operator, Let's get straight to the point. With the recent closure of our second-generation space center, we must innovate to ensure our center thrives. Our mission is clear: establish a sustainable and enduring lunar presence. Your task is to lay the groundwork for future lunar operations and pave the way for interplanetary missions through resource collection and refining on the Mun's surface. This is my first mission post and I plan to do more; I like the realistic style as it makes me want to build better rockets and stay focused on the game. This was originally developed for my own playthrough of KSP because their contracts in story mode sucks, plus don't we all appreciate nicely formatted things... Like gosh. Mission Objectives: These mission objectives are assigned points, so each objective completed are just points added onto your score for your dedication for performing the mission & it's optional goals. Deploy a Communication Network: Put satellites around Kerbin and the Mun to ensure constant signal without blackout zones. (Optional) Equip satellites with versatile orbit-adjustment capabilities using nuclear or xenon propulsion for efficiency. Low-Kerbin Orbit Assembly: Design and Launch a LHM (Lunar Habitat Module) and LLV (Lunar Lift Vehicle) (Optional) Ensure LHM has a reliable mining and refining system to support future missions (Optional) The LHM and LLV need to support 5 Kerbonauts (Optional) onboard Rovers and vehicles for the Kerbonauts Assemble the LTV (Lunar Transfer Vehicle) Attach the habitat module to the lift vehicle to the transfer stage to move the entire assembly to the Muns orbit Mun Operation: Land the LHM and LLV on the Mun. (optional) Conduct scientific experiments (optional) Resource Demonstration Show us how effective your mining and refining operations using the LHM's onboard system is Rules for Mods & DLCS: Recommend / Allowed: RECOMMENDED: Kerbal Planetary Base Systems DLC: All DLC made for KSP is allowed. MODDED: All visual mods allowed, most mods are allowed, example is; (better time warp, Kerbal Engineer, freeIVA) Prohibited Mods: Mods that significantly alter physics or gameplay to make the challenge trivial are prohibited (e.g., Tweakscale, Warp Drive). Challenge Levels: Level 1: Establish a lunar base with basic infrastructure. Level 2: Expand the lunar base with enhanced capabilities, such as advanced resource processing. Level 3: Develop a sustainable colony with full self-sufficiency, capable of supporting long-term habitation. Scoring System: The scoring system for my contracts is quite simple, it will evaluate missions based on objective completion and optional goals. Here's how it works: Objective Completion Points: Each non-optional objective carries an equal score of (+5) Optional Goals: each optional objective completed carries equal an equal score of (+2) Submission Rules: Format: Submit your challenge as an imgur album, video series, or thread in Mission Reports. Documentation: Include captions and descriptions for each submission element (e.g., launches, landings, science collection). Required Screenshots/Videos: Capture key mission moments, including transfers, dockings, landings, and refuelings, document science returns if applicable. Completion Badge: Successful participants can add the mission completion badge to their signature. The Holy Grail: Come on, I know all you internet and space degenerates love things to put into your signature, so let's make it happen. All it will cost you, is a few hours of FUN hard work Hall of Fame: Anyone who has an entry on this post will have their work reviewed and notarized is allowed to utilize the award above and will be immortalized in the Hall of Fame, showcasing the ingenuity and dedication of Kerbonauts across the galaxy.
  4. Outer Planets Expansion Pack Suggestion Box Spacedock Pack (OPX and associated mods) About Long ago, one of my first planet mods I ever played with was the famous Outer Planets Mod. For a while, I had great fun exploring the various moons, but soon I realized that something was lacking. The moon systems of all the gas giants felt almost... empty. Thus, I set to work to rectify this problem. Now, years later, I actually know how to planet mod, and I am proud to announce the Outer Planets Expansion project! This project will take the form of nine mods which will each modify a different segment of the expanded Kerbol System. Each mod can function independently, but it is recommended to have them all because let's be real none of the OPM gas giants realistically start with enough moons for a gas giant system. Unlike the others, OPX-NeidonPlus was brought into the project by a collaboration between me and @Interplanet Janet after several updates on its own, with several additions by me and a restructure of the filepaths. Dependencies Like all planet mods, each OPX mod will require Kopernicus to function. @Pkmniako's MitchellNetravaliHeightMap plugin will be bundled with each installment as they release. Don't forget it, or everything will break. OPX-StockSystemModifications – Github, Spacedock OPX-StockSystemModifications (SSM for short) is a collection of quality of life modifications for the inner solar system. It exists because I was annoyed by minor problems with the inner system, fixed those problems, and compiled all of them into a mod for everyone. Now with two different new Kerbol options! Features: Dependencies: Kopernicus (obviously) Compatible and recommended mods: No specific compatibility was made. If you like BetterKerbol's sun, just set SSM's sun setting to "Stock" and it'll won't mess with it beyond adding a displayName and a biome map. The Minor Planets Expansion is a good mod if you want more stuff to explore in the inner solar system, alongside the obvious OPX-InnerWorlds. Changelog: OPX-InnerWorlds – Github, Spacedock OPX-InnerWorlds aims to fill out the oft-neglected asteroid belt of the Kerbolar System. It adds a number of asteroids throughout the inner system and as far out as Jool (a centaur got in on a technicality). This mod also supersedes the oft-mentioned Janet's Minor Planets, with Doppler, Dyva, and Quazen included among its objects. Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Niako's Utilities: Mitchell Netravali Height Map (bundled) Compatible and Recommended Mods: Minor Planets Expansion by @Exo's Lab – 3 Vant and 433 Edas help fill out the inner system alongside OPX-InnerWorlds. Screenshots: Changelog: OPX-JoolPlus – Github, Spacedock OPX-JoolPlus is the first installment of the project to be released. It comes with full biome support for each object that it adds. Below is a map of the Jool System with this mod installed. All objects are either stock or added by this mod (except Aditel, from JoolRetexture) Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Niako's Utilities: Mitchell Netravali Height Map (bundled) Compatible and Recommended Mods: Distant Object Enhancement – OPX-JoolPlus comes with a config coloring the distant points of all three new objects within DOE. It looks great, try it out! JoolRetexture – @Clonos' little mod that adds a new moon and makes a new texture for Jool. You can now install this mod alongside my own, with a settings file in my mod folder that allows you to switch between my Jool and his. Kcalbeloh System Planet Pack – This mod adds a wormhole in Jool orbit. To ensure compatibility I include a patch to reparent it to the new Jool object. I have more compatibility patches planned, but they'll be significantly more complicated. INcompatible Mods: Techo's Planet Revamp – Because of the frankly bizarre and unnecessary way that it deletes every single object in the system and remakes them, the combination of that and OPX's modifications to the stock moons' positions results in none of the stock moons existing at all when JoolPlus and TPR are both installed. This is obviously untenable, so you'll unfortunately have to pick one. Screenshots: Changelog: OPX-SarnusPlus – Github, Spacedock OPX-SarnusPlus, the third insallment of the Outer Planets Expansion, adds six new moons to Sarnus and gives it a new texture and physical characteristics. Each new object comes with full biome support, and orbit modifications are made for most of the existing moons. Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Outer Planets Mod (the original) Niako's Utilities: Mitchell Netravali Height Map (bundled) Compatible and Recommended Mods: Kopernicus Expansion – adds footprints when you EVA. Play with it. Or don't, I'm not a cop. ResearchBodies – self-explanatory. I dont personally play with it but if you want to the compatibility is there. TarsierSpaceTech – the mod comes with sciencedefs for when you look at the new bodies through a telescope, if you play with that sort of thing No specific compatibility exists at present. Planned compatibility includes: ReSarnus Distant Object Enhancement Planetshine EVE and Scatterer Parallax (in the distant future) Screenshots: Changelog: OPX-UrlumPlus – Github, Spacedock OPX-UrlumPlus adds two new moons to Urlum, rebalances the orbits of the existing OPM moon system, redoes the appearance of Urlum and its rings from scratch (rings by @TheOrios), and makes sure that the system actually rotates clockwise like the description says it does. This mod is much farther from completion than JoolPlus or NeidonPlus, and future updates will add things like new asteroid moons, a trojan companion for Urlum, biomes for Dathil, and more. Features (if you want to discover them yourself, dont open this): Dependencies: Outer Planets Mod Kopernicus (obviously) Niako's Utilities (bundled) Compatible and Recommended Mods: Kopernicus Expansion – adds footprints when you EVA. Play with it. Or don't, I'm not a cop. ResearchBodies – self-explanatory. I dont personally play with it but if you want to the compatibility is there. TarsierSpaceTech – the mod comes with sciencedefs for when you look at the new bodies through a telescope, if you play with that sort of thing No specific compatibility exists at present. Planned compatibility includes: Distant Object Enhancement Planetshine EVE and Scatterer Parallax (in the distant future) Screenshots: Changelog: OPX-NeidonPlus – Github, Spacedock OPX-NeidonPlus is the second installment to be released. Originally created by @Interplanet Janet as a separate mod, I created two and a half new objects and full biome maps for all the existing ones for its integration into the OPX project. Features (if you want to discover them yourself, dont open this): Dependencies: Kopernicus Niako's Utilities: Mitchell Netravali Height Map (bundled) Recommended mods for compatibility: Distant Object Enhancement – OPX-NeidonPlus comes with a config coloring the distant points of all new objects within DOE. It looks great, try it out! Minor Planets Expansion – Adds several objects to the vicinity of Neidon, making it less lonely. They fit with the artstyle of OPX as a whole, furnishing any Neidon explorer with further destinations beyond. OPX-FinalFrontiers (when I finish it) – Another installment of the OPX project, this mod adds further destinations in the same vein as MPE. This mod doesn't actually exist yet, I just pretyped this blurb to save some time later Screenshots: Changelog: Upcoming Installments: In the coming weeks and months, I will continue work on the four gas giant expansions, adding more features to each. After that, I will begin work on the tentatively named "OPXtras", four installments that add other objects to the edges of the solar system (be they the literal edge or the edge of the size graph): FinalFrontiers (dwarf planets in the Kuiper Belt), UndiscoveredCountries (Planet 9 and 10), InnerWorlds (inner system minor bodies), and CometsPlus; which each fill in a number of gaps left by the Minor Planets Expansion and add unique gameplay challenges that are not offered in any other mods to my knowledge. Please let me know if you enjoy this mod, and if you didn't, what I can fix or add. Thank you for downloading! Credits: Frequently Asked Questions: Licence: MIT
  5. The Ocean Program : Explore the Ocean Floor Inspired by the Titan submersible project to discover the Titanic Hello, and welcome to a new project that I am doing called the Ocean Program , inspired by the "Titan" ship project, dive deeper than 3800m to explore the Titanic shipwreck . This project includes a main submarine and an auxiliary submarine, the main submarine is converted from a submarine carrying ballistic missiles and torpedoes. Therefore it has a nuclear reactor that allows it to operate for a very long time in the deep sea. As for auxiliary submarines, due to space limitations, they can only carry 2 small generators. It cannot dive to the bottom of the sea on its own because it lacks enough power, so the main submarine will help it do this. LET'S GO! We (scientists) started approaching the middle of the ocean at 5 am The First photo of the Ocean Floor ( 1300m ) And started the auxiliary submarine. Scientists began to explore Inside the submarine there is no water leakage and stable/balanced operation But it's time to return to the main ship because the electric is out And let's go home! We surfaced at 1am And scientists, Equipment remains safe, Ready for further discoveries! Scientists are planning further exploration to find the deepest part of the ocean. Going further, exploring the oceans of other planets...
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