Search the Community
Showing results for tags 'gep'.
Part 0: Mission goal and craft This mission will attempt to land a Kerbal on every body with a surface in all three Team Galileo planet packs: Galileo's Planet Pack, Grannus Expansion Pack, and JNSQ. This mission does not qualify for the linked challenge, due to JNSQ's changes to the stock solar system. Nevertheless, I will try my best to follow its other rules (although I may need to use the debug menu for the purpose of circumventing a bug; I'll note each time this occurs). Update: the rules of the challenge have been changed, and now allow planet packs! I did end up using the debug menu to circumvent two bugs, but I doubt that breaks the spirit of the "no debug menu" rule. The mission includes ISRU, but as an additional challenge, each refueling stop must be on a different celestial body. In order to make the systems fit together properly, JNSQ is included at 1x scale (using JNSQ Rescale 1x), and GPP is included in its secondary configuration (using GPP Secondary). Unlike my previous mission, I am using some other mods as well, selected to ensure a mix of realism and balance with stock parts. Notably included is Explodium Breathing Engines, which is so important to the mission that I can justify its use only because its engines, following the path of realism, are strictly worse than their stock counterparts (except for the range of bodies on which they can operate). Full modlist: There are a lot of places I need to visit, so I've compiled a list of all the celestial bodies with their most important properties. (0.0) List of celestial bodies In total, there are 77 celestial bodies, of which three are stars and six are gas giants, leaving 68 for me to land on. The mission craft is composed of seven modules, which are launched separately and assembled together in LKO. (0.1) Mothership (Team Galileo Grand Tour) (0.2) Oxygen-breathing plane (0.3) Methane-breathing plane (0.4) Eve lander (0.5) Nara lander (0.6) Tellumo lander (0.7) Taranis ferry
Cironaut Space Agency (A.K.A - Yet Another GPP Playthrough!) So, after reading many of these mission logs/career playthroughs, I've decided to do one of my own. I know there’s been a few done for the Galileo Planet Pack (GPP), but as I find it’s the best planet pack I’ve come across so far, this is the one I’m using! I’m also not changing the size of the system, as I’m also using the GEP and OPM mods, so combined this makes an already gigantic solar system that I don’t personally feel needs to be any bigger. Also, I’m probably not experienced enough to attempt it yet! This is a list of mods and contract packs I’m currently using: Some of these are custom mods that I’ve tweaked, such as: Kerbal Renamer – I’ve modified this so that all the Kerbals/Gaelans have westernised names and surnames and I’ve removed the GPP developers - sorry guys! I’ve also enabled this to be called from other scripts/mods, specifically so that anything that may have used the default/stock KSP naming scheme can instead use this one instead. Contract Configurator – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Also ‘fixed’ a bug that displayed Gael in lowercase. TRP Hire – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Far Future Technologies – I’ve recompiled this for version 1.4.3 but I believe this still has issues with heating, which isn’t a problem with this mod but a problem with KSP itself. However, I like the idea of having anti-matter engines on my rockets so hopefully this will work out! New Suits – This is just some of the Replacement mods from GPP tweaked a bit for my own playthrough. The Kerbals/Gaelans have some recoloured suits I’ve made and matching sprites, and I’ve tweaked the male heads a bit so that they use the heads that were for the Admin staff instead. I also tweaked some colours in the descriptions, but this is almost the same as it is normally in GPP. This is all done through Sigma Replacements in the same way the GPP versions were before. Tourism Plus – I’ve removed the contracts that wanted you to take Tourists to specific biomes, as the biomes were specifically for Kerbin. Also given the first tourist a random name rather than ‘Tito Kerman’, as this was not in line with the new naming scheme. Bases and Stations – I’ve tweaked the Life Support-related contracts to support Snacks. I also submitted this as a PR on GitHub which has now been incorporated into the contract pack by its current maintainer (three guesses who that is!). I’m hoping that in this current career playthrough I’ll be able to visit all the celestial bodies in the Ciro system (incorporating the GPP, OPM and GEP mods) either manned or unmanned. I’m also hoping to unlock all the nodes on the tech tree, which considering I’m using the Community Tech Tree mod should probably take quite a while! However, I’m also using the Hide Empty Tech Tree Nodes mod so that empty nodes are removed, and to hide the tree nodes that haven’t yet been researched (except the ones that immediately proceed from already researched nodes), which I personally feel is a better approach to the tech tree. And these are the difficulty settings I will be using: EDIT: As requested by @HansonKerman, here are some screenshots of the solar system for this playthrough, taken in the Tracking Station: So, let’s get the Cironaut Space Agency started! 1. First Launch Whilst most organisations on the planet Gael that are trying to reach space are attempting to use computers to send unmanned craft instead, due to the obvious dangers of sending a Gaelan up into space, none of them have currently perfected this technology and are struggling to even get off the ground. However, the Cironaut Space Agency (CSA) have decided to throw caution to the wind and are planning on using actual Gaelans to fly their craft first! This should allow the CSA to gain a significant lead on the space race. The first batch of Gaelans to join the CSA are David Welch (pilot), Rita Coleman (scientist) and Dale Watson (engineer): The Mamba Program ultimately aims to build a craft that can send a Gaelan into space, orbit Gael, and return safely to the surface - without killing the pilot inside in the process! The first craft is named Mamba I and has a small Crew Capsule (with capacity for 1 Gaelan), a solid fuel Flea Engine, a Parachute and some science experiments on board: First, the science experiments that are onboard Mamba I are run on the launchpad by David Welch, the pilot: Then the rocket is launched from the Gael Space Centre (GSC) into the sky: It eventually reaches a height of 8,436 metres above sea-level before starting to plummet back towards the surface: When the craft reaches about 1,000 metres above sea-level the parachute is deployed, which slows the craft down and stops it from crashing into the surface: The craft then safely lands back on the ground. The pilot has survived, and the mission is a complete success: