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  1. I have been studying concepts for missions, and I think I might have one. It is basically an expansion upon the idea of a Saturn atmospheric probe whose relay will escape the Solar System. As of yet, it is nameless, but I have some ideas for what it will be. The carrier-relay probe will have a wide-angle camera with color capabilities, and a narrow-angle camera with only B&W. This is similar to the Ralph-Lorri dichotomy on New Horizons. It may also have some other instruments from the Voyager probes, such as a magnetometer, radio receiver, UV spectrometer, etc. Finally, it will carry an atmospheric probe to descend into Saturn's atmosphere. It will be released not long before the Saturn flyby, and after the relay passes from the shadow, it will relay the data collected from the atmospheric probe, as well as data it may have collected as well. The carrier-relay would look like a mesh between Voyager, New Horizons, and Galileo (with the atmospheric probe), possibly. It would be launched in mid-2034, have a 1.7-year-long cruise phase to Jupiter, then take about 4 years to get to Saturn. After that, a Haumea flyby may be possible, given enough funding directed toward it. A couple of questions, however: Since it's on an escape trajectory from the Solar System, what cargo will it carry for aliens to find? Would it be feasible to have a camera embedded into the probe to take a picture of the Saturnian atmosphere? To get to Haumea, how close would the carrier-relay have to fly to Saturn? Would it be possible to make a mockup of it using RSS? (preferably both imgur photographs AND a youtube video) These are two possible trajectories I might use. They aren't necessary, but is instead a template or guideline. https://drive.google.com/open?id=14YrJYsIIzYcgSTCZa_DjR8acOjPp26Ks https://drive.google.com/open?id=1GF_xSTJa7mQ37aFmDcRsh06SYOPoPD0e Share your thoughts below.
  2. Thread of the month May 2022. Please note that Galaxies Unbound will be on hiatus until after the summer for further enhancements. We appreciate your understanding and look forward to bringing you an even more stellar experience upon our return. Galaxies Unbound: A Stellar Odyssey © 2020 by StarCrusher96 is licensed under CC BY-NC-ND 4.0
  3. TEMPORARY DOWNLOAD LINK WHILE THE PAGE IS BEING REWORKED: https://spacedock.info/mod/3157/Lazarus (click)
  4. Threads of the Month: April 2023 Edition Kcalbeloh System is a planet pack adding an entirely new black hole system with 30 unique celestial bodies, including a super-massive black hole, 4 stars, 15 planets, and 10 moons and asteroids, each with its own unique set of challenges and features. This planet mod provides a diverse range of environments for Kerbals to explore, such as a planet with surface torn apart by tidal force, binary gas giants with multiple moons, a planet tidally locked by its parent star, and a small moon with a twisted surface. Like the movie Interstellar, there are also a pair of wormholes available for Kerbals to jump between Kerbol system and Kcalbeloh system, adding another layer of exploration and excitement. If you're looking for an exciting and rewarding space adventure, Kcalbeloh System is an excellent addition to Kerbal Space Program, providing tens or even hundreds of hours of entertainment. I really appreciate everyone who has followed this mod. Also thanks to everyone who has provided suggestions, bug reports, or any other forms of help. Also, if you have a cool idea and want to contribute to this project, feel free to let me know. Get ready to blast off into the cosmos and embark on a thrilling journey through the Kcalbeloh System. Happy launching! System Map Are you sure you want to spoil it? Delta-V Map Credits @R-T-B for maintaining Kopernicus. @blackrack for Scatterer, Singularity, and EVE. @Vabien for maintaining Kopernicus Expansions. @Pkmniako for creating Niako's Kopernicus Utilities (Smoother Heightmaps). Kopernicus Discord Server: a really good community. I developed most of my planet modding skills there. I can't list all of the names but thank you all for your help! @JadeOfMaar for inspiration of the system map, and other help and suggestions. @DY_ZBX for Kerbalism and SpaceDust compatibility. @themaster401 and @Astronomer for some EVE textures from Astronomer's Visual Pack. @Sigma88 for SigmaReplacementsSkyBox, SigmaLoadingScreens, and SigmaDimensions. @OhioBob for atmosphere calculator. @RJVB09 for light curve calculator. @ballisticfox0 @GGzz12321 for nice screenshots. @Davian Lin and Jel for the Russian translation. @CoriW for ResearchBodies and FinalFrontier compatibility. @Iodyne @FrostyArchtide for Principia configuration. @chaos113 for helping with parallax scatter support. @Lithium-7@BadModder54@CashnipLeaf@Fio @Ade0924 @r-ISCO for writing part of science definitions. @Emperor of Ilve for helping with Rational Resources support. Reddit user 0_0_1 for some sunflare textures from Kabrams Sun Flare's Pack. And most importantly, credit to my girlfriend for allowing me to put time into this mod (The names are NOT in order of contribution) Winners of the Loading Screen Contest 2023 Gallery Change Log License Creative Commons Attribution-NonCommercial-NoDerivatives 4.0
  5. I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
  6. Introducing Kerbal Star Systems 2 - Embark on a Galactic Journey! Greetings, fellow space enthusiasts! It's with immense excitement that we unveil the next chapter in our cosmic odyssey: Kerbal Star Systems 2! A universe of infinite possibilities awaits you as we venture into the interstellar realm. Remember the thrills and challenges that Kerbal Star Systems brought to your screens? We've been hard at work over the past several months, crafting a spectacular successor that combines the best of both KSS and GU. While this isn't a mere continuation of those beloved mods, it's the culmination of everything we've learned and experienced in those projects. Prepare to take flight once again, with Kerbal Star Systems 2 as your vessel. Stay tuned for more updates and prepare to explore the cosmos like never before. The universe beckons, and your destiny among the stars awaits Kerbal Star Systems 2 © 2024 by StarCrusher96 is licensed under CC BY-NC-ND 4.0
  7. After having already played on it for over a year I have decided to start posting the results of my KSP career save here,on this career I have set myself the goal of colonizing every single body(except stars) using MKS and EPL as the two main colonization mods. In addition to those two mods I have a huge customized modpack including interstellar engines from Far Future Technologies, a modified version of Beyond Home that adds its system not as a replacement to the stock system but as an addition to it and many more. For other planet packs I also use OPM. Due to the large time already spent playing on the save I had to first go through the backlog of the many already completed missions and already started colonization efforts, so the first 38 chapters were me posting the earlier missions with whatever screenshots I have of them that i happened to take, if I have no screenshots of the original mission I showed the mission vehicle in VAB/SPH. Chapters: Chapter 1: Beginnings https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287263 Chapter 2: First interplanetary voyage https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4287609 Chapter 3: Launch to Jool https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4289999 Chapter 4: The First Colony https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291039 Chapter 5: Eve Station https://forum.kerbalspaceprogram.com/index.php?/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/&do=findComment&comment=4291379 Chapter 6: Minmus Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291628 Chapter 7: Minmus Trade Route https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291953 Chapter 8: Orbital Shipyard https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4291998 Chapter 9: Eve Colony Shiphttps://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292303 Chapter 10: Jool Arrival https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4292438 Chapter 11: Satellites & Mun preparations https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4293995 Chapter 12: Duna Mission & Space Freighter https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295223 Chapter 13: Moho Mission & Colony Expansions https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4295688 Chapter 14: Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4318324 Chapter 15: Eve Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4319907 Chapter 16: Gilly Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320205 Chapter 17: Mission Returns & Leveling Cruise https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320228 Chapter 18: Interplanetary Fusion Spaceship & Heavy Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4320909 Chapter 19: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321698 Chapter 20: Harbor Activity https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4321716 Chapter 21: Eve Heavy Industry & Plock Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322980 Chapter 22: Jool Colonization Fleet https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4322991 Chapter 23: Sarnus Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4323343 Chapter 24: Gilly Station & Eve Karborundum Mining https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325354 Chapter 25: Jool Colony Fleet Arrivals https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4325356 Chapter 26: Explodium Dragon https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4327871 Chapter 27: Tekto Exploration & Mun Construction https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328950 Chapter 28: Duna Logistics https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4328955 Chapter 29: Sarnus Exploration https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4329992 Chapter 30: Pol Colonization Beginnings https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330003 Chapter 31: Laythe Colonization Part 1 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330018 Chapter 32: Laythe Colonization Part 2 https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330148 Chapter 33: Duna Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330154 Chapter 34: Nuclear Transport & Jool Scooping https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330335 Chapter 35: Laythe City Expansion https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330349 Chapter 36: Bop Colonization https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4330373 Chapter 37: Laythe Skyscrapers https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334600 Chapter 38: Dres Station & Neidon Mission https://forum.kerbalspaceprogram.com/topic/217360-kerbal-space-program-heavily-modded-career-colonization-of-kerbol-and-beyond/?do=findComment&comment=4334626 Chapter 39: ? [Coming Soon]
  8. I wanted to put this out into the community about the next major roadmap updates to see if anyone agrees. Obviously the team has a plan for what features should come when but they have also said they will be flexible based on what the community wants. Perhaps this can be a thread to show what the community wants first. I am extremely excited for the colonies update and can't wait to see KSP2 finally achieve features that will separate itself from it's predecessor. It is my understanding from interviews and KSP2 development posts that the colonies update really only brings building colonies into the game. The only real purpose they will bring to the game is looking cool and launching vessels from whatever planet/moon you want in the Kerbolar system. That is all fun and good, honestly I would probably have hours of fun with that anyways if development stays on track with the current roadmap; However, this would also mean that the colonies wouldn't get any "True" functionality until after the interstellar update. Once the colonies update comes we will likely see a large gap between that and the interstellar update sense there is such a large amount of new mechanics and development that will need to go into new solar systems and how to get there. There was a 10 month wait for the first big update of KSP2 "For Science!", I understand that was to fix a lot of bugs on launch so I don't expect Colonies to take as long but I wouldn't expect it in the next 3-4 months. If we estimated an average of 6 months between each update that would mean we could get colonies around June or July, then interstellar around December or January of 2025, and then go back to resource gathering by Jun or July of 2025. Having a whole year between being able to build colonies and being able to utilize colonies in the way that I believe the devs want them to be used seems out of place to me. While I and many others are extremely excited for interstellar, I think we would also appreciate the colonies and their functionality being completely fledged out before going into the next "BIG NEW THING" for KSP2. To me it does not make sense to add construction of colonies, have a gap and add interstellar, then go back and add functionality to colonies. Another point to make, sadly, is bug fixes. The colonies update will likely have some things to it that the community will have notes on what could be done better, of course these things can be addressed in smaller updates in between colonies and interstellar, but I think it would also be good to have the next big roadmap goal also be connected to colonies, making the focus of the development team "locked in" on getting these parts of the game perfect before moving on. If resource gathering is next on the list from colonies it would also allow them to add big "second thought"/"lesser priority" things to colonies seamlessly in addition to the exploration roadmap goal (similar to how For Science! added reentry heating). Lastly I would like to talk about integration of the resource gathering and transportation system from interplanetary to interstellar. Resource distribution on this large of a scale seems to me like a hard case to crack, I think there will be some errors in the first version that the becomes publicly available. I would personally rather have those struggles on interplanetary missions rather than interstellar ones in the first implementation of resource gathering. If we switched interstellar and exploration on the roadmap hopefully it would mean that the resource distribution systems can be perfected and easily ported to interstellar. I would rather have headache and be able to look at it as just a problem with the one feature of resource distribution rather than feel like its frustration with interstellar and resource distribution. Overall I love that the development team has been more open with communication and taking advice from their audience (Thank you for fixing wobbly rockets ). I do wonder what the rest of the community thinks about this, and if the developers would consider changing such a big decision. Anyways much love to the devs and the community, I'm sure that we will be happy with whatever way development goes but I think it is something to consider. P.S. this could also mean that you could push the second new star system addition to come in the multiplayer update which could be fun to have the first looks of new territory to be with friends. Just a thought!
  9. After around a year of development, I feel that it is finally time to open a Dev thread! Boundless aims to be a mostly realistic, expansive, and detailed interstellar planet pack. This is my first (of hopefully many) planet packs that I'm going to be releasing, and I've learned a lot during the development of this pack. Development started wayyy back in February 2023, and has been steadily undergoing since. The home system includes 8 planets, ranging from the scorched Koron to the far-off ice giant Oura. The homeworld is the 3rd planet from the Asterai-Mikra binary, being more massive and larger than Kerbin, and hosting thin rings and 4 moons. A major point in this pack is focusing on all types of bodies, ranging from binaries to dwarf planets, which I find very little in other packs. There will be a total of 6 dwarf bodies in the home system, and some will even have moons. These will range from small asteroids to mun-sized icy bodies. The system in total will have 41 bodies. I will not be releasing any of the interstellar systems as of 0.1, only the main system. See below for details. A bit of clarification in regards to the soon-to-be 0.1 release: What will be in 0.1: - Most major bodies/moons in the Asterai (home) syste, - Full EVE/Scatterer support (no volumetrics atm) What will NOT be in 0.1 Parallax support (1.0/2.0) Volumetric support Interstellar destinations (I promise I wont do an intercept games with this, lol) Biome maps for all bodies Science Defs (In need of creative writers) Future plans 12+ total systems, 3 of which will be detailed to the level of the main system Homeswitch Full parallax 2.0 support Volumetric support Lore (?) Full list of bodies in 0.1 (And some plans for 0.2/0.11) Images (Spoilered in case you want to go in blind upon release!) p.s. We have a discord! https://discord.gg/pA5eFFhSyA
  10. It's been 32 years since the founding of the National Space Agency and kerbalkind's foray into space. A first fateful journey into interplanetary space, a momentous first step oh Jool's crown jewel, a self sufficient Mun base, a first spark of fusion opening the gates to the ice giants, a fearless descent into the clouds of Eve and a lonely outlook from the shadow of Plock, the Kerbol system has been thoroughly explored. Talks of colonizing Laythe and making kerbals truly multiplanetary are on the table but the Agency's goals of pushing the frontier ever further now align with another organization: Intervision. Data from the sprite program provides 2 candidates: Cercani, a 3.2Ly K5IV with 5 known planets, 2 in the habitable zone; and Nova Kirbani, a 4.3Ly G2V-K1V-M4Ve trinary with 4 known plants around the latter, 1 in the habbitable zone. The decision will be made for them by the reception of the PRP-2611 signal from the second planet of Cercani. The agency veterans that will be joining this mission are: Jebediah Kerman - Chief Pilot >Duna|Jool|Urlum Bob Kerman - Chief Scientist >Duna|Jool|Sarnus Bill Kerman - Chief Engineer of surface operations Valentina Kerman - Reserve Pilot and partner of Jeb Aiko Kerman(F) - Prodigy pilot >Sarnus|Urlum|Plock|Moho Piko Kerman(M) - Scientist under Aiko Miki Kerman(F) - Engineer >Jool|Sarnus Lupond Kerman(F) - Scientist >Jool Melming "Honeydew" Kerman(M) - Engineer on the Duna mission where he crashed the lander into Ike. Founder of the Mun base. Haifurt Kerman(M) - Pilot >Neidon Danfry Kerman(M) - Fearless scientist that returned from Eve. Also joined Haifurt to Neidon Elibur Kerman(F) - Scientist >Urlum Alming Kerman(F) - Scientist >Urlum Gracal Kerman(M) - Engineer >Urlum Zhandar Kerman(F) - Scientist joining from Intervision From Helion Base lifts the HMS Endeavour, powered by a J45 Fresnel drive, it lifts off under the power of its afterburners With a payload of 200tons and a top speed of 550km/s it will arrive at Cercani in around 6 years. Approaching Cercani, starting deceleration burn After achieving orbit, Valentina wakes from cryosleep to inspect the ship and plot an intersection with Disole, the Duna-like moon of the superkerbin Pequar. However she discovers an anomaly, the Endeavour had started its deceleration burn too early, causing it to arrive a year late. It relied on luminosity to measure its distance however the agency had somehow missed that Cercani was not main sequence, but a subgiant with luminosity compared to Kerbol and ancient beyond measure. Since the system was also much bigger as a result, Valentina will reenter cryosleep as it will take over a year to intercept Pequar Puquar and Disole Arrival While Disole is being scanned for resources, Aiko decides to take a makeshift spaceship and be the first to land on an interstellar body. C3 is a small asteroid inside Pequar's rings which is rich in exotics but lacks all volatiles. This mission will prove to be more than just bragging rights Skimming the atmosphere for argon. Until the base is established the only fuel sources available are argon and the polymers brought from the Mun Resource scanning reveals that Disole completely lacks exotic minerals, as well as being quire metal poor. C3 does however have a lot of exotics. The colony will have to import its exotics from offworld. Fortunately not many exotics are required, a single shipment can produce 10 times the specialized parts carried by Endeavour The habitat truck begins its descent. While most modules have landed withing loading range of each other, the goal of not landing at night requires a shallower less precise descent Crew arrives at Disole colony. Nearby is the cargo retrieval truck and far in the distance is the exotic minerals drop pod. The crew will spend a while building the bays of the processing plant until it works at full capacity. At that point it will start building apartments for the rest of the crew, half of which is still in cryosleep. A name for the colony has not yet been chosen. Disole has been chosen as the colonization target due to its low gravity, thick rich atmosphere and large available land. Specifically its atmosphere contains about 12% O₂ likely left over from past water being lost to space; which will allow lifting material back into orbit via spaceplane. It also contains trace amounts of methane which make fuel production much easier. It is by no means breathable and is poisonous in fact but its much more hospitable than Vessa with its dissapointingly anoxic, sulfurous atmosphere. The crew in orbit isnt sitting idle however. With plenty of leftover materials it starts to produce probes to scan the nearby planets. Troni is first due to its fast orbit. This is what the ancients imagined Moho to be, and its high proximity to Cercani might make it a good location for producing antimatter Landing wasnt planned but with plenty of sunlight, the engine proved capable, except for crash landing here. It was the last destination at least To be continued... ✶●●●●●●●●● ✶●●●●●
  11. Estrela Dobre - A unique star system This mod was mostly born out of the idea of a planetary system with a main sequence star that is not the usual perfect (or near perfect) sphere. And that It seems that a star system mod with such a pair of deformed stars is quite rare! Also, there are multiple objects in the system that are a bit rare in other mods, and it has some lore surrounding some of the bodies! The current system Epafi & Adactus These two stars have a few nicknames lol... probably the most accurate one is "Beans", not "balls", because it would be a little... eh lol. When the system was first discovered, it was long thought it was a single star, but when scientists measured the mass and the brightness of the system, something didnt add up, however, when the one Kerbal found out a possible reason by accidentally dropping a mk1 light infront of another, it all made sense. The two stars, Epafi & Adactus orbit so close together, that they actually Touch. The two stars are 95% and 60% the mass of Kerbol respectivley. and they whiz around the system barycenter at 70km/s. Their SOIs do overlap a fair bit, and you can pull off some insane gravity assists of upwards of 70km/s! Ok, enough rambling about the two stars, now onto the planets! But first, a system map! havent done the delta V yet Size is to scale, but not distances Oyst and its moons Oyst is the closest planet, too close for liquid water to exist. It seems like a kinda boring gas giant at first, until you go into the clouds, as there will soon be some alien structures in the atmosphere (havent added them yet lol). Collait and Culair and their moons The reason I want these two gas giants to have surfaces is so there is something to actually explore instead of a GLOBAL BOTTOMLESS PIT OF DOOOOOOM!!!! (lol) Temporalis and its moon Hados and its moons Ichor and its moon Glacios - A large, oblate ice giant orbiting at the very edge ofthe Estrela Dobre system. It is 3 times the mass of Jool and will have five moons orbiting it. I decided to add Glacios due to discovering that the SMA of all of the planets in the system were for 1 solar luminousity instead of the actual system luminousity of around 0.76 solar luminousities. (Epafi is 0.76L while Adactus is 0.08L, but they constantly eclipse so it would average out to be around 0.76L) Glacios is technically landable, but due to general bugginess, its not reccommended to land here as there are 'magnetic anomalies' which upon entering its atmosphere, is like hitting a brick wall and will vaporize your craft. Glacios' moons - Pados - a duna sized moon that orbits near its rings Moon 2 - A kerbin sized moon that is covered in methane and ethane Periculum - an unstable duna sized moon that is covered in methane ice, but also has lakes of liquid oxygen and a thin oxygen atmosphere. Also, in the lore, Glacios is the only place in the Estrela Dobre system not touched by civilization due to its remoteness and difficulty to spot, and due to the way Excelsior was captured during the formation of Estrela Dobre, large bodies beyond Glacios just.. dont exist, the dust was disrupted there and unable to clump into planets. Next update will include these bodies (Scatters postponded to update after due to PQSCity being very difficult to work with) Excelsior - 0.1 solar mass, 12% the size of Epafi, and has 0.00081 solar luminousities. Orbited by a tiny wormhole and four lifeless worlds - system inclination is approx. 1 degree Calidum - eyeball planet dominated by desert, has a ring of water around its terminator, and a thin ice cap. Canite - devastated planet with a large portion of its surface blown off there will be a noticeable gap between planets 2 and 3, where stuff screams 'there should be a planet here' Periphial - a cold eyeball planet that is barely habitable, lost what little life it had in the great event, in a 1:4 resonance with planet 2 Neybiri - a strange, ice planet further out, has techno signatures, but no life. in a 3:2 resonance with planet 3. Pythros - 1.7 solar mass, with 3x the luminousity, it is a white main sequence star with five planets - system inclination is 26 degrees (avg of all planets) Prixos - a hot planet with planet of liquid lead orbiting quite close to Pythros Kataigída (pronuctiation of 'storm' in greek) - a very stormy planet with two moons Proxility - a habitable world that is 80% the size of Kerbin with just 0.8g and three moons that are around 110km radius! Bink and Bonk - a (nearly contact) binary rocky planet! Each planet is 790km radius, but spin so fast that the tips are at 0.6g. The binary will have seven moons, (the first two are Gongi and Dringo, a swamp and desert moon respectivley) Arcturus - 1.9 solar masses with about 10x the luminousitiy, it is a bright, light blue main sequence star with six planets - system inclination is 2 degrees (tho planets 3-5 have 0 inclination) Solis - the core of a gas giant with two asteroid moons, by far the most colorful planet in the sector with its surface coated in Bismuth with some seas of the metal Tumidam- a puffy gas giant with two moons Claudere - a planet between the sizes of Duna and Kerbin with one moon, covered partially in cities (name is 'close' in latin, as its orbit is the closest to Solaris Solaris - a large planet with two moons covered entirely in cities Adurere - a kerbin-like planet with sections of its surface burnt to ashes with one moon and a few fragments in orbit, has some cities Messis - a fairly large gas giant with five large moon, a couple of them having been terraformed for farming, a couple have mutant plants n stuff. name is latin for 'harvest'. the first moon is habenaro. there will be four other moons planet 7 - a gas dwarf with three moons (planned 5th system?? will not add in update due to lack of ideas of what to put around as it is a dying red giant being slowly sucked up by the black hole it orbits) Longinquus - a distant planet around the center of this system Bugfixes in the next update: Fixed normal maps for all planets Adjusted the inverseRotThresholdAltitude of various bodies to be higher than their pqs fades to solve the 'surface breaks apart' bug Distances to: Excelsior - ~44 kerbin au - takes half a year going 100km/s to arrive (by arriving, I mean literally smacking into the star) Pythros - ~771 kerbin au - takes about 12 years going 100km/s Arcturus - ~1800 kerbin au - takes about 27 years going 100km/s The systems are close together to not require interstellar warp drives or crazy engines, but not so close that they illuminate each other. The only exception of this is Excelsior as it is technically a satellite system. A few fun facts: -You can sometimes see Oyst from the surface of Temporalis when they are at their closest to each other! -You might sometimes see Hados from Temporalis due to its dust ring! -(unreleased) The wormholes are tiny, and near the stars, so going too fast past them could result in not going through to the other system, or will send you flying in a very sub-optimal trajectory like straight into a star -(unreleased) Excelsior is in an ideal position for a homann transfer despite its inclination! It will take about 60 years to get there though.. -Ichor's terrain goes sky high! literally! It goes to 19km, meaning theres just 1km between it and space! (next update will move the entire surface 900m downwards so the lowest point is much closer to the actual stated atm pressure) To Do: -Name bodies -Add bodies -Fix various atmospheres -Add biomemaps Misc. To Do list: -Sciencedefs! flavor text for every single experiment in (nearly) every single situation! -Add kerbal konstructs KSC on Termania -Add custom part model to the H-1 hybrid electric scramjet Recent update: -Changed Temporalis' inclination from 3.6 to 7.6 degrees to make it easier to travel to planets without insane inclination changes -Added a few more sciencedefs -Change the SOIs of the contact binary stars to 500,000km. REDOING FORUM PAGE (I DO have access to ksp while at college, am working on planets! woo! tho PQSCity is such a pain) DOWNLOAD Github Release v1.2 Spacedock Release v1.2 This mod is available on CKAN Credit for the gas giant textures goes to NathlessOne for creating them via gaseous giganticus Dependencies: Texturereplacer - adds the custom skybox, if not installed, you will just see the stock skybox Kopernicus and its dependancies - planet packs require kopernicus KopernicusExpansion - for the emissiveFX and wormholes (Glacios has a wormhole config part just for the effect of being right next to it) KSPCommunityFixes (disable stock maneuver planner as the game freaks out over Temporalis being a trojan and far away objects) In the next update, CTTP will be required as some bodies will use textures from there Recommended mods: (while it can be fun with just stock parts, these mods can greatly improve your experience) Near future tech Far future tech Kerbal atomics (dont use a nuclear reactor on Hados, I am fairly sure it wont end well) Procedural wings and parts (mainly reducing partcounts as rockets here tend to be quite big) Known issues: -Odd emissive clipping when next to lava -Desert airfield spawning somewhere on Temporalis when making history DLC is installed (I dont have that DLC, so i didnt know that was going to happen) As usual for planet packs, kopernicus is required for this mod to work. IMPORTANT: the maneuver planner MUST be disabled for the mod the run properly or the game will die attempting to calculate a transfer to Collait-Culair barycenter, which has the exact same SMA as Temporalis (current homeworld) the latest Kopernicus has disablefaraway colliders enabled by default so no need to go into its settings anymore Liscense is All Rights Reserved! this will likely change to one where if i vanish for a while it can be modified but I dont know how to specify that and I am still working on this mod so it is still AAR
  12. Initially it worked fine and it only became a problem when switching between the planet and KSC a lot. then it started appearing by itself and i had to reboot the game. now it happens almost instantly making the game literally unplayable. I tried updating kopernicus but it did nothing. other problems ive seen are the star flashing through the ground and solar panels making power even when ocluded by the planet im orbiting. Ive never had this problem before and Cercani isnt really that far compared to Plock Also kerbal konstructs bases wont let launch thinks from bases there because it sees everything in the SOI as obstructing the runway including in orbit.
  13. FAR OUT RED SKIES - Red Skies was going to be a standalone mod until the idea of FO came around, the name FO may not stay though. Red Skies takes place in the Luhman 16 system, BUT KERBALIZED. For a while now I have been working on a mod centered around a brown dwarf star which is a star just below the mass limit for hydrogen fusion, so its basically a really hot gas giant. I do have two other mod ideas in mind but wanted to get this one done with first as its been an idea for a longgggg time now. (fyi one of the two mod idea besides this, I have is already began working on) SYSTEM CHART (NOT TO SCALE) INSTALLATION GUIDE: for download simply insert the files within the GameData folder into Kerbal Space Program's GameData. PREREQUISITES: KOPERNICUS RELEASE IN idk yet DOWNLOAD LINK: none yet Follow the post to see when it comes out
  14. MEV Heavy Industries (MEV) Daedalus, Bussard and Epstein drives for Kerbal Space Program. Daedalus drive requires KSP Interstellar Extended By zer0Kerbal, originally by @Cyne adopted with express permission and brought to you by KerbSimpleCo Preamble by Cyne See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Supports Either 3 Module Manager /L Module Manager KSP Interstellar Extended (KSPIE) Interstellar Fuel Switch (Core) or Interstellar Fuel Switch TweakScale (TWK) Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Cynefor creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal Connect with me Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  15. [KSP 1.8.1-1.11.X] (V0.4.1) Interstellar Technologies [Antimatter Catalyzed Fusion Engine Powered Interstellar Spacecraft - Kepler] An Interstellar Propulsion System mod, made by Kepler- At long last, after months of hard work practicing modeling, and after finally unlocking the secrets to textures, The mod is finally released. This parts pack will be used to expand from the mod Kerbal Space Program Interstellar Extended. Those parts are extremely imbalanced with going around the stock system. The engines are made off the base of the KSPI-E engines' statistics, [DEPENDENCIES] All of the required mods for Interstellar Technologies to function properly is now in the main mod folder. Note that the KSPI-E folder is stripped of some of it's parts, due to complaints of complexity of KSPI-E. [RECOMMENDATIONS] Those are recommendations to download to play with the mod. They are NOT required. - Far Future Technologies - TUFX - MEV Heavy Industries - Galaxies Unbound - A Stellar Odyssey - Interstellar Extended (The whole pack in order to get all the parts) - Near Future Mods by Nertea - Singularity (For Galaxies Unbound) The parts pack will be updated quickly, releases will be *quick*. I will be available in the KSPI-E discord server and the Galaxies Unbound discord server, please @ Kepler (No spacing) to make suggestions for future changes. Special thanks to @Cyne for helping me with learning to texture models. [Some of the Parts include...] - Daedalus Inertial Confinement Fusion Drive (v.0.1.0) - Antimatter Catalyzed Fusion Drive (v.0.1.0) - Kugelblitz Drive (Black hole drive) (v.0.1.0) - Laser Core Antimatter Drive (v0.1.0) - Multi Mode Interstellar Afterburning fusion drive (v0.1.1) - Multi Mode SSTO Fusion Engine (v0.1.6) - TRIGA Core Static/Pulsed Trimodal Nuclear Thermal Rocket (0.1.7) - "Coaxial" SSTO Fusion Engine (0.1.7) And so much more as the mod updates! [SCREENSHOTS] [DOWNLOAD] Primary (SpaceDock): https://spacedock.info/mod/2674/Interstellar Technologies - A KSPI-E Expansion For Additional Bugfixes and all (Probably mostly for science mode and that) please contact me through Discord through the KSPI-E or the GU discord server. The mod uses the CC BY-NC-SA License.
  16. hi everyone i'm finally back after a near-fatal addiction to gregtech. So recently I've been working on a new save involving MKS and KSPIE. I will make a mission report-like updates here and when I finally stop procrastinating I will post these to my youtube channel. Without further ado... Because We Kan! Modlist: Chapters: 1. Going up and staying there 2a. Mun time 2b. Minmus Probed 3a. Minmus Mission in Style! Part 1 3b. Minmus Mission in Style! Part 2 4. Expand the Station! 5.To the Mun! Will Update!
  17. Technology has brought the kerbals far, but has not brought them a new home. Instead, it has destroyed their home, and forced all kerbals to move onto a singular habitation ring. After thoroughly looking through old data, they reluctantly chose Dominion, a dead planet in a dead star system, to be their new settlement. Upon landing it was immediately noted that the atmospheric oxygen levels were perfect for Kerbal life. Dominion reached a population higher than Kerbin's and every previous colony combined. It was a golden age for kerbals, but all good things must come to an end, and unfortunately death is a repeating trend in this strange system. It was about time i returned to this project after 2 years. What is Trilogy? System Map Images (As of 7/3/23): Discord for development updates: https://discord.gg/xmvgYFSGSD This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 International License (CC BY-NC 4.0)
  18. Hi ! I will post here significant log about this career, which has already started, not every flight tho, just the ones I find interesting to share ! The save is started already so for a while it will be getting up to date. The goal is to colonize every possible body, and establish permanent colinies as much as we can. Harvest everything. Every last piece of ore, the last picogram of space dust, the last bit of antimmater, even absorb the Sun, if we could. Incentive given on complex ISRU chains, on top of MKS (see below). And finally, to claim Kerbals superiority over the konwn Universe, and show the Kraken who is the boss. Also calm down maybe ? Additional career rules/ bits&bobs (see Gameplay mods used below too) : - science progression is heavely nerfed (custom patches), just to not be bored after Minmus. - no quickload on dumb mystakes, kraken emergency reload allowed - To add challenges, make the end game more interseting : I cannot launch "complicated" ressources from Kerbin (all Nuclear ressources except early tech, all charged particles, antimatter, maybe some epxensive gas as well, some manufactured MKS ressources maybe too). Meaning If have a KSPIE reactor I can launch it, but without fuel. To acquire theses ressources, I have to ISRU them (not from kerbin tho, too easy), and either use them in-situ, or ship them back to Kerbin where the amount recovered will be stored in the KSC warehouse (my notepad basically ^^), to be available for future launches. I believe this will open new interesting gameplay loops, and avoid the I-throw-funds-at-problems in regards to KSPIE, and also give each engine/situation a more unique feel, and a greater sense of achievement. - Custom Engines nerf : nerf all engines ISP at sea level by *0.6, thus forcing me to make at least a 2 stage rocket to reach orbit, contrary to stock where rocket SSTO is absurdly easy, and giving more value to near future stuff when unlocked. - Mods used (most noticeable ones) : - Current state of exploration / kerbal presence : - Chapters : See you in deep space !
  19. When i hear about realistic interstellar travel, I think about solar sails. This addition could also utilize lasers as propulsion away from sunlight, and use sunlight to move it when in range of a star. And of course a near infinite energy source comes at the expense of a very large craft, and a slow retraction speed when you want to slow down or stop. The thrust would be controlled by how far the sails are extended, the smaller the area, the less thrust.
  20. Grond's Micrometeorite Shield Mod A mod that adds medium sized to extremely large micrometeorite shields for big interplanetary or interstellar ships. Currently there are two shield sizes, 10 meter shield with a 2.5 meter attachment, and a 50 meter shield, 3.75 meter attachment, and a pretty powerful antenna. Download: SpaceDock It is also available on CKAN! Dependencies: Community Tech Tree Recommended: Near Future Construction (heavily recommend) Near Future Propulsion Near Future Electrical (this one as well) Far Future Technologies Restock Restock+ Changelog: 1.1 - Added a 50m shield that doubles as a long range antenna, also fixed the file structure so it's not horrible; 1.1.1 - Quick MM patch to make the mod "technically" work without CTT, but I wouldn't recommend it because it makes all the shields cost the same amount of science; Licensing: All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License.
  21. The Challenge: Plant a flag on this planet, Proxima Centauri! Its the nearest real possibly habitable planet located near Alpha Centauri, about 4 lightyears distance which is made accessible by Alternatively use Centauri Dreams Updated to: https://www.dropbox.com/s/spyd3qnc6ppnocn/CentauriDreams.zip?dl=0 Although Alpha Centauri is our closest neirbour, traveling 4 light years though the interstellar medium might be further than you think The main constraint would be that FTL drives are not allowed, but you are allowed to use any slower than light (STL) engine from KSPI Extended, Far Future or Photon Sailor If you want to chat about the Interstellar challange you can do it at our KSP Interstellar Discord Server like KSPI-E Daedalus engine and/or magnetic nozzle. Here is an simple example : Here is a more advanced example For more info see: The alternative, travel by photon sail Preferred method of proof would be video. The preferred method of win is to be the fastest, but style also plays a large role Entry Player Proof Duration Max Speed Launch Mass Dry Mass Wet Mass Part count Cost DeltaV 3-1-2017 @Nansuchao youtube 690 y ? 61.152 t 129 t 439 t 161 41.963.000 ? 5-3-2017 @superdavekerman imgur 299 y 330d 1.027.340 m/s 9.068 t 129 108 t 129 13.361.780 2,767,705 3-4-2017 @proteasome imgur 69 y 91 d 4,164,000 m/s 4,123 t 68 4,123 t 68 1.236.987.000 0,165,752 9-12-2019 @pmborg youtube part 1, 2 ,3 26 y 23d 119,755,559 m/s 94.705 t 12,977 t 553,788 t 99 4,451,096,064 142 M 19-4-2021 @Zapataz youtube 17 y 149,000,000 m/s ? 59 t 80 t 25 11,543,300 ? 14-11-2021 @GenerallyCompetent imgur 13 y 0.783c 838,198 t 270,554 t 383,896 t 57 7,469,861 275 M unofficial entry: Slow Boats in style Another unofficial entry: Not an entry but it does show how to buid your insterstellar craft in space
  22. I think what would make interstellar travel really cool, or what can be a great to set up for it, would be the inclusions of space telescopes in KSP2. Think about sending up a shuttle with something like the Hubble Space Telescope in the payload bay, and have that go on to discover star systems like Debdeb. Not just that, but also have the ability to service and upgrade it later down the line on orbit by conducting EVAs, like on STS-61 or STS-125. Obviously, that statement holds true for something like Hubble. If they player wants to do a mission like Kuiper or James Webb, that should also be an option. It can be a very cool way to conduct science experiments, and get points needed to upgrade the tech tree in KSP2. It can also give the player incentive to try a mission that they have not done before, and can be relatively easy-ish to pull off. I can imagine something like Hubble or the James Webb Space Telescope being instrumental for progression in a future patch when we get closer and closer to interstellar travel.
  23. Jeb Crashed his personal SSTO into the KSC's Planned Interstellar Vehicle, Jeb managed to eject but now the KSC is taking this opportunity to build a more capable ship as opposed to sending kerbals in a cramped ship to another star. The KSC has some requirements for it. Banned Mechanics Kraken Drives KAL Overclocking Permitted Parts Mods KSPI-E Far Future Technologies Near Future Technologies Blueshift - Kerbal FTL (FTL Section ONLY) Kerbal Planetary Base Systems Extraplanetary Launchpads Tweakscale USI Life Support DeepFreeze B9 HX(Reconfig is ALLOWED) KARE Exploration Ship Requirements Must Carry a Reusable Lander capable of landing on all planets within the target system and returning to orbit Must be able to refuel itself(this capability can be installed on the lander) The Ship and the Lander cannot be the same craft, We can't have our fancy ISV get covered in scorch marks from reentry. Capable of returning to LKO at the end of the mission Main ship must carry Mobile Processing Lab Power Supply Habitat module Life Support Systems Cryopods(If Using Deepfreeze) Colonization Ship Requirements Must carry Either A self-sufficient colony The Equipment to Build a self-sufficient colony Must Carry a Reusable lander capable of repeated takeoffs and landings from the targeted planet Equipment to keep this Lander Fueled(Can Be Installed on the lander) Must be able to serve as an interplanetary freighter after the colony modules have been dropped off(You can use EL on your colony to build freight modules) Main ship must carry enough kerbals to colonize the system Ship must be capable of providing life support for the duration of the trip Must have a power supply General Requirements(Both Types) Must be able to go interstellar(GU Or Light Levels, Using Extrasolar, beyond home, or GEP, does not count) Capable of visiting all planets in the target system(No, you cant exclusively focus on a habitable planet, ISVs are expensive after all) You may carry multiple landers designed for different roles if your main lander is not capable of fufilling it(such as landing on a high G body which is basically airless) Play Fair, Dont Cheat, if your ISV is in one category, we will not compare it or say it is better than those in the other categories. STL Rules No Faster-Than-Light Drives, simple enough right? Otherwise do whatever you want so long as it doesnt break other rules FTL Rules Must Use Faster-Than-Light drives, Blueshift is allowed for this category Do whatever the love you want so long as it doesnt break other rules STL Submissions [Your Name Here] - [Your Ship Type Here] FTL Submissions [Your name here] - [Your Ship Type Here]
  24. LAZARUS IS OUT NOW! Welcome to Lazarus: Awakenings. A whole new stellar neighborhood with a dark secret. ALMOST!
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