Search the Community
Showing results for tags 'joolian'.
-
Joolian Discovery Inspired by the USS Discovery One from 2001: A Space Odyssey --------------------------------------------------------------------------------------------------------------- Supports TweakScale and AVC. Contains some settings for Snacks, Life Support, and RemoteTech2 IMPORTANT NOTE: This is an EARLY BETA -- While we'll try to avoid breaking people's savegames with future updates, it may be unavoidable at some point. --------------------------------------------------------------------------------------------------------------- Future plans: Add a proper IVA. Right now it's using a generic stock interior. (updated: IVA in progress. Half-completed copy included) Maybe add a working pod bay. Ideally, I want the pod-bay doors to work, and also add EVA pods as well. Interesting notes: Command pod functions as a probe-core when no crew are on board. Heh. The command pod also has RemoteTech2 modules to function as a probe core within that mod. The boom-segments come in 1x, 2x, and 3x lengths to help you keep the part-count down, and also minimize the "twisting snake" effect. In the "movie configuration", with 6 segments in front of the antenna, and 4 behind it, this can be done with two parts on either side of the antenna mount. The ship is pretty solid this way. Crew capacity is 5, though no one goes into hibernation on THIS Discovery. The engines and fuel tanks use their own specialized fuel. This is of course incompatible with the stock fuels, but this seemed like a good opportunity to make something that is slightly more realistic (nuclear engines don't use oxidizers). Includes a radially-attachable monolith. It's silly, but it it can be used for "rapid gravitational acceleration" (drop) tests in career mode (via contracts, as a staged decoupler). Or you can just send them off into space, or whatever you want. Some of the parts are multi-function. The command pod, neck adapter, and engine "block" all have reaction wheels. The neck-adapter is also a large battery, and the engines function as RTGs. If you're using Life Support, the command pod contains the equivalent of the 2.5m general life-support and waste collection units. For career/science games, all of the parts are in the 1000-point tech tree nodes, since they're "advanced" and "experimental" technologies, with specialized fuel. --------------------------------------------------------------------------------------------------------------- Image Gallery: (Note that the stats, appearances, and descriptions of the parts shown below are subject to change, or may be out of date) --------------------------------------------------------------------------------------------------------------- Information: This parts pack is inspired by the USS Discovery One ship, from the 2001: A Space Odyssey feature film. It is not meant to be an exact replica, nor is it constructed to scale. However, it's meant to be highly reminiscent of that ship, with the correct general overall shape and proportions. After searching for similar models made by other KSP modders, and finding that little had been done, I decided that it fell to me to fill the void. Installation: Please backup your savegames first! This is always recommended when adding or updating mods. Simply copy the "JoolianDiscovery" folder into your GameData folder. If upgrading from a previous version, be sure to delete the old one from GameData first (this is the cleanest option). --------------------------------------------------------------------------------------------------------------- Download: SpaceDock -or- Curse.com download page -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change History: 0.8 (2015-08-14) - Tweaks. - Added Community Tech Tree support, moving parts to more advanced tech nodes. - Added a radially-attachable KAL-9999 probe core, using existing art assets. 0.7 (2015-08-11) - Monolith tweaks. - Monolith scaled up 85% to give it dimensions close to the TMA-1 monolith from 2001. - Monolith given a probe core, small reaction wheel, battery, internal generator. - Monolith classified as a "Space Object" instead of debris. - Monolith mass drasitcally reduced, to give it air-density, as mentioned in the 2010 book. - Monolith texture problem fixed. Should be black again. - Monolith now has top and bottom stack nodes, in addition to its surface attachment node. 0.6 (2015-05-01) - KSP 1.0.1 corrections - Adjusted engine heat & thrust for KSP 1.0.1 compatability. - Converted textures to DDS format. 0.5 (2015-04-30) - Beta Release - Added more advanced SAS functions to the command pod - KSP 1.0 compatibility updates - Re-assigned tech-tree locations. - Now uses LiquidFuel instead of NuclearPropellant. 0.4 (2014-10-30) - Beta Release - Tiny bit more progress on IVA - Fixed IVA seat orientations - Slightly brightened exterior textures. - Switched textures back to MBM format for best performance and memory usage. 0.3 (2014-10-07) - Beta Release - Fixed texture problem in the neck-adapter part. 0.2 (2014-10-07) - Beta Release - Added a starter IVA (work in progress) - Changed version file to not be as picky about KSP version 0.1 (2014-10-03) - Inital Beta Test
- 105 replies
-
- 12
-
This is the record of my first official Joolian mission and the craft, infrastructure, and various steps to make that a reality. I'm not sure if this will be an actual "Jool 5" attempt, although we'll see as it progresses. Mission Goals Design, build, and implement comprehensive space-faring infrastructure to facilitate a kerbaled mission to Jool and its moons Complete the process for the next Joolian transfer window within 1 Year, 96 Days, 4 Hours (Transfer window is Year 2, Day 245) Document key moments in the process via screenshots, specifically milestone achievements, main spacecraft, and orbital infrastructure Mission Objectives Create large-scale space stations, massive transfer vehicle, smaller spacecraft (landers, etc.), and other probes to support the overall mission The mission must travel as a single craft: the Zeus Transfer Vehicle ('ZTV' or 'Zeus'). This will include smaller payloads (craft, satellites, escape pods) all combined into a single launch towards Jool Construction of modules and sub-components for the Zeus must be completed in orbit (more efficient, based on early testing) using RPs manufactured in orbit from metal also processed in orbit. Ore will be ferried to orbit from Kerbin and/or extracted from other local bodies (Minmus, asteroids, etc.) Narrative Elements This mission report will be primarily first person, not really a "role playing" or storytelling document for the parts & pieces of the mission. That said, I hope to communicate with some degree of gravitas the different stages of the evolution of the history of space flight that leads up to the Joolian Mission. Here are some parts of the narrative that I'll document that have inspired our kerbals to undertake the Joolian Mission: First steps into space: "Spirit of Jebediah" spacecraft, first Munar mission Evolution of spaceflight: Mk3 Shuttle Program Vision for Jool: Construction of the 'Olympus' Orbital Facility Early Space-faring Infrastructure: 'The Foundry' Orbital Manufacturing Platform, Minmus Survey Mission Secret Missions and Skunkworks projects from the infamous Helmut Von Kerman (Werner's "evil" twin brother) Gameplay Rules I thought I'd put some thought into basic rules of gameplay that I'll try to follow in this mission. These of course are subject to change (and ignoring if necessary!). HyperEdit shall be used for testing purposes and whenever the Kraken/physics-easing makes things too ridiculous (i.e. if I don't want to re-design) Case in point: Olympus was actually HE'd into orbit after literally 10 attempts to lift off with at least 8 unplanned disassemblies. None successful. All parts mods and other functionality are acceptable (obv). But I'm not using any physics-changing mods or solar system-changing mods, other than OPM. Ore for refining can't come from the VAB via new launches. Since Foundry & Olympus both launched with ore, I'm considering dumping them to recreate the need to fill them. Additional missions for support craft, such as more Mk3 shuttles, additional satellites in the Kerbin system, or unkerballed probes to Jool will be launched from KSC. Larger craft or infrastructure, including material transport ships and ore mining platforms should be built from Foundry. I may do trial-run missions in an "alternate reality", i.e. save games that move forward in time but aren't going to be part of the "prime timeline" (my main save). Case in point: My Joolian Probe test missions are going beyond Year 5 to work out orbital injection, etc. and test spacecraft design. I don't want my other infrastructure sitting around in the meantime, so I'm using alternate saves. [Will add more if I think of them] Special Thanks! Awesome flag artwork by @cratercracker Excellent advice and support: @B-STRK, @Geschosskopf