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Found 4 results

  1. Starting a mission report for my entries to @Superfluous J's Kerpollo Challenge. The plan is to link to my mission reports in this thread, instead of dumping all the documentation into the challenge thread. Starting with the basics, I started a new Science Mode game. I started with the Normal difficulty, then made a few adjustments. In particular, I'm using Kerbal Experience (Kerbals start off at level 0), but I did enable Kerbals Level Up Immediately. I chose that option because using the MPL to level up Kerbals is not going to be an option. While the challenge does allow you to bring an MPL, using the MPL for science is not allowed in this challenge. So I probably will not even bring a MPL on any of my entries. Game Settings: I'm playing a 100% stock game (no mods whatsoever). I am using the Breaking Ground and Making History expansions, although using the science from those expansions is not allowed in this challenge. Using the other parts from the expansions is fine though. Preparing for first launch:
  2. Hi all! I'm going to be playing through @Superfluous J's fabulous Kerpollo challenge. This means that in a science mode game I'm only allowed to launch 9 self contained missions with a few additional caveats that are detailed in the link below This has given me a great excuse to visit all the planets in the Kerbol system which I've been meaning to do for a while ... I'm aiming to do at least one chapter per week. I'll try to post them on the weekend. My Mod list: TriggerTech (Kerbal Alarm Clock) 000_ClickThroughBlocker 001_ToolbarControl CommunityCategoryKit CommunityResourcePack Corvus HGR KAS KIS KronalVesselViewer ModuleManager.4.1.3.dll ReStock RestockRigidLegs My Game Settings: So without further to do here is the First Chapter of my Mission Report ... Chapter 1- Kerpollo Begins We begin as most Science Career modes do by grinding science from the KSC. Here Jeb can be bravely venturing forth to the most dangerous of places, the LaunchPad... After grinding for that oh so sweet science I end up with enough science points to unlock the necessary nodes to build an orbital capable vehicle. I present the Kerbin Flyer! The first of nine vehicles to be produced during the Kerpollo Program. This beauty is composed of three stages made from the most basic of parts but is capable of reaching polar orbit which will enable me to get that sweet science. (NOTE: I lowered the thrust level of the SRBs and the the Swivel Engine on the third stage so that the acceleration doesn't kill Bob) The Kerbin Flyer leaps off the pad carried aloft by those 4 Hammer SRBs. Crewed by our intrepid scientist Bob who is probably starting to regret his choices in life by this point... Those pesky SRBs are jettisoned and the Swivel lights up pushing the Kerbin Flyer towards a polar orbit. (Unfortunately I missed taking a screenshot of the stage separating as I was running science experiments while flying ) We made it! Bob is safely in polar orbit where he begins the long procedure of running the various science experiments on the Kerbin Flyer Obligatory beauty shot of the Kerbin Flyer as it orbits over Kerbin's North Pole I raise Bob's orbit to 250km in order to grab that "high in space" science Reentry occurs over Kerbin's North Pole. The capsule has no heat shield so I've kept the rocket stage attached to prevent Bob from being burnt to crisp. Bob lands safely in the North Pole. He's experienced a lot but has safely returned intact with his precious cargo of science! (NOTE: The outer science experiments mounted on the capsule exploded due to overheating but luckily I had made sure that Bob had stored the results within the spacecraft) Blast! My science gathering must have missed something as I just don't have that little bit of Science to unlock all the nodes on Tier 4. Oh well, I still have enough to head to my next target the Mun... Thank you for reading! My next chapter will be about my shenanigans on the Munar surface!
  3. Hello forum readers! This thread contains my entry to @Superfluous J's Kerpollo challenge. The full rules and other entries to this challenge can be found in the link below but the TL;DR is that I need to unlock the tech tree in only nine launches, one to Kerbin orbit, one to the Mun, one to Minmus, and then one to each of the other planets and their moons. This is only nine launches I'm allowed to make but I am allowed to make other "launches" to grind science from the KSP buildings and biomes as long as I don't leave the ground. For the difficulty settings I chose a Normal difficulty science mode save. The only mods I am running are KER for the handy readouts, MechJeb to help with planning my Jool V mission when I get to it, and a custom Module Manager patch to fix an issue with the new 1.10 magnetometer's mass. // Fixes the magnetometer to weigh 0.05t instead of 0.5t // https://forum.kerbalspaceprogram.com/index.php?/topic/195193-kerbal-space-program-110-shared-horizons%E2%80%9D-grand-discussion-thread/&do=findComment&comment=3813960 @PART[Magnetometer] { @mass = 0.05 } Without further ado, lets get this thing started! Episode 0: No Pain, No Gain (KSP Science Grind) Bob had a dream. He wanted to be the first Kerbal to land on each celestial body in the Kerbol system. As this was obviously out of reach of even Bill Kates' large pocket book, Bob and his close friends Jeb, Bill, and Val decided to approach the Kisney Channel to see if they would be willing to fund a TV series featuring them exploring space as a Kisney+ exclusive. For maximum realism each episode would be filmed on location of course. The executives of Kisney loved the idea and immediately ordered construction of the Kisney Space Center or KSP for short. After the center was completed, Bob and Jeb took the new Mk1 capsule and mystery goo experiment for a test ride. Although the process of collecting this science was very painful (Bob gets carsick easily and vomited several times throughout the mission) the Kisney producers assured them that the viewers would connect with Bob's suffering which would lead to them being hooked on the show or something like that. Regardless, this stomach churning mission was over, and with the science gained the next episode would feature Bob going into space!
  4. Since my newest project in career mode is paused until release of Breaking ground dlc i starts a Kerpollo run in a new science safe: Paused Career project: Link to Kerpollo challenge thread: Before starting a new game I installed a fresh KSP 1.7. to a new folder and installed some mods for convenience in mission planning and engineering: [x] Science! Continued (xScienceContinued 5.22) AntennaHelper (AntennaHelper 1.0.6) ClickThrough Blocker (ClickThroughBlocker 0.1.7.1) Kerbal Alarm Clock (KerbalAlarmClock v3.10.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.6.0) MechJeb2 (MechJeb 2.8.3.0) Module Manager (ModuleManager 4.0.2) Precise Node (PreciseNode 1.2.10.2) Toolbar (Toolbar 1.7.17.15) Toolbar Controller (ToolbarController 1:0.1.6.20) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) After this preperations I started a new science game and did the usual rolling around the KSC. Finally I ended with a rocket to bring Jeb and Bob to space: https://imgur.com/a/27UPAvz Next goal: Go for mun or minmus, maybe combined with solar science
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