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  1. History of Spaceflight is a contract pack that aims to accurately reproduce historical missions as they happened. Currently this contract pack covers roughly 800 missions, covering nearly every real mission that was ever flown up until 1967 and selected missions from later years. The contracts progress on a chronological basis, starting with the early rocket tests, going into the very first satellites and to early interplanetary and manned missions. All the major programs are there: Vanguard, Explorer, Sputnik, Kosmos, Keyhole, Vostok, Mercury, Gemini, Apollo, Soyuz, Pioneer, Mariner, Proton... I could go on. The missions aim to accurately reproduce the real profiles, as reported by various sources, most prominently the NASA Master Catalog, Astronautix and Space.skyrocket.de. There is still plenty of room for variation in how you deal with them however, mission requirements have been left mostly open to interpretation - you don't have to do historically matching builds if you don't want to! Version Guide There are 3 main versions of this mod: 1. RSS: This is the RSS version of the contract pack, which is exclusively suitable for the RSS planet pack (NOT KSRSS, use Stock version for that!). It is made with RP-0/RP-1 in mind and should suit those who use those mods very well. 2. Stock: This is the Stock version of the contract pack, which is made to fit any custom planet pack with a roughly Sol-like system (including KSRSS) . It scales both rewards and contract objectives to the system used by the player and so works well on any scale and in most systems. Planet packs that reparent the homeworld or where the homeworld is NOT the 3rd rock from the sun, will have issues with interplanetary objectives however. Nothing to be done about that except manual editing for the specific use case. 3. Pocket Edition: This Pocket Edition is based on the Stock version of the contract pack. The difference between the Stock version and this Pocket Edition is that this version does not include failed missions and leaves out most of the repetitions of missions that the player has already successfully completed. That results in this version having 370 missions, as opposed to the 800 of the full pack. The stock and PE versions currently also include additional parameters for users of BDB, Tantares and ProbesPlus. For the RSS version compatibility extras are more limited, since RSS mods are a different matter altogether and I am not personally familiar with them. Oh and don't try mixing multiple versions of this mod together, that will lead to issues. Progression Guide In terms of progression, the pack has been divided into 3 main sections: US missions, Soviet missions and International missions. Each can be played separately and you can even delete their respective maps from the mod folder if you don't wish to use them. Further, within each of these trees the pack is structured by the actual programs involved, keeping progress mostly within each program where possible. This means that mostly you will have to do each program's missions if you want missions from further in that same program. It is also possible to skip ahead with a little cheating however, by using the CC debug menu. When in the main KSC view, press alt-F10 (by default). Navigate to the History of Spaceflight contracts and find the contract you want to do. It will have a CompleteContract requirement with a button next to it. Simply press this button to disable the requirement, allowing the game to load the contract to be directly available. You may need to fastforward a bit for it to load. DOWNLOAD Spacedock: RSS version - https://spacedock.info/mod/2385/History of Spaceflight RSS Stock version - https://spacedock.info/mod/2386/History of Spaceflight Stock Pocket Edition - https://spacedock.info/mod/2387/History of Spaceflight Pocket Edition GitHub: https://github.com/Frylovespi/History-of-Spaceflight/releases Or get it on CKAN, thanks to the excellent support of @HebaruSan each version is on there separately and properly setup. Dependencies: Contract Configurator by Nightingale is required to be able to use this contract pack: Compatibility: This contract pack should be compatible with any version that's supported by Contract Configurator, starting with 1.2.2. There WILL be some conflicts if this pack is used together with other historical contract packs that use the same contract names - CC is unable to load identically named contracts and will simply choose the first one in. Of course, you can manually rename the offenders if you really want to. Recommended mods: There's a bunch of mods out there that go really well with this pack, as they recreate historical parts with high fidelity. This is definitely not all of them, but certainly some of the top quality stuff that can be used for these missions. Bluedog Design Bureau - This mod has parts for nearly all the US launch vehicles that were flown in this pack as well as many of the capsules and probes. The Stock and PE versions also include a lot of extra stuff specifically for users of BDB, I can't recommend it highly enough! Tantares - While the focus of this mod is currently on later era Soviet parts, it does already see some and is now fully supported with extra parameters. ProbesPlus - Like Tantares, this mod mostly focuses on later era probes parts, but these are on the list to be added and currently Mariner 3 & 4 already use Coatl if installed. CRE - While not explicitly supported with extra stuff, this mod adds some beautiful parts for UK rocketry that fit the timeframe and were used to launch a few of the UK missions in this pack. Issues and feedback: Feedback and input are very welcome. Please report any issues in this thread or on the mod GitHub issues page: https://github.com/Frylovespi/History-of-Spaceflight/ Credits: @Frylovespi- The original mastermind behind this mod @wolffy_au - Additional early missions and gameplay improvements for existing early missions @Gordon Dry - Editing @pap1723 - for the stock credit reward structure @Whitecat106 - for the Historic Missions contract pack, which this pack is inspired by and builds upon License: CC-BY-NC-SA-4.0 --- This contract pack was originally developed by @Frylovespi. The original development thread is here and all included work is licensed under CC BY-NC-SA 4.0:
  2. The current primary missions focus too much on the monument storyline lore, leaving little to no room for the rest of the solar system, which makes them feel more empty. For a game mode called “Exploration”, you don’t seem to do much of it. The kerbolar System is stunning in this game, they should show it off. I think the primary missions could benefit from shifting their focus from lore to exploration. This shows off the beauty of the Solar system, while making the lore feel more rare and special. Each planet and moon should have a dedicated primary mission, exploring what makes each respective body unique. Each and every body has a different set of challenges associated with it, so exploring those challenges teaches the player how to design crafts for specific destinations, a very important set of concepts and skills. This would slow down the pace of the alien story line, and make each discovery feel more special, unexpected, and immersive; as you share the emotions of the kerbals. Currently the primary missions send you only to places that have a monument, making them lose their sense of unexpected adventure. When it sends you to minmus/duna/jool straight after the last monument discovery, you are already expecting to find another one. You don’t feel like you’re discovering these for yourself, and they take away from the experience of landing on these bodies for the first time, as they are overshadowed by these discoveries. If you go to duna as a testament of the kerbal spirit, becoming a multiplanetay species, and then finding a strange signal/interference after the fact, you feel like you’ve discovered this for yourself, in addition to landing on another planet for the first time. Going to jool should start off as an expedition to explore joolian moons, not to find the source of a signal for the 4th time in a row. After the mun monument, the missions shift from “Kerbal firsts” to “send probe, land at monument, repeat”. Each time you go somewhere you already know you’ll find something, so it doesn’t feel as special. It should be “hey let’s land on duna, the first interplanetary mission!” Then after landing there, you get “hey while we were at duna we picked up some strange interference, send a probe into a polar orbit to search for this interference”, then “oh hey we found the source, it appears to be up north, go send a rover to investigate” etc etc. Sending the probe into a polar orbit could also teach players about how polar orbits are useful for precise landings, as you pass over everywhere on the planet as it rotates under you. The final primary mission should be an eve return mission, doubling down on its “final boss” reputation. You’ve got all the experience of the rest of the kerbolar system under your belt, everything has been leading up to this. You want to prove that you can conquer your own solar system before you venture out into the stars, where the monuments have been leading you. You want to prove to your celestial cousins that you are ready. This exploration focused primary mission set would also compliment the secondary missions, which focus a lot on doing precise landings, sending cargo, large crews, etc, all things that people tend to do after initial landings. The primary missions mean players are already familiar with all the celestial bodies’ characteristics and challenges, allowing them to better plan missions to these places with the skills they have developed throughout their save. Overall I think a more exploration focused primary mission set would feel more fulfilling as you complete them, showing off the full kerbolar system, teaching the player all the skills they need to visit these bodies on their own or in the secondary missions, while also making the lore story line feel more immersive and exciting. It’s called “Exploration mode” after all.
  3. The text for the "Wheelin and Dealin" mission just says "Launch a vessel with 4 wheels". I expected a vehicle with 4 landing gears to work, since those have wheels. But apparently, it is specifically rover wheels. Others with the same issue: Please make the mission description more precise.
  4. I had 2 ideas today for ksp 2 missions and I hope someone takes note of it haha: People miss having a reason for planes in the mission mode of ksp 1, and though the kerbinwide tour missions are sorta that, they don't really inscentivise planes as much as orbital-drop-podding. I propose a mission where you must fly to multiple locations around kerbin in order to reveal a mystery of what happened to the KSC from ksp 1, getting multiple fragments/parts of buildings around kerbin together, and when you complete it it adds maybe some kind of tribute to ksp 1 to the KSC or such as a cool bonus. Another thing would be to also show how kerbals live on kerbin (despite there being no cities). This would be having massive easter eggs of ventilation shafts from their underground cities, giant radar dishes and wind/solar arrays. Just to make it cooler More missions that require multiple steps. Missions that are "go to X location" then after doing so the mission updates and then says "also to Y" as a way to make things more interesting. This could also mean "bring 10 kerbals into orbit around kerbin, THEN wait 1 year without losing EC" so that people have to make more complicated designs. A bunch of other things can be done, but those are the main 2 things to expand missions greatly. Also missions to have to do with previous missions. Like put a space station in orbit, then a mission to add a new module to that space station or to make it so the space station has 5 more kerbals on it.
  5. Some more procedural missions would be nice. I miss the tourist missions, and the base/station building ones from ksp 1, especially when it would have you come back to add modules to the station after a while. Designing unique crafts that I wouldn’t otherwise build is one of my favourite parts of science mode, I hope we get more opportunities to do so.
  6. The thing that gets me most excited about the idea of interlinked colonies and delivery routes is having to build functional vehicles out of necessity. Just imagine having to transport resources or kerbals initially by rover to an sea or airport, then by boat or airplane to a space port from which you launch them to the orbital colony, send them to your gas giant interstellar space port and sent them to another star. That sounds incredibly cool - mainly because you have to design so many diverse and efficient vehicles and actually use them to set up a route - carrying massive amounts of cargo as efficiently as possible. But even more than that.. just imagine a mission a-la Ad Astra in which you have to deliver a person-of-interest (maybe a scientist) on a grand tour or to a far away secluded place. Imagine that the bigger mission is split into smaller ones that requires you to build specialized vehicles which transport the kerbal.. let's say first to a close-to Kerbol colony, then inside the Mohole then to the top of the Eve mountain, then to the deepest place in Kerbin's oceans, then to sample Dres' rings, then on Laythe or Tylo to some secluded place, then inside one of Eeloo's canyons, then back to Jool for a trip to another star system. You would have to either already have specialized vehicles and tourist transport infrastructure available on all celestial bodies, or you would have to build it. In my mind all this sounds very exciting - mainly because you have reasons to build every time of vehicle you can imagine and adapt to each route and environment - both for routine transports and also for one-shot missions.
  7. Thanks dev for reading this, This is no hate - this is just adjustment from player view. Just started with tech tree and there are some problems. For example: 1) Tiny engines should go as Probes for 10 - reason? - you cannot create probe with engine at the start. And you should start with probes first, kerbals laters as stated in description. 2) Specialized decoupling (15) should contains xs decoupler(230), because when you unlock small payload fairings(35) you cannot use it, because you do not have xs decoupler yet for decoupling the payload. SICK. 3) Micro construction(35) should go before basic trusses(25). Same reason, you start with tiny probes first. Basically any XS parts should go before S parts. Maybe change the behavior of payloads fairing to contains decoupler - even for key to press release instead of stage. So you can click by space decouple shell and when later needed to release payload click the binded key or release palyoad by clicking on part menu. And finally tech points reward at the start is extremely high. If you start the mission to orbit kerbin you are rewarded for science, mission done, etc so you can buy the whole category 1 tech tree. So it basically doesnot make sense. Mission should start for example. fly to 5km. -- fly to 10km and stay there for x second. -- fly to 20km and use decoupler to launch second stage (multistage goal) -- fly balistick rocket to distance xxx (learning to do gravity turn). Basicaly the goal orbit kerbin is way to early.
  8. I thought that the general consensus was that unmanned tech and exploration should come before sending kerbals out, like in real life, but I think we need a poll. I also added a question about the progression for aircraft and rocketry. All these are very important for the incentives structure of the game for the Science mode update. It's a major game design decision to make the player explore by sending probes first like in real like or limiting utility of probes because of lack of control. Especially because there is the lack of limitations imposed by life support, which would have made progression more natural by incentivising unmanned missions. Also I reached the limit for the number of questions, but do you think tech progression should unlock the smallest rocket diameter first or should miniaturization come later in the tree?
  9. The Acapello 15 mission is neither completed nor failed if you splashdown on Kerbin instead of land on ground. If you finish the mission in water, the "splashed down" node does not lead to a "mission complete" or mission fail node. Instead it leads (for some reason) to a 5 minute timer node. At this point the player has no idea what's going on. There's no message, and if you recover vessel, the KSC is all disabled and nothing works. Either splashing down should be a fail or a success but it shouldn't leave the mission stuck in limbo.
  10. Generally there are two ways to play KSP. 1. Sequential missions - completing a mission from start to finish, thus focusing their attention. The downside of this is warping through time and pushing the clock years in the future. This is especially bad for multiplayer and space races. 2. Parallel missions - launching, setting up maneuver nodes and alarms but not time warping. This maximizes the amount of missions you can do with a particular tech level in a certain time window. I propose a third: 3. Parallel-sequential missions. A good way to play I think would be to finish a whole mission then go back in time and continue with other missions from the moment you launched. Recorded mission milestones would be added to the main timeline. And the science points would come in the future, thus respecting the timeline. I think this would be useful for space races also, because I'm that case the timeline is very important and you can't really time warp because you're losing opportunities to launch more missions. So there's a lot of freedom to be gained by being able to go back in time. But from a gameplay perspective it's also very useful for the flow of the game to be able to focus on a single mission and finish it. This system allows for massive gameplay expansion.. like stage recovery, having single player space races against an AI controlled agency and rocket construction time passing in the stock game. Not to mention multiplayer (see multiplayer thread)! Later edit: Interaction with the craft could be feasable without resetting the recorded events timeline from that point onward if we have mechjeb-like automated control using milestones. The craft (or capable subassembly in case of separation) would just try to adapt and continue with the mission even if crippled or modified. If the physics simulation doesn't allow it to be successful (not enough Delta V for example of broken solar panels) then.. yes it would fail.
  11. There are 4 launch pads - we could design craft then have time automatically advance the appropriate amount to account for construction and mission preparations. We could thus have 4 missions on the launch pads simultaneously. The parallel-sequential missions system (having recorded mission events placed on the main timeline and returning to the past) proposed in another thread enables having this feature in the stock game.
  12. ( This is my first thread BTW ) In this thread I'll post a mission in a while ( as exams are approaching ) , From the start of the space center , the first orbital launch , The moon , mars and beyond. Note : The names of the rockets are in Arabic but written in English , like : Qamar : Moon Marikh : Mars Timsah : Alligator ( It's a bit strange as my name bank is going bankrupt ) Al-nisr : The eagle Al-Zahif : The crawler Other names will be added once the mission planning start. All my rockets : Awake 1 ( super-fast satellite launcher ) , Awake 1 heavy ( slightly discontinued ) , Awake 2 ( this was a complete failure ) , Qamar 1 (moon rocket , failed for structural problem) , Qamar 2 , Qamar 2 ? There wasn't even a design about it There is now but it's still under contruction , Qamar 3 ( moon rocket , failed because the second stage engine was insufficient ) Qamar 4 ( moon rocket , pending launch ) Planned : Qamar 5 Crew block 1 , Qamar 5 crew block 2 , Qamar 5 crew block 3 , Qamar 5 cargo block 1 , Qamar 5 cargo block 2 , Marikh 1 ( a mars transport rocket , for rovers and stuff ) , Awake 1 crew
  13. Simple Mission Flags (SMF) by Kerbal Hacks An assortment of flags to mark everyday missions. By zer0Kerbal, originally by @Enceos adopted with express permission and brought to you by KerbSimpleCo See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. When I make a serious save / mod breaking change, CKAN will happily update you without you ever seeing a changelog. This means you could happily load your save, not notice the major version number has changed, and seriously break something. I do not like this. So CKAN users must use Kerbal Changelog, because that way nobody can say they weren't warned :). or Dependencies Kerbal Space Program 2 Kerbal Hacks Ltd(KH/L) Suggests Also by Kerbal Hacks by Enceos Simple Mission Flags (SMF) Portable Science Crate (PSC) Simple Mission Flags (SMF) Hazard Tanks Textures (HZT) Ven's Style Textures (VST) Asphalt Tiles (AT) More Asphalt Tiles (AT) Large Stock Fairings (LSF) Animated Station Screens (ASS) KIS Props (KISP) On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale (TWK) Supports Either 3 Module Manager Module Manager /L Tags flags 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 @Enceos for creating this glorious addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  14. I will post all my missions that I did. Sorry if I don’t have any screenshots of craft files available. Alll time is on Kerbin time. Luna: Rover, Mun, Mission Duration: 33 years, Goal: Explore Mun and Recover Muna Mission Log (below): The mission of the small rover Luna started on a launch pad with a rocket capable of going to the Mun. The rocket has around 5,097 m/dv. Just a regular launch and then I burned for the Mun. I arrived at the Mun with a periapsis of 9.8 km. Got my self into a low Munar orbit. However I have a bad communications network around the Mun. So I had to wait 5 months to all the probes to align. Once the probes aligned I started the landing burn. I didn’t have long as the probes moved fast. After 10 minutes I was 4 meters above the surface when I lost communications. The craft feel and Boom! The landing equipment broke but the rover was fully fun cation all and in one piece. I explored the nearby craters and used the robotic scanner to scan some rocks. Soon I will drive the rover to Munar a rover that ends it’s mission when the solar panels broke. The rover is over 100 km away so it might take a while. Status: Fully Functional, All Dqiupment is Safe, Landed on Mun, Mission is 68% complete, life expentancy: at least 30 years
  15. So I'm gonna admit this now. For the past year-and-a-half that I've had this game, I've never gone super in-depth with career mode, as sandbox is just kinda my thing. But career mode has gotten my interest for a good few months now, and I just think the mode itself with its technological progression with the tech tree has made me fascinated. Now I'll actually try to play the mode and be able to go past getting into suborbital flight. I've also not posted that much here on the forums, so I'll do more by showing off missions that I do through logs. I'll be having fun with this and I hope you do too as you read along. I'll post my first log soon, maybe tomorrow or the day after, but I'll definitely make sure I do. By the way, my career won't be completely stock, as I have a few mods (some by Angel-125, CobaltWolf, bcink, and others) along with it. Most of the time when I see other users' logs, they will have a few mods, too.
  16. Causal KSP Missions Simple Missions that I want to do. No stories, no grinding, no mods. Technically played in Career mode. 5,000 starting science to have enough parts to make things look cool. Max Rep and Funds payouts. Default Science payout. Table of Contents Mission 1: Low Kerbin Orbit Science Satellite Mission 2: Lunch (Launch) and Assembly of the Orbital Science Station Mission 3: Delivery of the Station Crew and Satellite service Mission 4: Actually Science on the Orbital Science Station Mission 5: Mun Satellite Network and Munar Rover Mission 6: Minmus Satellite Network and Rover [Semi-Failure] Mission 7: Mun Scanning Satellite Mission 8: To Da Mun and Back Mission 9: It’s Probin' Time Mission 10: Minmus Mission 11: Probin’ the Red Planet ...
  17. A kerbal Mach Loop. I wanted a high speed aircraft testing track. A simple-ish ‘standard’ one that’s challenging and quick-ish to fly.(I can get gold but only with a probe core maintaining control, when the kerbals pass out. With a high g capable kerbal and better lines through the Checkpoints I think I will be able to get gold.) I think I’ve got a good-ish balance. I have put some of my career save craft in for something to be available in the VAB. Although it is probably more fun to paste your own craft files in. Any comments are welcome good or bad, with constructive assistance on improvements even more welcome. https://kerbalx.com/missions/91
  18. Hey all, I have been working behind the scenes a little bit with the help of @UomoCapra and a few others to create a Kerbal book series. Before officially announcing it and launching the series I wanted to put my little Kerbal feelers out to gauge interest and get any suggestions or ideas from forum users, specifically those of you who have discussed Kerbal stories or enjoyed the missions before (here's looking at you @STORMPILOTkerbalkind @million_lights @Just Jim @Rover 6428 ) The book series will be loosely based off of my (steam featured) Jeb's Life: A Kerbal Novel missions from Making History (you can find them here). The idea is that I will release a 20-40k word novella every 3-4 months complete with illustrations (think Diary of a Wimpy Kid, but with a few illustrations per chapter, not every page). Here's the catch-T2 is not looking to formally licence the IP to sell books, which means this is going to be a free fan-fiction project. I am a professional writer and have a publisher for my actual books who will help me with the editing and formatting. I plan on distributing the books here, on my website, and on social media as they are finished, hopefully in Epub format (which if any of you know is a universal digital format for easy reading). But they will need to be free and available to anyone and everyone. So unless there is quite a bit of interest, I can't justify starting the project. This will be a labor of love for KSP, and as such require my own time and money. I'm considering starting a Patreon page to help support the effort and allow me to have some breathing room when it comes to writing my actual Disparia novels. I'm also looking into producing actual printed copies of the book (again, for free) for those interested (though I'm still looking into whether or not I can do so). So before I jump in head first, I thought I would figuratively "Check my staging" for interest and suggestions. If anyone is interested in seeing this project proceed, please let me know (and for more info on my missions check those out, or see any of my past live streams or my actual, you know, books). I'm not posting links to that stuff here (because I don't know if I can). Safe to say you can find it if interested (or PM me). Cheers! ----------------------------------Here is an unedited glimpse at the first chapter if you're curious---------------------------------------------------- Chapter 1 The sky was most certainly blue—that overt fact had not escaped Jebbediah Kerman’s grasp. It was blue every day, unless it was raining or snowing. That it was blue was interesting. Why it was blue was more interesting. Try as he might, however, the eight-year-old Jeb could not find the answer. Every raised hand during his classroom studies was met with the same terse reply from Henrietta Able Kerman, Jeb’s second grade teacher: “Put your hand down and pay attention to the material!” Her voice grated and cracked on occasion, like a lifetime of hostility had broken her vocal chords but not her determination to see excitement in children doused and stomped into oblivion. So the answer to why it was blue would remain a mystery (at least for now). But that was fine. It wasn’t the blue sky that captivated young Jeb; it was the night sky. At night the blue vanished like a thin mist, like a curtain pulled away from the true sky. That sky was black. It was also shiny, colorful, active, and exciting. Every day during school Jeb would spend his time with his chin resting in his palms, his elbows on his desk, his eyes turned towards the window and up towards the sky. Sometimes it was sunny and the bright light of Kerbol would cause him to squint until his nose and brow were deeply furrowed. Sometimes it was cloudy and the abstract shapes would drift by, coalescing into imagined shapes, then pass quietly out of sight. Sometimes it would rain or snow and the deep layer of gray would block his view but not his imagination. There was much more to the world beyond the terrestrial one that he was familiar with. There had to be. Birds soared through the sky with ease, something no Kerbal had done before. Clouds drifted by seemingly weightless yet bound to a steady track through sky, guided along their invisible highway by an unseen hand. And what was beyond the mundane terrestrial world? Jeb didn’t know. Stars. Planets. Asteroids. Other floaty things. Astronomers and scientists had discovered, studied, catalogued, and reported on these objects for hundreds of years. Legends from dead civilizations mythologized the objects in the sky and incorporated them into their views and beliefs of the realms beyond daily reality. These objects were seen, studied, and incorporated into each culture. But they were not well understood. No Kerbal had left Kerbin’s surface for more than a few seconds, and when they had, it was usually because they fell off something and were quickly reminded that when you lose contact with the ground there is only one direction you can travel—down. But knowing that they were there and understanding what exactly they were besides transient lights and objects in an untouchable ether were two different things. And try as Jeb might, pushing his brain muscles with all his effort until sweat pooled in his green, furrowed brow, he could not learn more about them through sheer willpower. He could not… “Jebbediah Kaldrin Kerman!” Ms. Able shouted. “Get back in your seat this instant!” Jeb shook the cloud of imagined images from his eyes and focused on the reality around him. He was standing at the back window in his classroom looking out on the blue sky and the feet of the towering Origin Mountains. The window looked west towards the mountains where the late morning sun had fully bathed the green, gray, and white mountains in intense light. “Sorry Ms. Able,” Jeb replied. Though he said sorry, that his eyes remained focused outside suggested his words and feelings were in conflict. “What do you think you’re doing this time?” Ms. Able asked. A few birds, dark against the brightening sky, darted back and forth playing or chasing each other. Watching them, Jeb answered, “I’m watching the birds.” He said it matter-of-fact as though it was justification for not paying attention. “Jebbediah, come here.” Ms. Able, who had been standing by the chalkboard writing words that related somewhat to anatomy, slammed the chalk into the rail beneath the board, cracking it in three pieces. She puffed out her bulging and prodigious chest, adjusted her floral dress, and took two steps towards the front of the class. Jeb, lingering for just another moment, turned and walked down the center aisle between the separated rows of desks and stopped in front of his teacher. Jeb was only eight years old but already he (and most the other students) were eye level with their teacher. Ms. Able was, using only slightly exaggerated descriptions, as wide as she was tall. Her pale green complexion always glistened from a layer of sweat cause by the massive exertion everything seemed to be for her. She wore only dresses out of necessity. The dresses were so large and required so much fabric it was a wonder there were any sheets or pillow cases to be found inside the city of Granite Heights, the city of 5,000 people in which Jeb lived. As Jeb neared the hulking mass of Ms. Able the sour smell of old dairy, her distinct aroma, met Jeb’s sensitive nose. He scrunched his nose up reflexively to keep any air from passing through his nostrils. “Yef Miv Abuh?” Jeb said, the words coming out stifled due to lack of airflow. “Stand in front of the chalk board,” She ordered. Jeb walked around his teacher and stood where commanded. “Flap your arms like a bird.” Jeb raised his arms obediently and was about to flap, but hesitated. “Flap my arms?” He was far enough away from the diaboloical smell of his teacher that he could breathe (and speak) normally. “Flap them!” Her grating voice raised a few octaves and her green face turned a bit brown as she blushed from the effort. Jeb nodded, his eyes opening wide. He began flapping his arms quickly up and down. After a few moments his face began reddening and he panted from the effort. The harder he worked the more the kids in his class began to giggle. By the time a bit of sweat began forming under his brow the giggles had evolved into outright laughter. “Enough!” Ms. Able shouted and at once Jeb stopped flapping and the children went quiet. “Did your feet leave the ground?” Jeb looked down at his feet, lifting one off the ground and inspecting the sole of his brown school-issued boots. They revealed nothing. “No,” Jeb answered. “Did you hit the ceiling?” she asked. Jeb looked up at the spackled ceiling that was distinctly lacking a head-shaped hole. “No.” “Did you do anything that could in any way remotely be construed as flying?” “What does construed mean?” “Did you fly! Did you fly at all!” Ms. Able’s face had turned from green to brown to red now. Jeb tried to take an instinctive step back but slammed into the chalkboard. “No,” Jeb answered. “Are you at all like a bird?” Jeb shook his head no. “Kerbals will never fly. Now sit back down in your seat and pay attention!” Ms. Able pointed vigorously towards Jeb’s seat at the back left of the room. As her arm came to a sudden stop the gelatinous bulges that made up her meaty arms did not, jiggling slightly for a few moments afterwards. Jeb trundled towards his desk, hanging his long green head low to avoid the stares of his classmates. The first few steps were met with complete silence. By the time he was halfway to his desk Ms. Able began moving about. Just as he sat down she pulled the projector screen from its tidy roll above the blackboard until it stretched towards the floor. Keeping an eye on Jeb and the other on the rest of the class, Ms. Able said, “As you know, students, today we begin our health and anatomy module. We will be covering the Kerbal body for the next two weeks. We will discuss your module project after the slide show.” Ms. Able walked down the wide aisle between the classroom (set wider than most classrooms on account of her impressive girth) and stopped near Jeb where the permanent slide projector was stationed on an old wooden platform. “No talking during the slide show. If you have a questions raise your hand and I will answer after we reach a stopping point.” She scanned the room for a moment. “Robert McDonald Kerman, please turn off the lights.” Bob McDonald, a wispy Kerbal with dark, intense eyes stood from his seat at the top right corner of the classroom and switched off the lights. A moment later the projector roared to life and a bright square of light filled the white projection screen at the front of the room. A distinct metallic thunk slightly preceded the first image on the board. Ms. Able then pressed the start button on the tape player and a peppy male voice whirred to life. “The Kerbal body,” The disembodied voice began. “A marvel and a wonder of natural engineering and home to all of your thoughts, feelings, and emotions.” On screen was a fuzzy picture of a dozen different Kerbals of varying ages, all of them, smiling as they stood for an informal portrait in what looked like a park or field. “Next Slide.” This voice was different than the narrator, deeper and with less emotion. Ms. Able clicked the projector and another image appeared. This one was a cartoonish rendering of the inside of a Kerbal’s head. “Kerbals are unique in the animal kingdom,” The narrator continued. “They might not be the fastest, strongest, or largest creatures on Kerbin, but they do have something no other animal can claim—a giant brain capable of complex, rational thought housed in a nearly impenetrable fortress of a skull.” There was a pause in the narration as a flourish of dissonant instruments played a bit of fanfare. Coming out of the recorder it sounded like animals being tortured. “A Kerbal is made up of bones, muscles, ligaments, skin, and about 20% chocolate pudding. In today’s presentation we will begin with the head, perhaps the most amazing part of any Kerbal. A Kerbal’s skull is the thickest of any animal on Kerbin. Inside the thick skull is a secondary layer of a spongey material known as Squidgy Puddo-formus. This combination of rigidity and sponginess protects them from high velocity reading impacts and full contact knitting disasters, things most Kerbals are prone to experience.” Jeb, as the recording continued, slowly lost interest and found his eyes wandering back towards the window. The sky was blue and bright, beautiful. His head might have been in the clouds, but his feet and amazing Kerbal brain were planted firmly on the ground.
  19. So this is my first mission. It is also the first part in a series of parts that will be in a mission pack. In the first part of many in the munar exploration mission pack, your goal is to land the kurveyor 1 probe (currently in munar orbit) at a specific place on the mun. Good Luck! Download Links: https://kerbalx.com/missions/83 https://steamcommunity.com/sharedfiles/filedetails/?id=1637198865 Its a beginner skill mission, and its very easy. Post images of you doing the mission below! Part 2 is coming soon.
  20. Hello people of the internet! I have decided to do a set of 'stories' based upon missions I, or others have done. In here I will watch through every mission and provide the kind of communications you may hear between mission control and the crew on the ship. I'll try and make it as accurate as possible and hopefully add some pictures to show you the sort of thing that goes on. Let me know if its a good idea and check out some of my other posts too! Link to my first proposed scenario
  21. REAL SPACE: THE MISSIONS “The universe is probably littered with the one-planet graves of cultures which made the sensible economic decision that there's no good reason to go into space - each discovered, studied, and remembered by the ones who made the irrational decision.” ― Randall Munroe Pop Chart Labs Join us, @DiscoSlelge, @HooHungLow and me in a journey trough the history of man's space exploration!! This is a series about real space exploration missions complemented with their history, objectives and details about the boosters who launched them. Missions from the past, present and future are planned, always trying to be accurate but without exhausting details, and also keeping stock-alike aesthetics. Guide: Chapter 1 LEO communications - the TDRS Network Mars and Phobos observation - Phobos 2 Operation Paperclip: The German Connection
  22. Hello, I have placed a lot of relay networks around the Kerbin system but I would like to move them all above my current missions in the tracking station instead of the sporadic placement of them in between my other missions (e.g. my space station). Is that possible?
  23. I am having trouble thinking up rocket designs this thread is about giving design to the community and help people if they are stuck (like if they can’t get to a planet.) no real rules at this point in time but I will make some up in the near future. You can post wacky rockets or really cool planes, SSTO, really weird missions and stuff like that. Everyone is welcome. Be nice. If you what to tell a community if you made a mod you can post the link in the thread. Most importantly have fun
  24. Can someone help me spawn military vehicles controlled by AI in random locations so as to create a military campaign? The idea is to place military units like mission markers n u need to engage them there.
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