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Found 8 results

  1. Hello, Got bored and decided to document a new KSP science play-through, which I am dubbing Atmos (a portmanteau of Atmosphere and Cosmos). It's mostly stock with some visual mods, QoL mods, and Restock. A return to simple roots, I'd say. Starting with the Skybound program, Jeb preps for his first flight in Skybound I. Sadly, without a ladder, the entire rocket had to be rolled back to the VAB to fit him back into the seat. Skybound II was a good step up, resulting in an extra-atmospheric trip. Sadly, Jeb would die because the engineers forgot to attach a decoupler to the capsule, resulting in a "lawn-dart"-like phenomenon, flattening him against the surface of the ocean at 500M/S. Valentina was more successful, and with a decoupler-equipped space capsule, she made a gentler trip back to the surface after an upper-atmospheric flight. I would like to keep updating this as I go. Hope you enjoy my simple little journey. Oh, and if you'd like a closer look at my flag, here it is.
  2. The Kerbals may not show it, but they get lonely pretty easily. Of course, they have no issue sitting in a cramped 1-seat command pod for centuries at a time (Snacks and radiation permitting,) but the idea of being nothing but a bunch of frogs running around on a mote of dust in a sunbeam in a giant, empty room full of sunbeams and motes of dust in a building full of rooms that goes out in all directions as far as their tiny froggy brains can comprehend and probably much past that, is immensely disturbing to them. It makes them feel very, very small. However, if there's one thing Kerbals have learned since they swam out of the Kraken's maw and plopped into the primordial muck, it's that the building won't seem so tall when you're standing on top of it. So, just as they've conquered all the things that scared them in the past, the Kerbals are going to conquer that big building to make it seem a lot less small. (If they could ever research a way to climb the ladder without getting turned over every which way, that is. Attempt no traversal of the ladder. Untold horrors await there...) But their ladder-traversing days are far ahead of them still, so they'll work up to it by taking baby steps first. Namely, by hopping to another sunbeam. The nearest one, in fact - Proksimus Kiribani, Kerbol's neighboring star. To this end, they've established a crack-team of their best and brightest Kerbonauts, who have called themselves... The Lyra Aerospace Exploration Agency!!! Hmm. Doesn't exactly roll off the tongue, does it? I knew we shouldn't have let the nerds name their own club! Oh, well; we'll just call it the LyrAEA for short. Playthrough's full modlist and description under the spoiler More updates coming Soon™. Fly safe! And here we are! A brand new, baby KSC. How cute! Well, we'd better get to work right away fulfilling contracts and collecting Science. This one looks fine. Thank you Gene, very cool! And we'll take "Reach for the Stars" too, while we're at it. Now, how to fulfill them...
  3. KSECA: Kerbal Space Exploration and Colonization Association ... Kerbin, KSC, Mission Control Gene: Good morning. (smiles) Wernher: (looks up, looking tired) What you look so happy about we've just been up all night. Gene: We just got the license to start launching Kerballed missions. Wernher: (shocked) Really. (steadies himself) Ok I'll get making some blueprints. You phone the others. (runs out) ... Basically this is a series of missions that will be centred around colonizing planets and moons using MKS and the Near Future Series of mods. With a few others from USI, Nertea and some others. I will post a mod list later. This will be done in 1.12.1 with both expansions. This will mainly be a series of missions with some story in-between. I will try to do this with some form of realistic progression but without testing. And skipping everything before Gemini I the ISS construction. Hope you enjoy ... Kerbin, KSC, Administration Building Jeb: Gene, I've already flown plenty of sounding rockets for you. (yawns) I'm not flying more. Val: (Ignoring Jeb) So what is it? Gene: What? Val: Why are we here, Gene? I was enjoying that holiday. Gene: Well, we have got... (Wernher and Mortimer walk in) Mortimer: A licence for launching manned rockets that's great. Gene: What a way to ruin my moment! (Walks out looking huffy) Val, Your flying the first rocket. Jeb: What have I done? (confused) Mortimer: Well goodnight. (leaves looking awkward) ... The headcanon is that Gene started a space program 50 years before recruiting his best friends to join him. But when they came to build new designs to land on the Mun they all failed and the government of Kerbin stripped the of their manned licence for safety reasons. Gene was too nervous to launch anything more than souding rockets. But then it was given back and a new age of space exploration will begin.
  4. Coming back to KSP after years. This time in streaming format on twitch. Twitch: https://twitch.tv/tbarcello2 Stream videos on YouTube: https://www.youtube.com/playlist?list=PLto8EutylQ4ZmU4AHje7lC11ucSp5y9jD
  5. Cironaut Space Agency (A.K.A - Yet Another GPP Playthrough!) So, after reading many of these mission logs/career playthroughs, I've decided to do one of my own. I know there’s been a few done for the Galileo Planet Pack (GPP), but as I find it’s the best planet pack I’ve come across so far, this is the one I’m using! I’m also not changing the size of the system, as I’m also using the GEP and OPM mods, so combined this makes an already gigantic solar system that I don’t personally feel needs to be any bigger. Also, I’m probably not experienced enough to attempt it yet! This is a list of mods and contract packs I’m currently using: Some of these are custom mods that I’ve tweaked, such as: Kerbal Renamer – I’ve modified this so that all the Kerbals/Gaelans have westernised names and surnames and I’ve removed the GPP developers - sorry guys! I’ve also enabled this to be called from other scripts/mods, specifically so that anything that may have used the default/stock KSP naming scheme can instead use this one instead. Contract Configurator – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Also ‘fixed’ a bug that displayed Gael in lowercase. TRP Hire – I’ve modified this so that it uses my custom Kerbal Renamer scheme to name randomly generated Kerbals/Gaelans instead of the default/stock KSP naming scheme. Far Future Technologies – I’ve recompiled this for version 1.4.3 but I believe this still has issues with heating, which isn’t a problem with this mod but a problem with KSP itself. However, I like the idea of having anti-matter engines on my rockets so hopefully this will work out! New Suits – This is just some of the Replacement mods from GPP tweaked a bit for my own playthrough. The Kerbals/Gaelans have some recoloured suits I’ve made and matching sprites, and I’ve tweaked the male heads a bit so that they use the heads that were for the Admin staff instead. I also tweaked some colours in the descriptions, but this is almost the same as it is normally in GPP. This is all done through Sigma Replacements in the same way the GPP versions were before. Tourism Plus – I’ve removed the contracts that wanted you to take Tourists to specific biomes, as the biomes were specifically for Kerbin. Also given the first tourist a random name rather than ‘Tito Kerman’, as this was not in line with the new naming scheme. Bases and Stations – I’ve tweaked the Life Support-related contracts to support Snacks. I also submitted this as a PR on GitHub which has now been incorporated into the contract pack by its current maintainer (three guesses who that is!). I’m hoping that in this current career playthrough I’ll be able to visit all the celestial bodies in the Ciro system (incorporating the GPP, OPM and GEP mods) either manned or unmanned. I’m also hoping to unlock all the nodes on the tech tree, which considering I’m using the Community Tech Tree mod should probably take quite a while! However, I’m also using the Hide Empty Tech Tree Nodes mod so that empty nodes are removed, and to hide the tree nodes that haven’t yet been researched (except the ones that immediately proceed from already researched nodes), which I personally feel is a better approach to the tech tree. And these are the difficulty settings I will be using: EDIT: As requested by @HansonKerman, here are some screenshots of the solar system for this playthrough, taken in the Tracking Station: So, let’s get the Cironaut Space Agency started! 1. First Launch Whilst most organisations on the planet Gael that are trying to reach space are attempting to use computers to send unmanned craft instead, due to the obvious dangers of sending a Gaelan up into space, none of them have currently perfected this technology and are struggling to even get off the ground. However, the Cironaut Space Agency (CSA) have decided to throw caution to the wind and are planning on using actual Gaelans to fly their craft first! This should allow the CSA to gain a significant lead on the space race. The first batch of Gaelans to join the CSA are David Welch (pilot), Rita Coleman (scientist) and Dale Watson (engineer): The Mamba Program ultimately aims to build a craft that can send a Gaelan into space, orbit Gael, and return safely to the surface - without killing the pilot inside in the process! The first craft is named Mamba I and has a small Crew Capsule (with capacity for 1 Gaelan), a solid fuel Flea Engine, a Parachute and some science experiments on board: First, the science experiments that are onboard Mamba I are run on the launchpad by David Welch, the pilot: Then the rocket is launched from the Gael Space Centre (GSC) into the sky: It eventually reaches a height of 8,436 metres above sea-level before starting to plummet back towards the surface: When the craft reaches about 1,000 metres above sea-level the parachute is deployed, which slows the craft down and stops it from crashing into the surface: The craft then safely lands back on the ground. The pilot has survived, and the mission is a complete success:
  6. Hi everyone! I'm Geek0saurus, a starting youtuber (for fun). Over the last months I've been growing more and more into Kerbal Space Program. Because of this, I wanted to make a full playthrough of the career mode with missions, objectives and fun stuff. For this, I could maybe use the help of the community, since I will need a lot of feedback and maybe we can share ideas of bases and things like that. The idea of this thread is to share my journey into our beloved solar system with you and maybe let it become "our" journey All feedback is appreciated and welcomed and I cannot wait to hear any ideas of base designs you would have to share! The first introduction to my journey can be found in the following youtube video. Hope you enjoy it! Introduction to Kerbal Space Program | Career mode
  7. Lightly modded stockalike playthrough!
  8. This is my first youtube series for KSP. You can follow my missions successes and failures through the following playlist. I wanted to do a series of videos documenting my career. Starting out with only the 1 CommNet (One of my favorite features added to the game) connection at the space center. All comments are appreciated! The link to the series playlist is here: https://www.youtube.com/watch?v=UErymmnQpbM&list=PLxJoxRHBsR7NkLdx7O435Zeh2V54Cyzpf And the embeded version of the link is below:
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