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After the first successful orbital mission of Ike in the history of Kerbalkind, data has confirmed that Ike is geologically active! The photo taken by the spacecraft below is among many taken aboard that hint at geological activity on Ike. Following the discovery, the brightest minds of the space agency have theorized that Ike's volcanic activity can be linked to Duna's tidal forces on Ike. The government has been well pleased with the Kerbal Space Agency's findings and has since granted bonus funds for future voyages to Ike. Now, the agency selected Jebediah Kerman to operate a manned rover exploration of Ike to learn more about the red planet's volcanic moon. Hi everyone! DylanSP here! I'm a new member of this forum, as you might be able to tell. When I got KSP2 in June, I was taken aback by the immersive experience. Is the game complete? No. But do I love KSP2? Without a doubt. Before I continue, I'd like to give credit to @Sp1f for inspiring me to start a ground-based circumnavigation mission of my own. You can check out their mission below. As my fictional introduction suggested, during my circumnavigation of Ike, I will be exploring the stratovolcanoes on Ike. Along the way, I hope to find places of interest and maybe even an easter egg! Inevitably though, I will have quite the bug collection along the way. So this is also an opportunity to help the developers find all the bugs and squash them! Anyway, My journey will be documented by days, which I don't mean ig days or irl days since the mission began, but rather irl days of active progress since the mission began. With all that being said, let the journey begin! Day 0 and Day 1 Preparation and the first part of the journey
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“Two roads diverged in a wood and I, I took the one less traveled by.” – Robert Frost Juan Sebastián Elcano (1476 – 4 August 1526) was a Spanish explorer of Basque origin who completed the first circumnavigation of the Earth. After Magellan's death in the Philippines, Elcano took command of the nau Victoria from the Moluccas to Sanlúcar de Barrameda in Spain. This challenge is simple. So simple, it's easy. Well...it sounds easy. Those of us who have completed it would probably disagree. The challenge to you is to become the next Elcano. To do what no one, or very few, have done. A challenge to circumnavigate an orbital body, be it moon or planet, solely by ground and/or water. This challenge is a continuation of the original Elcano Challenge, posted by Fengist. It was subsequently managed by Claw, then rkarmark. This is the fourth iteration of the Elcano Challenge. Fengist's Elcano Challenge Claw's Elcano Challenge rkarmark's Elkano Challenge The rules are simple: Basically, you are to circumnavigate (drive all the way around) a celestial body, using a vessel on the surface, such as a rover or boat. Your path should not deviate significantly from the intended direction. Mark your start location. Flags, KerbNet markers, or screenshots work. Some mods allow you to track your path as well. Drive or boat back to your start location- the long way around... The main mission and all support missions must be launched from the launchpad or runway and delivered to the destination body. Part of the journey is getting the crew/ship there. (i.e. No HyperEditing or save file editing the vehicle into position. Any combination of launching, refueling, docking, or ISRU is permitted. The vehicle must be Kerballed during the circumnavigation. Doesn't have to be a pod, the lawn-chair seats are fine. The Kerbal only has to be on-board during the circumnavigation. You don't need to launch the entire mission in one giant ship. If the Kerbal(s) come later or were already waiting for the rover, that's fine. Stay on the ground or on/below the surface of any water. Brief jumps over dunes and such are permitted. This challenge is about traveling over the surface. Thrust devices (rockets, jets, props, RCS) are acceptable, as long as they are only used while in contact with the surface. Using thrust of any sort to control or change the trajectory of your rover while above the surface is not allowed. The same vehicle that crosses land must also cross the water. No ferrying your vehicle on a boat. That also means you can't intentionally remove wheels or pontoons when they are no longer needed. The vehicle needs to complete the entire circumnavigation as-is. If parts blow up or get knocked off, well, that's the Kerbal way, and that's ok.. You may send replacement vehicles. If you read Fengist's circumnavigation of Eve, you'll see why. Game mechanics are not kind to ground vehicles. Your crew must be transferred to any replacement vehicle and it must be very similar to the original. I understand this is a learning process, and will allow some design changes. You may use aerial and orbital recon vehicles. You may refuel if needed. Use of ISRU or similar mods is permitted. Saving and reloading (F5/F9) is permitted. In fact I highly recommend it. Please note that in the past repeated F5/F9s have adversely affected vessels, particularly if you use F5 while in motion. Not sure if that is still a problem or not.. Added a modded planet/moon section to the leaderboards (August 2022). Circumnavigations of non-stock CBs are welcome! The intent is that you control the vehicle during the entire circumnavigation. Using an autopilot goes against the spirit of this challenge. Any rule I haven't thought of that breaks the spirit of this challenge. The point of the challenge is to build a rover/boat, deliver the vehicle, and circumnavigate the body. KSP2 entries are absolutely valid and accepted! I am planning on adding a note in the leaderboards for any Elcano completions performed in KSP2. Proof: Document your journey via images or video, or as those of us who have managed to complete this challenge have done, accompanied by a description of the journey. If you are posting more than 4 screenshots, I humbly request that you put them inside a spoiler. Categories: Note that support and delivery vehicles also affect which category your entry falls under. Stock - Stock means stock. If you use any mods at all, you do not qualify for the stock category. Breaking Ground and Making History (BG & MH) are stock expansion packs, and do not disqualify you from a Stock entry. Stock Craft - The craft and all support craft are made from all stock parts with their stock configuration. Installed mods may not modify physics or add/modify parts in use by the craft. Mods that add PartModules to stock parts, but do not alter the stock parameters, are also permitted. Examples of permitted mods are information displays (such as KER), transfer window planners(TWP and KAC), and visual enhancements (such as EVE). “Stock Craft” means the .craft or save file can be used on a stock install and it looks/works exactly the same way (your mission would remain effectively unchanged without the mods). Modded - Use of add-ons that change physics or add/modify parts in use by the craft are permitted. An add-on’s technology level must be “near term” or of “next tier” type of capabilities as compared to stock. Mods that allow the user to skip elements of the challenge or violate the spirit of flying to and circumnavigating a body are not permitted. (i.e. Slightly better/larger/stronger engines, wheels, fuel tanks, etc. are permissible. Hyperdrives, antimatter engines, wormhole generators, hyper dense or exotic fuels, etc. are not allowed.) This challenge is not for the faint of heart. It will take persistence and a great deal of patience. If you're the competitive type and think of this challenge as a race it will get boring really quick. The leaderboards do not differentiate by speed or times- if you completed a circumnavigation you are on the leaderboard. Good luck and um... Godspeed.... And before you grumble about how long this will take... think back at how many hours you spent doing other things in KSP that ended up being less rewarding... If you are considering this challenge, but aren't sure how, I suggest looking at how other members accomplished it. As this (4th) version of the challenge is still new. take a look at the posts from the first three Elcano challenges, linked near the top of this post. Badges: I believe Fengist (original creator of the Elcano Challenge) designed the badges, for which I am grateful, they look great! If you believe you qualify for a badge, go ahead and grab it! You don't need to wait for your name on the leaderboard- if I am busy with work/life who knows how long that could take. Edit- actually I think the original badges were by @Fengist, but they were all redone by @Claw , who also probably had to add some new ones. FAQ: Coming soon! Circumnavigators GRAND MASTER NAVIGATORS Those who have circumnavigated every body in the stock KSP solar system. @Claw Stock @damerell Modded - Epic mission @Jack Joseph Kerman Stock @mystifeid Stock @Pouicpouic Stock - With a single rover @18Watt Stock ________________________________________________________________________________________ Master Navigators (aka Planetary Navigator) Those who have circumnavigated both Kerbin and Eve. ________________________________________________________________________________________ Master Mariners Those who have circumnavigated both Laythe and Kerbin by sea. (See notes in spoiler) ________________________________________________________________________________________ Kerbin Circumnavigators See notes in Master Mariner spoiler about Kerbin sea circumnavations. ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ Extra Planets From Mods Circumnavigators Badge not yet ready, but coming!
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Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil and @Sebra 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Français by @Mortimer Kerman Looking for help: If anyone is interested to translate FUR into Japanese please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods (most mods need ModuleManager to work properly) Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels, Indicator Lights, Community Tech Tree Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props, Textures Unlimited Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NC The plugin code is licensed under: Apache License 2.0 Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
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Near Future Rovers (NFR) by Version 2.0 Industries V2 Industries presents a parts pack consists of a variety of rover parts that seeks to fill a kerbal's need for thrill and adventure in the way of exploration with little to no safety guidelines. Included are both the HoneyBadger and Puma platforms. By zer0Kerbal, inspired by @MichaelV2.0 adopted with express permission and brought to you by KerbSimpleCo Preamble by @MichaelV2.0 See more Help Wanted Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies Kerbal Space Program Recommends Rover Anti Gravity System (RAGS) Suggests Biomatic (BIO) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Firespitter or Firespitter Core (for fuel and texture switching wheels. may invoke bouts of dizziness.) Supports Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) ModularManagement (MM) or Module Manager TweakScale (TWK) Tags parts, agency, flags, 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 @MichaelV2.0 for creating this glorious parts addon! see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
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Trying to send a rover to Mun, I always encounter unexpected behaviour in the Kerbin third level of atmosphere. In the first level of atmosphere, no issue: In the second level of atmosphere, no issue: In the early third level of atmosphere, no issue: In the mid 3rd level, explosion with no log or any kind of information: the rupture is happening everywhere at the same time with no info log at all: It definitely looks like a bug in the game, like an invisible wall, or: - atmosphere 3 should be divided into 2 different atmospheres - log regarding the vessel breaking origin should be displayed, indicating where the first rupture happens (as of now, the explosion is so massive no log is available at all)
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Description Details Type: SPH Class: ship Part Count: 1256 Pure Stock Built in the SPH in KSP version 1.12.5. EVERYDAY ELEGANCE As usable around town as it is on the track, the Ocelot X9 is designed for everyday use. When it looks this good it would be criminal not to show it off. Lightweight and uses fuel cells for power. Highly efficient design. Requires Both DLC (NO MODS) *wheels in photo using a visual mod that is not required (TURD and TU)* Drive Instructions This car has been crafted to be as unflippable as possible. Turbofan Engine that is attached to Main Throttle 100% throttle - Turn on Turbo Fan Engine off to conserve power when not using and recharge with the fuel cell. Action Groups Stage - Toggle Fuel Cell and Toggle Drive from Driver Seat (Important!) AG1 - Toggle Driver Door AG2 - Toggle Passenger Door AG0 - Toggle Engine Off Download Links Kerbal X: https://kerbalx.com/InterstellarKev/Ocelot-X9 Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2949882374
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KSP Version 0.1.1.0. Operating System Windows 10 CPU Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz 16 GB RAM GPU Nvidia GeForce RTX 4070 Ti Description of the bug. Expected Behavior Normal take-off from Kerbin with a rover with a landing can as cocpit Observed Behavior At about 22km there is a physical impulse downwards. You can see this in the condensation trails. The wheels of the rover are torn off. The rocket is destroyed. Steps to Replicate: Build a Rover with landing can Whether MK1 or Mk2. Connect it with a stacking operator, underneath a smaller stacking operator. Put the lander construction in a cargo cover. Fixes / Workarounds (if known..) No Rover to take with you A list of ALL mods. None, all Stoke Other Notes / Screenshots / Log Files (if possible..) https://imgbox.io/ib/OTz9Qg1zDB https://imgbox.io/ib/kzF8dx0gLl https://imgbox.io/ib/xZw6xdX6eP
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Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download Link: https://github.com/UmbraSpaceIndustries/Malemute/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license.
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I know this is likely down the line, probably after full release, but something I would like to see would be trailers. Cranes of sort. So that I may have a tractor unit rover that can attach itself to many different trailers forming a train so that I may have a cargo trailer for transporting cargo. Maybe a mining rig, crane and some way to connect/ disconnect trailers in a smoother more compact system than docking ports and motors. Maybe being a single part and articulating document like an omnidirectional hinge? Or maybe a rotating hitch to simulate a fifth wheel hitch for semi trucks. Who doesn't want to see a semi truck moving across duna's surface.
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Dr. Jet's Chop Shop (CHOP) Dr. Jet's ChopShop is an eclectic collection of special parts for Kerbal Space Program. Parts are mostly self-explaining - either in Imgur album or in game. By zer0Kerbal, originally by @Dr. Jet Here is what you're generally getting: Deployable skycrane in two sizes. Easy to use modular parachute system. Solar panels. Double-axis Multistage Lander tank systems. Tiny electric impeller for atmospheric drones. Rover Family both manned and unmanned Also a fix for stock rover body orientation. Mk2 spaceplane extension parts - mostly butts and some noses. Primitive unmanned soil sampler. Antenna replica. CubeSat double-dipole Real world 2.5m hubs. Aerodynamic blisters. Opening heatshield, allowing protection for your bottom docking port. Small tweakable weight to finely balance your tiny probes. 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 Youtube review by GrunfWorks Youtube review by Kottabos Gaming 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. or Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Connected Living Space Community Tech Tree Engeneering Tech Tree as a temporary patch until it's GitHub source is updated NEAR-FAR is supported. (Hopefully... haven't checked it for years.) JSI Advanced Transparent Pods Either: Modular Fuel Tanks Real Fuels RealFuels is recommended. Either: MOARdV's Avionics System RasterPropMonitor RemoteTech Textures Unlimited 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 @Dr. Jet for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal see Notices.md for more legal mumbo jumbo Original (0) - Author: @Dr. Jet How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
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Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
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In KSP you encountered with problem of rover placement on lander. It is quite difficult to secure the rover with a decoupler because they are designed for tanks not rovers. And there is problem with different heights of rover on lander and surface. To not to suffer making skycrane without ropes or add gyrodines to to roll over rover in case of an unfortunate fall from the platform I suggest just to add ramps Because width between wheels can be different, it is obvious to make ramps kinda procedural part. It also must secure rover before landing and this function can be resuable or not. Of course ramps must be folding, as for example on astrobotic griffin lander or another same type rover landers
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Get better control over your Rover by switching the gravitational influence to another celestial body. Lunatic Aeronautics present the Rover Anti Gravity System (LA/RAGS) Not enough traction or are the hills too steep and your rover doesn't have the power to climb up them? Here's the solution! Put the RAGS module onto your rover and your pilot can switch the gravitational influence on your rover to the celestial body you desire! From Moho to Eeloo and the moons between! By zer0Kerbal, originally by @ximrmand Tuareg adopted with express permission and brought to you by KerbSimpleCo Preamble by Taureg See more YouTube video by `Thomas Varga' YouTube review by Billy Winn Jr possibly Jatwaa on the forums Help Wanted Localization Installation Directions 1 Dependencies Lunatic Aeronautics Ltd (LA/L) Kerbal Space Program 2 Suggests By Lunatic Aeronautics Anti Grav Room (LA/AGR) K-MAS (LAMAS) Rover Anti Gravity System (RAGS) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) Supports Either 3 Module Manager /L Module Manager TweakScale (twk) Tags parts, physics, plugin, control, convenience 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 @ximrmand Tuareg for creating this glorious parts addon! see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List 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!↩︎
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InSight Lander (INSIGHT) The Interior Exploration using Seismic Investigations, Geodesy and Heat Transport (InSight) robotic lander by Klockheed Martian for Kerbal Space Program. By zer0Kerbal, originally by @Matheo G adopted with express permission and brought to you by KerbSimpleCo See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Klockheed Martian Ltd (KM/L) Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom (BOOM) On Demand Fuel Cells (ODFC) TweakScale (TWK) Other mods by Matheo G New Shepard (NSHPD) TESS Ariane 6 (S3L) InSight Lander (INSIGHT) Supports Either 3 Module Manager /L Module Manager 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 @Matheo G for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS Connect with me Track progress: issues here and projects here along with The Short List 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!↩︎
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Description Imagine the wind in your hair, the joy of the open road in all directions, fast and free with no restrictions, The Celeste Kusanagi provides features in a bespoke aesthetic and ergonomics, tailoring the fit and finish of the motorcycle to its owner. Create unforgettable memories riding past the valleys of Kerbal or even off-planet on worlds like Duna. Kusanagi will guide you where your heart desires to go. This is a STOCK (with DLC) craft no mods are required. Features Custom-designed bike wheels for a much more aesthetically pleasing experience. Fully animated speedometer and simulated instrument cluster Full first-person view through the windshield when using a camera mod (optional) for Kerbals to ride in first-person mode. Small light and nimble low part relatively low part count at 280 Driving Instructions. Press AG1 to get in the driving position and throttle up using the main throttle (shift z, or x keys) Action Groups Main Throttle mapped wheels to a Kal-1000 (shift z, or x keys) controls the speed of the bike AG1 Reset riding position and control from the command chair. AG2 Reset and control from Probe For the Windshield, you will need to download the flag for it if not it will default to a white flag. download links below place them in your flags folder. If using Steam - (SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Squad\Flags) https://www.dropbox.com/s/uq7q26yxa6o7d6p/Window70.png?dl=0 https://drive.google.com/file/d/1xossmFYxo6byKkPonEiosd68Un4GK2YD/view?usp=sharing A stock aircraft called Celeste Kusanagi. Built with 280 of the finest parts, its root part is strutCube. Downloads https://steamcommunity.com/sharedfiles/filedetails/?id=2874790665 https://kerbalx.com/InterstellarKev/Celeste-Kusanagi
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License: CC-BY-SA-4.0 Link: https://spacedock.info/mod/3111/Kerbal Ball If you control your craft using a keyboard then just make sure your pitch control isn't the same key as your rover acceleration control. Hi. Kerbals take the health of their team very seriously, so much so that they will put them in protective bubbles. This is the Kerbal Ball, a 2 piece vehicle for a single kerbal to get around. Very simple for a bit of fun. The outer piece is the wheel and like all wheels once attached it needs to be rotated clockwise 90 degrees to work out in the world. This is a good one to have the internal overlay on all the time. The pod has 4 extra nodes, front, back, up and down so it can be used for other things but it cannot be surface attached. There are no internal props. It is the right way up when spawned in the SPH. Type hampster or ball in parts for them to pop up. Enjoy.
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Description Do you crave speed but you’re unable to add more boosters? Well don’t let the lack of boosters slow you down with the Celest Impero, you can feel the Mun shattering speed of leaving are pale blue dot behind in the dust. Luxury performance at its best. Drive Instructions Main Throttle - Turn on Turbo Fan Engine 0 - 100% Action Groups AG1 - Open Doors AG2 - Toggle Spoiler AG3 - Toggle Boosters (the fan engine makes it easy to handle wide turns without flipping) Turn on boosters for greater speed. Needs 1 flag for the window you can download below Flags - Dropbox - https: A stock aircraft called Celest Impero. Built with 655 of the finest parts, its root part is Panel1p5. Built in the SPH in KSP version 1.12.3. Details Type: SPH Class: rover Part Count: 655 Pure Stock KSP: 1.12.3 DOWNLOAD LINKS If you would like to drive this today - KERBAL X: https://kerbalx.com/InterstellarKev/Celest-Impero STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2866637525 Flags - place files in the Eurydice to your Flags Folder if using Steam - (SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Squad\Flags) Dropbox - https://www.dropbox.com/s/uq7q26yxa6o7d6p/Window70.png?dl=0 Google Drive - https://drive.google.com/file/d/1xossmFYxo6byKkPonEiosd68Un4GK2YD/view?usp=sharing Or right click and save below
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Who here can make an all terrain mobile crane in KSP that looks as close to the real crane as possible? (Actually, I would prefer all-terrain mobile cranes, but any crane from tower cranes to crawler cranes to ring cranes would be fine, as long as they look close to the real thing. EDIT TO CHALLENGE RULES: Participants can either attempt to make the most realistic looking crane, or a crane with the highest lifting capacity, even if it is not aesthetically realistic. Here is the challenge badge or whatever you want to call it. If you want to participate, add it to your signature! I recommend scaling it down to about 256x160. Here are mine, including the Kiebherr KTM 1120-4.3, Kiebherr KTM 1030-2.1, Kiebherr KTM 1300-6.2, and Kiebherr KTC 1050-3.1. Sorry there are so many pictures, but I use Kerbal Space Program more like Kerbal Crane Simulator. As Hans Kiebherr always said, "Why go to space when you can lift the stars themselves?" Check out my YouTube Channel for videos of some of the cranes shown here.
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Hi. Have just released on Spacedock an upgraded version of @StinkyAce's Gerry Anderson's UFO. For nostalgia lovers and those who would like a full mobile laboratory for research. https://spacedock.info/mod/2806/Gerry Anderson's UFO Upgraded?ga=<Game+3102+'Kerbal+Space+Program'>
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License: CC-BY-SA-4.0 GPLv3 Now updated to 2.0.1 Forgot the SPH folder in 2.0.0 https://spacedock.info/mod/2873/Mini Moke Versatile?ga=<Game+3102+'Kerbal+Space+Program'> Mini Moke Versatile. A parts pack to give you a truly customisable Kerbal sized Mini Moke. (not the legs obviously as then it would be almost flat ) It comes in a standard 4 seat size and a shorty version. The standard has a range of accessories, bars for front back and roll over, a roof rack and window frame that all come in a range of colours. A canopy, the rear seats are optional (remember to place any Kerbals in them that you want to show up, when in the SPH, as they don't auto fill.) and you can put an aluminium tray in instead to make it a ute or just leave it empty. There is also a registration plate you can put anywhere you like. It will show whatever flag you have set for the vehicle. The front seats do auto fill. The shorty has it's own roll bar. Both mokes come in a range of colours (including original Kerbal). Their are 5 wheel choices. Evertything but the rego plate have their own nodes to snap into. The tray and it's nodes are orientated front to back so they don't get hung up on the other nodes. The snorkel out of my Kerbin Rover Redux mod goes well on the front fenders. So a car, rover, taxi, Mun buggy or even a shuttle to move Kerbals around a space station. It is up to your imagination what you would like to do. I have included a copy of the "Rocket Sounds Enhancement" plugin, but without it's sound library so that it only needs the GPL 3 license. I have a sound effect of my own in my mod so that if you have "Rocket Sounds Enhancement" installed the wheels make a humming noise that changes pitch with speed. (I personally don't like silent rovers.). I hope you have fun with this vehicle. AS WITH ALL WHEELS, THEY NEED TO BE ROTATED 90 DEGREES CLOCKWISE ONCE PLACED ON THE VEHICLE TO BE THE RIGHT WAY UP. THE VALVE MARK SHOULD BE AT THE TOP. Changelog. Added 3 new types of vehicles. A left hand drive Jeep for the other side of the runway. A Jeep Forward Control like, utility truck with 3 different trays including a car carrier. A trailer chassis so the trays can be used as trailers as well. A small trailer for the small vehicles. A hinge hitch so that you can have your trailers articulate when you go over humps. (Requires Breaking Ground to work.) A Fun Buggy with a built in impeller that floats so you can use it as a Personal Water Craft. I was too lazy to restrict the impellar to water, so if you have a full load of Kerbals and are using the impeller while on land, you can hit P to pop open their parachutes and go Paragliding. Just remember to repack the chutes when you land. Many accessories for the new vehicles including a winch. Requires Kerbal Attachment System to work.All vehicles have a front node for it but as it also surface attaches you need to Alt snap to node. New spot lights and a light bar that use the new KSP system, so you can change colour and make them blink. A portal hub so that the small vehicles can use the larger wheels. New wheels for the Jeep and Truck. Jerry Can and holder. A storage box. etc. Enjoy. Demo vehicles in the SPH folder.
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Updated to 1.1.0 Changelog for 1.1.0 Many changes. There is now a ute version created from previously unreleased model work by TiktaalikDreaming. Also a working Snorkel. Have created working wheels in 2 sizes from the spares, that don't have a suspension tower and can be attached directly. I have also created a separate suspension tower so that you can still have that look with them if you want. As all wheels that come into the SPH need to be rotated 90 degrees clockwise to work, I have a dark ring around 1 wheel nut on the silver and on the mud so that you can tell that you have rotated them. On the silver the wheel is right way up with the mark at the top, and with mud it is when the mark is on the bottom. I added a ute version of the roof rack and have added a Bull Bar with a built in winch, that works if you have the Kerbal Attachment System mod. The head doesn't transfer to the Kerbal but the bare cable does and attaches to the KAS attachment point with no dramas. I have changed the attachable spotlights to use the new KSP model. I have added an Army colour scheme to all the parts. I have added 3 new flags for the vehicles. Both Defenders now have properly working lights and working high mount rear lights. I have changed the Tech Tree requirements to what I hope is considered fair and balanced for career games. I think I made it so you can just copy straight over the last iteration. My understanding is that if you have already unlocked a part in a career game it should still be available to you but in a new career they will be in their new spots. WARNING. I HAVE NOW FOUND THAT THE LEFT OVER KSP WHEELS PATCH STOPS THE WHEELS FROM WORKING IF YOU INSTALL KSP WHEELS. PLEASE GO TO GameData\KerbinRover\Parts\KSPWheelPatch.cfgAND DELETE OR CHANGE THE SUFFIX TO TXT. Hi. my mod of the Kerbin Rover originally released by Tiktaalik Dreaming is now live on Spacedock. I hope you might enjoy it. https://spacedock.info/mod/2804/Kerbin Rover Redux?ga=<Game+3102+'Kerbal+Space+Program'> https://imgur.com/6XrFAn9
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FOREWORD After Reactor 4 of the Chernobyl NPP exploded, large amounts of rubble, graphite moderator and other radioactive material from the destroyed reactor were ejected onto the roofs of power plant facilities. Radiation on some parts of the roof was so severe that unprotected circuitry used in remote-controlled robots failed near-immediately. To continue cleanup works rubble needed to be removed from the rooftops. Since the radiation levels would give human workers lethal doses in a matter of minutes, robotic solutions were in high demand. One of such solutions was a repurposed lunar rover (named STR-1), a remnant of the Lunokhod program outfitted with dosimetry equipment and a bulldozer blade. It's circuitry was already hardened against cosmic radiation, and such it could be quickly modified and deployed into the containment zone. Even with this protection, it only managed to clean up a couple dozen square meters of the roof before succumbing to the extreme radiation. In this challenge, you will take on this exact task. You will develop a rover with limited operation time which will help remove graphite rubble from the power plant site along with a delivery method. THE CHALLENGE The cleanup operation will consist of four major phases. 1. Rover delivery Taking off the KSC airfield, you will need to deliver the rover to the disaster site. Time will be counted with the in-game clock from the mission start to the moment, where you come within 150m of the reactor (when the distance marker disappears). In this case, the quicker the better. Point assignment rules will be elaborated on in the next section. 2. Landing your rover on the roof Since the radiation levels near the core are extremely high, you will need to minimize your time in the proximity of the reactor. From the moment of your arrival within 150m of the reactor you will have two minutes in-game time to deploy the rover onto the roof and leave the 150m perimeter. 3. Retrieving the carrier craft This section will not be timed, albeit additional points will be awarded if you can return your carrier craft to the KSC unscathed. 4. Cleaning up the roof After your carrier vehicle has landed (or crashed horribly) you can begin your operation. This section is not timed - the only limit being your battery life (to simulate radiation exposure). Points will be awarded based on how many of the 10 graphite blocks (Oscar-B fuel tanks) situated on the roof you can remove before your battery dies. The blocks are supposed to be pushed off the edge of the roof into the destroyed reactor building where they will not pose a threat. The challenge ends after your rover battery dies. RULES As with all challenges, here are some rules: 1. Your carrier craft can be a VTOL aircraft, a helicopter or even a land-based vehicle. The choice is yours in that regard and creativity in the delivery method department is greatly encouraged! 2. Your rover's only power source can be a single Z-400 battery. All other power sources such as your control modules are prohibited and need to be emptied in the hangar. 3. You may not use any power producing parts such as solar panels, fuel cells and RTGs. 4. The rover has to be delivered onto the roof via the carrier craft, e.g. it may not be deployed outside of the 150m perimeter and flown or driven onto the roof. 5. Albeit the graphite blocks may explode after being dropped into the reactor, they may not be exploded directly on the roof as a mean of their removal. 6. Using kraken drives to propel your rover is prohibited, as the whole point of this challenge is dealing with the problems within time and resource constraints. 7. Please let me know if your submission is stock + DLC or uses some other mods for ease of organization 8. For obvious reasons, the rover must be unmanned. No Kerbals can come close to the reactor, they are already green enough as they are. The points for each section will be awarded according to these rules: Section 1 - Delivery Number of points is the value of the following function: ceil(max(300 - your_time [sec], 0) / 2) Section 2 - Landing the rover Number of points is the value of the following function ceil(max(120 - your_time [sec], 0) * 4) Section 3 - Returning the carrier craft Number of points awarded is 40 - if the carrier aircraft is landed undamaged at the KSC 0 - otherwise Section 4 - Clearing the roof Number of points is the value of the following function 100 * blocks_removed HOW TO SUBMIT YOUR ENTRY First, you should download the savefile containing the powerplant set up in the correct spot. It can be found here: https://filebin.net/h67zuoh36flmrfpz Afterwards, after creating your entry you should either film your run, or document it via screenshots. If you choose to go with the screenshot route, please provide the following: 1. Screenshot of your crafts on the KSC runway at the beginning of the mission 2. Screenshot of your arrival within the 150m perimeter with the HUD enabled 3. Screenshot of your carrier craft departure with HUD enabled (if you choose to retrieve it) with the rover on the roof visible in the shot, or just a picture of the rover on the roof if your delivery method is expendable 4. Screenshot of your carrier craft landed (if you choose to retrieve it) with HUD enabled 5. Screenshot of your rover on the roof with amount of electric charge remaining at the beginning of cleanup visible 6. Screenshot of the roof after your electric charge runs out with all remaining graphite blocks visible If you have any questions regarding this challenge, feel free to ask them via messages or here in the thread itself. Have fun and good luck on your journey. If you feel that any of the rules or point awarding mechanisms need tweaking please let me know! Be wary that the power plant building contains almost 1100 parts so you may experience quite a bit of lag. This is kind of offset by the fact that the model is static and the game does not seem to lag quite as much as with most mobile spawned high-partcount crafts. With a GTX1050 and 8GB of RAM I was able to keep the FPS at about 20-25 at all times and I could execute the mission without too many lag-related issues. I will prepare a proper badge for all participants and will post it here in a few hours. Cheers. c: STOCK LEADERBOARD 1. Cela1 - 1594 pts (134 + 420 + 40 + 1000) 2. jinnantonix - 1532 pts (140 + 352 + 40 + 1000) 3. ----------------------------------------------- 4. ----------------------------------------------- 5. ----------------------------------------------- 6. ----------------------------------------------- 7. ----------------------------------------------- MODDED LEADERBOARD 1. ----------------------------------------------- 2. ----------------------------------------------- 3. ----------------------------------------------- 4. ----------------------------------------------- 5. ----------------------------------------------- 6. ----------------------------------------------- 7. -----------------------------------------------
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Rover Endurance on 100 EC (Electric Charge) How far can you drive a rover with only 100 units of Electric Charge to work with? Let's find out! The basic idea: Build and launch a rover on the KSC runway. Plant a flag on the runway next to the rover. Drive as far as you can from the flag. How far did you get? Rover Construction Rules: Stock parts only. Rover must have at least 2 Kerbals. They may be in external seats (lawn chairs..) or in pods. Rover must have no more than 100 EC at launch. Rover must not have ANY means of recharging the batteries. No solar panels, no fuel cells, no engines with alternators. Also, no RTGs ( @Mars-Bound Hokie ) No flying vehicles or boats. (That might be a separate challenge..) No propulsion from any source other than rover wheels. No rocket engines, no propellers, no jet engines. General Challenge Rules: No, you can not 'get out and push' with the Kerbals. That's prohibited. However, you may use a Kerbal to flip a rover back up if it flips over. Just don't use Kerbals to add distance. ( @OJT ) You may use a combination of powered and unpowered wheels. Aircraft landing gear are allowed. At least one wheel must be a powered rover wheel though. Mods that add or alter the functionality of parts, or which alter game physics are not allowed. Other mods are fine. You must start at the KSC runway. You can go any direction you want though. Entries should ideally have a few screenshots: One showing the rover on the runway with no more that 100 EC, and another showing your distance from the runway (flag) when you run out of juice. If you are posting more than 3 or 4 screenshots, please put them inside a spoiler window. I managed to get a rover with 2 Kerbals 7.1 km from the flag, but I think you can go much farther than I did! Leaderboard: 9.9 km @OJT 12 May 2022 - A couple of rollovers, and a Kraken attack to end the run. Lots of EC remaining when the rover unglued itself. 10.0 km @camacju 12 MAY 2022 - A classic camacju entry, with parts attached by no visible means! Also classic by carefully evaluating the limitations and characteristics of the elements involved. I think camacju already has some ideas for improving his distance.. 13.5 km @swjr-swis 15 May 2022 - A stylish blue and green chassis, how did he do that? Kerbals reclined for lower drag, and more comfort while sleeping and driving. 14.7 km @camacju 12 MAY 2022 - Investigating some aero tweaks. End distance is more than double my original test run. Terrain is becoming a bigger factor as it becomes less flat. Confirms @OJT's observation that small wheelbase tricycle rovers might occasionally tip over. 26.7 km @swjr-swis 16 May 2022 - Focusing more on drag reductions than weight, nearly doubling the previous record! I just realized I’m ordering these from lowest to highest distances, not sure why I ordered them that way.
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About. This is the new thread for the Version_2.0 Industries Rover pack, the old thread can be found here Version_2.0 Industries Rover Pack. This pack seeks to fill the kerbal's need for thrill and adventure in the way of exploration and little to no safety guidelines. The pack consists of a variety of rover parts to tackle the gap in planetary scientific exploration as well as cargo and passenger transportation. Leading the pack in these endeavors is the R32M Puma vehicle parts which give the perfect platform for light transport solutions and scientific exploration. accompanying the puma is its big brother the R32L honey badger parts which work fluently with the puma parts to help with heavier cargo transportation, mining and planetary exploration. Version. Current Release 2.0.0 for KSP 1.3 Download from Spacdock Image gallery. Legal. This pack distributed under the creative commons license, Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-ND 4.0). See for more details (http://creativecommons.org/licenses/by-nd/4.0/)
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