Jump to content

Search the Community

Showing results for tags 'unmanned'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 21 results

  1. Rest in Peace Cassini-Huygens Probe As many know, today (at the time of writing) the Cassini Saturn Probe will be completing its mission to the ringed planet in a spectacular grand finale. After spending nearly 20 years in space, Cassini will be plunging into Saturn in an effort to protect potential lifeforms on its moons. It has given us much insight as well as fascinating pictures of Saturn and its moons, and is a scientific marvel. This challenge is to remember and memorialize the Cassini-Huygens Probe. (So its not meant to be super hard, but that's what bonus points are for! ) CHALLENGE INFO Send a probe weighing at least 4 tons to Jool, visit (flyby) at least 1 moon. Then destroy your probe in Jool. *Substitute Jool for Saturn (RSS/RO) or another Saturn alike planet with at least 1 moon for other planet packs *Parts from any publically available mod allowed, as long as they are balanced. (I.E. No 10,000 thrust, 1,000,000 isp engines) Bonus Points Realism - realistic looking probe (screenshot required) Real Scale Solar System - Mission is done with RSS/RO, challenge is exactly the same, but going to Saturn Huygens Lander - send a battery powered lander to Laythe (or Titan for RSS players) That means no solar panels, RTGs or fuel cells! Maneuverer - use a gravity assist to get there Realistic Maneuverer - use 2 Eve gravity assists, followed by a Kerbin one Explorer - Flyby at least 2 of Jool's moons Explorer plus - Flyby every Jool moon Minimalist - entire rocket masses less than 60 tons Maximalist - Largest probe by mass and/or size Direct route - Fastest mission time Badge available! (Thanks CraterCraker for the artwork) GOOD LUCK KERBONAUTS! Don't forget to post your attempts, as well any bonus points in this thread Craft files & screenshots welcome too! -Rev
  2. note: it says the craft is modded but its 100% stock (stupid KerbalX errors mid upload! Details Type: SPH Class: aircraft Part Count: 600 Mods: 4 KSP: 1.12.5 Description Story After the war of the 2900’s the nation of Xenobia and its ally nations have all put in a joint effort in developing Six-generation multirole fighters. After great strides with the K-96 Tengu in 2998; 20 years later we have finally achieved success in the new K-81 Yamata and the sister unit K-80 Orochi. Together they create the legendary 8-headed serpent squad Yamata no Orochi. The K-81 Yamata serves as the protective unit to the K-80 Orochi meant primarily for drone usage but comes with a manned flight seat for optional operation. known to fly in the Delta formation. smaller frame and platform for higher stealth capabilities. This superior unit will dominate the skies for years to come. New technologies like Remote-controlled or onboard-AI controlled Enhanced Night Vision and in a Stealth Airframe with up to Mach 2.0 - 2.1 for fast engagement (at around 10 km). Craft Details. Craft is Fully stock and requires Breaking Grounds DLC for Robotic Parts. NO MODS Does have 1 Flag Download Make sure if saved from here to name it Canopy.png or download form link below Comes with Stock Misslies for Roleplay Weapon bay can be supplied with up to 3 (stock missiles) or 4 AIM-9 Missiles or other layouts (BD-ARMORY OPTIONAL) TESTED Action Groups Stage - Fire Missiles - Fires Under weapon bay RCS - After Burner AG1 - Toggle Engines AG2 - Open Main Weapon bay AG3 - Lower and Raise Missiles AG4 - Open Canopy AG5 - Toggle Radiator AG6 - Toggle Instrument Cluster Simulation AG7 - Toggle Night Vision (FPV MODE ONLY) DOWNLOADS Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2943327785 Kerbal X: https://kerbalx.com/InterstellarKev/KDF-K-81-Yamata Flags Indium.png Google Drive https://drive.google.com/file/d/1AlyNTuNzkkIyMrJW_QitzZx2T6ywxbGO/view?usp=share_link Dropbox https://www.dropbox.com/s/9ymqw7tu5bcnxtu/Indium.png?dl=0 Name Flag Indium and make sure to place in your Kerbal Flag folder Kerbal Space Program\GameData\Squad\Flags A mod aircraft called KDF K-81 Yamata. Built with 600 of the finest parts Built in the SPH in KSP version 1.12.5. Flag name it Indium
  3. The Safety First Space Program Challenge In this challenge, you'll need to imagine an alternate universe, where the safety of each Kerbal comes first. At all costs! This space program will not launch any Kerbals, it will be probes only. The safest Kerbal is one who never leaves the Astronaut Complex! Basic Rules: Start a new career game. Do not launch any Kerbals. Ever*. Complete the Tech Tree and upgrade all buildings, using only un-Kerballed probes. But I can't actually do anything at the start of the game! (Here's two ways to handle that..) What about Kerbal Rescue Contracts? You have the option of handling those in a few ways: Ok, then what about Tourist contracts? Tourists are also not allowed to be anywhere near any vehicles. Again, all in the name of safety! (Thanks @Scarecrow71 and @OJT for pointing this out) Mods: Mods are fine. If you are using mods which significantly alter gameplay, or add overpowered parts, consider that makes this much less of a challenge. On the other hand, some mods could make the challenge more difficult! If you are able, post a brief summary of how you completed the challenge. Even better would be to create a Mission Report in that section of the forums, and link to it in this thread. Be sure to describe some of the game settings you used, as well as any mods you used. Notes and Tips: Be careful accepting Station or Base contracts. Some of them only require the station to be delivered, but some of them also require specific Kerbals to be on board. Probably don't want to accept the contracts which require specific Kerbals, because you can't launch any Kerbals... If you play with Comm Net enabled (I do..), keep in mind that you won't be able to fully control probes when they pass behind celestial bodies. Unless you have a relay network in place to maintain communication links. I just completed a career save doing this challenge. I play stock, and chose to do Rescue Contracts, but did not actually use the rescued Kerbals for anything.
  4. More balanced parts, a more intuitive tech and contract progression, some useful probe/greenhouse/etc. parts and configs for RemoteTech and CustomBarnKit! Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. By accepting contributions (funds and code) via patreon and forum, I consider it to by my responsibility to not let the mod die because of my desinterest and thus to orderly hand it over before that happens. I also consider it to be my responsibility to not let the mod and thus the contributions be the object of trolls, who misuse permissive licensing to wreck the mod and it's intent of providing a balance and ground work other mods may rely upon, as is so often the case in other modding communities. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI MetaModPack (only available via CKAN) If you are looking for a more balanced, comfortable and more challenging gameplay without having to manually crawl through a hundred mods every time, this might be it. Simply install CKAN, only click on the "SETI-MetaModPack", then "ApplyChanges", leave the recommendations selected and select those suggestions you like as well. Done. Visual Mods are not included, since they tend to take some time to adjust to new ksp versions and even more time to work with ckan. Only RealPlume and Planetshine (not yet working with ksp 1.3) are in the pack. For more detailed information and recommendations for career settings, please go to the thread linked below called "SETI-UbM Career Challenge (setup takes 5-10min)". Mod Recommendations and Suggestions of the MetaModPack (Link to Textfile on Github) RCS Build Aid and AnomalySurvey contract pack are not officially available for ksp 1.3 and thus not installed via ckan recommendations. There is an unofficial RCS Build Aid for manual install available here: https://github.com/linuxgurugamer/RCSBuildAid/releases And Anomaly Survey contract pack works, except for the jool part, manually install an old version at your own discretion: https://github.com/jrossignol/ContractPack-AnomalySurveyor/releases ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Main SETI Balancing mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Rebalance v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Rebalancing masses, funds, science (simple ones transmittable for 100%), reaction wheels and much more, for a much more coherent gameplay experience. If you delete/do not install the SETIrebalanceReactionWheels folder which comes with the download, you can opt-out from the reaction wheel rebalance/nerf. For specifically supported mods, consult the github link below. Strongly recommended: A tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI RebalanceMaterialsGoo v1.3.0.0 (Addon for SETIrebalance, use CKAN for a clean install) This is the SETI Rebalance MaterialsBay and MysteryGoo MM patch, so that those 2 experiments can not be collected anymore, which makes them much more balanced in terms of mass/science payout. Best used with SETIrebalance. Strongly recommended: SETI Rebalance above ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI tech tree mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: Unmanned before Manned v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Adjusts part placement for Stock- and CommunityTechTree. CTT is recommended with UbM. Start with simple SRB rockets, have early access to rovers and planes and the Mk1 pod only at a 45 science node. General compatibility with all mods which work with stock, for specifically supported mods, consult the github link below. Strongly recommended: CommunityTechTree, TakeCommandContinued (kerbals can enter command seats from the VAB/SPH) and SETI Rebalance above (stock part balance is worse than the stock tech tree) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: UbM Challenge v1.3.0.0 (Addon for Unmanned Before Manned, use CKAN for a clean install) No reaction wheels until 90 science (use fins, control surfaces, gimbal and RCS instead). Fuel lines later as well. Required Mods: Unmanned before Manned above ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI career mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Contracts v1.3.0.0 (for KSP 1.2.x, use CKAN for a clean install) This is the independent contract campaign. Using a probes first tech tree is recommended, like the ones above. Dependencies/Recommendations/Suggestions (Link to Textfile on Github) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI CareerChallenge v1.3.0.0 (Recommended for career mode, use CKAN for a clean install) This small mod simply reduces science experiment rewards by 70% to balance out the contract science rewards compared to science mode. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI part mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI ProbeParts v1.3.0.2 (for KSP 1.3.x, use CKAN for a clean install) Provides new stock parts (using stock models) for the 0.625m probe diameter. Includes mini H2/O2 fuel cell, RCS, solar panels, mini shielded docking port, new engine configs and inline probe cores. Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: Porkjets PartOverhauls SETIconfig v0.9.2.0 (for KSP 1.3.x, use CKAN for a clean install) Configures and redistributes Porkjets PartOverhauls (CC-BY-NC-3.0), so that it fits into stock and VenStockRevamp without replacing parts. Some parts are now 1.875m sized, two engines augment the 0.625m collection, Boattail versions stay 1.25m sized. Strongly recommended: SETI Rebalance above and a tech tree which makes sense, probably every tech tree which is not stock... ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI Greenhouse v1.2.2.0 (for KSP 1.2.x, works just fine with KSP 1.3.0 use CKAN for a clean install)) A diagram of the cycle for TAC Life Support can be found near the end of this post. With it you essentially need only 10% of the water and 20% of the food which is normally used by a kerbal. Required Mods: none ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SETI config mods: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI RemoteTechConfig v1.3.0.0 (Addon for RemoteTech 1.8.2+, use CKAN for a clean install) This is a SETI config for RemoteTech, adding ground stations, changing the KSC range to cover the whole kerbol system (when not obstructed). Signal delay is set to false by default (can be changed in game) and some colors are tweaked. Required Mods: Remote Tech ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI ProbeControlEnabler v1.3.0.0 (Addon for RemoteTech 1.8.3+, use CKAN for a clean install) This is a SETI config for RemoteTech, allowing probe control (local control) without connection. Thus a connection is only required for science transmission. Unfortunately this may remove the built-in omni antenna from probes (but not from manned command pods). Required Mods: Remote Tech ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download: SETI CustomBarnKitConfig v0.9.1.0 !EXPERIMENTAL! (Addon for CustomBarnKit, use CKAN for a clean install) This is a SETI config for CustomBarnKit, Action Groups are available from the start, Kerbal hiring costs are fixed at 60k, etc. More facility levels are added, the restrictions and costs for upgrades are tweaked to provide a more sensible upgrade progression. Required Mods: CustomBarnKit ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Licenses: All Rights Reserved, except for mod specific config files and the redistributed plugins, which follow the original licenses as stated in the download and their respective threads: The plugin ModuleManager by ialdabaoth and sarbian is distributed under CC share-alike license. The KSP-AVC mini-plugin is redistributed under the GNU General Public License. The CommunityTechTree by Nertea (Chris Adderley) is redistributed under Creative Commons Attribution-NonCommercial 4.0 license The SETI-Greenhouse configs are distributed under CC BY-NC-SA-3.0 license, except for mod and part names (ARR). The model and textures are public domain from zzz Porkjets PartOverhauls are configured and redistributed under CC-BY-NC-3.0 license The Mk1 Inline Cockpit from KSP 1.0 is redistributed, for which all rights are reserved by Squad Contributions: AutoPruner config by SwGustav, standard hiding of unused parts based on suggestion by Olympic1. Procedural Stack Decoupler Textures by SwGustav Hybrid Rocket Boosters based on concept by Lord Aurelius Lots of feedback from Svm420 Procedural Probe Core heavily based on config by SwGustav Part volume adjustments for KIS inventory by Enceos Real Fuel Stock Tank Prices for Real Fuels by karamazovnew, not included in SETI-Download, but works very well with it Hybrid Rocket Booster compatibility for RealFuels by Chonner Telemetry and Science Experiments by Lord Aurelius Various TechTree configs by theonegalen SETI-RemoteTechConfig based on ground station placement by reddit user texasyojimbo SETI-RemoteTechConfig color coding inspired by frango9000 SETI-Greenhouse config fixes by Lint
  5. I took a little Inspiration by the projected Sample Return Purpose of the new Mars Rover and made something of that kind in KSP
  6. KSP.AI(All Unmanned, All the Time) Probes only... No Squishy Pilots... Carrier Mode... Table of Contents: KSP.AI.Mission(1, “Escape the Atmosphere”); KSP.AI.Mission(2, “To Orbit!”); The Kerbin-Science-mk1 & code KSP.AI.Mission(3, “To Da Mun!”); KSP.AI.Mission(4, “Sat Delivery”); KSP.AI.Mission(5, “Munar Science Run”); KSP.AI.Mission(6, “Munar Station Assembly”); KSP.AI.Mission(7, “Munar Base”);
  7. Note: this mod is a continuation of the mod by the same name by @RealGecko, found here. No Crew Requirement Continued A simple ModuleManager patch that eliminates crew requirements for manned vessels and/or the need to attach an unmanned probe to your spacecraft. Useful for automatic launches and docking of space station modules, rescue missions, etc. Requires ModuleManager. Initial author Initially created by Orbinaut, then continued by RealGecko, and finally myself, under GPL-3.0 license. Apparently, the old site gets replaced with an asterisk in posting, so I can't tell you where. New Feature Every command pod also receives level 0 SAS. Download http://spacedock.info/mod/715/No%20Crew%20Requirement%20Continued Installation Merge GameData content with your KSP installation's GameData. Requires Module Manager. Source This mod is the source, it's a config file. Delete any previous versions before installing the current one. Notes: In KSP 1.2+ unmanned command modules will be treated as probes and will have Remote Pilot Assistance available. However, as it is still a mannable command pod, it will not have Hibernate feature and will still consume electric charge as usual. Changelog
  8. Hello! This is my first post on the official Kerbal Space Program Forum, Kerbal Space Program has unlocked a hidden creative side I haven't had in a long time this game has become one of my all time favorite! I want to introduce one of my favorite vehicles I have created. The Valencia GT This beautiful vehicle is a pleasure to drive and very light and stable. This does not flip hard on hard turns in fact I encourage hard turns. It handles them very well. High grip wide wheel base. Traveling over 35 MPH+ (56 KPH) (15.7 m/s) able to be taken into cargo unit and able to haul to other world's. 1k Electric Charge Seats 4 Kerbal's Small probe unit for autonomous driving Flip out Headlights with HID like lights and Brake lights Wheels fold in for better transportation Uses lots of parts from DLC especially the robotic pads to sustain accidental flips and maintain structural integrity. (Will not break apart but watch the front head lights) Download File: https://kerbalx.com/InterstellarKev/Valencia-GT
  9. 1. It would be nice to have an option to start the game in a way where the missions and tech tree is reworked in a way that you start off with probes before putting Kerbals into rockets. I know there are mods and everything but would be nice to see in stock game as a more "realistic" start. And again i know there are mods out there for these things but they are getting outdated and some are being left behind. Making the plumes act as they do in real life or like in the mod RealPlumes where the gasses expand the higher you get into the atmosphere making it look more realistic and pleasing/rewarding as you get higher and higher into space. A visual indicator that you are getting higher and higher into the atmosphere.
  10. I have a question that pertains to the new comm-sat mechanics that were added to the game recently. I know that unmanned ships need to have a path to the KSC in order for them to be controlled, and that manned spacecraft can control themselves regardless of whether they have line-of-sight to Kerbin or not. But when controlling unmanned spacecraft, will any Kerbal pilot with a connection do? For example, say I had two spacecraft, one remote controlled, and another with a Kerbal crew, and neither of them have a path to the KSC; is it possible to control the unmanned spacecraft using the Kerbal pilots in the manned spacecraft? Or do I have to set up relay satellites in order to establish a connection back home before I can control the unmanned satellite?
  11. Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Modding is a lot of work, if you are interested in the continued maintenance and development of the SETI mods, please consider supporting them via patreon. SETI-UbM Career Challenge Tired of the same old stock career, which lacks balance and incentives to really consider your spending and design choices? Where funds are piling up so fast, that they are at best only an early career issue for facility unlocks, but not for vessel design. Where even early career science is so abundant without farming, that it does not really matter what you unlock next. Where design restrictions beyond the 30 part 18ton limits are pretty irrelevant. Where contract progression is a bit too procedural. Where you routinely put a kerbal into orbit with one of your first launches. In a 1 kerbal capsule (0.8tons) which is much, much more mass efficient than the later 3 kerbal capsule (4tons). Where all powerful magic reaction wheels fix every control issue right from the start, so you never have to think about it. Where you don't need any life support at all for manned missions, but have to consult a calculator/spreadsheet to find out your commnet sat ranges. And so on... Well, it is pretty impossible to change everything. But if want a bit more balance, a bit less basic mod install hassle and a bit more incentive to design efficient vessels, while being willing to learn and adjust to something different than stock, this might be for you. What is the challenge? Play career with a specific meta mod pack and game settings and thus face decision and design challenges: What mission to select next, and is it really necessary to unlock a tech node or rather save the science in case a later mission needs specific tech? Spend the funds on a facility upgrade, or rather keep them as a reserve? How to control your vessel without magic reaction wheels (you will get them later for convenience, after you are able to do it without them)? Is it worth it to send a 1ton probe with all the expensive experiments for this flyby mission, or would a 300kg probe suffice, and then bring the experiments on the landing mission? etc. What designs do you use to complete the contracts (SETIcontracts are numbered)? How much tech unlocks did you need for them, what are their costs, masses, part count and dV? Would you use them again or design them differently the next time? I'll start with 2 of my designs 02.1 18km Manned Altitude mission, 14500funds, ~5tons, 23 parts: Jet engines are below the wings, in hindsight the tail is too exposed for landing on a dirt runway, and it needs more roll control). 03.0 Orbit Kerbin, 4800 funds, 6tons, 17parts, 3200dV + ~700dV from monoprop: First artificial satellite, no magic reaction wheels (because at this tech level you do not have any). INSTALL: 1. Make a clean copy of your KSP folder, so it does not interfere with your other careers/updates etc. 2. Make sure that your GameData folder is empty except for the Squad folder. 3. Install CKAN (thank you very much CKAN team, this would not be possible without you! @Olympic1, @linuxgurugamer, ...) 4. Search for and select SETI-MetaModPack, nothing else, and then click "Apply changes" and "Apply". 5. Leave all recommendations checked and click continue. Select the suggestions you like and click continue. 6. Wait until all those mods are installed and start the game to check out if it works. 7. Missing at the moment is AnomalySurvey mod from @nightingale (not yet updated to 1.3), it provided a very nice diversion from all the other contracts. Visiting the island, the pyramids and the mun arc and so on... OPTIONAL: 1. Install visual mods, in ckan or manually. Planetshine and RealPlume are already installed with the recommended mods, if available via ckan for current ksp version. 2. I use CKAN config installs of Stock Visual Enhancement at the moment. It produces some flicker on the start screen but works in game. Choose at your own discretion. 3. Of course you are free to add mods like kOS and KCT, I have just not tested playing with them for some time 4. Other contract and part packs might integrate well (CTT is used anyway), I simply can not guarantee it (eg NearFutureSpacecraft configs, and InterstellarExtended mostly uses the later tech tree which is not affected) CAREER SETTINGS: There are no changes to any mods necessary. Just a list of changes from stock (what to expect) and how to alter them. And then the career start options to get a challenging, yet not annoying game. Please provide feedback on the challenge here and/or gameplay/technical feedback on the SETI/UbM mods in the SETI thread linked above. I would also like to thank all the mod authors who made this meta mod pack and thus this challenge possible! 1 House rules 1.1 TweakScale can bridge part catalog gaps, or it can remove the challenge to tinker with your design, use with restraint. 1.2 No excessive science (KSC, Mun, Minmus) and funds (completing new contracts with existing vessels) farming, if you want a challenge. This is a guiding framework, not a rigid corset. You can farm KSC and science hop minmus, but if you are not interested in tech progression and decision challenges, why not start with lots of science and funds in the first place? KSC science can be a fun rover aside, if you just need a bit more science or are really not interested in surveys with aircraft etc. As with every open world game, self control and role playing are advisable for certain experiences. 2 Facilities 2.1 Action Groups, Maneuver nodes (from Mission Control) and 2 strategies are available from the start. 2.2 Kerbal hiring costs are 60k, fixed. 2.3 Many facilities have more levels, no size restrictions from the launch pad (only mass restrictions). 2.4 You start with 3 contract slots, 30 parts and 9ton max vessel size, and R&D can research nodes up to 40 science. 2.5 With efficient designs, you can gather science from "High above the Sun" (SETIcontract 04.2), i.e. leave Kerbin SoI without any facility upgrades. Though I would recommend the first tracking station upgrade to do a flyby of Mun and Minmus. 2.6 So be considerate how you use your funds and science and how you design your vessels. 3 Contracts 3.1 The SETIcontracts are numbered, and may depend on earlier SETIcontracts completion to be available, but you can check their requirements in MissionControl 3.2 For the full experience, I recommend reading a little ahead, eg looking at the contract hierarchy picture in the SETI thread. 3.3 Sure you can complete the Mun flyby contract and then accept and complete the Mun landing contract with the same craft. The contracts are a guiding framework, self-control might result in a more fun game. 4 TechTree 4.1 Use search function in tech tree (thanks to quick search mod by @Malah), if you do not find the part you are looking for. 4.2 Unmanned start, rovers @engineering101 for 4 science (you can place Kerbals in the command seat), planes @stability for an additional 4 science. 4.3 No reaction wheels until miniaturization, use fins, winglets, RCS, gimbals, etc. until then (Unmanned before Manned Challenge mod). 4.4 No fuel lines for a long time and later 2.5m engines, use engine clusters and efficent rocket design until then (Unmanned before Manned Challenge mod). 5 Part rebalances 5.1 Background processing is one of the mods installed, so take enough battery capacity with you 5.2 Many masses, costs and entryCosts are rebalanced, many experiments can be transmitted for 100% 5.3 Many small things, like larger integrated batteries and smaller + radial materials bays. 5.4 Magic reaction wheels are nerfed considerably, you can manually delete the SETIrebalanceReactionWheels folder if you really want the stock ones back 5.5 MysteryGoo and MaterialsBay are not inteded to be collectable (SETIrebalanceMaterialsGoo). If you want to science spam in the late game, the StationScience Cyclotron? can help with that 6 Special Parts 6.1 SETIprobeParts provides a bunch of useful stuff, especially for the early career, eg engines, tanks, etc. 6.2 Cyclindrical probe cores, which are better protected by 0.625m heat shield and have inbuilt thermometers 6.3 RCS tanks with built-in thrusters and small linear RCS 6.4 Early Mini Alkaline Fuel Cell @survivability, once activated, only uses resources when there is EC demand. 6.5 The Hybrid Rocket Booster by @Lord Aurelius is more expensive than an SRB, but you can throttle it 7 Remote Tech 7.1 KSC range 900Gm, equatorial ground stations cover keostationary orbit. Defined in SETI-RemoteTechConfig mod. 7.2 Signal delay is off by default, you can turn it back on per in-game RT settings or just refrain from manually controlling vessels outside of Kerbin SoI. 7.3 If you want probe control to depend on an active connection, just uninstall SETI-ProbeControlEnabler mod via ckan. Otherwise you only need a connection to transmit science, comsats are still useful for comfortable science transmission beyond equatorial Kerbin orbit. 7.4 RT antennas are relabalanced, most stock dishes are not rebalanced yet. Usually too heavy/costly/EC consuming for their range/cone. 8 TAC Life Support 8.1 Recycler descriptions amended, so that you know what fraction of the original resource demand is necessary. 8.2 US recyclers are for 1 kerbal, small TAC ones are usually for 3 kerbals, 2.5m TAC ones are usually for 9 kerbals 8.3 SETIgreenhouse provides a food recycler, please consult the graphic in the SETI thread on how it works. 9 Career start options
  12. So I've just finished construction on what I hope is my first unmanned mission to Eve, but the thing is quite expensive, and I play with revert off, so I need this thing to succeed. Anyway: Lander parts, bottom to top, according to descent orientation: Heat Shield (43.90 Ablator) Decoupler Fuel Tank w/ 6 Landing Struts Service Bay w/ Rechargeable Battery inside Probodobodyne OKTO w/ 2 Communotron, 4 Photovoltaic Panels, a Barometer, and a Thermometer, all attached radially Fuel Tank with 4 Parachutes, and 4 Tail Fins, attached radially. Terrier Liquid Fuel Engine I use the scaling mod, so here is a screenshot: Any help would be greatly appreciated!
  13. "Why bother Matt's Thunderbirds when you may simply leave space exploration to droids?" is our motto! Mavnor Space Solutions aims mostly at small subassemblies that helps all those afraid of losing kerbals in manned missions yet longing to get the raw outcome of their experiments, without transmission penalties. Tired of caring for life support? You don't want any accidents involving killing kerbonauts? It's your lucky day! This thread will be updated with new units as I progress in this career save. Right now I'm working on getting RAPIERS, 1-0 action groups and fancy stuff like that. Taking a stroll to our hangar is encuraged: https://kerbalx.com/hangars/25059 Designs I'm thining of: Relay systems <check> Stock Automatic Science Bringer for Duna&Ike (probably Apollo-style with suitable relay/return stage staying in orbit) <check, in testing> Stock Automatic Science Bringer for Laythe (definitely Apollo-style with suitable relay/return stage staying in orbit and flying drone penetrating Laythe's biomes) Science rover mk2 (with material's bay) SSTO Spaceplane designed around mk3 cargo Stock Surface Refillment Unit <check, in testing and optimalisation> Although I'll try to keep it stock, it works really well with following mods: Bon Voyage, USI, Scansat, x-science. I also play with USI MKS. 1. Stock Automatic Science Bringer for Kerbin SOI This subassembly is designed to collect basic experiments from 6 biomes (a number of goo units attached to the rover) on Mun/Minmus and return experimental storage unit full of science to Kerbin. The lander has a lot d/v (in terms of Mun/Minmus landing) so feel free to make mistakes, note that some fuel is going to be pumped to the return stage. Using this rover with science relay mod (https://mods.curse.com/ksp-mods/kerbal/252171-science-relay) generates so much science points that I'd almost count that cheating. Centre of thrust is a lil bit offset centre of mass, be careful. Mass: 9.22t Part count: 56 d/v: ~1,5k Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Automatic-Science-Bringer Feel free to download and comment ;x
  14. So, I haven't been very active in KSP since last year, and only dabbed a little bit once the comms were introduced. Well, just yesterday, I attempted a Duna mission with a probe only in career. I had a pretty big commsat setup in the Kebrin system. And yet while I still had some control on the approach of Duna (even during the Aerobraking phase) I had completely lost comms with my probe after I left Duna's atmosphere. Let me begin by saying that since this last time I restarted career mode, this was the first probe ever in the Dunian system. I tried to wait for one more aerobrake after I lost control and I still didn't get my comms back online and I had totally lost the probe. Gosh, it felt like a scary mars mission blowing millions of USD for nothing. Anyway, what is the best approach of an unmanned mission to a new world for the first time? Is there anyway to maintain that control without a commsat setup already in place? It's very different trying this with the comm networks now, and exploration seems even harder now. Not that I mind the challenge, but I have a laythe probe already on the way even before my Duna mission and I am afraid I will not be prepared for it by the time it reaches the Joolian system. How do I prepare unmanned missions with the commnet, and what steps should I take before sending a probe to unexplored worlds so that I do not lose it like I did with my Duna mission? **EDIT** Yes, I have upgraded my tracking station to the max. It is fully upgraded.
  15. I have a problem building a new unmanned satellite for a mission. I tried once launching the saved ship design i used for another mission and when the orbit was identical i noticed that the new unmanned satellite wasn't ticked. Then i even tried with testing new ships, built from scratch and different names, even flags but no result. I've found nothing that help in any similar case...any ideas? screenshot:http://prnt.sc/f5nqjm Thanks in advance
  16. Hello I can't finish my Mission. It tells me: launch a new unmanned satellite that has an Antenna and can generate Power... I did this many many times before. but since I got some new version here, what happens?: http://www0.xup.in/exec/ximg.php?fid=15430220 The funny thing is that it was checked just before I had launched. and now I'm in Orbit and it's unchecked... This is the second time I'm bringing this sattelite up there. Apparently I don't know how to launch an unmanned satellite that can generate power anymore...I was actually done with this? what is going on
  17. Hi all, I suppose this could be a MM patch? I don't suppose anyone has written this or would mind writing one? I have lost a couple of probes because I forgot to set the auto option and save the EC. Thanks
  18. im planning to send (another) unmanned rover to duna. this time im planning to launch a bit bigger one than last time. that first mission was a partial failure-rover was so slow it took it minutes to travel 100m and it was extremelly unstable. by now i cant even control (due to communication networks) it and it has barelly any science to collect (im playing in sandbox but science data like pressure, g force and temparatures is still interesting to a nerd like me). ill just get to the point: i need a new rover but i have no idea where to start and how it should look like. it would be great if someone could share his .craft file. i want this rover to be able to travel at relatively high speeds (15-20m/s), have some science onboard and overall just look cool. i also want it to be unmanned. im ok with using any mods (i already have 30+ of them). if u r sharing .craft file just plz tell me which mods did u use. thanks for sharing and helping me (and the others)!
  19. Probe Control Room This mod adds a mission control like room to all unmanned vessels. The internal interface is functional and depends on Raster Prop Monitor. Features: IVA for all vessels Numerous MFDs to track all critical flight systems Fully interactive Compatible with both stock and blizzy's Toolbar mod License: CC-BY-NC-SA-3.0 This mod is a continuation of work originally by @Tabakhase and models by @Albert VDS and others in the community Release Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/151963-121-probe-control-room/ Requirements: Module Manager Raster Prop Monitor Recommendations: ScanSat Vessel Viewer Docking Port Alignment Indicator kOS Note: This mod includes Mini-AVC for remote version checking Downloads Working on getting it on SpaceDock Current Release: 1.2.1.0 11/13/2016 Initial 1.2.1 Release
  20. Probe Control Room This mod adds a mission control like room to all unmanned vessels. The internal interface is functional and depends on Raster Prop Monitor. Features: IVA for all vessels Numerous MFDs to track all critical flight systems Fully interactive Compatible with both stock and blizzy's Toolbar mod License: CC-BY-NC-SA-3.0 This mod is a continuation of work originally by @Tabakhase and models by @Albert VDS and others in the community Development Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/151964-121-probe-control-room/ Requirements: Module Manager Raster Prop Monitor Recommendations: ScanSat Vessel Viewer Docking Port Alignment Indicator kOS Note: This mod includes Mini-AVC for remote version checking Downloads Working on getting it on SpaceDock Current Release: 1.2.1.0 11/13/2016 Initial 1.2.1 Release
  21. Hello fellow Kerbals . I've got a problem with my recently launched satellite! Shortly after reaching a stable orbit it went dead and I can't control it any more, I've got electricharge remaining as well as solar panels. The only mod I've got installed is Advanced-Fly-By-Wire. The satellite is controlled by a Probodobodyne OKTO for remote control and Mk1 command pod! I'm wondering if these two are causing some kind of conflict for reasons unknown. (maybe I should check the atmospheric pressure :O) As mentioned before there is electricharge left on the onboard rechargeable batteries and command pod - The Probodobodyne OKTO is left with 0 electricharge though, although the info-window (when right click on part) says it is operational. Further the darn thing is placed right on top of the battery so I'm sure the connnections are in order Do anyone have an idea why my satellite suddenly went dead?
×
×
  • Create New...