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The Interplanetary Expedition Team Redux (Now with even more mods)


Sovek

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Attempt #2 at this series. I put an end to the previous attempt because of several issues. One was the Tech tree. It made no sense, parts were unlocked too quickly and I really felt it didnt look entertaining. That and I had not taken screenshots of a few things. Again, one I was against doing since I dont like Scott Manley doing the same.

So, after finding a few more mods I've decided to pick this series up again, this time with a more realistic style of progression in the form of a tech tree.

So without further ado, the Mods list, and as usual, its long.

6S Tubes

Active Texture Management

AIES

Alternate Resource Tab

B9 (needs .23.5 hotfix)

Crew Manifest

Deadly Reentry

FAR

FASA

Final Frontier

Home Grown Rocketry

Hot Rockets

Kerbal Alarm Clock

Kerbal Attachment System

Kerbal Engineer Redux (for early rocket design)

Kethane

KSP Interstellar

KW Rocketry

MechJeb2

Nova Punch (Engines only)

Real Chutes

RemoteTech 2 (Map View doesnt work, may need hotfix to avoid crashes)

RLA Stock Alike Parts

Space Shuttle Engine and Smart Parts

TAC Life Support

Toolbar

Universal Storage

Vertical Tech Tree

Visual Enhancement Mod

Gads that is alot mods. All of them make the game more interesting and diverse, and allows for a great number of things to be built. The goals for this playthrough is pretty simple. Put kerbals on every single celestial object other than Kerbol and Jool, and possibly Eve (Dunno, we'll see), and at the very least, stations in orbit of every single one. The is also the need for an IR telescope that is operational for a minimum of 3 years.

The rules are pretty simple.

1. All difficulty mods must be used.

2. No Reversions. What happens, happens. It's my fault for not testing a vehicle prior

3. No Magic Torque. RCS, engine gimbals and aerodynamic control surfaces are my only options of moving.

3. No kerbal may be launched back to back. In fact, there is a three month wait for his next mission. 6 months for anything lasting longer that 2 weeks.

4. Dead is Dead.

5. There is a minimum of two weeks between launches if the next or previous launch was unmanned, otherwise, one month.

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In the Beginning there was nothing but null. The null was infinite and went on for countless eons until one day The Great User created our universe.

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But our universe was largely empty, and waited to be explored. Alas, we lack the tools for such and undertaking. Science and work would begin immediately. To the Stars We Say. And so, we did.

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This massive undertaking requires people. People willing enough to strap themselves on top of tons highly explosive chemicals only to go to places more dangerous than that which is mounted to the rockets themselves. Kinda slim pickings at the moment.

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However six brave (and possibly suicidal) kerbals are selected for this undertaking.

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So begins the story.

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Edited by Sovek
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With the initial capsule testing finished, Engineers wanted to put theory to practice and came up with the Oddballs. Deremy Kerman was selected as pilot, and although not the most courageous, he is the most expendable.

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His goal was simple, bring it up a couple hundred meters and bring it down away from the launch pad under a powered landing.

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Deremy was successful and brought the strange looking craft safely to the ground.

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With the success of Oddball 1, it was decided that two, more... expendable.. kerbals were to be brought on board. Rocketry after all is very dangerous.

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1 Month after the initial success from Oddball 1, Oddball 2 would take to the skies and attempt to land even further from the pad, this time powered by a slightly more powerful engine. He was not able to bring it in through use of power and was forced to use his parachute. But he still landed successfully.

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