Kerbal Space Program Thread V1.0 - Lets capture that Asteroid

Minmus Base continues to grow,

though there was a minor incident where a miscalibrated guidance module dropped a 5m container of MaterialKits onto one of the outlying habs. fortunately no-one was in it at the time, but accidents are a very real hazard :(

especially since the other one and my engineer apparently glitched out as I last saw them on an escape trajectory for the sun. you can see the small MK IV lander I used to bring in another engineering team sitting over by the Command Center's parts storage.

anyway, as you can see I added a Logistics Centre and a Karboelectric generator, along with the drill pod needed to support it. no more running out of power in the middle of the night for me!
 
Man, with all the mods my KSP took a little over 25 minutes to start.

Perhaps I went overboard.

Those SpaceY parts doh.
 
I haven't even made it to Duna yet :(

Admittedly this is because I am terribly impatient and dislike the long waiting times.


Personally I tend to go in a weird order. Orbit, Sun, Mins, Eve, Mun, Duna, Ike. I base it all off of what areas I think are easiest to get science back from.

Admittedly my early eve missions are one way... >__> But eventually I get to build some nifty drones for that sweet upper atmo science.


Duna I find as this weird challenge... because when I go to Duna I want to hit both the ice and the rock for the science... so I'm always over prepping my Duna missions with a lot of bulk fuel and a heavy duty lander... the benefit is whatever is left I can easily use to get science off of Ike, but still..... it's just a weird little planet for me with me over preparing each mission then.

For everything else I just keep shooting more rockets at them until they give me science. >____>
 
I have enough mods that I tend to get all the Science I could ever want from a though Scansat mapping of Kerbin's moons and a couple of landings thereon.

I mean, it's still not enough for the really high-tech stuff and I kinda ignore the Aviation tree entirely because of how rubbish I am at flying KSPlanes, but I tend to pick up everything else in... four? five? missions, depending on how one counts milking the KSC itself (which, generally speaking, nets me ~1500ish science) and 'one launch that hits the Mun and Minmus both' stuff. honestly once I get rolling doing stuff outside of Kerbin's SoI is more for the challenge than a need for Science.
 
I was watching some videos of the new BDArmoury version and decided to reinstall KSP before 1.1 comes out to play around with it. Doing my usual ritual of searching through the forum mod section for new interesting things and downloading what I need/want, I found that a fuckload of mod links were 404d, and they were all Kerbalstuff...



Sooo it seems the Owner/Operator of Kerbalstuff threw a big wobbly, blamed Squad for not promoting his site or supporting him, and shut the whole thing down..... soooo many dead links in the forum mod section :|

Owner rant: Kerbal Stuff

Squad Response: Our thoughts on KerbalStuff's closure

Third Party reporting on it: 3rd party Kerbal Space Program mod site KerbalStuff shuts down; Squad issues response


Has this guy not heard of Patreon or something o_O There are multiple modders who get several hundred dollars a month from Patreon supporters, an impassioned plea across social media about the financial situation of Kerbalstuff would have drawn in thousands, it was the largest most popular used repository of KSP mods and this guy just up and quit because of a ~$200 a month operating cost?


Well at least there is a successor being built

SpaceDock Dev Thread - The KerbalStuff Replacement Site - NOW LIVE!

It's been in open development/testing for all of a week, and already it's Patreon is $57 a month. It's also being built by a much larger more organized team, the guys that make CKAN, so it should be much more long term stable than relying on a single guy.



The guy did the complete asshole thing of not giving any warning at all, gave the community no option too smoothly transition to a new team and financing option; didn't give the community the option to mirror the site. Just shut it down, replaced it with a whiny rant and left an obnoxiously large torrent as all that remains of the site.
 
I don't really mod my kerbal, but dear god, even I knew about kerbalstuff. Holy fuck that's a dick move to just up and shut down like that.

Not cool, and decidedly won't bring much support to your 'side' as it were.
 
Heh, it might be a while.

I'm looking at the stuff other modders are already running into and dreading what I'm going to find when I get home from work and can start in on my own mods.

But when basic objects such as ConfigNodes and Vector3D (used in code by modders) has moved to an entirely different .dll file, you are looking at major overhauls.

I already know all my own mods are going to require significant changes, now it's just a matter of how big.

Disclaimer: I am not involved with or know anyone who works on BDArmory, it could be ready tomorrow, it could be ready "Soon" (Valve Time).

D.
 
Well, I still go through the KSP store... So hopefully by the time it come out officially FAR, DR, Trajectories, and TAC-LS will be up...
 
I got the pre release and I'm getting some interesting bugs with patched conics. So much crazy jittering of where I should be going. after work i will have to see about bug reporting and being a responsible tester.
 
So, due to a major fuck up with the design of an unmanned SSTO (didn't really check for pitch stability, fucking thing kept stalling, not enough control surfaces), I just landed a plane on its jet engine, in slow motion.

Obviously the plane needs a major redesign (or at least a fucking parachute as a backup) because I am a shitty aerospace engineer, but doing that was pretty satisfying and slow-mo time warp is fucking amazing for landings in general; I need to do that the next time I try landing on a moon.
 
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yeah, I tend to abuse slo-mo to get my more ridiculous HOOJ landers down without exploding... much.

landing a ~5000-ton 150-kerbal Stardragon on its RCS thrusters is FUN™.
 
It has vastly different parts architecture amongst other things. It will break all of the mods. There's a reason I've got a couple of installs saved away.

Yeah; I'm compiling a list of mods I have now so I can keep track of things and also checking to see what's already been updated.

...And now I see that they've pushed back the probe relay and telemetry system to 1.2, so AntennaRange is still necessary to simulate that.
 
well, we'll be waiting for forever and a day for all the NF stuff to update again, and KW, and the USI stuff, and all my utility gubbins, and Outer Planets...

well, maybe someone will get around to giving the stock pods lightglows at some point!
 
I need all my realism mods to be up and running before I can update. Plus all the part packs.
 
So after I finished downloading mods, I decided to boot up 1.1 with a few utility mods installed.

I guess I'll get used to the slightly changed visuals with a bit of time, but I must say that UI changes are very welcome.

No bugs as far as I can tell, though I didn't do that much testing (IFS doesn't work on its own though). Of course, when I actually tried to launch a quickly cobbled spaceplane, it started shaking for no apparent reason on the runway, clipped into the ground and exploded.

In hindsight, that may have been the result of clipping issues. :confused:
 
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well, most of my core gameplay mods are, thankfully, already updated for 1.1- unfortunately as I suspected Nertea has yet to update the Near Future stuff or his station extension, So I'll be waiting on that to play 1.1.
 
update: apperently a buch of 1.5 stuff actually works fine in 1.1.

I am now attempting to go around minmus...

ON. THE. GROUND.

one last pic for the road, featruing Val, a flag, and the HEER (Heavy-duty Extended-range Exploration Rover) with attached trailer.
 
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