squeegee started this discussion 10 years ago#50,679
now that you're all here, this thread is actually about Kerbal Space Program. enjoy.
This should be about where we left off last time, in an orbital transportation hub station around Kerbin. pretty early on in this play through i started doing a lot of tourist missions, and now that's almost primarily my focus. tourism pretty much funds everything, and i have enough parts unlocked that i don't need to chase science so much. just money. so that's kinda what i'm doing, establishing tourist destinations and the vehicles to get there. the big focus was originally on minmus, because i haven't been there much, but at this point Orbital Tours is operating around the mun as well.
flybys have been ongoing since almost the beginning. Orbital Tours originally founded under the name Atmospheric Aerospace and built the B2-Science Bomber from the last thread. After making a ton of funds with the B2 Atmospheric Aerospace started a daughter company, Suborbital Aerospace, to build rockets for KSC. Suborbital Aerospace eventually out earned its parent company due to the large number of boosters being used and the decline of the B2 as a research platform. Atmospheric Aerospace and Suborbital Aerospace underwent massive restructuring and organized as a single massive company called Orbital Aerospace.
Orbital Aerospace was performing at least 12 manned launches a year to service a research station foolishly insisted upon by congress. (there's practically no point to a research station around Kerbin, it was a waste of funds, but it seemed like a good idea. should have listened to the republikerbals on this one.) Orbital Aerospace also handled 100% of all satellite launches with their modular booster technology. the first Kerbals on Minmus were also carried by Orbital Aerospace's launch system.
as demand for tourism increased Orbital Aerospace developed several private passenger spacecraft capable of providing suborbital flights, orbital flights around kerbin, and flybys of the moons. as the company grew, so did their scope.
today Orbital Aerospace offers flights through their tourism division, Orbital Tours. they maintain 2 private space stations (1 around minmus and one around the Mun) and service KSC's Kerbin Space Station which now operates primarily as a transportation hub. Orbital Tours also services KSC's Minmus surface station and provide research space on their Munar Station.
Sheila LaBoof joined in and replied with this 10 years ago, 4 minutes later, 5 minutes after the original post[^][v]#657,500
so those fuckers are in space
squeegee (OP) replied with this 10 years ago, 6 seconds later, 5 minutes after the original post[^][v]#657,501
Orbital Tours Minmus Station
3 launches total. assembled in low kerbin orbit, propelled most of the way there by a discarded booster stage. the lander engine was used to obtain orbit and fine tune the inclination and altitude. it's pretty purely a transport hub, this is where all incoming vessels will dock, refuel, transfer crew, etc. there's not really much to do here science wise. Originally KSC landed a research station on the surface and incoming flights would dock with a small reusable lander in orbit.
squeegee (OP) double-posted this 10 years ago, 2 minutes later, 8 minutes after the original post[^][v]#657,502
the original flights were pretty bare bones and didn't really have any way to resupply a landed station. the station was given many months of food and the plan was to originally just drop resupply pods nearby, but that's expensive and i felt like resupply could happen with each circuit of the minmus system if i'd redesign it all a bit. that and the lander only carried 2 people so it was a real bitch to get scientists to the surface
(Edited 41 seconds later.)
squeegee (OP) triple-posted this 10 years ago, 3 minutes later, 11 minutes after the original post[^][v]#657,504
the new lander is great. it carries 4 crew and 2k lbs of life support. about a months worth. flights are slightly more periodic than that.
squeegee (OP) quadruple-posted this 10 years ago, 50 seconds later, 12 minutes after the original post[^][v]#657,505
clipping helps to keep the profile small despite using large life support tanks
squeegee (OP) quintuple-posted this 10 years ago, 2 minutes later, 14 minutes after the original post[^][v]#657,506
Minmus station with an incoming flight docked. the lander was used to swap out science crews and also get a lot of cash for letting a tourist ride shotgun.
squeegee (OP) sextuple-posted this 10 years ago, 5 minutes later, 20 minutes after the original post[^][v]#657,508
after refueling the lander on the surface it returns to the station to offload tourists and extra fuel. the Minmus Transfer vehicle had already swapped food for fuel and practically emptied the tanks. it takes 3 trips back and forth to the surface to completely refuel the station, and about a month to mine that quantity of fuel again. just about by the time the next ship comes by with more food, enough fuel will be made for them to get back to the kerbal space station in orbit around kerbin.
squeegee (OP) septuple-posted this 10 years ago, 1 minute later, 21 minutes after the original post[^][v]#657,509
ready for another group of tourists or scientists.
squeegee (OP) octuple-posted this 10 years ago, 1 minute later, 23 minutes after the original post[^][v]#657,510
oh, well this is the shot of the crew returning but the lander is way off in the distance. the previous couple were refueling after the tour bus left.
squeegee (OP) nonuple-posted this 10 years ago, 8 minutes later, 31 minutes after the original post[^][v]#657,514
anyway, tour bus heads home and docks something like 14 days later. the whole trip takes almost a month. but, another group is already on their way. the current group will use the capsule the new crew came up in for the return trip through the atmosphere. the transfer vehicle will be refueled and prepped for another flight in a few weeks. unfortunately the station ends up needing special resupply launches. eventually KSC will expand on mining and hopefully all fuel production will be done there going forward. it's very, very cheap to refuel from minmus. from kerbin, not so much. not so much at all. but, atm the transfer vehicles carry enough fuel for a 1 way trip, eventually i'll replace them with ships that can voyage from minmus, to the mun, to kerbin, and then back to minmus without refueling. but, that'll be a ship easily twice the size of the current vehicle.
(Edited 50 seconds later.)
Rogi !YhefPZis9A joined in and replied with this 10 years ago, 20 seconds later, 31 minutes after the original post[^][v]#657,515
squeegee (OP) replied with this 10 years ago, 3 minutes later, 34 minutes after the original post[^][v]#657,517
@previous (Rogi !YhefPZis9A)
you're here for the transexuals, aren't you. mad
Anonymous E joined in and replied with this 10 years ago, 1 hour later, 1 hour after the original post[^][v]#657,522
@657,515 (Rogi !YhefPZis9A)
You could post a hundred thousand threads and not manage a single one I care about, rogi.
Go sit on a stick you shit standards shit poster.
Rogi !YhefPZis9A replied with this 10 years ago, 4 hours later, 6 hours after the original post[^][v]#657,537
Anonymous E replied with this 10 years ago, 1 hour later, 8 hours after the original post[^][v]#657,544
@previous (Rogi !YhefPZis9A)
Get your shit standards together.
Anonymous F joined in and replied with this 10 years ago, 19 minutes later, 8 hours after the original post[^][v]#657,546
squeegee's mom is a transexual hippie
DasSheeple joined in and replied with this 10 years ago, 1 hour later, 10 hours after the original post[^][v]#657,563
I expected a lot from this thread, but it's a nice surprise.
I wish I had the patience to get more into KSP. I played it for a few days and got bored after I managed to shoot shit into space.
This looks actually pretty cool, nice job.
WSD !gxgZS8.pz2 joined in and replied with this 10 years ago, 2 hours later, 12 hours after the original post[^][v]#657,582
Transsexual Space Program.
squeegee (OP) replied with this 10 years ago, 2 days later, 2 days after the original post[^][v]#658,675
Orbital Tours Munar Station. again, this took multiple launches and orbital rendezvous around the mun to complete. the voyage had consumed pretty much all of the fuel, but, i won't need fuel till i'm ready to head to the surface. the munar station is different than the minmus station. at minmus the research module is landed to make a surface base, but there are drawbacks to that. i can use the lander to collect science anywhere, but it's a bitch to get it back to the landed base. it would be better if it was in orbit and i could biome hop between the surface and orbit to drop off samples and whatnot. so the research module is going to remain in orbit around the mun, and the lander will hop back and forth (pretty much just saves fuel - when i want to return i don't have to make 2 stops, just the one.)
pictured is one of the vessels last seen docked at minmus. i'm doing a crew swap. the veteran crew from minmus is going to be running the munar research module and performing science hops to the surface. a rookie science crew is currently gaining experience on minmus. in order to level them up i'll have to bring them back to Kerbin, so eventually the rookie minmus crew will head to the mun, the veteran crew will come home to level up, and a new rookie crew will launch to minmus station. by the time the crew has returned they'll have spent many months in space, visited 3 orbital stations, landed on 2 moons, and traveled millions of miles. pretty much a 0/5 star kerbal returns a 3/5 star kerbal.
squeegee (OP) double-posted this 10 years ago, 10 minutes later, 2 days after the original post[^][v]#658,683
the munar station is also a lot more "part conscious." the landed minmus base is pretty terrible performance wise. but it was built when i had to use lots of small parts because the big parts were still locked. 1 4500lbs container is better than 45 100lbs containers - by a long shot. tbh that's a pretty big problem with career mode. early on to do anything big or complex your performance just takes a huge shit.
anyway, we'll see how this all works out, fuel might end up being a real problem with my current setup. tbh it all wasn't super thoughtfully planned out. i'm definately going to need to build a fuel extraction base on the mun to support the station and lander, but i also am probably going to have to rebuild the lander. it's just the minmus lander without any modifications and it really doesn't have the fuel to get to orbit and back to the surface without refueling in orbit. that means i'll need to carry fuel to orbit just to carry it back down again. it really needs to be more like the lander refuels the station. but that's actually a pretty easy fix, i'll just have to carry a new lander with me on the next loop.
squeegee (OP) triple-posted this 10 years ago, 5 minutes later, 2 days after the original post[^][v]#658,685
i did test it just to see and i had to revert the save because i couldn't make orbit again. i'll keep it, because it'll make a fine transport for the future landed refueling base. (it'll be home for engineers overseeing the operation) but it won't be useful for doing the actual refueling or science hopping. tbh i might need to separate those and make a science hopper AND a fuel shuttle.
the mun is a little harder than minmus because it's a lot bigger. minmus is further away (takes a week to get there rather than a day) but it's a lot smaller and you hardly need fuel to land and orbit. the mun takes a little more robust vehicle but a lot less robust life support loop.
(Edited 2 minutes later.)
squeegee (OP) quadruple-posted this 10 years ago, 1 hour later, 2 days after the original post[^][v]#658,752
a word about mods
vanilla kerbal space program is pretty vanilla. it can be pretty unforgiving, and since it lacks the power of "flight computers" it requires a lot of knowledge on the part of the player to perform anything beyond the most simple objectives. everything is totally accessible, but if you don't learn at least about the "patched conics" part of orbital mechanics then you're going to have a very difficult time achieving anything. beyond "getting places" it can be hard to even know if you have the fuel for the trip. "flight computer and engineering mods" may seem like they make the game easier, but really they make the game more robust. yes you can begin automating, and novice players can get by without a strong knowledge of patched conics (like me) but it really does make the midgame feel less "grindy" and the learning curve isn't as steep. of course you DO have to learn how to control the flight computer, but it does all the calculating and controls the throttle and your attitude with great precision, so it's absolutely worth it.
MechJeb is of course the go-to autopilot. imho this mod should just be included in the game, it really feels like there's a huge gap in the gameplay and mechjeb 100% fixes it. it also has flight engineering functionality which means you can use it to help build rockets. want to actually know if your ship can get to point a from point b, mechjeb will tell you exactly how far you can go.
Flight Engineer Redux is the go-to mod for even more detailed info about a craft under development. i don't use it, because mechjeb makes it kinda redundant but if you really want to minmax a ship i hear it's the mod to use. i've used it in the past and the info it gives you is great, but if you're using mechjeb (which you should be) then you can skip flight engineer mods.
generally speaking i try not to use mods that are too game breaking. a "super engine" mod would (and does) just make everything trival as fuck, so i like mods that are actually adding more difficulty to the game. life support is brilliant, and there are several to choose from. some more hardcore than others. life support pretty much just adds additional constraints. vehicles will weight more, travel times becomes a huge deal, and kerbals can die. entire missions can go tits up if you fuck up life support. it's bloody brilliant. the gold standard is USI life support and TAC life support. USI has abstracted life support as a single resource called "supplies" that are consumed at a rate over time. if you run out of supplies, then your kerbals "go on strike" and quit working/moving until they eat again. since kerbals don't die then you can use a probe core (if you used one) to bring them to a station, so it's not as hardcore as TAC life support. TAC LS abstracts life support as food, oxygen, water, and if you run out of a resource for long enough then your kerbals will die. consumables are also consumed at different rates, making TAC life support one of the harder life support mods to balance. i generally prefer USI life support because it plugs into other mods for station and base construction better than TAC. plus TAC can be not fun. i think USI is a nice balance of additional constraints without obtuse mechanics. either way, life support is the perfect kind of mod if you're looking for an additional challenge.
USI Kolonisation is more of a gameplay mod than a part mod. all the parts are designed to facilitate new gamplay mechanics. with this mod you can achieve a "closed loop" habitat. with the life support "supplies" mechanic, supplies are generated from greenhouses, fertilizer and mulch (waste). it's a very fun endgame that can ultimately become a fully sustainable colony. this modder is one of the most popular, and he tries to make "stock-like" parts that aren't game breaking, but instead add additional challenge and difficulty. i 100% recommend everything from RoverDude, but especially USI Kolonization and Life Support.
utility mods like Kerbal Attachment System and Kerbal Inventory System are also very nice mods that facilitate gameplay in a way that make them indispensable. they make Kerbals suddenly very useful in EVAs. they can build things, fix things, destroy things, secure things and attach things. along with mechjeb i would say these mods should be rolled into the game too.
there are tons of part packs and reskins and ambiance mods, but many of them are either frivolous or game breaking. D-Magic Orbital Science mod is almost game breaking because it gives you 10x more science equipment than the stock game, but the stock game is pitiful when it comes to science instruments. not even a telescope. not even a magnetometer :/ so D-Science adds a huge variety of science equipment and contracts to launch them. i think that the buff you'll get to science collection is pretty significant, but i also admit that science collection in the stock game is pretty weak. this is another mod that really should be made stock and balanced by game designers at squad, either that or they need to make it irrelevant with the addition of many more science packages.
there's lots of fluff mods and unnecessarily game breaking part packs, and there are other mods worth looking into like scatterer that make it look amazing but kills performance pretty good. and you can really go overboard with all the little stuff, like chatterer, that adds radio transmissions back and forth with mission control.
these are all pretty much the mods i won't play without (the visual mods being the first to get dropped, end-game part packs are next if i have different endgame objectives), but there are a lot more that are lots of fun.