Kerbal Space Program

I present, the Kir space station :D

Kir_zps36b34775.jpg
 
Docked 2 stages of my jool mission last night. Forgot what a pain docking is when you aren't using tiny ships! Reversed my final stage slowly onto the transfer stage, as the fuel stage still had a huge rockomax lifter stage attached than I needed to transfer fuel into the final stage with. Fun fun fun.
Think it should now have the deltav for going to jool and back, but I'll likely give it a nudge with some boosters!
 
Oooh I like it PinkFloyd - much neater than anything I've so far manufactured.

Loving this game at the moment - the career mode adds a real sense of "I must get Jebediah back to Kerbinl!" that didn't used to exist. I've chickened out so far on the outer planets and just sent satellites - going to have a grow a pair soon and pack Jebediah's trunk for a long mission.
There's a career mode now? :eek:
 
Might have to make a return to this. I lost interest after getting to Mun and building a ISS replica.

Q: Does mech jeb work with the carrer(lite) mode? or should I try it solo for a better experience?
 
Might have to make a return to this. I lost interest after getting to Mun and building a ISS replica.

Q: Does mech jeb work with the carrer(lite) mode? or should I try it solo for a better experience?

Yes an No.
The present implementation of career mode is a form of forced part restrictions.

You start the game with a few select MK1 parts.
To unlock new parts, you have to do experiments to achieve science. With enough science you can eventually unlock more advanced parts (including mods like MecJeb)

At present you create a ship, any size you want (Money + Cost arn't implemented yet), you start a mission (No objectives ot scenarious are forced on the player, like get to the Mun + Land by your third mission.)
In flight you carry out experiments:
Soil samples, G force, Annomalise materials, observe Kerbin. An your kerbals gain science for there trouble.
A lot of the experiments/obsrrvations, yield funny captions an good science.

Once you unlock all stock parts, you can unlock your installed mods. An they work just like before in sand box mode.
Once you complete the basis career mode. You can continue to use it like a glorified sand box. :)
Happy launching.
 
I've just installed a bunch of mods (listed below), but I'm getting a problem. Whenever i try to install Kethane or DeadlyReentry i'm getting the error "PQS - Graphics shader in fallback mode" on bootup, just as it is trying to switch to the start menu. has anyone got any idea how to fix the problem?

mod list (all are 0.22 compatible):
- B9 Aerospace
- ion engine sounds
- KW Rocketry
- Magic Smoke Industries
- Mechjeb
- Novapunch
- Procedural wings
- Procedural Fairings
- Protractor
- Radial Experiment storage container
- Vettech

Mods that it doesn't:
- Kethane
- Deadly Re-entry

*edit*
with the installation listed above it crashes when I enter the VAB (this was on sandbox mode), so if anyone knows of conflicting mods that would be great
 
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I've just installed a bunch of mods (listed below), but I'm getting a problem. Whenever i try to install Kethane or DeadlyReentry i'm getting the error "PQS - Graphics shader in fallback mode" on bootup, just as it is trying to switch to the start menu. has anyone got any idea how to fix the problem?

mod list (all are 0.22 compatible):
- B9 Aerospace
- ion engine sounds
- KW Rocketry
- Magic Smoke Industries
- Mechjeb
- Novapunch
- Procedural wings
- Procedural Fairings
- Protractor
- Radial Experiment storage container
- Vettech

Mods that it doesn't:
- Kethane
- Deadly Re-entry

*edit*
with the installation listed above it crashes when I enter the VAB (this was on sandbox mode), so if anyone knows of conflicting mods that would be great

And the problem is solved. Turns out that error is caused by a lack of VRAM so its no surprise that i got it with my paltry 768MB. Installing the low res textures for B9 aerospace did the trick and i have all the mods I want installed (except for the MK2 cockpit interior mod because i deleted that by accident)

I've only played with it for a couple of flights, but if you are finding the standard research tree way too easy then i suggest you download VetTech. it supports a lot of the major mods and it makes the order that you unlock things much more sensible. The more complex science stuff is later in the game and some of the crucial things like wings and jets are unlocked sooner
 
Had to use the steam repair as t wouldnt boot up. But it still keeps crahsing every now and then.
Where's are all the saved game files, now we have research.
Or is it just in th normal file?
 
Had to use the steam repair as t wouldnt boot up. But it still keeps crahsing every now and then.
Where's are all the saved game files, now we have research.
Or is it just in th normal file?

I have the non steam version and my save files are still in KSP_win/saves. I assume they are in a different place for you since you're asking.


I've been having a competition with my friend to make the heaviest SSTO possible, using whatever mods we care to (within reason). I think i've set the bar pretty high with the good ship StarWhale II, weighing in at a whopping 291.05 tonnes in orbit, the equivalent of just over 8 of those stock orange jumbo tanks. Its a nightmare to get off the ground but once it's in the air it flies incredibly well for something that weighs 770 tonnes at takeoff. it isnt pretty but there's a couple of pics in the spoiler

C3wwrd3.jpg

KlC0Jro.jpg
 
Recap
1 capsule on pad, planted flag and took sample (kerbal)
2 landed on mun and return (kerbal)
3 landed in minmus and return (kerbal)
4 ike landing and returned (kerbal)


mission 5 + 6 in career mode, Laythe lander and laythe transfer ship. Yes I forgot antenna and science. SSTO at least has goo and an antenna. still no science bay :(

q0jb.png


0m1r.png


Mission 7
SSTo, this is to return kerbals to laythe orbit
3bfh.png


Mission 8 will be ssto transfer to laythe vehicle and possibly mission 9 will be a refuel. depends how much fuel I can bring in the transfer flight,

transfer stage connected
ofc1.png


I will need to refuel.

For comparison my ssto is 61.4 tons (zero mods) and 41.7 tons in 100k orbit.
60% jet fuel left and 0.51% rocket fuel left.
 
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lol - "prevent jet flameout" and "prevent overheat" on the utilities!
That takes the hard work out of an SSTO!
The hard work was getting the damned thing off the ground without exploding. I normally go without prevent overheat but I had deadly re entry on which drastically reduces everythings max temperature. I believe the sabres are supposed to be OK up to 3400C, but deadly reentry drops that to 1700C, which means that when I switch over to rocket fuel rather than jet fuel (as I have to do frequently for a speed boost) I have ~4 seconds to reduce the throttle otherwise it will explode. Since I had finally got the damned thing off the ground I didn't want to lose it due to deadly re-entry nerfing the engines. If I fly that craft again I probably wont use it though, now that I've got it in orbit once.

As for prevent jet flameout, if you can find me something that shows me at what point each engine is likely to flame out for every engine at once I will happily turn it off. As it is I have literally no idea how much air the engines need and I'm not prepared to risk getting into a spin because my air has dropped below a random number, especially since the craft is seriously lacking in power
 
all engines pool air its around 0.12 air needed for turbo jets. 0.14 is close, 0.20 is safe.

I figured that the engines pool the air, but I have literally no idea how much air sabres need at various throttle positions and there is no indicator for it. If there was some way of knowing how much air the engines are using at the current time I would happily swap over to manual throttle control ... I wonder if there's a mod for this (or if mechjeb can give me this info since it must get it from somewhere)

There's a graphic that shows you how close the engines are to overheating and I would happily have controlled the preventing of overheating myself if I wasn't scared of being a muppet and letting that get full and explode, having finally got off the ground after an hour or so of fiddling with the craft so that it wouldn't explode on the runway

Thanks for the info on the turbojets by the way :) Since i don't use jets much I didn't even know that about them. Any time I used jets I've just switched to normal rockets the moment they flame out just to keep things easy
 
Just make a single engine plane, click the resource tab and watch the air intake and see when it flames out, i bet its about 0.12.

It doesnt need to be single, it just easier to build.
 
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Yeah, I might end up having to do that. A bit of googling has brought up this which might help. If i can dig around in the config file i might be able to find the air requirements
 
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