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In Progress Kurwin King of Kosmos: Poland Can into (Kerbal) Space (Program) - revenge of Capitalism

Hellraiser

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korwin.png


19egmz2p0tuzagif.jpg


INDEX:

0. EPISODE ZERO (this post)
1. EPISODE ONE: SEED CAPITAL
2. EPISODE TWO: RISK OR OPPORTUNITY
3. EPISODE THREE: BETTER DEAD THAN RED
4. EPISODE FOUR: SLAYING THE RED MENACE
5. EPISODE FIVE: GREED IS GOOD
6. EPISODE SIX: EVE SHOULD BE MAKING A SANDWICH


EPISODE ZERO: A NEW HOPE FOR CAPITALISM

Greetings liberated thrall of socialism, rejoice for the planet Kerbin is now free of free leftists handouts. Rockets parts are no longer handed out freely completely (budgets just got added, as well as missions), Kerbal youths are no longer the green negroes of Keuropa due to the tyranny of minimum wage. All leftists have been purged left and right, massacred if you will. Also Boni got bitchslapped in the face.

Crowning himself King of Kosmos, JKM, simply known as the Kurwin, sets out to bring Libertarianism and Monarchism to all reaches of the cosmos and remove all leftist from premises via the means of massacre.

His glorious flag, which will unchain freemarket forces around the universe:

i1sXeeY2f0Ql4.png


Basic rules: IRONMAN, career mode, mandatory spamming of memes with Korwin and Polandball.

As usual you are free to apply for the position of soon to be doomed Kerbonauts, for maximum butthurt LARP the three starting kerbonauts are:

Storyfag - scholar and chief priest of lord Athe.
Ulminati - because Kurwin liberated the nordics from socialism and annexed them into his capitalist kingdom, also because Ulm's GF killed a kerbal named after me all those months ago.
hoverdog - hovering has been found beneficial for getting into space.

This time around I'll try to be very brief with screenshots, though do expect this to be abandoned as soon as I realize I have better things to do than a LP. Until then expect DRAMA, BUTTHURT, LULZ and EXPLOSIONS.

Screenshots and first update coming sometime today (yeah, I know, cocktease, didn't have the time to update the client and play yesterday).


Let's play this shit.
 
Last edited:
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Ulminati

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MISSION KOMMANDER ULMINATI REPORTING IN!
MY BODY IS READY! MAKE ME INTO SPACE!

7FvotVI.png
 
Last edited:
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I want to into space!

-------------

So, how long name can be used? I thought 'bout Przemysław MassEffectAndNotOnlyThisRPGPlayingLibertarian Wipler III.

But can be Milven, why not?
 
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Ulminati

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More than 15-20 characters won't be visible on the small camera inserts. But the name can technically be as long as you want.
 

Hellraiser

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EPISODE ONE: SEED CAPITAL

KURWIN'S KINGDOM OF KAPITALISM:
OZzDo.jpg


Includes potato space shuttle, unrestricted capitalism allows poland to into space. All of it is guarded by the faithful followers of the invisible hand of the free market, and of the king, including the mighty legions of kuce :salute:

Back to our regular programing....

kurw1-01.png~original


ibi3OVFSpmy9C.png
: Kucu! Kerbin is not enough, leftism hides in the darkest reaches of space. We must venture forth into the void.

iPNkLlEfZiiyG.png
: Yes my Liege, I will establish a corporate entity tasked to achieve this goal via the means of free market capitalism!

kurw1-02.png~original


First I disable popamole easy mode options. Luckily you no longer need to dig into the persistent save file itself but use the debug menu.

Not sure what agency mindset is exactly, though I know it's related to the organizations that can give you contracts (missions). Either it's the type of contracts agencies generate (bias to generate certain types of missions over others) or your individual reputation with specific companies. Regardless I'm not touching this as it doesn't make the game harder.

kurw1-03.png~original


And the new mission control screen where you pick contracts. These ones are the basic tutorial ones, after I'm done with these the game generates contracts procedurally and partially randomly, based on your reputation, where you managed to fly and what tech you have.

This set of missions apart from the one to reach orbit, should be a piece of cake. Now, these particular contracts don't expire or have time limits but others do. I get a cash advance for taking them, but as you can see failing them end up with a net loss of money (though it is impossible to fail the tutorial contracts as there is no time limit).

kurw1-04.png~original


iPNkLlEfZiiyG.png
: His Grace's face will act as a ward against pinko radiation in space.

You can toggle flag display on parts since update 0.23.5, they also appear on EVA suits. I wish there was a separate badge/emblem option since the game picks the space program flag you set. I would rather have a completely different image with some transparency be used for the emblem rather than the same as the flag.

kurw1-05.png~original


The first rocket, Patriarchat-1 (potato for patriarchy-1, duh!). Named so because it's phallic shape will force feminists into submission and allows easy penetration of the heavens.

Costs 4597 funds to launch. As you can see I have over 36,5k funds so there's more than enough room for error for newbies starting career mode.

kurw1-06.png~original


At the top you see current unspent funds, science and the reputation meter. For now reputation mostly affects how hard the missions you get are. Hopefully it will allow you to recruit better kebonauts in the future or some other fun things as well.


ibi3OVFSpmy9C.png
: Kucu! We shall launch at dawn!

iFCHfnmAUIAdG.png


Kucu, we launch ride to victory!

kurw1-07.png~original


UI got an overhaul in this update, it looks better and has more useful widgets. As you can see there are now 4 buttons in the top-right corner. First one shows your current funds/science/reputation, second one shows craft resources and their usage (fuel/electricity etc.), third shows contract objectives and the last shows a log of event messages. For the moment those are mostly or only "contract complete" messages, clicking on one brings up the window you can see here.

kurw1-09.png~original


iPNkLlEfZiiyG.png
: Engine cutoff at 1 minute 25 seconds into flight, 38 km of altitude. Suborbital parabola apogee at around 126 km. Patriarchat-1 has entered outer space. No leftists in sight.

ibi3OVFSpmy9C.png
: Excellent work my brave Kuc! I shall reward ye with a "Peace Sells, but who's buying?" Megadeth t-shirt and a ticket to the next Vader concert.

iPNkLlEfZiiyG.png
: Your Grace is too kind.

No orbit but that doesn't matter, now to do some science and try to recover as much of the Patriarchat-1 as possible. Recovering vessels landed on Kerbin now grants you some of the money back, depending how close to the Kerbal Space Center you land and what you land.

kurw1-11.png~original


Hooray for asbestos parachutes, 100% superheated plasma-proof. Still, Ulminati may indeed survive his maiden flight.

Oh yeah, I'm playing with two mods. Kerbal Alarm Clock (they need to make this stock, having contract expiration notification would be great) and Atronomer's Pack which adds clouds and some other eyecandy on the various planets and moons.

kurw1-12.png~original


Now, I left a tiny bit of fuel in the tanks to slow down the landing more than just by using the parachute. Hopefully this means nothing will blow up and I can recover the entire rocket for more judengeld.

kurw1-13.png~original


Ha! Elon Musk would be proud, nothing broke.

kurw1-14.png~original


Of course it tipped and the capsule fell off, but no part blew up or sank so I can still recover everything. Ulm grinds some more science.

kurw1-15.png~original


New vessel recovery report screen. Now the science summary you should be familiar with if you played version 0.22 or seen my LP of it.

kurw1-16.png~original


As you can see parts have value independent from the resources inside it. This also means that launching ships with less than full tanks is slightly cheaper as resources inside tanks have their own cost.

Overall got a lot of cash for completing the 3 contracts and recovering parts.

ibi3OVFSpmy9C.png
: And we have doubled our funds! Praise Adam Smith and the invisible hand of the free market!

kurw1-17.png~original


Reputation also went up for recovering Ulminati. I figure that in the future this screen will also show any experience or stat gains kerbals will get after missions, as the devs have confirmed recently that they will do something about the non-functional gameplay-wise stats Kerbals have now.

kurw1-18.png~original


New contracts, these ones are fully procedural, including the briefing text (ain't it obvious?). They're also quite moddable, I'm eager to see what kind of contracts people code into the game.

Also these are pretty shitty reward-wise (the one shown has the best reward, the worst one of the 3 gives only 126 funds!), but they're also piss easy and I can do all three in the next launch. Still, considering that I have not gotten into orbit yet which leaves me with one tutorial contract left, the game is unlikely to generate anything ambitious at the moment. But after achieving LKO it should get more challenging.

kurw1-21.png~original


Used the gathered science to unlock 3 nodes on the tech tree. Now I have radial parachutes, landing legs, decouplers, medium SRBs, mystery goo containers and basically nearly everything needed to land on the Mun let alone get into orbit. The question remains if my budget will allow me to get there in the first place.

See more of Poland's attempts to get into space soon(tm), may include springs:

Jamaicaball.jpg
 
Last edited:
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Ulminati

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You can toggle flag display on parts since update 0.23.5, they also appear on EVA suits. I wish there was a separate badge/emblem option since the game picks the space program flag you set. I would rather have a completely different image with some transparency be used for the emblem rather than the same as the flag.

See the flag next to your vessel name in the VAB? You can click that to change the flag of the individual missions to an emblem of your liking. :smug:

Meanwhile, Lenmark Spehss Inc uses patented "Explosive Decoupling" to launch a rocket into heavan!

9HC2evl.jpg


Activating SRBs in sequence makes the exhaust overheat the lower stage and "decouple" it through exploding. The "decoupler" icon in the staging sequence is the heat shield, since I'm running Ferram Aerospace and Deadly Reentry

[edit]
Added a couple of mission reports. I'm not planning on doing a full let's play. I got a shit-ton of mods running on mine. It's mostly UI enhancements, texture packs and realism/difficulty boosters. But I do have a few packs that can potentially make the game easier (or harder) like Kethane, Universal Storage and DMagic Science Instruments.

Texturereplacer was playing silly buggers with me and insisted on using the female kerbal skin for the first Kerbal. So Scrooge got her shot at glory instead of Hellraiser.
3oahUEE.jpg


Using tweakables, the SRBs were scaled back for lower thrust but longer burns to prevent the rocket from burning up during ascent due to Deadly Reentry. Staging when the previous booster had ~20% fuel left was just enough to make it overheat when it ran out of fuel.
EH8zWxc.jpg


Rocket reached a maximum height of 300 kilometers, blowing all previous records out of the water. the final booster blew up on reentry due to heat.
uM4rWO7.jpg


Speaking of out of the water, Scrooge decided to have some fun while waiting for the recovery team (also surface samples and EVA report)
ZOMErju.jpg


Many Prestigious awards were given to her upon return to KSC
zYDrNJi.jpg



Much prestige :salute:

For the second mission, I picked up Orbit Kerbin and a "Test booster on launch pad" contract. an interesting thing to note -- because my first mission went to Space, I didn't get the second altitude record tutorial mission. Normally you get a second altitude record contract (I think it's 25km), but the game knew I had already broken that record. Pretty cool.

The Round-goer that will bring kerbals into an incline
pK2uJ0s.jpg


I figured out how texture replacer decides what skin to give kerbals. It's determined from the first letter in their name (so Hellraiser would always be female). I fixed this by appending a letter to select skin in front of Kerbals names. It's time to give captain Hellraiser some of the glory Scrooge denied him back!
4iZKIYN.jpg


Once again, Lenmark Engineers installed a thrust limiter in the SRBs much to Hellraisers dismay. They insisted that this would actually make his rocket fly farther, since it would be wasting less energy combating drag from the atmosphere. Despite the stabilizing fins, the rocket insisted on veering a bit off-course during ascent. Hands were on the abort button, but it never got too dangerous. Still, controllable control surfaces are on the to-research list.
vkJqlJa.jpg


The new an dimproved Universal Storage allows goo experiments to not stick out from the rocket and potentially burst into flames during reentry! Very handy!
8YuIzPZ.jpg


Hellraiser completed multiple orbits, making sure to get EVA time over as many biomes as possible for increased science gains. But eventually he craved scacks and deorbited his vessel for a landing at dawn.
T7VHRpq.jpg


The landing went smoothly. Temperature peaked at 700 degrees Celcius, but only for a short while. The majority of his ablative heatshield was intact. G forces during descent peaked at 4Gs. In comparison, Scrooges Descent took out 3/4ths of her heatshield and peaked at 11Gs.
Xk1AnA9.png


A flag to commemorate this proud achievement! :salute:
qQTbAd5.png


Speaking of achievements, Hellraiser got mission ribbons too!
SpGn7TI.png

54elcVJ.png

In order:
Dangerous EVA - Hellraiser went EVA in the upper atmosphere to get this
Solid Fuel Booster Ribbon Class II -- for launching a vessel where SRBs mad eup at least 20% of the mass.
Mach IV Ribbon - for hitting Mach 4 below 30km in Kerbins atmosphere.
First Kerbin Orbital EVA Ribbon - For being the first Kerbal to EVA in a stable orbit around Kerbin
Kerbin EVA Ribbon
First flag on Kerbin Ribbon
First Landing on Kerbin - Splashdowns don't count, much to Scrooges dismay
First Kerbin Orbit Ribbon
G-Force Ribbon, Class IV - for withstanding at least 4G for several seconds

LDVHp6b.png

In order:
First Kerbal in space ribbon
First EVA in space ribbon
Dangerous EVA Ribbon - For EVA in an unstable (or ballistic arc as this one may be)
Solid Fuel Booster Ribbon, Class I - for launching a ship where at least 10% of the mass was SRBs
Mach X Ribbon - Flying at Mach 10 below 30km in Kerbins atmosphere (It was an AWESOME reentry)
First Kerbin surface EVA ribbon
First Kerbin EVA Ribbon
G-Force Ribbon, Class VI - For surviving 6G of deceleration
Splashdown Ribbon - Landing in water
 
Last edited:

Hellraiser

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See the flag next to your vessel name in the VAB? You can click that to change the flag of the individual missions to an emblem of your liking. :smug:

But that still also changes the flag at the same time, I want the two to be independent. The current way it works you can't have a country flag planted on the Mun with your agency's logo on the lander.

Also explosive decoupling through overheating is soooooo 0.22 :smug:

They should make parts exploding due to overheating truly explode, with explosive force kicking your ship into spins and damaging parts in a AOE.
 
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Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
We all know the mun is made of cheese. Must send health inspektor Jaedar there to make sure space is up to health codes.
 
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Ulminati

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They should make parts exploding due to overheating truly explode, with explosive force kicking your ship into spins and damaging parts in a AOE.

Oh god yes! :bounce:

BTW, I edited my post above yours. You got medals!
Final Frontier is a pretty awesome little addition for Let's Play purposes. It's basically achievements. But instead of awarding them to the player, they're awarded to the kerbals.

Also Crew Manifest. Allows you to swap kerbals in/out of ships and create/rename them on the fly without restarting your game after editing the savegame file.
 
Last edited:

Hellraiser

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EPISODE TWO: RISK OR OPPORTUNITY

comment_bz4DaO7TGixhpgJ3zVBJUkL8390thqPu.jpg


I'll make a centrally planned economy out of your ass!

krul2-02.png


Revenge of the patriarchy, now with 30% more erection and force of penetration. Battlepriest Storyfag is flying this.

krul2-03.png


iPNkLlEfZiiyG.png
: Solid rocket booster working properly, Patriarchat-2 going slightly off-course though.

ibi3OVFSpmy9C.png
: It better not be going left...

krul2-04.png


Quite a bit of delta-v needed to enter orbit but the second stage of the Pariarchat-2 should have enough of it.

krul2-05.png


ibi3OVFSpmy9C.png
: Ha, magnificent orbit. Already the powers of capitalism are rewarding us for following market trends.

krul2-07.png


Safe splashdown.

krul2-08.png


A bit of science!

krul2-09.png


Just noticed it does show how far away from the KSC you landed and what the cost recovery rate was.

krul2-10.png


Can I get (honorary) potato kerbonauts to the moon without docking ports or struts? Let's find out!

Also notice that this contract has multiple objectives, you get rewarded for completing each of them.

krul2-11.png


The time limit on this one is quite long so I take this now and I'll do it whenever the hell I have bigger command pods.

krul2-12.png


The Hammer for (smiting) Leftists, all those medium SRBs look quite safe.

:troll:

Also notice the part in the blue box, that's a part a contract wants me to test. You get them available even if you didn't research them yet. There's no limit on using them, besides the time limit on the contract. Once it is done you can't use the experimental part until after you research it.

krul2-13.png


25% of my current funds goes into this rocket, let's see if it can make it to the Mun with hoverdog at the helm.

krul2-14.png


iPNkLlEfZiiyG.png
: Lack of rigidity causing rocket to veer off-course but it is still going up.

krul2-15.png


iPNkLlEfZiiyG.png
: Cannot change pitch, rocket heading horizontally and falling. Your Grace, it is going... left.

ibi3OVFSpmy9C.png
: KURWA! ABORT!

e511ca032918.jpg


The best cure for leftism is a warm bullet to the head. :M

krul2-16.png


Hoverdog is saved although he isn't going to space anytime soon it seems.

krul2-17.png


Splashdown successful.

krul2-18.png


krul2-19.png


Didn't set me back by much, if this continues they will definitely have to lower funds rewards since it is easy so far. We'll see how expensive shit gets when LV-Ns and other end of the tech tree stuff gets unlocked.

krul2-20.png


Hiring recruits, now it will be MilvenTheDwarf who will try to get to the Mun.

krul2-21.png


He gets struts though, so the Mlot na Lewakow-2 should be more stable.

krul2-22.png


Of course to offset that fact I am adding even more medium SRBs which totally cannot be turned off once ignited.

krul2-23.png


SRBs are pretty cheap, that's their main advantage, adding so many of the increased the cost of the design only by about 8k funds.

krul2-24.png


iPNkLlEfZiiyG.png
: Rocket maintaining heading as planned.

krul2-25.png


No staging order mistakes whatsoever, the Mlot na Lewakow-2 makes it safely into Low Kerbin Orbit and begins a munar transfer burn.

krul2-26.png


Did some science in Munar Orbit.

krul2-27.png


ibi3OVFSpmy9C.png
: The beauty of space, untainted by the perversions of red thought.

krul2-28.png


iPNkLlEfZiiyG.png
: Beginning descent.

krul2-29.png


And landed safely.

z16033135AA,Internauci-komentuja-wynik-partii-Janusza-Korwin-M.jpg


krul2-30.png


Got into low munar orbit, planned a return to Kerbin burn.

krul2-31.png


Still had quite a bit of fuel left. I thought it was going to go much worse.

krul2-32.png


Science motherload thanks to the Science Jr. Material's Lab module and returning a surface sample.

krul2-33.png


Got less than 4k funds back but Kurwin's bank account still swelled from the rewards.

krul2-34.png


Contracts start getting more ambitious. Now you may ask why I got a flag planting on the Mun contract after already planting a flag there. That's because exploration missions require only to transmit data from the surface and orbit, so normally you could just send a probe first to do the job. But since I didn't have probe parts yet, and because it was harder that way, I decided to go for a manned landing. If difficulty increases later on I might be forced to do exploration contracts the proper way.

Naturally I pick up all 3 exploration contracts, ignore the rest as money is not an issue yet. Next mission is guaranteed to go to Duna and/or Ike, but I am not sure what exactly will I do there.

krul2-35.png


I unlock a ton of nodes, mostly the ones which are really needed to go interplanetary. So electrics for solar panels and better batteries, a control node for RCS thrusters, winglets and new command pods, fuel lines and large radius rocket engines and tanks. Docking ports will have to be unlocked next as docking will allow me to design more cost effective interplanetary crafts.

8545429879_1cbb5e9693.jpg
 
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Darth Roxor

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Antoni Macierewicz reporting for duty. How can you possibly hope that you can into space without the leading potato aeronautics expert? :outrage:
 
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Ulminati

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Duna? Are you sending us to the RED planet!? You must be out of your mind! :outrage:
 

Hellraiser

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EPISODE THREE: BETTER DEAD THAN RED

comment_7zz6Mru9UQNfpsKpFocCSJMsaUs0BMP2.jpg


"We have such resources, such technical and financial capabilities that nothing stands in the way, of having a Pole stand on Mars within 6-7 years." - JKM

FYI I don't bother fact checking if any of the quotes are true or not, I just post this shit for the lulz.

krul3-01.png~original

The Massacrator of Duna (is that even a word? Well it is now leftist academia scum that writes dictionaries! :M).

This design uses one of the EXTRA LARGE parts from the Asteroid Retrieval Mission pack (patch 0.23.5), namely the large SRB based on the one the SLS will use in real life. If LOL CONGRESS doesn't cancel it.

krul3-02.png~original


Jaedar is the lucky guy to get to do all the leftist purging. Mission profile is moderately complex, get to Duna, aerocapture (and hopefully not crash into Duna), send two lander probes, one to Ike and one to Duna, return back with some science collected during the dip into Duna's atmo. Either way he's not going to be landing on Duna, nobody is, not before I research ladders and docking ports that is. Still the odds of spectacular failure are pretty good, since there is no guarantee he will have enough delta-v to get back or that I don't dip too low during aerocapture.

krul3-03.png~original


iPNkLlEfZiiyG.png
: The optimal and thus most profitable way to fly to Duna is to wait for the launch window for a Hohmann transfer in 42 days.

Notice the unknown objects, those are randomly generated asteroids. If you "track" one of these at the tracking station you learn it's precise trajectory and can attempt to rendezvous or capture it. One of the reasons to do so is because they are an unlimited source of science since each asteroid is unique. Also you can use them to build Ork Roks or space stations, move them around the solar system. But you need to unlock the Grabbing Unit (THE CLAW) part first.

Asteroids range from quite small to ridiculously massive (Class E). I wish they expand them to also spawn in ring system or asteroid belt, currently only Near-Kerbin Objects spawn. Also discovering moons and planets would be nice.

krul3-04.png~original


iPNkLlEfZiiyG.png
: All SRBs ignited, heading steady and as planned.

ibi3OVFSpmy9C.png
: We will have a second Poland on Duna!

krul3-05.png~original


iPNkLlEfZiiyG.png
: First liquid fuel stage jettisoned, asparagus core tanks full.

krul3-06.png~original


iPNkLlEfZiiyG.png
: Aerocapture trajectory set, periapsis at 14 km.

The asparagus core packed enough delta-v to finish orbital insertion, do an interplanetary transfer burn to Duna and still have quite a bit of fuel left.

krul3-07.png~original


ibi3OVFSpmy9C.png
: All that red is making me sick. Kucu! Bring your King a bucket so that he may vomit in disgust.

iPNkLlEfZiiyG.png
: As you wish my Liege.

krul3-08.png~original


The idea is to enter orbit and detach the two probes in the middle section. If the aerocapture dip into atmo is too shallow the asparagus core should have enough delta-v to slow the ship down below Duna escape velocity.

krul3-09.png~original


iPNkLlEfZiiyG.png
: Deceleration below expected levels, ordering pilot to perform retrograde burn once outside of atmo.

ibi3OVFSpmy9C.png
: Leftist atmospheric pressure is insufficient and substandard, like all things marxist.

krul3-10.png~original


Probes detached, now I raise periapsis on one probe and Jaedar's return/command craft.

krul3-11.png~original


The Probe that will land on Duna however does no burn, after all it is already on a trajectory that will bring it back into atmo and that's where I want it to be. The rest will safely fly above any leftist miasma forming the atmosphere.

krul3-12.png~original


Dust storm (added through the astronomer's pack mod), man I wish we had weather in the vanilla game with proper effects like wind blowing you off course or lightning.

krul3-13.png~original


iPNkLlEfZiiyG.png
: Parachutes deployed.

krul3-14.png~original


The prestige hit bothers me more than the cash, 4,7k is pennies.

krul3-15.png~original


Going down slowly and safely.

krul3-16.png~original


Forgot to add batteries to both probes, still they have solar panels so transmission is possible, they just do it in a few data bursts having to recharge between each transmission.

krul3-17.png~original


ibi3OVFSpmy9C.png
:I'll massacre any red dust that touches my royal probe!

krul3-18.png~original


Meanwhile Jaedar encounter's Ike, Duna's moon, which slingshots him on an escape trajectory out of Duna's sphere of influence.

krul3-19.png~original


Luckily it flung him retrograde so it kind of helped get him closer to Kerbin.

krul3-20.png~original


It took a lot longer for the Ike probe to get an encounter though.

krul3-21.png~original


I'm quite shocked because I thought I would need at least 75% of the tank to land. I fucked up and used one goo canister and transmitted the data of an experiment in Duna orbit, so I can't fulfill all the objectives for Explore Ike. Oh well, all I need is to fly by Ike and do an experiment so it won't be that hard. Can be done by pretty much any mission that will go to Duna next no matter what the goal will be, the landing was the hard bit (though not that hard).

krul3-22.png~original


Meanwhile Jaedar is about to return to Kerbin.

krul3-23.png~original


He seems quite content for someone engulfed by superheated plasma that could vaporize him.

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:5/5: return, not much to add.

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Pretty good haul.

krul3-26.png~original


Jesus Christ the inflation, 811k funds, how the fuck will I spend all this? I know they didn't want to go overkill with steep costs and low rewards in the same update they introduce money after everybody was building ridiculous shit for years, but money seems to be growing on trees here.

krul3-27.png~original


214k funds for a flag planting mission.

krul3-28.png~original


Ike flag planting is more or less worth the same. To be honest that's quite fair as while it's harder to get off Duna's surface it's easy to land there where as it is vice versa with Ike.

Also got 2 exploration contracts, one for Eve and one for Gilly.

Forgot to make a shot of the stuff I unlocked, but basically ladders, new science sensors, docking ports, new command pods, mainsails.

Looks like Darth Roxor, I mean Antoni Macierewicz will be flying to the Duna-Ike system next.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,405
Location
Djibouti
Jesus Christ the inflation, 811k funds, how the fuck will I spend all this? I know they didn't want to go overkill with steep costs and low rewards in the same update they introduce money after everybody was building ridiculous shit for years, but money seems to be growing on trees here.

INVISIBLE HAND OF THE FREE MARKET!
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,955
Location
Russia
Do nose cones actually make rokkets better now or do they still just add worthless weight?
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,300
Location
Danzig, Potato-Hitman Commonwealth
EPISODE FOUR: SLAYING THE RED MENACE

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"The difference between the US and Poland is that they (the Americans) keep their reds in reservations, while we keep them in the parliaments."

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: My Liege, I will lead the expedition to uncover leftist plots on Duna. No rock hiding a russian will remain unturned!

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: Very well, take command of the Slayer of Leftism. Purge the red from Duna!

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Time to blow 20% of my cash on an ambitious mission.

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Had to wait 140 (earth) days for a launch window. Luckily nothing blew up.

krul4-04.png~original


iPNkLlEfZiiyG.png
: Executing correction and orbital plane change burn.

Shockingly it goes quite smooth and the asparagus monstrosity did not spontaneously disassemble itself, easily getting on a trajectory straight to the red planet.

krul4-05.png~original


Not the closest or best encounter ever but 150 m/s of delta-v isn't a whole lot to put the ship into an aerocapture trajectory, that should end up with a roughly equatorial orbit.

krul4-06.png~original


This ship is actually three, all with docking ports and what not.

Pogromca Lewaków - Mothership, has a mobile science lab and will probably stay around Duna as a refueling Space Station. Now the lab is a new module added back in 0.23, 0.23 introduced changes to how science works, primarily you can no longer "spam" experiments by doing them and sending them back via radio and repeating until you suck up the science pool dry. The pool for radio transmitted data dries up with one full transmission for an experiment, to get more you need to return it back. Also, to make things harder, goo canisters and science jr. materials bay labs can only be used once and are rendered inoperable. To reset them they need to dock with a craft that has a Mobile Science Lab.

Hammer Lander - Striking leftists once with a hammer, or to be more precise this one will land on Ike with Ulminati onboard.

Sickle Lander - Doesn't really look like a sickle at all, but this one will land on Duna with Darth Roxor I mean Antoni Macierewicz. Also once it refuels in orbit around Duna the entire crew including hoverdog will use it to return to Kerbin leaving the mothership behind.

krul4-07.png~original


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: I do not like the look of that Dunar fog....

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: Aerocapture successful. Crew is now begining transfer to landers via EVA.

I think it slowed me down a bit too much and I went suborbital, but just slightly with something like a 9km periapsis while still technically in an orbit around duna, just one going through atmo. Flipped the ship around and burned to raise periapsis once I was at 20 or 30 km.

krul4-09.png~original


iPNkLlEfZiiyG.png
: Your Grace, it appears the Hammer Lander lacks both a docking port and fuel.

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: This is clearly the work of muscovite agents!

Well Ulminati won't be landing on Ike, at least not yet. Turns out that I attached the lander to the top docking port of the Sickle without putting one on the Hammer at the attachement point (docking ports can act as decouplers if they are on just one side of the connection), now get this, the sickle has no fuel crossfeed between its fuel tanks and the docking ports so its tanks are full. But the hammer had crossfeed all the way up to the docking port of the sickle, so it got sucked dry.

And now I can't refuel it as I noticed it too late. I could have still done it before separating the vessels. Still, the lander is in a stable low Duna orbit and 0.23.5 introduced the advanced grabbing unit a.k.a the claw. The claw can be used to grab vessels and as far as the game's code is concerned a grabbed vessel is "docked" and thus one vessel with the one with the claw. So you can use it to dock with vessels with no docking ports and overall it's a good thing to have on a rescue or tug ship of any kind. However I don't have the claw researched yet. So the lander will remain in orbit until I do and decide I want to land on Ike.

Ulminati however will now join Antoni Macierewicz in the Sickle Duna lander.

krul4-10.png~original


The game now treats unstable orbits with a periapsis going through atmo as suborbital. This probably got changed in this update to make "sub-orbital" condition objectives for contracts easier.

9km should be enough to avoid any tall mountains, here's hoping those are lowlands beneath those clouds.

krul4-11.png~original


Also apparently Antoni Macierewicz is a bottom.

:troll:

As I mentioned it's very likely that Kerbal stats will start doing something other than affecting facial expressions on the crew cam soon. My personal hope is the next major update adds proper crew training and skills since crews bigger than one per ship don't matter gameplay-wise at this point. Well that and they need to balance the economy and flesh out the reputation mechanic before they can call career mode frameworks implemented and move into the polishing stage of the game's development.

krul4-12.png~original


0.23 introduced a minor but really needed feature, tweakables or tweakable settings on parts. You can set all of them in the VAB and some even during flight through right-click context menus. This includes stuff like ships starting with landing legs retracted or extended, RGB color settings for the light of electric lights, how much fuel/oxidizer (and possibly the type of fuel in the future) you want to have in a tank and finally, a very useful setting for Duna that you see here, changing the relative/radar altitude at which parachutes fully deploy. Because Duna's atmo is quite thin, parachutes need more time to slow you down, however the default setting to fully open automatically at 500m above the ground often proved to be quite lethal on Duna.

krul4-13.png~original


ib11bOEdF045xY.png
: Even more fog! And its red! We must be very careful!

Luckily this is just a cosmetic effect from a mod. Or unluckily, weather that could cause FUN would be :incline:. Hope they add it once they start polishing planets sometime after the last career mode framework is done.

krul4-14.png~original


As usual the final few meters of descent on Duna will have to be assisted by rocket engines. Here in particular because at 3km above Duna "sea" level the atmosphere is even thinner.

krul4-15.png~original


Safe :5/5: touchdown. Anotoni Macierewicz climbs down the ladder in a way that prevents infiltration by FSB agents.

krul4-17.png~original


ib11bOEdF045xY.png
: The redness of the surface is appalling, clearly tainted by marxist thought. I recommend having Father Director Rydzyk send us an exorcist from the Holy Radio Church of Torun.

Macierewicz and Ulm pose next to the flag and take some rock samples for SCIENCE to be purged of socialism.

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: All systems nominal, ascent going smoothly.

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: Fuel tanks low, delta-v predictions adjusted.

:rage:

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: Tanks are empty, trajectory is suborbital.

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: We had enough fuel, clearly the red mist sucked it dry or there were two explosions! I know I heard one!

macierewicz.jpg


A. Macierewicz putting his scientific mind to work on who nefariously drained the fuel tanks .

MEANWHILE IN MOSCOW

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: Da, comrade hamster, your work is quite excellent. I do enjoy Macierewicz getting all butthurt about us fucking with him. Now bring me my caviar and my bear mount, I need to annex a peninsula.

iBfzycUOJrXLT.jpg

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Looks like the sun is setting on this return attempt. This thing is going to crash, however Ulm and Roxor need not despair, I didn't forget to repack the parachutes. So long as they don't end up over the highlands or a crater/canyon wall they may survive.

I tried burning monopropellant to finish the orital injection but it was too little too late, maybe if I had one of the new monoprop burning Veernor engines as a backup. Overall I should have tweaked the monopropellant tanks to have half the monoprop they had, since I had way more than needed to dock and it's just dead weight.

krul4-22.png~original


In case this thing loses most if not all parts upon a rough landing, the crew transmitted all the juicy science it was supposed to return to Kerbin. So this mission despite being a failure will get me not just the money from the flag planting contract, but also some science as well.

Oh and it ran out of juice during the end of the transmission leaving me without power for reaction wheels to rotate and orient the lander. Luckily it still had all that monoprop and RCS thrusters so I still had control of pitch/roll/yaw only not nearly as strong.

krul4-23.png~original


Parachutes turned out to be overkill which was good because even at 3,5km ASL on Duna it landed without anything braking. After all the lander had no fuel so it was a lot lighter then when it first landed on Duna. With the sun rising solar panels recharged the batteries and I extended the antenna once again finishing the transmission. Now to get these two back to Kerbin...

krul4-24.png~original


Yes, this is indeed the first time the game forces me to use rover wheels for anything. I imagine that even without biomes added beyond Kerbin, the Mun and Minmus (Minmus got biomes in 0.23), reputation hits from leaving stranded kerbals will make rover wheels used much more often.

Pinpoint landing on Duna in an ironman game without a mod to calculate the precise trajectory is impossible, at least without basic spaceplane parts unlocked. Hopefully I can land within 10-20 kilometers of the stranded crew. But that's still at least ten fucking kilometers away, walking them is not an option, Duna's gravity is too strong to fly much with EVA packs unlike on the Mun. At the same time duna's gravity and atmo makes sub-orbital hops not very economical and risky. Driving them is the best option.

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Or rather driving the lander to them. The Keeng's Wheelhouse/Coach/Chariot will save them (in before Storyfag complains about translation, again).

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The Karoca will also test an experimental NTR engine thanks to this contract, the LV-N also known as the NERVA, which I have yet to unlock. Apparently it only costs 8k funds per engine. ITS A FUCKING NUCLEAR REACTOR HEATING PROPELLANT THATS ALSO THE MOST OVERUSED ENGINE IN THE GAME, WHY THE FUCK DOES IT COST ONLY 8K? EVEN 80k PER ENGINE WOULD BE A FUCKING STEAL!

No, honestly, I thought they'd balance it out by having it be expensive as fuck and forcing people to leave these in orbit and refuel them. They're as disposable as ever. Oh well, modders will fix this if it doesn't get a price hike in the next update.

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List of contracts I have active. Everything with a time limit can be done by the next launch...

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...that is if the deadline for those contracts wasn't 1 KERBIN YEAR (I thought it was in earth years, again), which was apparently less than the time to the next Duna transfer window. Got a double prestige hit from failure and lost money.

Game really needs a clock/calendar widget (or the KAC mod needs an update to list contract deadlines) to keep track of those. I just hope they'd put it below the flight clock rather than as part of the 4 buttons in the top-right corner, since you can't have more than one of those open at a time.

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I forgot to add some struts on those SRBs, nevertheless the vessel remained stable. Storyfag will rescure his bros from Duna...

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...or not since one of the final asparagus stages hit one of my engines and blew it up.

:rage:

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I try to salvage this by activating all the engines on the lander and jettisoning dead weight. Not enough TWR and quite I'm lacking quite a bit of velocity to reach orbit.

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Sadly the only NTR engine I had has to be ditched. Storyfag is not amused by this situation.

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However the good news is that I know the lander can safely land on Kerbin so no science or parts will be lost.

Well, I need to modify the Karoca to use an engine I have researched since the LV-N is no longer available with the contract being failed.

Also I could really use more recruits, Storyfag and MilvenTheDwarf are the only ones at the KSC at the moment, with 3 stuck around or on Duna. Something always goes wrong when you go to Duna.

To be continued....
 
Last edited:

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,405
Location
Djibouti
krul4-01.png~original


Antoni's courage 1% / stupidity 50% is strangely fitting

altho prob not enough stupidity
 

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