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Vapourware Let's check out mods in Kerbal space Program 0.24

Hellraiser

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I see they actually did work on the science report flavor text for 0.23 despite the changelog not mentioning it.

Also latest news is that besides Kash, Mission Kontracts, Prestige some other feature is supposed to be added to 0.24. My guess is they want a basic multiplayer feature running as they hired Jesus to work the the netcode, wonder if he can do any miracles with that. Or maybe they could have flipped-flopped on not adding resources since they would enhance the economy, but one can only dream.

Yes, I'm still butthurt about resources damn it. Water-pump drills for ice caps ffs! Aeroscoops for rocket fuel gasses!
 
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Ulminati

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I'm using the crowdsourced science logs. They haven't added much in the stock game, except for a few additional descriptions on Minmus.

The next update is done, barring some text for the last half of the images. I'll try to get it ready and uploaded when I get home tonight.
 
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Ulminati

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Thought this thread was abandoned, did you?

acting_patrick_stewart.gif


A new version of KSP is out, so I'm hitting the reset button on this to test out what the mod scene has brought us since last time I LP'ed this.


While Hellraiser is already doing an excellent KSP Let's Play that you should totally read, there's room for moar kerbal. Hellraisers Let's Play runs largely stock, with a few quality-of-life tweaks like Kerbal Alarm Clock. To provide contrast, I've decided to go with a shitton of mods. I'll try to highlight them when they come into play.

You can find links to all of them (and more) on the official forums here: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library

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Mods I'm considering:

Kerbal Mechanics
Gives most parts a risk of failing. Engines can have their ignition fail, coolant can leak, gimbals can lock. Decoublers can refuse to decouple (or explode). Lights can flicker and go out. Tanks can leak fuel. Altimeter can fail. Lots of potential for FUN™

Kerbal Attachment System
Makes EVA a lot more fun. Allows kerbals to pick up stuff and stick it onto other stuff. The mod is currently not updated for .24, but I'll be getting it when it is.

Docking Port Alignment Indicator
My favourite docking UI. Also not updated for .24 yet. :(

TAC Life support
Makes kerbals required food, water and air. I'm waiting for Universal Storage to roll out TAC support since the vanilla TAC parts are ugly as sin

Infernal robotics
Adds controllable joints and stuffies. I'm tempted to get it to allow for payloads to fold up inside a fairing and deploy in orbit

Hotrockets/coolrockets/smokescreen
Particle updates for engines and smoke. Waiting for a .24 release

NOW HIRING

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After Lenmarks Viking Space Program was dismantled to pay for more "Equality Initiatives" and "Feminist Education Curriculums" at all public schools, the exploration of space was left to the Magic Smoke Industries Corporation. They would undertake missions so dangerous and stupid that noone else would dare-or could be arsed to-do them themselves. We start out with 0 Science, 0 Prestige and a modest 10000 "Roots", the currency of Kerbalkind.

3 brave Kerbals were "volunteered" to join the space program.
Hellraiser is with us because undeclared potato immigrants can be paid half of what legal residents earn, and you don't have to bother with silly things like "health insurance". Also, he put me in his Let's play, so it seemed fair.
Scrooge is the token wimminz. Lenmarks socialist-feminist government requires females in the space program by law. We'd have to pay steep fines if we didn't.
Azira is our Dane. He's here because we need at least one registerec citizen to reap tax benefits as a start-up venture.

There will be room for plenty more Kerbalnauts soon™. All Kerbalnauts are eligble for earning Snazzy Ribbons that record their Achievements! (Courtesy of the Final Frontier mod)





So without further ado:
Aaaah, the beaitiful Magic Smoke Industries compound. Veteran viewers will notice toolbars hav appeared in the top in this version. The top-left one is from mods. The other two are stock. In the middle is the new Career Mode tracker. It shows us we have 10000 roots to purchase parts with. We also have 0 prestige and 0 science. On the top right is Ferram Aerospace (another mod), our active contracts and the notices inbox.

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Magic Smoke Industries is not a charity. We're not going anywhere unless we're getting paid. That's where contracts come in. The contracts you're offered depend on your prestige and achievements. To start with, Kerbin World Firsts Record Keeping Society wants us to document some milestones for their next book. We accept all 4 contracts. The suckers Our Client is even kind enough to provide us with an advance on some of the contracts to make our first mission more ambitious. :smug:


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To appease the Lenmark Turbofeminist Lobby, Scrooge was awarded the honor of first mission and naming her rocket. She went for a shameless double entendre.

The fueled By Hot Sauce is built using the bare minimum of technology we have available to us. We don't have decouplers yet, so we're using an ingenious method of staging called: "Turn on the next set of rockets early and overheat spent stages until they explode". It is certified (A)wesome™.

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Showcasing more mods. The Crew Roster plugin allows you to add, rename and transfer kerbals without having to exit the game and edite the savegame file. On the top right is the Alternate Resources panel, providing a prettier overview of the ships resources. Once we get fuel pipes and seperatrons, it also allows you to track both total resources and resources in the current stage.

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Scrooge gets impatient during the pre-flight launch checks. The engineers forgot to add a radio transmitter to the rocket, so any SCIENCE!! Scrooge collects on this mission won't be with us until she hopefully returns to Kerbin. The command pod can store an infinite number of mission reports, but you have to go into EVA, retreive the report and store it in the science storage. It's a bit fiddly, but that's Kerbal engineering for you.
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Stretching her legs and getting another EVA report done.
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After way too much mucking about, mission control finally allows Scrooge to press the big, red button. The rocket soars towards heavan. First stage explosive decoupling is initiated at 4 kilometers. Unfortunately, there is a slight delay between the 3 spent boosters overheating, which for a moment threatens to send the rocket off-course and into a flat spin. Ferram Aerospace is very unforgiving when it comes to drifting too far from your prograde vector in atmo.
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Fortunately Scrooge manages to bring her rocket under control. At 28 kilometers, the last solid fuel boosters are discarded in favour of a liquid fuel engine. Veteran KSP players may be wondering about several things here, so our engineers will explain:

-The SRBs were throttled down during vehicle assembly. That's why they lasted as long as they did. Keeping them at 100% throttle would've wasted valuable DeltaV to atmospheric resistence, so you can go further this way.
-The rocket has non-detachable tanks on the side instead of being a single, long phallic vessel. This served the twin purpose of appeasing the Lenmark Feminists Association and making the rocket more steerable by moving the reaction wheels in the command pod closer to the centre. It is hoped the external tanks will absorb the impact of landing and allow us to retrieve and refurbish the engine after the mission.
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- The ascent trajectory is really, really steep. Scrooge is trying to buy time to apoapsis. There is not enough fuel in the middle tank to achieve orbit and we haven't researched fuel lines yet. Once the rocket runs out, she needs to kill the throttle and manually pump fuel back into the middle tank from the 3 side tanks. (It has to be from all 3, otherwise the centre of mass shifts and the rocket becomes impossible to steer). She then needs to throttle up and hit orbital velocity before hitting apoapsis.

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Fortunately for us all, everything goes well. Scrooge was cutting it close, but a stable orbit is achieved. The client is satisfied, and all 4 of our contracts pay out. :incline:
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But Scrooge has plenty of fuel left. There's no way she's just going to land and let some male cishet opressor steal all the glory. Hmmmm... Wonder how far the remaining fuel will take her...
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While Scrooge ponders that, more contracts are pouring in. Magic Smoke Industries made a big splash in the news. We have a perfectly good rocket in orbit, so it may as well be put to use completing more contracts for us.
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More updates soon™! Stay tuned!
 
Self-Ejected

Ulminati

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Soon is now!

After having achieved orbit, Scrooge sits back and chillaxes. She ponders the plight of Kerbalkind and admires the night side city lights courtesy of the EnhancedVisualEnvironments and Improved Atmospheres mods. Eventually, mission control gets through to her. The contracts have been secured. She's going to Minmus!
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It takes some fiddilng about, but eventually an acceptable TMI (Trans-Minmus Injection) burn is found. It uses the gravity of minmus to sling the Fueled By Hot Sauce™ back towards Kerbin. If somehting goes wrong, it will require only a tiny amount of DeltaV to dip her orbit into Kerbins upper atmosphere for aerobraking and eventual landing. If the engine refuses to fire, Scrooge can literally "get out and push it home" using her EVA pack and monopropellant.
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But in the meantime, Scrooge has several days of transit to rendezvous with Minmus. There's no way she's spending them all in a cramped command capsule. Time to stretch the legs and recover more science!
Notice the Kerbal Alarm Clock in the upper left. That's another mod. It should be mandatory for everyone who plays KSP.
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I set the alarm clock to notify me and kill time warp once Scrooge transferred from Kerbin's Sphere of Influence to Minmus'es. With KAC running I could safely time accelerate to my hearts content without having to worry about overshooting the encounter at 1000x normal speed.
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This far out, it requires very little DeltaV to adjust the trajectory to a more desirable one. An equitorial orbit won't net maximum SCIENCE!! (you'd want a polar one for that), but it makes planning your return slightly easier. As the rocket burned through its fuel, the remaining fuel could get far better DeltaV exchanges due to decreased mass. Scrooge was pretty confident she had enough left over to attempt a landing. It would be cutting things close, but no true Codexian would pass up a chance at extra glory. But first...
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Selfie!!!

Kustom Kerbal heads and space suits are courtesy of TextureReplacer. I think there's 20 or so fidderent heads that can be assigned to Kerbals.
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By now the external fuel tanks are entirely empty. The fuel you see on th elower left is what there's left. It should be enough to land and get back home, but Scrooge is cutting it very close.
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By now, Scrooge has spent over a week in her spaceship with nothing but NutriSoy™ brand edible mystery paste. Her thoughts increasingly turn towards food.
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The minmus mists obscure the ground and makes it hard to pinpoint a good landing site in the midlands. But Scrooge saw something on her approach.
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Giant flat patches - frozen lakes possibly - make for ideal landing surfaces. she begins her deorbit burn.
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The tiny gravity of Minmus makes it feel like everything is happening in slow motion. The tiniest nudge of her thruster is enough to slow her rocket to a virtual standstill.
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Success! Scrooge becomes the first Kerbal to set foot on another world! A stirring speech was prepared, but Scrooge forgot most of it. Instead she complained to mission control about the lack of tasty snacks in her pod.
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Flag planted and photo op for proof. unfortunately, the sun was at a crummy angle.
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Since Minmus had barely any gravity, it turns out Scrooges EVA monopropellant could launch her across the surface with considerable alacrity. Mission command instructed her to fly to the nearby slopes of the lake and collect another soil sample.
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"Excellent Scrooge. Now, there's another 8 biomes we'd like you to explore for us. Go fill up your monopropellant at the rocket and hop to."
"Mission Control, with all due respect—and very little respect is due—you can go fuck yourself. I'm coming home now. I am sick and tired of NutriSoy™ brand edible paste."
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And with that, Scrooge bid Minmus farewell. Much to her dismay, the soil samples she had collected proved to be inedible.
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Ulminati

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Dang it! Combobreaker by RK47! :x

Oh well. time to see if Scrooge makes it home on her own, or if she runs out of fuel, standed in space and needs a man to rescue her.

From the equator, it's straighforward for Scrooge to get back into orbit. She tries to time it so her apoapsis points retrograde of Minmus'es orbit. This way, the Kerbin orbit she will be returned to once she escapes Minmus'es SoI will be slowed down rather than sped up.
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Eh, it's not perfect. But with a woman at the wheel, this is as good as we can expect it. But Scrooge belittled mission control for dismissing her ascent as amateurish. She had a plan...
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A rather clever plan as it turned out. Her return trajectory would send her through the Muns sphere of influence. With a few tiny tweaks, she could use the Muns gravity assist to slingshot her closer to Kerbin and save some of her nearly depleated fuel reserves.
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Welp. May as well make the most money out of this as possible. A screenshot is missing, but the Magic Smoke Industries executive board managed to negotiate for a contract to explore the Mun. The contract calls for:
- Achieving stable orbit around the Mun.
- Transmitting or returning SCIENCE!! from space around the Mun.
- Landing on the Mun
- Transmitting or retreiving SCIENCE!! from the surface of the Mun.

Scrooges rocket didn't have enough fuel left to land on the Mun. Not by a long shot. But because of the gravity assist she'd be getting, she had enough to spare to slow her trajectory down a tiny fraction and achieve a stable orbit. That and the Science she gathered in space would complete half of the Munar Exploration contract.
:incline:
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The sum total of fuel remaining. About 75% of a small tank left. The injection burn to the Mun from Low-Kerbin orbit is about 800 m/s of DeltaV. going back is the same, minus what the gravity assist can scrounge up for Scrooge. If she makes it back, she'll be running on vapours.
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Scrooge makes it to a third sphere of influence, denying the prestigious "First" ribbons for the Mun from falling into the hands of the patriarchy. She's feeling pretty smug about this.
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The MSI directors don't mind terribly either. We're making bank with this mission!
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After 18 days in space however, Scrooge is fucking hungry. NutriSoy™ brand edible paste may keep you alive, but it doesn't make you happy.
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After finishing an orbit for show and collecting some more EVA data, Scrooge heads for home. Using all but a sliver of her remaining fuel, she manages to lower her periapsis enough to dip into Kerbins upper atmosphere. Final Periapsis is 35 kilometers. Success! It's going to take a while (and more NutriSoy™) before she can make it home. But after a couple of passes through Kerbins upper atmosphere, her orbit should degrade enough to land her on the surface.
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So tantalizingly close, and yet so far.
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Skimming through the upper atmosphere, Scrooge decides to go on a Danger Zone EVA for the hell of it.
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It takes several orbits. But eventually the thin atmosphere bleeds enough speed out of the vessel for it to hit the lower atmosphere.
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The vessel heats up quite a lot during reentry. Fortunately, the only pars of the ship with extremely low heat resistance are the parachutes, and those are shielded by the main vessel. Mission control was worried the ship would flip over (Ferram Aerospace gives a more realistic aerodynamic model, and the drag on the front of the ship is lower than the rear. If it had veered 10-15 degrees off the retrograde vector, the parachites—and Scrooge—would've been toast).
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Eventually, things slowed down and the chutes deployed. The clouds parted to reveal water underneath.
"Fucking hell", thought Scrooge, "now I'll have to wait for a boat before I can get a proper meal".
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The water cushioned the landing thoush. The entirety of the rocket (minus the solid fuel boosters) was recoverable! Great success.
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Well, that was a giant success and leap forward for Kerbalkind. Scrooge brought back nearly 800 SCIENCE!! points worth of mission reports, eva reports and soil samples. Along with another 75 or so SCIENCE!! payouts from completed contracts. The next rocket Magic Smoke Industries builds can be a way fancier affair -- possibly even with a dedicated snack compartment!
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Most of the rocket was recovered. Unfortunately, Scrooge splashed down pretty far from Kerbal Space Center. If you land on the runway or the pad, you get 100% of the recovered parts refunded. (Minus spent fuel of course). this scales down to 50% if you land on the opposite side of Kerbin. So Scrooges landing spot was about as bad as it could possibly get. I'm not holding this agains her however. She barely had enough fuel to get home, so it wasn't like she could pick her landing site.
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And finally, mission ribbons!
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The Final Frontiers mod is an achievements system for KSP. But instead of giving the awards to the player, they're given to the Kerbals who achieve them. I thought it was a nice touch. There's a buttload of ribbons for just about every action in every planet and moons sphere of influence. Nothing says prestigious like having your uniforms look like those of a North Korean general. :P

NK%20Generals.jpg


Scrooges ribbons are (in order):
First Kerbal in space
First EVA in space
Dangerous EVA ribbon (for going EVA in the upper atmosphere while aerobraking)
Mission Time, First Class - for spending 20 days in missions
Solid Fuel Booster Ribbon, First Class - for launching a vessel where 10% of the mass was SRBs
First Minmus Surface EVA
First Minmus Orbital EVA
First Minmus Suborbital EVA
First Flag on Minmus
First Minmus Orbit
Mach X Ribbon - For flying horizontally at at least 10x the speed of sound at less than 30km from the surface
First Mun Orbital EVA
First Mun EVA - (Non-orbit, escape trajectory)
First Mun Orbit
First Kerbin Surface EVA
First Kerbin Orbital EVA
First Kerbin Suborbital EVA
First Kerbin Orbit
G-Force V Ribbon - Surviving 5G of deceleration
Splashdown Ribbon

reHYcGb.jpg

Hellraiser, you're up next! What do you want to name your rocket?
 
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Azira

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Codex 2012
Once it comes around to be my turn, it'll probably end in fire and tears. So my rocket might as well be named "Boomstick". :salute:
 
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Ulminati

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Right, I've been messing about a bit in the VAB, and I think I have a rocket that will please you. Behold!

With Scrooges absurd bounty of SCIENCE!!, it's time to get access to new parts.
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A couple of nodes were top priority, because they really help you getting the most out of your rockets:

- Science path down the bottom for batteries, solar panels and more science experiments. Solar panels are pretty much mandatory if you want to have unmanned satellites. The board of directors *could* have gone for the Gravioli detector (more science), but it was too expensive compared to the other things they wanted.

- Struts and launch stabilizers. Stops your rocket from wobbling all over the place. It becomes a real problem on larger rockets, so spamming struts is a good thing.

- Fuel lines. Allows you to route fuel automatically in flight without having to shuffle around manually with it. Needed for Asparagus Staging, and is the MSI motto not: "Ad Astra Par Asparagus"?

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Once that was over with, there was still lots of science left. The board of directors went for the "nice to have" upgrades next.

- Bigger reaction wheels. Helps your rocket steer. Steering good.

- Bigger engines. The Rockomax-size fuel tanks and the Skipper liquid engine. We COULD have made do with LV-T30s and slim fuel tanks in a tricoupler cluster, but setting up fuel lines becomes a clusterfuck.
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Currently active contracts:
Scrooge got us started on the Mun contract. But we need to land and we need to transmit or return data from the Muns surface. We also need the rocket to look big and impressive, because there's no going small after that first mission we had.
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Since we're definitely sending Hellraiser to the Mun, it's a no-brainer to pick up a contract to plant a flag while he's there.
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The MK16 parachite test is tempting. The airspeeds are pretty generous for the altitude. We won't be doing it on this mission, since I stupidly forgot to go with a command pod that can mount one of them though. D'oh!
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This one though, is a cakewalk. The Launch Stability Enhancer is a gantry. Basically, we add those to our next flight, and we get a little science and prestige.
:thumbsup:
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Same with these two. Sure, we'll use solid-fuel boosters at our next launch. No worries. The stack decoupler is a bit silly. But they want to test it while we're launching, so we can just duct tape one on the ship and drop it when we launch.
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Now this one is interesting. The LV-1R is a tiny engine for small probes. The test calls for it to be tested in Low-Kerbin Orbit. Since Hellraiser will be going there anyway on his way to the Mun, there's no reason why his ship can't carry a probe with it. The payout (80k Roots, 60 SCIENCE!! and 518 Prestige) is beyond obscene.
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The board was pretty fucking tempted to pick this one up as well. But we couldn't be sure how fast our ascent would be. At 25km, the Mun rocket could easily be moving faster than 660m/s. At the end we decided not to chance it.
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Thanks to the abundance of SCIENCE!! Scrooge brought back, we were able to unlock drills, converters and canisters for Kethane! Kethane is another mod for Kerbal Space Program. If DOES make the game easier once you get everything running. But to begin with, it allows for new and interesting mission profiles.

The return vessel sits in the middle of the lander. The idea is that the lander will land on kethane-rich patches, mine and refine Kethane into liquid fuel and oxidizer, then jump to another biome and do more SCEINCE!! there. Assuming Hellraiser doesn't crash his ship, this allows him to potentially be on the Mun until he runs out of snacks and gets tired of eating NutriSoy™ edible paste.

The refinery rig will be left behind once it is time to return to Kerbin. Perhaps another intrepid mission will salvage it when KAS is updated to .24 or we research the CLAW.
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Science instruments come courtesy of the Universal storage mod. Instead of sticking them to the side of your ship, US has little wedges you can slot together for a neat inline look. Starting at the left wedge and moving clockwise, there's a Materials Bay, a Goo Experiment, A PresMat Barometer/2HOT Thermometer combo and finally a Magnetometer.

The Magnetometer is a new piece of science equipment that measures magnetic flux. It can be used landed, in low orbit and in high orbit. It requires folding out and is very fragile, so you want to be careful not to deploy it in an atmosphere.
EvW3Soc.jpg


Here's the tiny probe engine we picked up a contract to test. The probe is mounted underneath the lander and comes with more SCIENCE!! Equipment.
There's a Kethane Scanner. the probe will be released in orbit around the Mun and scan for pockets of Kethane for Hellraiser to land near.
There's also a Solar Particle Collector, which is part fo the DMagic Orbital Science mod alongside the magnetometer.
It also comes with a SCANsat radar altimeter which will be useful in mapping the mun. Plus of course batteries, solar panels, transmitters etc. All in all a very useful little satellite.
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To get this package to the Mun will be a pair of LV-T30 engine, each fed by a long narrow fuel tank and stabilized using struts to reduce wobble.
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And to get the entire package into orbit is THIS BABY! :incline:
A pair of Skipper engines and a pair of LV-T30 engines, exterman fuel tanks asparagus-staged to feed into it and some solid-fuel rocket boosters.
In the upper left is Kerbal Engineer Redux. Another mod that should be more or less mandatory. In the Bad Old Days, you had to manually tally uyp the weight of all your ship parts, the total amount of fuel units and the ISP of your engines to figure out how much DeltaV a specific stage had. This thing does it for you automatically.

- You need ~4500 DeltaV to make it into Low-Kerbin Orbit. From there it's another ~800 DeltaV to the mun. Kerbal Engineer informs us that the first 3 stages (lower rocket) has 4567 DeltaV.
- Stage 4 is the Trans-Munar injection stage. At 1322 DeltaV, it gives us generous margins to adjust our final orbit. Ideally we'll want a polar orbit for the probe and an equatorial orbit for Hellraiser.
- It also shows the TWR (Thrust to Weight Ratio) when full and (nearly) empty of fuel. Greater than 1 means you can go UP instead of DOWN, so you want all of them to be greater than 1.
- I'm not too worried about Stage 2 having 0.96 DeltaV, since the TWR calculations are done for Kerbins gravity. Once Hellraiser is at Stage 2, he'll be at the Mun where the gravity is much lower.
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So. The numbers seem to add up. But nothing is certain. It might decide to wobble out of control and crash horribly closely after launch. Only one way to find out!

The final cost of the rocket is just shy of 130k. But thanks to Scrooges missions and the advances on the contracts we just took, Magic Smoke Industries are sitting pretty at nearly half a million. While the life of a Kerbal may be Priceless, we'll at least have enough to send som eother poor Schmuck in Hellraisers stead should tragedy strike.

Will it fly? Will it fail catastrophically and get Hellraiser killed? I have no idea! But it's the wee hours of the morning and I've been up all night. So I'm gonna get some sleep before I find out!


Notes to myself on action groups:
1-3, Goo/Mat combo readings
4, Magnetometer
5, PresMat/2HOT
6, landing preparation
7, Kethane drills
9, Probe engines
 
Last edited:
Self-Ejected

Ulminati

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That took a bit longer than planned. Note to self: More batteries, more solar panels!

The launch day approaches. MSI engineers laboured throughout the night to implement a last-minute change in the Moonraper. The probe that Hellraiser carries with him is no longer detached via a seperatron. It turns out we had researched docking ports, which changes the mission profile slightly. Instead of leaving the drilling core behind on the Munar surface, hellraiser will bring it back into orbit with him. We will then be able to dock with it and tow it elsewhere (possibly minmus?) in the future.
seaBu8z.jpg



Several creature comforts were added to the capsule, following Scrooges complaints. Hellraiser will be pleased to know his pod comes with an oversized snack compartment. It also has nice panoramic windows to help with the feeling of claustrophobia. The 3 screens and HUD are courtesy of the RasterPropMonitor mod. Another of those really cool mods that should be mandatory.
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They come with a buttload of functions you can switch between and provide you with extra information. shown below is an external camera placed during assembly (the MFD can toggle between up to 9 of those), an orbit map and an artificial horizon (aka Navball). If you wanted to do an all-IVA mission, RasterPropMonitor is the way to go.
:thumbsup:
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Launch goes off without a hitch. The notifications tray in the upper right corner flashes, informing Hellraiser that the 3 "Test a doodad at launch" contracts MSI picked up have been completed.
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The main stage has just enough fuel to put Hellraiser into a 90km circularized orbit. MSI engineers pat themselves on the back. Odds were 50:50 that the thing would wobble, flip around in the atmosphere and explode.
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"Mission Control this is Hellraiser. Orbit achieved. The view is great from up here, but my butt itches."
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"Roger that Hellraiser. Toggle off all engines and run the thrusters on your probe payload through the start-up cycle. You are within mission parameters."
zLO3Oyh.jpg


Easy money. :smug:
vDzLz3y.jpg




While the various instruments are calibrated, Hellraiser takes the chance to stretch his legs (and scratch his butt) during an EVA. The vessel seems to be intact during the visual inspection.
uE6XhKQ.jpg


Trans-Munar Injection burn goes off without a hitch. In the upper left is SCANSAT, which is deployed on the probe. More on that in a bit.
OY6y1PX.jpg

8h2Aa8c.png


Another EVA to gather readings from the instruments in high orbit and bring them into the command pod.
61oBOYp.jpg


1 day into the mission, Hellraiser reaches the Muns sphere of influence. Since he's interested in mapping the Mun, he trims his trajectory into a polar orbit.
XOmP6cZ.png



As he approaches the Mun, the instruments on the probe begin mapping the surface for him. The spent TMI stage is discarded as the probe is readied for release.
YBB8DjC.jpg

zXjLZYP.jpg


Determining a height for the probe to orbit in is a tricky proposition. The mapping and kethane scanners are more accurate in a low orbit, but the multi-spectrum scanner for determining biomes can cover more ground in a higher orbit. There's tons of fuel in the probe, so an 80km orbit is settled on for the initial scans.

This is a critical point in the mission. Until now, MSI has only hypothesized about the presence of the all-important Kethane on the Mun. Without Kethane to refine, Hellraiser will not ahve enough fuel to attempt a landing and a return. Tense minutes roll by while the scanner tags the Munar surface with grey hexes denoting abcense of kethane. Finally, a happy bleep and several green hexes indicate the presence of a large kethane pocket on the ground. A viable landing site!
NR8sGbV.jpg



Scanning is temporarily disabled as Kerbin eclipses the sun and renders the solar panels on the probe useless. :x
TdvdOm5.png



So, the SCANsat mod. It's been running in the last couple of screenshots. Time to talk about it. SCANSat adds new science instruments you can put on your ships and probes. They eat a lot of electricity, but allow you to generate maps of planets as you orbit them. The basic package has an altimeter, which can show you the height and slope of the surface below you to find a nice flat space to land. There is also a multi-spectrum analyzer, which will map the biomes as you fly over them. (Big map on the right is set to biomes at the moment, small one on the left is set to altitude. There's also a small notification thingie (above the small map) that tells you the current biome you're flying over if you've scanned it. Anyone who's ever done a dozen EVAs trying to se eif they're finally over "shores" or "badlands" will appreciate that.

One of the really cool things about this mod is that the mapping scanners will run and update your map, even if you're not currently controlling the vessel. The Kethane scanner—unfortunately—is not part of the SCANSat mod, and will only update the big map with kethane deposits while you're controlling the satellite.
uNg2afu.png


Hellraiser twiddles his thumbs as the satellite completes several orbits of the Mun. Once a large pocket is discovered on the dawn side of the mun, he is instructed to attempt a landing.
DTeoyAd.jpg


SCANSat interfaces with the RasterPropMonitor mod, allowing you to view the surface map you've scanned from inside the cockpit. It's a bit hard to see due to the low resolution of the screenshow, but the vessels ballistic path is also drawn on the map so you can see where you're landing.
b5KuDLR.jpg



Touchdown!
:yeah:
FG22N5R.jpg


The drills on the Moonraper sink into the ground and drink deeply of the Muns sweet, green nectar. It's going to take a while to fill the tanks. Especially because the amount of solar panels broungt along are woefully inadequate for the amount of power required.
ScjAOXL.jpg


But that gives Hellraiser plenty of time to collect SCIENCE!! data and amuse himself.
a4ndTvy.jpg


More contracts tick in as completed as Hellraiser sends some of his data home. Along with the money recieved from testing the probe engines, this mission is now in the black.
m2ELoi5.jpg

jvSeotK.jpg


Once the kethane storage is filled, the converters are set to produce liquid fuel and oxidizer to top off the external tanks. It turns out the fuel margins weren't quite as tight as we had feared. Some nitwit down in engineering had attached the fuel lines between the internal and external tanks backwards, so half the fuel we brought along needs to be pumped manually befor eit shows up on our instruments.
:x
NN6lYXT.jpg


There's plenty of biomes left though. Since he's already here, there's no reason why Hellraiser shouldn't visit more of them before returning home to Kerbin. There's lots of SCIENCE!! to harvest, and maybe we can pick up a couple more contracts he can fulfill while he is out there anyway.
LHztfSH.jpg


Back at MSI headquarters, the beancounters tally up the result of the mission so far. We've earned a decent chunk of prestige and about 300 SCIENCE!! from the readings Hellraiser sent home and contracts. The contracts completed so far have earned us a respectable 250k roots. Plans are being drawn to build a truly impressive interplanetary vessel in the near future.
Xp2nZCj.png


We'll need more science for that though. Hellraisers transmissions have allowed us to unlock 2 crucial nodes.
- Advanced control, which gives MSI access to reaction control systems. Those will be necessary to dock with his vessel for his return trip.
- Advanced power generation. The time it took Hellraiser to drill for kethane makes it evident we need bigger solar panels.
TcSLGAW.png



Hellraisers mission is far from over, but things are looking good! Stay tuned for moar updates.
 
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Ulminati

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It's time to get ambitious.
Magic Smoke Industries have picked up a pair of contracts to explore Duna and Ike. The contracts require orbital and landed science from both planetary bodies. It is highly likely we'll also recieve a pair of contracts to plant flags there once we reach the Duna system.

THE GRAND PLAN:
We'll be sending a Duna Mothership mission. The Mothership will be assembled in Low-Kerbin Orbit to save cost on lifting stages. The motherships mission profile will require it to contain the following components:

- A Transfer Stage. This will be responsible for hauling everything from Kerbin to Duna and Ike. Once it has achieved low-Duna orbit, its purpose is served. The Transfer stage will double as an orbital space station and contain a lab.
- A lander capable of landing on Ike and Duna. It mus contain a kethane mining rig and be capable of returning to low-Duna orbit on a full fuel tank.
- 2 probes. They must contain a SCANSat suite and a Kethane scanner. They will be responsible for finding landing sites for the vessels.
- A return stage. It must seat enough Kerbals to bring everyone home.



THE VOLUNTEERS:
I asked for Volunteers in the shoutbox. Azira had already called dibs on the captiancy, so he gets the most prestigious landing site (Duna). In the order they volunteered, people got increasingly menial tasks.

The final mission roster looks like this:
Azira (Captain) - Gets to land on Duna
Scrooge (Second in Command) - Gets to land on Ike
Angthoron - Runs the orbital lab and processes the SCIENCE!! brought back by the landers
Irenaeus (Not going to the Duna system) - Taxi Driver responsible for Orbital assembly.


THE CHALLENGES:
To have an idea of what kind of vessel I'd need to design, I had to look up a DeltaV map. This tells you how much change in velocity is required to get between various positions in the Kerbol system. Tally all The things you intend to do up (and add some buffers) and you get an idea how much DeltaV (and subsequently fuel) you require.

KerbinDeltaVMap.png

scODynw.png


Because we're going to produce our own fuel (courtesy of the Kethane mod) we can cut a few corners. So long as the lander has enough DeltaV to return to Duna orbit, we can make up the expenditures to land by producing our own fuel on-site. The plan is to over-engineer the lander slightly and assume it will require 2000 DeltaV. This will allow it to increase its mass and haul Kethane back into orbit for refining and feeding back into the return stage. This should make up for wastage due to suboptimal orbital maneuvres.

The return vessel will require a modest 780 DeltaV. Since this is everyones ticket home, we cannot rely on being able to produce fuel on-site to fill this up. We're going to bring it with us. For emergencies, we're going to up the DeltaV of the return stage to an even 1000

The Transfer Stage will require 2500 DeltaV to haul everything to Duna.


All in all it's going to be one hell of a mothership. Hellraiser will transmit more SCIENCE!! home to help us unlock bigger fuel tanks, Mainsail engines and NERVAs. Orbital assembly will most likely split the transfer stage into an engine stack and several fuel canisters. I'll get to work on drafting a proposal once we have the tech unlocked.
 
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While the plans for a Duna excursion are drawn up, Hellraiser continues gathering SCIENCE!! on the Mun. Some of it (like EVA reports) can be sent back without loss, but other parts will require retrieval. A small hop north of his initial landing site sees him to the Mun farside crater, conveniently located (it is assumed) in the same Kethane-rich region. Experiments are run, flags are planted etc.

5Qvbmbe.jpg


After refuelling however, our satellite has picked up several anomalies. The one directly south of our landing site is in the Munar Midlands and near the edge of a Kethane patch. Hellraiser punches in the coordinates.
azgw7CB.png


Long hops are actually easier than short ones, because of the broken fuel lines. more time to pump fuel around manually and admire the view.
Y8KxoDL.jpg


How very curious. It appears a round-ish object is embedded in the munar regolith.
LZHOMHh.jpg


As hellraiser approaches, it becomes obvious that this is no Kerbalmade object. Is Kerbin being watched by strange aliens? Perhaps ones without melon-sized heads and in a freaky skin colour like pink?
fnu1thn.png


Whatever the case, Hellraiser claims the artefact in the name of Magic Smoke Industries R&D Departmant. No filthy space potatoes is going to steal this find from us!
KNN8D3N.png


Mission control informs us that the next transfer window for Duna is in 194 days. A notification is set. This is our final deadline for having the Duna Mothership for Operation boomstick researched, built, assembled and fuelled.
snJfAnI.png

Hellraiser continues his exploration of the mun. The partially completed map from the orbiting satellite makes is easy to plan your ballistic trajectories to land at a specific site. Hellraiser has his sights set on another of the detected anomalies.
mE7uBas.jpg


But as it turns out, the landing site is on the dark side of the Mun! :x
Hellraiser nearly crashed getting there.
ForZXsQ.png


It is very, very dark. If he goes searchign for the anomaly, Hellraiser is likely to be eaten by a Grue.
Instead, he plants a flag to remind himself to go back and check out the site later. for now, mission control is getting increasingly insistent that he should bring his bounty of SCIENCE!! home. It is needed to research parts for "Operation Boomstick".
Y4uWfoP.png


With full fuel tanks and a load of Kethane, Hellraiser has enough DeltaV to make it home with the entire vessel instead of just the return stage. Sweet! Some of those parts were pretty expensive.
ImL52yD.jpg


A couple of explosions sound during reentry. some of the more fragile explosed parts (fuel lines, some of the external cameras) overheat during reentry.
al7M9GU.jpg


Parachutes are deployed. It's still not too late to dump the mining rig if the parachutes are too small. But there'd be more prestige in bringint it all back.
zjuAikf.jpg


Perfect! A shorter mission than Scrooges, but it was very lucrative both in cashmoney and SCIENCE!! :smug:
6iymetw.jpg

The soil samples, goo experiments and readings that couldn't be transmitted are recovered. Along with the transmitted data and contracts, this mission netted MSI roughly 2000 SCIENCE!! points.
ZD0a1V8.png



Landing site was - once again - far from KSC. But the fact that the mining rig was recovered instead of left behind more than makes up the difference.
42dmMrI.png



Time for Hellraiser ot get awarded mission Ribbons!
NK%20Generals.jpg

qlKrQ7q.png


Not as many as last mission, and many of them are missing the prestigious "First!" gold trim. Still not a bad harvest.
the ribbons are, in order:
Dangerous EVA Ribbon
Mach III Ribbon
First Mun Surface EVA
Mun Orbital EVA
Mun EVA
First Flag on Mun
Kerbin Orbital EVA
Kerbin EVA
First Landing on Kerbin (Finally something Scrooge didn't do first! Landing != Splashdown)
G-Force VI Ribbon


The SCIENCE!! bounty of the Munraper mission allows us to unlock several critical upgrades for Operation Boomstick. Specifically:
Seismometer
Bigger Engines
Bigger rockets
Fuckhueg Engines & Rockets
Tiny parts for probes
Nuclear rockets!
Bigger command pods (3-seater for the Duna mission)
Landing wheels for spaceplanes
Initial Aerodynamics (fairings, control surfaces, jet engines)

There wasn't enough SCIENCE!! for the gravioli detector and atmospheric scanner. Or rather, there were, but I decided to go for Fuckhueg rockets instead to help with the lifter stages for assembly.
 
Last edited:
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The BOOMSTICK is under construction. Total mass is about 120 tons and it'll soak up 216k of our budget without accounting for the lifter stages I'll need to bring this baby into orbit. It's... going to soak up most of our funds.

Here is the entire thing in the VAB. I saved the various parts as sub-assemblies I can stick onto lifter rockets. By placing the engine stack in the front, the ship should wobble a lot less. The weak points are the docking ports. I may have to dig up the Quantum Struts mod to add some rigidity to the joints. Normally i'd be using Kerbal Attachment System to EVA struts in place, but it's not updated for .24 yet.

All modules come with monopropellant and RCS to aid with docking for orbital assembly.
u4XrEeJ.jpg


The engine stack consists of 6 NERVAs, a fuel resevoir, 2 folding solar panels, batteries and a science bay. It will remain in orbit around Duna at the end of the mission to serve as a space station should I decide to go back.
bsvC9HC.jpg



The fuel tank is just that. More fuel which will be required for our engine stack to get us where we're going. It also contains the 2 probes we'll need to deploy to scan for kethane on Ike and Duna
r9p2u4s.jpg


The Return Vessel houses life support, the command pod and enough fuel to get everyone back home at the end of the mission.
Qa7EpxG.jpg


The lander contains Kethane drills for producing more fuel once landed and all the science equipment we could cram into it. The goo and Materials bay experiments can be reset using the Science bay.
iY4LwxF.jpg




Next up, I'll have to design some cheap lifter rockets that can bring the parts into orbit. Dis gunna b gud.
 
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Time will tell. A bunch of things could go wrong. Not too many of them resulting in boom though.
1: I may run out of money trying to lift everything into orbit
2: DeltaV calculations may have been wrong and we end up stranded
3: The lander fails miserably (I'm beginning to think I may need to add more engines)
4: The whole thing messes up during a burn. It's wobbly (quantum strust could fix that) and the burns are going to take ages. 6 Nuclear engines may sound like a lot, but it really isn't when you're moving 100+ tons.

I wanted to add more engines, but the engine stack was getting real heavy. I was worried about the cost of the lifter rocket needed to bring it into orbit. I'll see if I can shunt the lab into one of the other deliveries (return stage is the obvious candidate), which should open up weight for another 4-6 NERVAs
 
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Construction is ongoing. A few tweaks were made to the station. The lab got moved to the return stage package (it was the one that weighed the least) and the number of engines on the drive core were doubled. You can never have enough nuclear engines! :3
jheA0aS.jpg



Concerns about the lifter stage proved to be unfounded. The Kerbodyne super-heavy engine from Fuckhueg Rocketry proved capable of bringing even the 60-ton engine stack into orbit with very little fuss. In hindsight I should've redesigned the mothership after learning this to make the launch in fewer stages to assemble.
SqkWIbG.jpg



For the initial assembly, MSI decided to rely on probes controlled from Kerbin. Here is the engine stack chilling in orbit. Pointed straight north/south, so that its docking port won't change direction during its orbit. It'll make docking easier.
X795ELM.jpg


Next up is the fuel canister. This should be enough fuel for the mission.
1utOxsI.jpg

8CXyB96.jpg


After a little tweaking, a rendezvous is plotted. It's going to take several orbits for the phasing orbit to catch up to the engine stack. since we're on a roll here, we may as well launch th enext stage in the meantime.
89wISKl.jpg


Labs and return vessel. At this point our engineers erealized we had completely forgotten to add Quantum Struts to make the vessel not wobble all over the place. Hopefully Kerbal Attachment System gets updated to .24.1 soon so we can fix this.
E1H6Cqf.jpg

JpVMHc9.png



For the final approach and docking, the probes rely entirely on RCS thrusters. It's slow, but steady. docking happens on the dark side of Kerbin, so it's a good thing we installed illumination on the various parts.
nsBvxt5.png



Great success!
1kttPA3.png



Next up comes the lab and return stage. it turns out we had forgotten to add a probe core to this stage, so we couldn't detach it from the lifter rocket until it was docked.
7dcddsV.jpg



Unfortunately, the lifter rocket meant the RCS nozzles were horribly unbalanced. Mission control decided to move the engine stack and fuel canister to docking positions instead.
8yDzHNR.png


This took fucking ages.
4b4cB0I.png



But eventually we were rewarded with the mating of docking ports. :incline:
SOWPcKq.jpg


The only stage that's missing now is the lander and a crew for the Boomstick.
 
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Not shown: Me spending the better part of an hour trying to get the parts to dock.
 

Hellraiser

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Meh, this thing has nothing on the montrosity I sent on my first ever manned mission to Laythe. I only docked 4 orange tanks with it, all pulled by the mothership which was a rockomax-32 tank with engine nacelles and the lander attached to it.
 
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I'm considering making some small stabilizing modules with quantum struts. Send a stack of them up along with a tug and inser one between each set of docking ports to struttify the vessel.

Wobbly vessel or tricky orbital (re)assembly. Which is better and why?
 
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Mission Control is increasingly worried about the wobble on the Boomstick. The reaction wheels and RCS nozzles on the individual components are not calibrated to work as a part of a whole. Whenever the Boomsstick rotates, the entire vessel bends along the flexible docking port joints and begins wobbling. Since KAS still isn't updated to .24 (there's a bug in 64 bit nity that's causing them problems), we'll have to deploy Quantum Struts.

Quantum struts is a nice little mod that I used extensively before Kerbal Attachment System rendered it obsolete in .23. It adds togglable struts that can be deployed after docking with another vessel, reinforcing the docking port joint. Unfortunately, such advanced tech is expensive and we haven't unlocked the science required for it yet.
PLg9YAH.png


Fortunately for us, there's a wealth of untapped science on Minmus. This will be a contractless mission (boo!) but the budget will fall under our Duna/Ike exploration contracts. The extra funds will ensure mission success on our big payout contracts. Since Irenaeus got assembly/taxi duty for the Boomstick ship, he gets the honor of flying in Scrooges footsteps and collecting some nice ribbons. Scrooges mission only took soil samples and crew/EVA reports. Irenaeus will bring multiple goo/material experiments, a magnetometer, a seismometer, a barometer, a thermometer and a radio wave plasma sensor array to tap into the Minmus science pool.
a1A2mAh.jpg


With the advent of fuckhueg™ rockets, lifter stages are becoming increasingly trivial to build. Everything's looking good at take-off.
gvqA9aK.jpg


Orbit is achieved without fanfare. The Landercan interior with Rasterpropmonitor monitors is looking pretty spiffy. The only thing that's keeping us from doing all missions entirely in IVA is that it makes for less exciting screenshots for the LP.
NcuCaSz.jpg



Still, between screenshots, everything is done via IVA. Rasterprop allows us to do the course correction burns, even if it takes a bit more effort than maneuver nodes. Soon, the tasty, minty green of Minmus is visible out the window.
Bt5kUnG.jpg


First touchdown is somewhere in the Minmus highlands. Irenaeus plants a flag and names the landing site Mount Irenaeus.
kp6Z7kH.png


A short junp later and he makes it to the Minmus Greater Flats.
rv2v6Ay.jpg


From there, it's on to the slopes and finally the lesser flats. Once Irenaeus is satisfied he has gathered all the data we require, he discards the science bays to reduce his vessels mass and goes back into orbit for a transfer burn home.
z13eQhz.jpg


Since there's plenty of fuel left, Irenaeus swings by the Mun on the way home for an additional mission ribbon. this actually acts as a powerful gravity sling that sends him on an escape trajectory for the Kerbin system. But again, plenty of fuel left to fix that.
qM2FFei.png


Reentry goes smoothly.
ZiStTlh.jpg


With transmitted and recovered data, Irenaeus managed just under 2600 additional SCIENCE!! on his jaunt to minmus. :incline:
mlG1cxp.jpg


It is immediately invested. The following tech nodes (and key modules) are unlocked:

Advanced Science Tech (Gravioli detector, quantum struts)
Large Electrics (Bigger solar panels)
High altitude Flight (Turbojet, Ramjet intake)
Supersonic flight (Spaceplane parts)
Hypersonic Flight (R.A.P.I.E.R. engine)
Actuators (C.L.A.W.)
Advanced Exploration (Orbital Telescope)
Advanced Landing (Bigger landing legs)
7HaKwNs.png


And it wouldn't be a completed mission without a ribbon award ceremony. Note that since he wasn't the first Kerbal on Minmus/Mun, his ribbons don't have the vertical gold bars that the more prestigious "First" ribbons Scrooge collected had. It's the little touches that makes the Final Frontier mod so monocle. You can also award custom ribbons to your Kerbals. the Kerbal Award Board will consider giving Irenaeus one of those once he finishes orbital construction of the Boomstick.

His ribbons are, in order:
Dangerous EVA
Mission time, Class I
10% Solid Fuel Booster
Minmus Orbital EVA
Minmus EVA
Flag on Minmus
Mach I Ribbon
Mun EVA
Kerbin Surface EVA
Kerbin Orbital EVA
Kerbin EVA
G-Force VI Ribbon
TjtvHLr.jpg
 

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