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KSP-Mun-rush

Hurry up!
Money is scarce.
Scientific research is unspeakably late.
And you have to plant your flag on the Mun.
Will you be up to it?

Targeted audience

This mod/scenario is targeted for players already familiar with BTSM and wanting to try something more chalenging at tech level 6.

Features

  • Equilibrium between time, fund and tech research.
  • Add on of several parts and modifications of some pieces to prevent some technologies from being mandatory.
  • Add on photographic contracts, to gain funds & upgrade points (for Kerbal Construction Time).
  • Restriction of the number of experiments per probe core (instruments need housing).
  • Scientific instruments can break (20-30% chance, but never twice in a row)
  • An engine can only start a number of time, according to his number of "igniter" resource.
  • [normal & hard difficulty only] Need to test engines at ground before using them (consume time)

This scenario needs (for the time being) a dedicated intallation of KSP

Mandatory Mods:

  • This scenario mod download [ksp thread: when released]
    -> contains - CrossFeedEnabler : ksp thread (by NathanKell)
  • Better Than Starting Manned : ksp thread (v0 - Feb 17th) wiki (by FlowerChild)
    -> contains BackgroundProcessing from jamespicone
    -> contains ModuleManager from ialdabaoth/sarbian
  • Kerbal Time Contruction : ksp thread (by magico13)
  • Deadly reentry : ksp thread (by r4m0n/ialdabaoth/NathanKell/Starwaster)
Parts mod, for balance purpose:
  • Tantares : ksp thread (by Beale) (add a pod)
  • Socke's parts - 1.875m extension : ksp thread (add some fuel tanks)

Please DO NOT post bug reports/complaints in the thread of these Mods, post them in the thread of this scenario

Strongly advisable Mods:

Tips (should be read):

New game:

  • Don't create new career, go to "scenario" and use "new" or "continnue".
  • "Easy" begins with 3 free technologies
  • "Normal" begins with 2 free technologies, and engines need to be tested
  • "Hard" begins with 1 free technology, and engines need to be tested
  • After loading, use your upgrade points: choose between production speed or research speed (research speed more useful if easy/normal scenario)
  • Look carefully at the contracts. You loose if the

Scientific instruments & research:

  • You have access to enough science to get 3 other science nodes. Three main sources of science: Gravity mesures; Landing a mirror; Bringing 'goo' to perform fly-by near the Mun.
  • When accepting the "Plant a flag on the Mun! Hurry up!", some experimental parts appear on research nodes.
  • Scientific intruments must be put on the probe core (or the command pod) to gather their "science slot". It's mandatory to keep them in working condition. The science slot is consumed at liftoff.
  • When activating the thermometer, the barometer or the gravimeter (for gathering science), the instrument can break. Failing chances are between 22 and 35% (depending on difficulty).
  • Each type of breakable instrument cannot break two times in a row on the same vessel. There are two sequences that are not possible: break->break, and break->success->success->break .
  • Be carefull when activating the instrument (gathering science): it can break your instrument even if no science is gathered. Check twice the vessel situation and biome (it's displayed on the screen) against your science check list.
  • Some experiments have already been done. Check against this cheat-sheet (made by creepyD for btsm): link (note: you should fill experiments already done).
  • New Science instrument: Mirror. Need to be landed on the Mun. Gain 150 science. Data size is displayed in the VAB.
  • Mystery Goo is special: operable only via eva, can't break and result can be transmit via an antenna.

Engine start limit:

  • When staging an engine, it consumes an igniter.
  • When throttling down to zero, the engine(s) stops. So you can't throttle down to the minimum thrust of your engines without shutting them down (be carefull).
  • When throttling up from zero the engine(s) restart, consuming an other igniter.
  • When you start your engine without an igniter available, its isp is reduced 50 times (it's venting your precious fuel in the deep space). It's easy to notice: there are no more exhaust flames.

Engine and parachute testing [normal and hard difficulties only]:

  • To do a test, you need to create a vessel with an antenna and some "test instrument" resources.
  • The testing level of each engine is displayed on the contextual menu (right-clic).
  • Testing engines at ground level is enough, you don't need to test them in space.
  • When an engine explode in testing, the warranty is applied and you are refund.
  • To test the parachute, it must be activated via staging (no need to test it at an higher altitude than ground level: it's a work in progress).

Tricks (spoilers):

if you think something like "it's not possible" : wiki (wip)

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