Founded in 2015, Duna Quest is an ongoing effort to chronicle adventures in Kerbal Space Program.
The first long-lasting career ended in failure, as poor planning and strict budgets prevented the agency from achieving its goal of colonizing Duna in time.
With the release of KSP 1.1, a new career was begun with similar goals, but a few changes that should make it more successful:
Another change is switching to KW Rocketry! The unrealistic stock atmospheric engines became too apparent while developing the DEUCES upper stages, the stock fairings have always disappointed as well.
That said, there will still be a few "rules":
This means that before landing Kerbals on Minmus, a crewed orbital mission to Minmus and an uncrewed landing there must be successfully completed. Inspiration for this requirement goes to SETI Contracts.
Exceptions are for crewed missions to bodies outside of Kerbin's SOI: they can land without having done a previous crewed orbital mission, as it doesn't make sense for them to stay in orbit the entire time and they can't go back until the next transfer window.
The first long-lasting career ended in failure, as poor planning and strict budgets prevented the agency from achieving its goal of colonizing Duna in time.
With the release of KSP 1.1, a new career was begun with similar goals, but a few changes that should make it more successful:
- Difficulty lowered from "Hard" to "Moderate": this should improve financing, reducing mission grinding.
- Switching from RemoteTech to AntennaRange: RT hasn't been updated in a while, and AR seems more forward-compatible to KSP 1.2. A lot of the challenge from RT is mitigated by using kOS, and I hope to add more scripting in the new career.
- I intend to plan for the Duna transfer windows in advance, determining which tech tree nodes I need to unlock by each date. By focusing on achieving these goals, rather than whatever contracts pop up, I hope to progress more quickly.
- Instead of planning on one-way crewed missions to Duna, the first crewed missions do not need to be self-sufficient. This should allow interplanetary crewed missions earlier in the tech tree.
Another change is switching to KW Rocketry! The unrealistic stock atmospheric engines became too apparent while developing the DEUCES upper stages, the stock fairings have always disappointed as well.
That said, there will still be a few "rules":
- Difficulty: Moderate, but quicksave/quickload should avoided (exceptions permitted for game bugs).
- Uncrewed vessels must use AntennaRange, and should use kOS for control.
- Crewed missions should use kOS when possible, but pilots are permitted to take manual control when required.
- Crewed missions must be preceded by a similar uncrewed mission.
- Landing missions must be preceded by orbital missions.
- Orbital missions must be preceded by fly-by missions.
- Launches are permitted once every 23 (Kerbin) days.
This means that before landing Kerbals on Minmus, a crewed orbital mission to Minmus and an uncrewed landing there must be successfully completed. Inspiration for this requirement goes to SETI Contracts.
Exceptions are for crewed missions to bodies outside of Kerbin's SOI: they can land without having done a previous crewed orbital mission, as it doesn't make sense for them to stay in orbit the entire time and they can't go back until the next transfer window.
Interface ModsThese are mostly mods that make the game easier, either by filling in missing features or by fixing bugs.
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Gameplay ModsVisual Mods
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Part Mods |
Thanks for reading!