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Duna and Beyond

Launch 0: Introduction and Mods

8/28/2016

 
Picture
Every so often I try new mods, and occasionally they change how I want to run my career. Sometimes, I find a few mods at the same time, and it makes sense to start a new career. So it goes with Quest 3.

​The biggest change with Quest IV is switching to Historical Progress Tech Tree.  It has a more realistic feel and lends itself better to my playing style, and plays better with Cryogenic Tanks than CTT.

​Another change will be adopting SmartParts for controlling staging during launch. This allows my kOS launch program to focus solely on guidance, while allowing better custom staging for rockets.

Finally, I will not be using stock 1.25/2.5/3.75m engines or tanks, relying solely on KWRocketry, Cryogenic Engines, and Kerbal Atomics (if I make it that far!).

The early emphasis will be on an uncrewed flyby to Duna during the first transfer window, and establishing long-term stations around Mun and Minmus.

Finally, a list of mods.

Interface

  • ​​[x] Science!​
  • Advanced Fly-By-Wire
  • Alternate Resource Panel
  • AVC
  • ​Hyperedit (Sandbox-only!)
  • Kerbal Alarm Clock
  • Kerbal Engineer Redux
  • Navball Docking Alignment Indicator
  • Navball Up Default
  • RCS Build Aid
  • TAC Fuel Balancer
  • ​Tweak Scale (Infernal Robotics only!)

Audio and Visual

  • ​​Chatterer
  • Docking Sounds
  • Eve (cities disabled)
  • RCS Sounds
  • Realplume Stock
  • Planetshine
  • Scatterer
  • TextureReplacer (for skybox)
    • Raredon's 8k Skybox

Gameplay

  • AntennaRange
  • Community Resource Pack
  • Historical Progression Tech Tree​​
  • kOS
  • Umbra Space Industries
    • Kolonization
    • Life Support

Parts

  • Cryogenic Engines
  • ​Hullcam VDS
  • Infernal Robotics
  • KAS / KIS
  • Kerbal Atomics
  • KW Rocketry Redux
  • Old School Fairings
  • SCANsat​
  • SmartParts
  • StockNix
  • Umbra Space Industries
    • Karibou
    • Sounding Rockets
    • Survivability Pack

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    Introduction and Mods

    The Rules

    1. Rocket launches must be fully automated using kOS and SmartParts.
    2. Launch vehicles must have self-contained guidance, and not rely on payloads.
    3. Long-duration, non-cryogenic  stages must use low-efficiency engines to simulate hypergolic fuels.
    4. Crewed vehicles must be flight-certified before they carry any crew.
    5. Crewed vehicles may not use SRBs.
    6. AntennaRange / USI LS (in K.I.A. mode) will be used.
    7. Missions must be progressive:
      1. Uncrewed before crewed.
      2. Suborbital/flyby before orbital.
      3. Orbital before landing.
    8. Launches are permitted every 23 days on Kerbin.

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  • History
    • Quest 1
    • Quest 2 >
      • Technology
      • VAB
      • DLSv1
      • DLSv2
      • DLSv3
      • DEUCES
    • Quest 3 >
      • Project Kilrain
      • Project Payette
      • All Missions A-Z
      • About
    • Quest IV
    • Quest V
  • Follow
    • Twitter
    • Forums
    • Twitch
  • Downloads
    • Spacecraft
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    • Apps
    • Mods