Kerbal Space Program Mods

My attempts to assist the fearless bog-eyed Kerbals conquer their local moon has been fraught with failure. As only a clutch of equipment has been available for fitting initially (several engines, boosters, fuel tanks and SAS modules) designing a vehicle to travel the vast distance from Kerbal to Mun has been an entertaining yet steep curve.

To my delight I recently discovered a plethora of mods the growing committed community has kindly released expanding the choice massively, creating solutions to many of the problems typically encountered. But even so the technicalities involved in achieving escape velocity from Kerbal to the Mun has stubbornly refused to yield; even after scores of hours and many spectacular catastrophies. Despite the tendency for fiery fury I persisted and finally achieved the goal – but my attempts to return failed when their POD parachute failed and detached only 1km from the surface of their home planet.

Despite the mishap I have vowed to return with another three brave green souls, changing only the chute in my design for a triple featured device with more drag capability courtesy of the modders.

What’s interesting is that; as the game develops and more features become available KSP's unwittingly simulating the development of a space program – in real time. Release v0.143 allows persistence; recording every single vehicle part either landed, in orbit or detached during all flights, so long as the flight doesn’t end or remains in orbit; already my orbital pathways are crowding with debris. I'm using this feature to lift several modules into orbit and on to the Mun for the construction of a moon-base. I’m hopeful that in time the addition of further locations will be become available such as distant planets, comets and asteroids. The sky is literally the limit.

As a sandbox it’s unsurpassed in its simple complexity and poses a true challenge from which it’s difficult to shy from. It’s the spiritual prequel to EvE Online; bugged yet brilliant, and highly recommended.

Happy designing, launching, exploding, retrying...

Related Links
Kerbal Space Program (official website)

Fee Free

PLEX’s are the vehicle with which a lowly pilot can frolic in the quantum foam for free, no real fee required except for the millions of iskiez required to purchase PLEX. I'll concede that the idea of clerical grinding; speculation, acquisition, invention and harvesting maybe a tad tedious, but it means that I'll continue to roam unhindered by external financial constraints.

I've discovered that planetary pillaging has been able to contribute 50% of the required funds for a 30 day PLEX; the rest coming from the slow sale of alt mining stores and appropriated items as well as the odd rare ransom. With elite level skills I’m able to control 6 separate planetary colonies, 4 harvesting and 2 manufacturing. To harvest enough materials to allow the factories to constantly manufacture POS fuel I must visit each site every 48 hours. My alt is under orders to install the same infrastructure halving the requirement to attend, yet requiring 40 days training. A direct consequence of this commitment is that I must initiate roams from my local system, but until there’s planetary assault capability I’m not concerned.

With this continued consistent commitment I can roam the void without the need for considering financial burdens, which is a welcomed perk. There are many different ways to achieve this perpetual existence; for me the regularity of planetary harvesting is good for my attendance and ensures that my time within the void continues regardless of personal financial issues, so long as I can earn the required isk in time…

Happy (isk) hunting…

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