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Found 39 results

  1. So..I'm trying to start a colony on Mars in RSS/RO and I'm pretty much stuck.I landed on the Moon and landed some rovers on Mars , no problem.Now I have to land heavier payload on Mars , but it seems I'm not able to do so. This is what I should land.I already tried everything , from parachutes to big heatshields (I don't have small and powerful retro rockets, sadly).So yeah , that's the problem.Thanks for everyone that gives me a tip.
  2. The dead passenger plane of doomsday challenge It was an ordinary day in Kerbin; planes crashing and rockets exploding. The mayor of Kerbin was concerned about that, so he decided that a new kind of transport vessel should be engineered, to bring more kerbals to the Space Station from afar. He clearly stated "The vehicle must carry at least 50 kerbals and 30-70% of them must survive a 100km journey". As the commandment arrived to the Kerbin's Ambiguos Kompetitions and Khallenges Association, the rules were specified by a read-it-literally-wisedonkey-wannabe-engineer called Sivonen: -Start a new career in sandbox mode. -Go to astronaut complex and hire as many kerbals as you need (at least 50 total). -You must build and fly a plane that carries at least 50 kerbals. -ALL PLANE PARTS MUST BE STOCK. Yes, you can add Mechjeb, time acceleration, etc mods. No parts, autolanding, physics, etc unfair mods. -All kerbals must be in command pods, hitchhiker containers etc. No command seats or stuffing them in the trunk. -It's a plane, so maximum altitude is 15km. -Ground distance covered must be 100km, points will be reduced if goal is missed. -30-70% of kerbals must survive. -In other words 30-70% of kerbals must die. -You must not drop the kerbals by EVA or decouplers, you must do a controlled crash landing which kills the required amount. -Brakes must be turned ON before landing. -Also no evaporating kerbals with a jet or a rocket. -No cheating via cheat menu, clipping the parts, or other unfair actions. Mild clipping here and there is ok. -Post screenshots: *Astronaut complex showing your total number of kerbals before flight *Show off your plane. Bonus points for flamboyance. *Try to get shots from the landing. *After your plane has landed, press F3 and take a screenshot showing your ground distance covered and max altitude. *Astronaut complex showing your total number of dead and alive kerbals after the flight *Video which shows the above information is acceptable instead of screenshots. Scoring is calculated as follows: Accurate crashing landing at 100km: every meter away from 100km gives minus one point. No driving on the ground after landing, be fair. Number of kerbals on plane: every kerbal gives you 10 points. Remember the minimum of 50 kerbals. Number of kerbals survived: target is 50% survival, every percent away from 50% gives minus 250 points. Results over 70% and under 30% are not acceptable and will be given minus a million points. If you make the trip back with the same plane and kill another 30-70% of the remaining passengers, you earn an extra point. Bonus points might be awarded for flamboyance. Most points wins. Or the least minus-points. An example entry: Distance: 102397m = -2397 points Total kerbals: 50 * 10 = +500 points Kerbals dead: 6/50 = 12 percent = -1000000 points Cool looking doomsday plane of doom: +1 point Total: -1001896 points Brakes were off when landing = disqualified Best results: 1. Sivonen -4302 points 2. 3.
  3. I try to find out documentation for modding landing leg but it appear obsolete and the links are brokens. Someone can made updated tutorial on how to mod KsP please ?
  4. I've managed to work out a fairly decent technique for making precision landings on airless bodies in KSP so I thought I'd make a video explaining how I do it. Hopefully this will be of some help to people having trouble with this part of the game. This is my first time making a gameplay video of anything and I stumble over my words in a few places but I think that overall it turned out okay. Using since YouTube's been doing some pretty crappy things lately and I figured it would be best to just stay away from that platform. I'm not sure if this will embed, but if it doesn't just click the link.
  5. I just got done landing on mars well maybe not perfectly (try to land but have the command pod and not fuel or engine fall off) I did it today like a couple minutes ago RULES (MUST LAUNCH FROM KERBAN, AVALIABLE MODS - MECHJEB + ENGENEER REDUX, MUST BUILD OWN ROCKET, DO NOT GO INTO A SUB ORBIT TRAJECTORIE FROM KERBIN, GO OUT OF KERBIN INFLUENCE BEFORE HOHMAN TRANSFER, WHEN ENCOUNTERING MARS CIRCULIZE, MAX PARACHUTES ARE 5, DO NOT USE HYPEREDIT) enjoy!
  6. Good Evening all, hope you're having a pleasant night. I was wondering, in all of your opinions, what is the optimal altitude above the Mun that you should start your landing descent?
  7. What are your proudest moments in ksp? Mine was not eve in KSP. Mine was in Google. I typed 'Jeb' into the search bar, and -adiah Kerman was the first result.
  8. Many people point to this post from Red Iron Crown as a good way to time suicide burns - I'm not understanding something though. If I'm in orbit and set a maneuver node over the point of impact, when I drag retrograde the Ap doesn't hit the surface. Wherever the Ap started in the orbit, it winds up directly over the point of impact, but will never touch the surface. My "orbit" would drop straight down onto the surface when my retrograde burn exactly matches my orbital velocity. But that doesn't seem like a safe landing since it's not leaving anything to cancel the speed gained by falling. What am I missing?
  9. After playing KSP for many years, I've finally decided to work out how to land one of these plane thingys. My experiments have shown that I need practice landing. A LOT more practice. But my practice involves: take off climb turn 180 fly to the mountains (around that nobbly bit) at about 10km turn 180 again then the landing begins: keep correcting my angle glide to 1km-ish just as the grasslands end, speed 150m/s-ish combine pulling up and aerobraking to reduce speed to sub 50m/s keep correcting my angle hope plane doesn't blow up hope plane stops on the runway keep cursing myself for forgetting to deploy the parachutes From watching youtube videos, this seems to be pretty normal... but the first bit (getting to the mountains) is a really boring pain. Is there any way to skip straight to the landing?
  10. I have been trying to land on Duna (KSP's Mars) for a very long time, and when i say very long i mean very long. I have even set up a fully fledged base on the mun, and explored all of kerbin. I'm in career, so i cant really make a very expensive ship. My VAB is almost finished upgrading, as well as my launch pad, so no need to worry about how many parts i use. I have really been trying this for almost a year now, so some help would be appreciated. I have almost landed on duna before, but i broke up in the atmosphere and now there are about 10 pieces of debris on the planet. I would also like to safely return my kerbal, or drone, depending on if i would like to send a manned mission yet or not. I have been trying to do everything NASA style, as my space program name is IKSP, or International Kerbin Space Program. -Rileysam10
  11. Presenting the Private Mun challenge A.K.A. "Muncheap" So by now I am sure almost everyone has landed on the Mun (If not then welcome new kerbal player) So let's make a special challenge so we can have fun. You are tasked with creating a cheap Mun lander for private use. Due to it being a private lander some rules are in place 1. You do not have access to docking technology, you may use docking ports for staging in place of separators as long as you don't redock 2. Due to being privately funded you only have access to one meter command pods. 3. Parts that can be re-used (such as landing stages like Space X) will not help your score, however feel free to use them since they look cool. 4. due to being privately funded you are limited to only ONE, two meter engine you may use as many 1 meter engines as you like 5. You cannot user any three meter parts aside from the three meter fairing and heat shield 6. You cannot use Vector, Atomic Engines, or Rapiers 7. you must land at least one Kerbal on the Mun or planet of your choice (see categories below) 8. Your craft must have at least two command pods, one for the landing and space travel, one for the re-entry. you can use any combination of probes, chairs and piloted pieces you want. 9. If you are using the allowed mods posted be sure to mention them so I can put them into the proper category The person with the cheapest option wins in their "category" MODS ALLOWED: KW Rocketry (as long as your engines follow the rules stated) Tweakscale Firespitter HL Airships (can not use the cirrus part, real lift cirrus part is allowed) Any atheistic mods such as scatterer Mech Jeb for info ONLY Categories: Easy- Land and return from mun Medium- Land and return from mun and drop off a rover Hard- Land on the Mun, and Minmus drop off a rover on both, then return Super hard- Land and return from Duna Now you're just showing off- Land and return from Eve How did you?!?!- Land on Moho, drop off rover, then go to Eeloo, drop of rover, then return Hope to see some fun designs.
  12. Help! How do you land heavy space plane? It is really hard to get it going parallel to the ground at 60~80m/s! Craft file:
  13. So, I don't know if this has done before (probably) but I landed on a S.H.I.E.L.D. Helicarrier (the one that comes as an example craft with QuizTech) It's not the prettiest landing, so post yours!
  14. images here My first minmus landing was awesome sorry for missing rocket on launchpad screenshot i will add them later
  15. Hello, fellows! Today I share my trip to Minmus, it was kinda risky and fun. My Rocket: (It is my Mun lander) Engineer's report: totally overengineered. The Lower Stage: It's a Mainsail with 3 Skipper Liquid Fuel Boosters, which are connected to the main part. On top of that, there are 3 Thumpers. The Upper Stage: It's the mighty Poodle Engine(!!!!) with 2-and-a-half X200-16 Fuel Tanks. The Lander: It's a Mk1 Command Pod with some Material Bays, 16 (Yes, I said 16) Mystery Goo Containers, an Inline Stabilizer, parachutes, moar science stuff etc. aaaaaand the Terrier with a flat Rockomax Tank (Patent Pending). The album: ( I forgot to take the pictures before the landing, basically the Liquid fuel Boosters ran out in the high atmosphere and I had an AP of 100km. With the full main part, I orbited, changed Inclination and did 3/4 of the burn to Minmus.) Hope you liked my first report of a mission. Let's hope for me (13,from Germany) that there are no grammar or spelling mistakes. (I know that I can't reveal my age if I'm 12 or below) DarkFighter Thanks to the moderator who approves this
  16. I posted this elsewhere but it dawned on me that perhaps I ought to post my mission report in the mission reports part of the site. Duh. Anyhow I present to you, my first successful Duna landing and return mission!
  17. Hi folks, I thought I'd share a report from my first successful mission to plant a flag on Eve and get back to orbit (I skipped out on the Kerbin return part since this was a shakedown test for career mode). I didn't start with any particular objectives or constraints - just make a ship that can survive Eve without cherry-picking a mountaintop landing. But my design grew around the idea of using those heavy, expensive, efficient Eve ascent-engines for the entire trip. This lead to a somewhat ridiculous, heavily asparagus-staged launch vehicle, but it all worked quite well once I worked the bugs out. (Which admittedly took a while). Here's a link to the album with pics and narrative: And here's a sample pic of the ship in action on Eve reentry: (Full disclosure: after doing the entire mission, I went back and stitched these screenshots together from my various save files. So everything might not flow together exactly. But it s a generally accurate account of how everything went down).
  18. Welcome to the Landing Zone! Current Project: Unnamed - Planning Stages I made this because I decided I wanted my own place on the forums to post all my work, and keep it all grouped together as I do it. So here it is! My landing zone. Here you can expect to find all my videos and random screenshots I take as I play the game, along with (possibly) some craft downloads. It'll also be a place for you to talk to me about anything if, for what ever reason, you may want to. I hope you enjoy your stay! Science Kerbal on Eeloo Cooperation
  19. Hello, I'm new to the KSP, tried to land my first airplane on the runway. But I keep failing on deacceleration before landing, thus landing on the water. Though I could land on water without any loss, I want my plane to land on the runway, since I've heard that it gives more money back on the recovery. How should I deaccelerate my plane? Thanks!
  20. Hey Guys, i try to land on Kerbin with Landingstruts on my Vessel. But unfortunately there explode on every landing attempt. I use also Heat Shield and four Radiators, if its nessecery i post a screenshot of my Vessel. Is it impossible to land on Kerbin with landing Struts? Bye Kai
  21. (Please don't wonder about my english :D) Hi! I'm playing the Career-Mode in RSS (no RealismOverhaul). I want to land on Mercury, but everywhere I land there are mountains and hills and I cant land with my ship! Every time I topple down and thats why I can't fly home after landing. Do you know/Can you give me good coordinates to land? With no gradient and hills etc.? I tried 10 times to land but every landing failed. I watches videos on youtube and there is everywhere a flat area if they land. I think I have an another version of RSS and in real life there aren't very much flat areas on mercury. Thank you very very much for helping! Greetings, Daniel
  22. (Apologies in advance for opening a topic again on something that's been discussed a lot but don't want to reopen old discussions either...) Apologies also if someone has already pointed out what follows... S = 1/2 a.t^2 The concensus in the forum seems to be that the best way (no atmosphere) to take off and the most efficient way to land is expend the greatest percentage of work on the horizontal velocity component to either establish or eliminate orbital speed. This is in line with Newton's idea that if he could climb a high enough mountain and shoot a baseball toward the horizon at a high enough (instantaneous) speed, it would come back to hit him in the head 90 minutes later. The problems with screaming in low and fast for a landing are terrain clearance; pilot reaction time (as this will effectively be a suicide burn which is what makes it efficient); and therefore inaccuracy. I just tried this at my mining camp on Moho and touched down softly 24m from the target. (For those who religiously don't use MechJeb, leave the autopilots alone but MechJeb provides essential displays; in this case: Orbit Info; Surface Info; Vessel Info and Rendezvous Info.) I suggest the procedure is as follows: perform any desired inclination change 270 degrees before the target; lower the periapsis to a few km above the target, 180 degrees before the target; on the first attempt, use the altitude of the highest mountain as your target periapsis to avoid premature contact; watch true altitude for a minimum which will tell you how much you can lower the target periapsis on future landings; your speed will increase as you get lower which means that your orbital speed will serve only as an initial (low) approximation; Vessel Info displays your max deceleration rate. Reducing speed from 828 m/sec with a deceleration of 16.18 m/sec/sec will take 51.2 secs; S = 1/2 a.t^2 suggests that in that 51.2 secs you will travel 21.2 kilometers; when the Rendezvous Info display says you are 21.2 km from the target (or a little before if you are nervous), fire Full Astern; Using a periapsis of 6km above the target, I arrived 2km over the target and a little after the target (because I got distracted and fired late). And vertical and horizontal speed zeroed out approximately together, which is what you'd expect from retrograde. (The MSA for this approach is actually around 5.1km, so I possibly can tune this down near 1.1 km above target.) You exit suicide burn at this time or a little earlier, when your confidence is ready. Then fly the navball in what is pretty close to a short vertical descent. The reputation is that this low, screaming approach is inaccurate, but if you are avoiding terrain anyway, it adds up to "landing" (arrival) a kilometer above the target and then a short walk in the park to get down and dusted off. The hard part is knowing when to fire and this is where the equation above is your friend. A quick manipulation of that equation gives you the following: S = 1/2 v^2/a S = 1/2 828*828/16.18 = 21.186 km (If there's enough interest, I'll make a video.)
  23. this was quite a challenge, i forot that in order to get 100% recovery on parts they need to be at KSC, i had to get creative.
  24. After 1.1 and updating mechjeb the landing is not as persice. For example landing on mun I use to retro burn to aim general y where I wanted to land. Pick a taget and it would make corrections and tabulate final burns. Now it not even trying. Burns some times but too late to land any where near the taget. If I even do the land any where option it lands but instead of what use to be a smooth touch down it pulses the engine instead of burning it down slowly almost hovering. Is there some setting I don't know about?