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Found 56 results

  1. After re-installing KSP after a while, I noticed a strange bug where all oribts are displayed wrongly: planets are not on their trajectory and AP and PE signs are also off... I only use mechjeb, KIS, KAS and tweakable. Thanks for your help.
  2. I'm using SCANSAT on a 1080 screen. The accuracy required to meet the contract is sub-pixel (aka impossible to eyeball). I have no idea how the heck I'm suppost to do this. Kerbin, above 70km, sub-orbital (I just drop my perapsis under 70km for a moment as I pass- works on the possible contracts.)
  3. Hi! Some friends and I are trying to fly to Minmus manual mode IVA without map view. We're therefore needing to plan out all our manoeuvres ahead of time. One that is giving us difficulty is the plane correction. We launch equatorial, but need to correct to a 6deg inclination to match Minmus. The burn itself is easy enough, but getting the timing right in order to be co-planar is problematic. We are using telemachus to give us telemetry (aka API access!) and so can see our various orbital parameters. We know that we need to burn at the ascending node - and we have the longitude of this relative to an arbitrary reference line. However, we're not sure how to see our vessel's own longtitude as measured from this same reference point. The longitude offered by the api/telemetry appears to be relative to the orbited body's prime meridian, which of course is rotating in inertial space. Looking at wikipedia, it seems that the way to do it is to take our argument of periapsis, and when our true anomaly is the negative of this, we make the plane change. We'd do this twice: once to correct launch errors (using the vessel LAN, INC->0), a second time to match minmus (using the minmus LAN, INC->6). Does that sound right? Is there any way to time a launch such that we can insert directly into a minmus plane (applying our inclination burn during launch)? Without an orbit, we'd not have a true anomaly or AoP, so we'd not know when we were at the LAN/when we were coplanar with minmus....
  4. How do people ever figure out where other planets and stuff are going to be? Help? Haven't even been able to get to the moon cause of this
  5. Rules: 1. No Dirty Cheating Alpacas (no debug menu)! 2. No mods 3. no kerbals required 4 post screenshot of craft on launch pad, and one for each stage and in orbit right click on tank to show it is full 5 Impress me E.g post videos post screenshots below
  6. For this challenge, you must put a vessel into Kerbol (sun) stable Polar Orbit, between 26160 km and 1500 km. RULES: No mods are allowed, except for informative mods that doesn't provide a real advantage. Only stock parts allowed No tricks like infinite fuel, disabling heat, edit cfg, etc, are allowed There are limits in cost, parts or stages, you can even assemble your vessel in space if you want. The vessel must be able to transmit data, so it should be able to generate power and it should have an antenna If you want, you can use a refuel station or mine resources, if you believe that it is necessary. OPTIONAL (I do not know if they are possible) : You must turn back to Kerbin, to recover some scientific data You have to carry a crew of 3 Kerbin (a Pilot, a scientist and an engineer) and transmit a crew report from Kerbol Recover all parts of vessel, except for consumable parts (like parachutes, heat shield, stack decoupler, fuel ...)
  7. Hello everyone! Today I was wondering how one can know the speed of a craft orbiting a planet, after a certain amount of time. For example, if I'm at the periapsis, what would be my speed after 2min? If I'm going at 1500km on a certain orbit, what would be my speed after 5min? It would be easy if the speed would change linearly while going from the apoapsis to the periapsis or from the periapsis to the apoapsis, but I feel like it doesn't work that way. Bonus question: How does the speed change in an elliptical orbit?
  8. Your goal is create Solid Rocket Booster SSTO and upload it here. No RCS system allowed. But you can use reaction wheels. Your SSTO must to be a plane. And if you can, it must deliver tiny cargo (300-500kg) You don't need to de-orbit ship. Just get the Kerbin Orbit Good luck!
  9. Get a space plane into a orbit (it doesn't have to be perfect) using only air breathing engines. HINT:You can do a speed run in the stratopause and burn prograde just before you leave the atmosphere. It can be a bit challenging to get enough speed to force glide on prograde long enough to complete your orbit. Tell me if you have another idea of how to do this. Insert screenshots or videos of your plane and its orbit!
  10. You Only Go Around Once Fastest Lap of Kerbin Wins! Rules: Stock Parts Normal Difficulty No Gameplay Mods No Cheating One complete, equatorial lap of Kerbin Runway/Rolling Takeoff Landing on KSC Runway (or close to it. The craft may slide off the runway so long as it touches it once) Must have at least 1 Kerbal. Pilot Must Survive! Craft does not. Time based on mission time. Clock stops when craft stops. No limits to stages, fuels, altitude, mass, cost; but these will be noted. Submission: Video is preferred; Imgur album is acceptable. Show SPH with vehicle mass, cost, etc. Show resources tab during flight. Show Flight Results (F3). Albums must show key moments. Standings: 1.) Eidahill - 24:52 - Crunchy Landing - 3,587m/s - 81,591m - 10 Stages - 1,481.48t - 577,118 2.) HarrySeaward - 40:56 - Intact Landing - 2,092m/s - 76,074m - SSTO - 9.9t - 24,430 3.) 4.)
  11. I just downloaded a bunch of mods and started a new Science World, and I launched a small laboratory into orbit. The launch was successful, and I detached my final upper stage. I did some experiments, and transmitted the science back to the KSC. I was going to then go back to the space center to unlock some more parts. However, I was stopped by a alert that said, If I was to go back to the KSC my game would not be saved past the point where I launched the laboratory. I could have done a quick-save, but loading would just take me back up to "in-flight" mode, with no way of going back to the space center without losing my science, orbit, and my save. I've done heavily-modded science worlds before, and I could always go back to the tracking station/ Space Center, when my Vessel was in orbit. Does anybody know if I can go back to the KSC without reverting to a "pre-launch save"? (Sorry, I still haven't been playing that much Modded KSP yet.)
  12. someone tell me how to launch a satellite properly and what maneuvers to do to have it orbiting kerbin for stupid people
  13. Godspeed John Glenn. This is my first time submitting a challenge but I felt that this would be a great way to honor a great man. The challenge is this, launch a one manned capsule into Kerbal orbit using a launch vehicle with restrictions inspired by the Atlas that John Glenn used in Mercury. 1. All of the capsule's liquid fuel engines must ignite on the ground. 2. The capsule needs to complete orbit and de-orbit with solid rockets 3. The capsule must sit atop a liquid fueled rocket that is not separated into verticle stages and must have extra engines that stage off during ascent (basically no verticle staging, but the rocket must have a "half stage" with one big tank and staged off engines like an Atlas). 4. Capsule must return to Kerbin safely and splash down. Screw scoring. Let's just honor John Glenn. If you honored Glenn you go on the board. Tributes thus far (in no particular order). 1. @tg626 2. @Jestersage 3. @Rhomphaia 4. @JacobJHC 5. @Chiron0224 6. @illectro <- Scott didn't respond directly to this challenge but I added him to the board of tributes for having the same idea and doing it on his channel here No cheaty mods obviously and no Bluedog (you can't just build an actual atlas). Let me know if I need to tweak this challenge at all. I don't imagine it will be all that difficult for many of you, I'm mostly just doing this as a community salute of sorts EDIT: finally did my submission
  14. I'm a rather new player and I accepted a mission to put a satellite into a designated orbit around the Mun. So I built the sat and put it into orbit and all mission critical circumstances were fulfilled except the: Reach the designated equatorial orbit around the Mun with reasonable deviation. The Periapsis is supposed to be 241,665m and the sat. is at 241,653m, and the Apoapsis is supposed to be 252,929m and my sats is 252,958. In my book that is a reasonable deviation. Especially since in all the videos I watched on youtube they usualy had far greater deviations. The orbit is pretty much spot on with only a few dozen meters difference, yet it won't let me accomplish the mission. Is that a bug? or is there something I'm doing wrong?
  15. Hello everyone, I already posted about this on reddit, but no-one was able to help, so I hope you are able to. In career mode I accepted the rescue mission so save Nelner Kerman. Unfortunately the vessel isn't visible in the tracking station or map. (That visible vessel is Kimny's vessel who I already rescued and didn't terminate.) Also Nelner is not showing in the Astronaut Complex as other Kerbals do, who you have to rescue. I found old threads of other people with the same problem, but no solution for the problem. See here: Is there any solution to make Nelner's vessel visible? I don't want to cancel the mission or cheat via editing the save files. Currently I only use MechJeb. I used to use HyperEdit, but I dont have the current version for KSP1.2 so that's inactive. HyperEdit files are still in the GameData folder tho. Here is a screenshot: Those are the data from the persistent save file, if that helps:
  16. Is there any API call that given Ksp launch pad coordinates I can find the relative position for other celestial bodies? The reason is that if I am to plan a launch inclination (to intercept an asteroid for instance) I need to know to where in space launch pad is pointing at (it's normal vector ) and it's current angle related to the body/target I am interested. Any Ideas?
  17. well I have bob Kerman stuck in orbit. but I have a plan to get him back I will use a custom built 3 stage rocket to get Bob Kerman home I got 2 rockomax duel silver fuel tanks a poddle a mk1-2 capsule and a whole ambition.
  18. I've been using a simple spreadsheet that calculates orbital heights and resonate orbits with same for dropping off equally spaces satellites to use as a commnet. Decided to convert the spreadsheet to google docs and make it available to the public here. The sheet is only lightly protected in that you'll get a warning if you attempt to modify a field that I didn't intend on having modified. The cells that are intended on being modified have yellow backgrounds. Additionally, the sheet displays the synchronous orbital altitudes for each planet and moon (background goes red if the orbit is beyond the SOI of the planet or moon) and additionally, gives a "holding altitude" if you wish to precisely position a synchronous satellite over a specific location on the planet. For instance, let's assume you wish to have a synchronous satellite directly over the launch pad at KSC. The longitude for that launchpad is at 74°33'27" W. Using the spreadsheet, you can see the "Target Underneath" row and get your satellite into a circular orbit with an altitude of 10,343,473 meters. Then wait until you're directly over KSC. Once that happens, perform a retrograde burn to drop your periapsis to 2,862,940.708 meters and when you reach periapsis, circularize your orbit and you should be positioned directly over KSC. If 10,343 kilometers is inconveniently high (after all, it's high enough to be captured by the Mun), you can put a non-zero integer value into the extra orbits cell and instead of circularizing the first time you reach periapsis after your retrograde burn, you add in the number of extra orbits you specified. For instance changing extra orbits from 0 to 1 changes the holding orbit altitude from 10,343 kilometers to 5,673 kilometers. The bottom of the sheet has the calculations for the resonate orbit required to deposit satellites at a desired altitude. It performs the calculations for performing an insertion at the apoapsis of the resonate orbit or the periapsis of the resonate orbit. Just get your bus into the proper orbit and then release and circularize each satellite when the bus reaches the desired apoapsis or periapsis. In any case, suggestions and improvements are welcome.
  19. With 1.2 version (still prerelease) SAS holding is fixed and we can finally use it. I'm going to show now how we can easily reach LKO in semiautomatic mode using only ingame SAS. For that we will need two things: stable rocket and level 1 pilot (or probe core capable of SAS prograde hold) Let's start with rocket, it's a simple rocket consisting of only stock parts. It has LV-909 "Terrier" engin in the upper stage: And LV-T45 "Swivel" in the first stage: Overall it looks like this, and as you can see it's really chip rocket: Let's go! On the launch pad: Throttle up to max Switch navbal speed indicator to orbit mode Turn on SAS Main engin start! Keep going straight up until you reach 300 m/s of orbital speed (Yes ORBITAL speed!) and then throttle your engine down to keep your speed ~300 m/s: And keep that speed until you're at 10 km height, as soon as you reach this height hit prograde in your SAS control panel and throttle to max again: Keep burning, a quick thing to note: if your first stage is still pushing you at 20 km above Kerbin, then your rocket design is good: As soon as your first stage is depleted, separate it and start the "Terrier": Pretty goooooood, now go to map mode and keep an eye on your apoapsis: As soon your apoapsis is above atmosphere, cut the engine down. Note that orbital speed at LKO is approximately 2300 m/s and we already have 2100: Our speed will go down as we reach AP, but hey, we'll have to burn only ~300 m/s: As soon as we're close enough to AP we can throttle up again, if your TS is upgraded you can place maneuver node to be more accurate: As soon as AP and PE are approximately 90 degrees behind you and before you shut down your engine: Congratulations, we're in orbit! Not perfect, but stable And with plenty of fuel! Have fun!!!
  20. An interesting contract came up with a Kerbol orbit between Duna and Kerbin. I thought, for a moment, and my brain said to me: "Hey. That means you could stop for gas on your way from Kerbin to anywhere beyond!" And so I moved the mouse over to click 'accept.' My finger had velocity when another part of my brain suddenly burst out of it's office screaming at the top of it's lungs, "STOP THE PRESSING!!!!!" There was a flurry of mental papers and commotion as the mouseclick was aborted, and I look at that part of my brain tensely, waiting for the explanation. It took a moment to gather itself and then added: "If you park that station in that orbit, you'll never know if it's ANYWHERE near where you're going to want it to be for those trips. Sure, you can maneuver to intercept but each orbit being more than a year, rendezvous maneuvers could take decades to complete unless you're carrying way more fuel than you need to complete the mission anyway. Even if you do find it useful for refueling, any mission with that kind of stop will DEFINITELY take decades to finish." I passed on the contract. But was that part of my brain correct?
  21. First of many more tutorials that I will do as I progress farther down the rabbit hole. Next video will be tutorial on how to intersect with a station and docking! Dont forget to subscribe to my channel and leave comments at the bottom. Link to my channel -------------
  22. We were puzzled to find that Kerbals can only retrieve flags from their knapsacks when landed on a planet or moon. This dashed our hopes to place the Kerbian flag in orbit... but maybe not. That's where you come in of course! Mission: Place a flag, like those a kerbonaut can place on the Mun and elsewhere, into orbit around a star, planet or moon. Rules: Using normal mods is ok, but bonus if you do it without them. No actual cheats like hyperedit or debug menu etc. People who've done it: Martian Emigrant
  23. I decided I wanted to build a vessel in space. It was going to be fairly large. I built it with the Large docking ports, but when I turned on the engines after 2 days of assembly and prep..... It started bending and flexing etc. It was so unstable, I had to send undock all the parts, stabilize the command modules, and send a rescue ship to get all 3 kerbals that I was sending. They were quite upset with me. Im on the Xbox, so no mods. Is there a better way to build a vessel in space that is stable?
  24. So I have a ship on escape out of Kerbin with a Duna encounter in 295d. Great. The encounter track is such that I could easily capture into a polar orbit of Duna. Not great; this probe is bound for an Ike touchdown. No problem. 295d away means the dV to fix this should be hilariously cheap. I plop a node down a little ways out from my probe. (It spawns with 35dV for some reason, I'm not sure why but whatever. That's within my budget.) I start mouse-wheeling on various parts of it to see what effect it will have on the encounter periapsis... none. After about ten minutes of this, I yank REAL hard on various bits trying to provoke ANY reaction out of the encounter periapsis. The orbit goes crazy... but the encounter track remains entirely unmoved.... o.O I decide the encounter might be an error in the tracking and advance time to see if the encounter is real... and that's when I realize that I can slap nodes on the purple orbit, but not the blue one. (The purple orbit is my Kerbol orbit AFTER the encounter.) Nothing I do seems to let me add a node to the track I'm CURRENTLY on. Is there a hotkey for this? Am I just missing with the mouse? I don't even get a mouse-over indication that my current trajectory is interactable...
  25. Hi everyone! I usually don't post in the forum much, but I've run into a problem that's driving me a bit crazy. Now I'm not new to KSP I've been a player since I bought .13 way back when. However I can't for the life of me figure out this Duna interplanetary transfer vehicle I'm trying to design keeps rotating in orbit when I throttle up the engine. As you can see below it's docked to a "mock-up" lander similar to the one I plan on using. Through testing I've found that if I undock, the vehicle flies just fine, but while it's docked it rotates. The SAS isn't keeping it stable, and I've checked to make sure I hadn't accidentally set a trim in my game. I even tried it with multiple engines (was testing to see what would be the best to use for the flight to Duna) and they have the same result. I have noticed that if I shut the SAS of it takes more time for the ship to start rotating oddly enough. I'm really at a loss as to what's wrong with the design, and any help would be greatly appreciated.