Jump to content

Search the Community

Showing results for tags 'breaking ground'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. For a while, science experiments would show you details, such as speed, gravity, air pressure, and temperature, however there is no way to use these. I propose allowing a user with the Breaking Ground DLC to map these things to a KAL by setting the min max of these data values and allow the KAL to use these inputs to output something else, like the angle of a hinge, deploy sequences, ect.
  2. I feel like a real dummy here, although, I must admit the documentation of new features for Breaking Ground is severely lacking. Anywho.....how in the world does deployable science work? I've finally got to a spot in my career where I could try out these new features, I can't get them to work, and KSPedia isn't even useful to keep my control station from wobbling. Put a control station on the ground, and nothing is happening. I am not getting any type of COMMs connection to it. I've tried further away and/or damn near touching my landed craft. I looked at a youtube video where a guy places the Control Station, and gets 0.99 Comms connection. Mine is zero. I have laid down other pieces (photo panel array, goo station experiment, communications) that all say connected but seem to be lacking power. Totally confused on how to make this work, and the lack of documentation for it is frustrating. There are no Tutorials here in the forum that I see, and I haven't found anything really good on YouTube from the user community. Help?
  3. The task is simple, create an electrically powered aircraft catapult capable of launching a craft weighing at least 15 tons. Success Criteria; Electrically powered low part count (below 50 parts) relatively stable capable of launching a craft to 30-40m/s Pictures and download are obligatory
  4. Can any body tell me how to controll a propeller and throttle it in breaking ground
  5. So I essentially specialise in rotary aircraft in KSP now and i've been trying to figure out a way of fine control for tilt-rotor aircraft whilst in it's VTOL mode. I bind the deploy angle of the rotors to the main throttle however this, i believe, seen as it is a constant input, will override any other inputs such as the translate or custom axis groups. I have thus been experimenting with using activation sets to change the input from the main throttle to custom axis 1 (which is mouse 4 - 3) using the 'Override Default' box ticked, however this seems to cause some issues in the sense that it overrides all default controls such as pitch yaw and roll in both the control surfaces and reaction wheels. Is there any way to fix or work around this?
  6. Hi All, So little of context first for my question. I have Breaking Ground DLC and I have unlocked small scanning arm. I got contract to go on Minmus and scan the Olivine formation with the small scanning arm. No problems, I build rover and man it with two kerbals and send it to mission. After few minutes of roving around I find the Olivine formation and scan it. Now while I was scanning it I notice in the science window a message written in orange letters saying that I should come later again with better instrumentation to recover more science as small scanning arm gives you only 33% of total science. Before I left the place I left there a flag, the rover and surface mystery goo observation. Once I unlocked medium scanning arm I send a mission to Minmus and land a lander next to old rover and previously found Olivine formation. Using KIS/KAS I install medium scanning arm and scan the same rock again. Surprisingly this time around I got 0 science from it and this confuses me as initial scan with the small arm I was told to come back later with better instrumentation. Am I doing something wrong or I need to start roving again and find new Olivne formation and I cannot rescan the old one?
  7. Tutorial covers the basics of the UI, how the timeline works, as well as examples & tips to make things far easier to work with. Breaking Ground - Robotics Tutorial on Youtube
  8. Hello Kerbals! Apparently, sport makes you healthy and strong, increases your life expectancy and all that. Well, seeing as your life will probably end in a dubious construction before you die of old age, it probably won't be much use to you. Sport does seem fun: however, physical exertion is boring. Our R&D team has spent lots of time and a mediocre amount of effort in finding the solution - slap on some giant robot parts! For this challenge, you must build a contraption that gets a Kerbal from one end of the KSC airstrip to the other 0. The start is considered where the contraption spawns at launch, the end is the end of the airstrip. 1. You may use NO rockets for propulsion, as this is sports after all. Instead, you must use the Breaking Ground robotic parts (e.g. rotor, servo, hydraulic piston) to somehow get the contraption across. If you somehow manage to find a way without the Breaking Ground DLC, go ahead! 2. RCS can be used, but only for rotation and not as a means of propulsion. 3. The contraption must cross the finish line along with the Kerbal. 4. Propellers aren't allowed either, rotors are though. 5. Structural blocks and all other non-propulsion blocks are OK. 6. No motorised wheels. You can use non motorised ones, or custom (rotor) ones, but no powered stock wheels. 7. No mods please! 8. I don't care how you go cross the line as long as you comply with the above rules. Bouncer? Wheels? Exoskeleton? The only thing that doesn't count is making the construct so tall that you only need to fall towards the finish line to cross it, or gaining an advantage that way. Post your submissions below as a video with your supposed time next to it, I'm excited to see what you all make!
  9. Design a SSTO that uses propellers or rotors instead of jets during atmospheric ascent I like useful challenges, and I hope this one may be considered as such. The goal, besides challenging oneself, is to create a new type of SSTO that can explore atmospheres with props or rotors, thereby saving fuel and enabling the exploration of oxygen-free bodies, like Duna. This would enable a craft to biome-hop for science or transport resources much more effectively than slow rovers and fuel-guzzling rocket planes/landers can in said atmospheres. While these kinds of biome-hopping and transport crafts do exist, they don't seem to exist in reusable SSTO form, it seems. Props and rotors, unlike jets and intakes, also have the benefit of not being dead weight on Duna. So while props may offer worse performance on Kerbin, they'll pay you back during Duna ascent. Or at least, that's the theory. Requirements: No airbreathing engines. The craft must be capable of flight using rotor/prop power alone in the destination planet’s atmosphere, but you can obviously use rockets to get to and fly in space. Self-sufficient SSTOs only. So, ISRU mining is allowed, but no assistance from external ships (asteroids are OK). You may not jettison any parts other than payloads that don’t help the main vessel in any way. Normal difficulty or harder, but for convenience, you may ignore commnet—pretend a network is already in place. The SSTO must be useful in career mode. There’s no point in a spacecraft if you can’t bring any Science, Kerbals, or payloads along. Carry at least one kerbal (chairs allowed), OR if you wish not to carry kerbals, carry at least 0.2 tons of parts from the “science” category, OR deliver a payload weighing at least 0.5 tons. You may drop payloads once you are landed at your destination. If your destination is Jool, you may drop it low Jool orbit or into the depths of Jool. Payloads must be attached/detached using docking ports, not decouplers. No mods or part tweaks other than official DLCs, FAR, aesthetic mods, and piloting or planning assists. Challenge Tiers: Tier 0: "Proof of Concept" (Normal): Build a prop/rotor SSTO that makes it to Kerbin orbit. Must be capable of takeoff/landing in Kerbin’s atmosphere on rotor/prop power alone. Example: Reddit user u/chargan’s Orbital Chopper Tier 1: "Practical Problems, Sober Solutions" (Hard): Fly your prop/rotor SSTO to Duna's surface and back. Must be capable of takeoff/landing in Duna’s atmosphere on rotor/prop power alone. The challenge is simple in concept, but hard in practice. But, if you manage to accomplish Duna, there are other destinations to try, where almost no SSTO crafts have ever gone before... Bonus Badges: Within each tier, entries can receive the following awards. Ordered roughly by importance in career mode. (ISRU comes last as you are strongly encouraged to use it.) V: Heaviest payload delivered IV: Greatest tourist capacity (No chairs - tourists can’t go on EVA) III: Cheapest craft II: Lightest craft (Wet mass, excluding payload mass) I: No ISRU (Multiple entries can earn this.) Leaderboard: Good luck! If you have any trouble completing the challenge, browse this thread or just ask for help—there are many posts here with tips and links and instructions.
  10. Using the new robotics hinges, rotors and pistons released with Breaking Ground DLC, build a catapult, trebuchet, onager, ballista, mangonel or just an overly enthusiastic Ferris wheel to fling a Kerbal to the Island Airfield. Since I'm still tinkering with the parts and not 100% this is possible (UPDATE: @neistridlar has categorically proved that it is!) there will be 2 leaderboards: Distance - Furthest distance from the launch site reached by your intrepid Kerbal Time - If anyone actually managed to reach the Island Airfield, then the entries will be ranked by fastest time Rules: Stock KSP, Making History and Breaking Ground (or any subset of these ) Other informational, visual and audio mods that don't modify gameplay, including KER and MechJeb allowed No reaction engines - spin, flip or twist your way to victory instead! Decouplers are OK, but any thrust gained should be incidental. No physics exploits e.g. ladder drives or phantom collider force powered shenanigans However reaction wheels and/or stock bearings are fine, if you're crazy enough! Start from the KSC launchpad or runway Craft should be unpowered after it leaves the...erm...device. Gliding or personal parachutes to eke out extra range is fine. There will be a Rogues' Gallery category for folks who want to go their own way Check this out thread for inspiration: Distance: 33.6 km @neistridlar 32.1 km @neistridlar 16.3.km @neistridlar 6.9 km @neistridlar 1.0 km @Vanamonde 375m @SkunkTwerks Time to Airfield: 9:54 @neistridlar Applying an ingenious combination of pistons and leverage, was the first to catapult a glider all the way to the Island Airfield. ~~~Rogue's Gallery~~~ Folks who took the challenge in a different direction... @Tyr Anasazi Applying the time honored MOAR LEGS approach, kicked a capsule on a ballistic trajectory all the way to the Island Airfield in a speedy time of 2:17. Nice shuttlecock air brake design on the capsule ensured a smooth stable ride on the way over.
  11. I have the money for one of the expansions, but I have no clue which one I should get. I’m leaning towards Breaking Ground for the robot parts and science stuff, but I’m not sure. Any advice?
  12. https://youtu.be/bt5p_knRMps This video goes over how to create a walking rover that can both turn in place and steer while walking. A basic Kerbin Version is covered in detail, then a more advanced Duna version is briefly covered. This design uses four legs each pointing at diagonal angles. This allows each leg's walking animation to be the same (aside from flipping the directions of some things), meaning you only have to animate one step. Each leg gets its own controller, and then multiple master controllers synchronize those stepping animations to create walking and turning movements. This video allows you to build a specific rover, but once you get the idea you could probably modify the design.
  13. I would like to be able to hear the signature chopping sound from the helicopter blades. It would really add to the immersion, it feels kind of weird to have a massive chopper flying around that makes no sound at all. Bonus points if the chopping sound becomes quitter on Duna and disappears in a vacuum. Here's a concrete list of additions I would like: Blades make "chop" sound effect that depends on the speed and atmospheric pressure Electrical engines have a slight electric hum, bigger engines could hum louder I was actually really surprised when I discovered this wasn't in the game already Thanks for reading
  14. Whenever i try to load up kerbal space program it gets to the end then stops. and says, "Loading expansions/Serenity" and it just sits there log file?:https://drive.google.com/file/d/177jjnAjfy-5eb1a_MtEZdUneud7YEAf4/view?usp=sharing I am not very experienced So let me know if you need anything else I will put a picture in soon. Picture: https://drive.google.com/file/d/1ol0oG2UddmC97k8F0daJp-PzDgtf7yHX/view?usp=sharing
  15. Breaking Ground, the second expansion of Kerbal Space Program is coming to PlayStation 4 and Xbox One on Dec 5th! Console players will be able to enjoy this content-filled downloadable expansion at its fullest, all from the comfort of your couch, so get ready to join the Kerbals in exciting new scientific endeavors! Collect data with brand new deployable science experiments, explore mysterious surface features across all of the moons and planets of the Kerbolar system, and test your creativity with a new suite of robotic parts. Kerbal Space Program Enhanced Edition: Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! These are the most significant features coming to this DLC: Robotic Parts Brand new robotic parts will add a whole new level of creativity to your craft. These parts will include some fresh control mechanics and will allow you to create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their universe! Surface Features Scattered across the Kerbolar System, you’ll find interesting Surface Features, like mineral formations, meteors, craters, and even more curious planetary features. Study them and collect valuable scientific data with a brand-new Rover Arm! Deployed Science Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty of experiments for you to try out! New Space Suit Kerbals are also getting a fresh new space suit to wear for their scientific endeavors! This sleek futuristic suit will make your Kerbals look flashy while they explore the canyons of Duna, the shores of Laythe, or any other exotic destination. The suits also allows for customization where you can choose which color emanates from the suit’s light panels. Kerbal Space Program Enhanced Edition: Breaking Ground Expansion will be released on December 5th for PlayStation 4 and Xbox One for $14.99 USD. Free Update Coupled with the Expansion, Kerbal Space Program Enhanced Edition is getting a content-filled console-optimized update that will contain long-requested features like the Improved Burn Time Indicator, the Delta-v per Stage and Delta-v Tool App, an Altitude toggle function to the Altimeter, Axis Group binding, dozens of Part revamps, as well as performance improvements, bug fixes, and more! Do you want to learn more about the upcoming DLC and free update? Then make sure to stay tuned for our next KSP Loading… where we’ll take a deep dive into the content and features of this exciting addition to Kerbal Space Program Enhance Edition! Happy launchings!
  16. Hello everyone! Kerbal Space Program 1.9.1 is live! This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions. Check out this patch's Changelog for further details: =================================== v1.9.1 ============================================================ 1.9.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix Drain Value Resource Names Localization in PAWs. +++ Bugfixes * Fixed an NRE when the warning "Warning No Control!" and player was able to click another facility while the dialog is open. * Fix altimeter dropdown in flight from being locked under certain incorrect conditions. * Fix some issues on Kerbin texture atlas for Ultra Detail Shader. * Fix broken propellant tooltips for abbreviated propellant names in stage icons. * Reverted Wheel Friction and Brake changes to 1.8.1 behaviors. * Fix Ground physics material settings for EVA kerbal interactions. Stop that sinking feeling. * Fix for kerbal helmet safety not being applied after cheating a vessel to airless world * Fix unable to drag maneuver nodes on future patched conics. * Fix Set position cheat overheating vessels set into position within an atmosphere. * Fix error in Intake air resourceDefinition config that marked it as drainable. =================================== Making History 1.9.1 =================================== +++ Localization * Fix unlocalized text in the Intermediate Tutorial. +++ Bugfixes * The VAB and SPH should not be open in the stock Meet me in Zero G mission. =================================== Breaking Ground 1.4.1 =================================== +++ Bugfixes * Fix non-motorized robotic parts being free moving. Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible. Happy launchings!
  17. What's going on: having KVV and RCS Build Aid active at the same time draws the standard coordinate axes (longitudinal, lateral, vertical) through the COM, in both the screencap previewer and the build scene. You can use the previewer in KVV and watch as you manipulate whatever part you need to manipulate to move the rotors about: the preview and build scene will update the axial lines as the COM moves live as you move the part/s as well. Orthographic view in KVV squashes everything in the previewer into a 2D plane perpendicular to the viewpoint, which greatly assists in getting things lined up. Please note that the lines will only draw through the COM, despite RCS Build Aid being able to track the ACOM and DCOM. For quadcopters/tandem birotor craft, the crossmarks through the axes can be used to gauge distance from the COM to balance things out without using differential thrust. I am not sure if having Hangar Grid is essential in getting the lines to draw (as can be seen in my mod toolbar), as it draws its own guide lines for part rotational assistance.
  18. Hola gente! Me surge esta situación de imposibilidad de escaneo con los brazos robóticos del DLC breaking ground. Estoy al lado del monolito del KSC y no es posible hacer el escaneo (el brazo lo instalé torcido) Desconozco si se me está escapando algún requisito básico o tal vez sea por incompatibilidad con algún mod, pero pregunto aquí por si a alguien más se le ha dado la situación. Gracias.
  19. Hello, first time posting here I'd like to know if it's possible to change the direction of a motor in flight with the controller. I noticed in the KAL-1000 controller there's an option to "toggle motor direction" but I don't know how to use it. I included an image below: https://imgur.com/a/GigkXF0 I've tested it in flight and it doesn't change the motor direction when I play the rail. Any ideas?
  20. I bought KSP when it was still early in production, so i automatically get all the expansions (Making History, Breaking Ground). I love that . But for some reason unknown to me, I do not seem to be able to open my Kerbal inventories, or deploy the deploy able experiments. Can someone please tell me how to open the Kerbals inventories, and how to deploy the deploy able experiments in the 1.9 version.
  21. Hello everyone! Kerbal Space Program 1.8.1 is live! This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions. Check out this patch's Changelog for further details: ===============================v1.8.1================================ 1.8.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix missing Chinese characters on main menu. * Fix missing units in the Maneuver editor UI in Chinese. * Fix a few dV KSPedia slides showing corrupted characters in Russian. * Fix autoloc instead of vessel name appearing in target set screen message. +++ Bugfixes * Fix game settings being reset every time game is started. * Fix Linux mousewheel scroll direction. * Fix bug with interstage fairings not occluding everything within. * Fix the mk3 shuttle cockpit lights. * Fix duplicating module info on part extended tooltips in editor and RnD scenes. * Fix shroud shading on disconnected sub-assemblies in editor scene. * Fix FloatEdit and ScaleEdit UI prefabs. * Fix KSC vessel markers becoming too persistent and not leaving the game when switching between buildings at the KSC until game is restarted. * Fix NREs in Portrait Gallery when kerbals die in flight. * Fix T-100 fuel tank clipping on surface attach node. * Fix kerbal helmet/heads becoming unclickable when on ladders. * Move the CB cast shadows game setting to the graphics section of settings where it should have been. * Fix Easter eggs, monoliths, randoliths not receiving CB shadows. * Fix parts still being considered shielded from airstream after deploying a fairing in some use cases. * Fix Action groups icon not appearing in Editor scene when switching between facilities with different upgrade level. * Fix Altimeter and Staging tumblers disappearing at some scale values. * Fix walk paths around Level 3 R&D building. This includes texture artifacts for the Linux version. * Fix material artifacts in level1 and level 2 grass tiles. * Fix error when pressing undo while holding a radial symmetry part. * Fix Ocean on Eve. * Fix DragCube generation discrepancies in partdatabase - was affecting drag and thermals. * Fix NRE in editor scenes when reverting from flight and using transform gizmos. +++ Mods * FloatEdit and ScaleEdit PAW prefabs fixed. Making History 1.8.1 +++ Bugfixes * Fix unable to select "Create new mission" button on Mission play dialog the very first time. +++ Missions * Fix mission "Meet Me in Zero G" does not complete in certain conditions when landing back on Kerbin. * Fix Manufacturer name on engine plates and tubes. Breaking Ground 1.3.1 +++ Bugfixes * Fix items in PAW switching positions in a group depending on state of fields. * Fix generation of free Electric Charge for robotic parts if stopped with the PAW closed. * Fix setting robotic part motors to disengaged in editor and then persisting that way when vessel is launched. * Fix bug related to being able to delete endpoints on KAL-1000 tracks by disabling ability to delete them. * Fix bug when removing parts from vessel and they have multiple actions mapped in KAL. Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible. Happy launchings!
  22. Okay, so I set up my deployed science on Eve. After reaching orbit I noticed I had no communication device set up. Okay, sending a rover with a relay and regular antenna to get some distance. Then I noticed that the basic module has a first hop distance of something like 33 Mm. It just directly communicates with a satellite in Eve orbit. Now my question is: Why is the science not transmitted? Weather analyzer and Mystery Goo station have 100% science generated, but still at 0% transmitted data. I have two RTGs with a total of 6 power set up. The modules are powered, but not "enabled". I really don't understand how that stuff works and I am a bit bummed out because I have contracts open for those things. I am on 1.8.1, if that's important.
×
×
  • Create New...