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Foundations (FND) An addon for Kerbal Space Program which allows establishing a connection between parts and the ground. Prevents ground constructions from float/sliding away By zer0Kerbal, originally by @Sparkle adopted with express permission and brought to you by KerbSimpleCo See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes: See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. My support of CKAN extends as far as me checking the checkbox in Spacedock when I upload. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L Supports On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Tags parts, physics, plugin, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Sparkle for creating this glorious parts addon! @4x4cheesecake for the picking up where @Sparkle left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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Get better control over your Rover by switching the gravitational influence to another celestial body. Lunatic Aeronautics present the Rover Anti Gravity System (LA/RAGS) Not enough traction or are the hills too steep and your rover doesn't have the power to climb up them? Here's the solution! Put the RAGS module onto your rover and your pilot can switch the gravitational influence on your rover to the celestial body you desire! From Moho to Eeloo and the moons between! By zer0Kerbal, originally by @ximrmand Tuareg adopted with express permission and brought to you by KerbSimpleCo Preamble by Taureg See more YouTube video by `Thomas Varga' YouTube review by Billy Winn Jr possibly Jatwaa on the forums Help Wanted Localization Installation Directions 1 Dependencies Lunatic Aeronautics Ltd (LA/L) Kerbal Space Program 2 Suggests By Lunatic Aeronautics Anti Grav Room (LA/AGR) K-MAS (LAMAS) Rover Anti Gravity System (RAGS) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) Supports Either 3 Module Manager /L Module Manager TweakScale (twk) Tags parts, physics, plugin, control, convenience red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @ximrmand Tuareg for creating this glorious parts addon! see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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An idea to reconcile a perplexing fact-cluster from the Star Trek franchise in what I think is a new, hard-sci-fi-ish approach: Crews on board starships experience "gravity" (exactly equal to that of southern California), which is rarely explained, discussed, or explored in an interesting way Line of sight with away teams on the surface is never interrupted by the horizon, for comms, sensors, transporters, weapons, or anything else Starships' engines are extremely powerful and efficient, for both FTL and sub light speed travel, able to accelerate extremely quickly and rarely limited by fuel supply "Weightlessness" and "zero G" are not artifacts of being in space, but of being in free fall, i.e. experiencing no forces such as running the engines When other vessels are encountered, they never whiz past at 7–15 km/s, but instead gently cruise by at a leisurely pace What if the sheer power of Starfleet vessels' engines leads to the abandonment of true "orbits" as pertains to starships? When the captain says to enter "orbit" around a planet, the ensigns understand by established Starfleet convention that this means to enter the region of space where a low orbit would be, i.e., 100–2000km altitude They maneuver the starship into that rough altitudinal region, and instead of establishing a proper circular orbital velocity, they bring it to a faux-geocentric "stop" over designated a point of interest; with no further action, it would drop out of the sky, burn up, and crash, so... The ship is oriented so the "bottom" points towards the planet The engines are configured to thrust "upward" exactly equal to the force of the planet's gravity, effectively holding the ship in place over one spot The result for the crew would be just like standing on the top of a ~100–2000-km-tall tower; they'd feel the planet's gravity pulling them down, almost as strongly as at sea level, with no magic "artificial gravity" tech required. Benefits include having your Starfleet-branded iPad not float away and the ability to sip Romulan ale from a glass without spilling it. The energy budget to do this, even for several consecutive days, should be relatively trivial next to that expended in the typical space battle or race to rescue the ambassador or deliver the self-sealing stem bolts. And if all space navies adopt this practice, then enemy ships have a reason to have low relative velocities. Obvious caveats and objections: "Gravity" in deep space remains unexplained The ships are never shown accelerating "upwards", only "forwards" I realize this is not what the canon says, and it doesn't cover everything, but for hard sci fi fans, it may be a serviceable excuse for turning your brain off during some episodes.
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In another universe... Kerbin has a gravity of 19.62 m/s^2. Its inhabitants dream of space. Will you, space program manager, achieve that goal, or will your rockets crash even more spectacularly in the crushing gravity of 2g Kerbin? Important Note! Hack gravity resets on game launch, but the craft orbits remain the same. Enter another save, hack gravity, then enter the 2g career save. RULES AND GOALS: Hack gravity must ALWAYS be at 2.00. Primary goal is to finish STOCK tech tree. Apart from setting the hacked gravity, debug screen must be left alone. Mods rules No tech tree modifications no mods that decrease tech costs in any way no extra science instruments life support mods are OK no warp drive mods/parts no LFO engines with ISP > 400s no nuclear engines with ISP > 850s no engines with ISP > 4200s (excluding jet engines) Funds rewards can be increased by up to 50% to account for the pressing need for pad/runway upgrades. Science rewards can be increased by up to 30% to account for slow earlygame and travel problems. Reputation rewards cannot be increased. Decline penalty can be turned off or increased. Suggested Plasma blackout and g-force limits CommNet on Reentry heating on Otherwise, do whatever with your settings SCORING CHALLENGES These can all be done before or after completing the main goal. Submit proof and your score and medal(s) will be updated accordingly. 1000 points: Complete the challenge 300 points: Build an ssto 50 extra points for no RAPIERS 1250 points: Land on Tylo 100 points: Complete the challenge in under 25 launches 50 extra points for every uneeded launch (i.e. 100 points for 24 launches, 300 points for 20 launches) This does not count launches after finishing the tech tree 750 points: fly by all of Jool's moons in one launch 1000 points: accumulate 10000 science points at any one time 600 points: accumulate 6000 science (transmitted and/or recovered) in one mission, plus 150 for no science lab 850 points: accumulate 10000000 funds at any one time Do a grand flyby tour: 850 points, plus 100 for every landing Create a massive exploit with the messed up orbits and gravity: 500 points, special badge (WIP) Eve surface return: 4k points, special badge (WIP) ~~HALL OF FAME~~ @dvader: 2,250 points - Osmium Medal - 22/6/2020 Notable Achievement: First Winner, creative Eve mission. @ralanboyle: 2,500 points - Osmium Medal 25/6/2020 Notable Achievements: very good documentation of endeavor. First SSTO @bayesian_acolyte: 4,600 points - Osmium Medal 30/5/2020 Notable Achievements: 3 launches to complete, which is probably the fewest possible, first tylo landing. Current highscore For proof Image album or video/video album Badges: https://imgur.com/a/JJjvfBA Lead: 1000-1300 points Wolfram: 1301-1550 points Osmium: >1550 points
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So, could you recreate (or at least partially recreate) the Gravity Movie as a mission builder mission in KSP? It would include parts like the beginning where they are at the HST on a STS mission and then debris which causes explosions destroy some of the Shuttle and you would have to get to the ISS and then Tiangong station to return to kerbin. I am just wondering if you could do this using the mission builder, or would it not be possible?
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I've had this idea that I was sure would have been brought up already, but I have been unable to find any indication of this. We all know that asteroids in KSP have no gravity, that is to say that they are treated like any other ship part, and just float around inside the physics sphere. We also know it would be very difficult both to create a mod, and for that mod to run computationally, that would add some sort of S.O.I to them. However, in the modding community we like to take ideas that are difficult, and sufficiently abstract them so that we can make a reasonable mod for it. What if instead of giving them an SOI and everything, we just implement the already existing magnetic attraction mechanic used by docking ports? Just turn the force way down, and make it attract all ship parts. I don't know, as I am not a programmer, but it occurs to me that this may end up being very CPU intensive, so it could be perhaps just magnetic to a list of part types; such as anything that is a command pod, engine, landing leg, claw or other asteroid. This way you can "Land" on asteroids, and you can build large clumps of asteroids (space dust bunnies anyone?) if not actually orbit. And who knows, perhaps there are stable orbits that you could find with the right force level set (I'm thinking it would need to be very low). Thoughts? Ping: @linuxgurugamer @Snark, because I'm hoping if this is a bad idea, one of you guys could easily see why.
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Okay, I wanted to try and find a way to apply circular motion and gravitational field calculations to elliptical orbits to prove why all orbits must have opposite periapsis and aopsis and only one of each (as oppose to for example two opposite aopsis and two opposite periapsis) but I couldn't do it. Anyone with more experience give me a hand, it would be handy if the derivation tried to use relatively simple mechanics because I'm second year A level in the UK. Cheers
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It's been a while since I have played KSP. I finally got a rover down to Eve to find out Eve has changed so much, the fun is gone. Rovers slide all over the place. If you can't stop, you can't save the game. If you run out of power on the way up to a peak, you get to slide all the way down to the base. You can no longer make it to the top of the mountains. Gravity is supposed to be high, I suppose that is why rovers slide instead of coming to a stop? Then why is it I can click on a command chair 4' off the ground and gravity doesn't even affect that "jump" of 4'??? Kerbals hop up there regardless of the heavy gravity. Eve used to be the hardest planet to work on. Honestly, it seems so broken to me now, I put the game away.
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Reach orbit in high gravity environment! Basically, this challange is just about getting orbit efficiently on Kerbin. However, with gravity multiplier cheat, it won't be easy! In these harsh environment, haul fuel/payload to orbit as much as you can! Rules: 1. No cheats allowed, aside from the gravity multiplier cheat. - Entrants should keep the gravity cheat on throughout the entry, with the multiplier given by each level. 2. No kraken drives, no clipping of functional parts. 3. The orbiter can either be manned or unmanned, refuel it in any way if you can. (Docking is allowed as well) 4. Reach stable orbit out of the atmosphere, using any ways fitting in the rules. 5. Mods allowed: - Part mods with reasonable chemical tanks/engines only. (No OP tanks/engines or other propulsion concepts) - Visual mods like Scatter, SVE and such. - Piloting mods like Mechjeb, kOS and such. - Editor mods like Part Angle Display, Editor Extension Redux and such. (Finished product should be stock craft with it) Any other mods aside from these are not allowed. Entry Submission Rules: 1. An entry should contain screenshots or videos to prove the completion. Imgur or Mission Reports is recommenfed. 2. At least one of the screenshot should contain debug screen indicating that only gravity cheat with appropriate multiplier is on. More than once is recommended. For video submissions, show it once and capture continuous process to orbit in the video. 3. Screenshots should include craft in VAB(for total mass), on LaunchPad, liftoff, subsonic flight, gravity turn, supersonic flight, high atmosphere flight, reaching apoapsis, finishing orbit and craft on orbit and more if you want. Scoring Scheme: 1. Score is given by (Payload mass) / (Total mass) - 'Payload' means parts got to orbit which is neither fuel tank nor engine, and fuels left on the orbit. Crew cabins count as payload, but not any other multipurpose fuel tanks like wet wings. - 'Total' means every parts launched for this mission. This includes pre-launched refueling ships in orbit. Levels: I. Moderate gravity (1.7g): Reach orbit on Kerbin with gravity multiplier of 1.7. (Range of 1.68g~1.7g is allowed, due to the sensitivity of the scroll bar) I1. Spaceplanes (too) Powerful Reach orbit, using jet engines. Every bits you launched should reach stable orbit. I2. Heavy Rocketry Reach orbit without jet engines. Isp. Heavily Usable Rocketry Reach orbit without jet engines, with every bits you launched reaching stable orbit! (Yes, this one is specially aimed for conquering a *punishing* body) II. High gravity (3g): Reach orbit on Kerbin, with gravity of 3g! 2.88g~3.0g is allowed. III. Super gravity (5g): Reach orbit on Kerbin with gravity of 5g! 4.98~5g is allowed. V. Hyper gravity (10g): Use any possible way, to reach orbit with Hyper gravity of 10g! (Only 10g is allowed, since it's at the end of the scroll bar) (This should be impossible, though let's see if I'm wrong) Results: I. Moderate gravity (1.7g) I1. Spaceplanes Powerful I2. Heavy Rocketry Isp. Heavily Usable Rocketry II. High Gravity (3g) 1. MarvinKitFox - Asparagus-staged Mammoth Rockets to 11k X 14k orbit. (Score pending) III. Super Gravity (5g) V. Hyper Gravity (10g) + My entry will be up soon! (Though I doubt I need one)
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Interplanetary speed , think i saw 9000ms at jool burn Im 14 days out of jools periaps. (can warp back but since i have many ships its a lot of extra work) got 2000dV sience/relay sattelite with no heatshield. I manage to catch jools orbit via areobrake and burn. But i always end up with to little dV left to manuver. I see some talk about gravity assist to brake but i cant find the correct one. How do i brake in jools system without using up all dV ? Does not matter if i end up on any other planet.
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Hi everybody. So, one of my hobbies in addition to KSP is the creation of a fantasy world, and I was recently inspired to make my world a moon of a gas giant instead of its own planet. However, after reading this thread I realized that I might have daily 50 foot tidal waves if I do that. So my question is, can I position my moon in such a way that it avoids this? I had planned to have five other large moons in the sky, with this world being the fourth of the six, but I'm open to changing that. Would placing it farther out lessen the tidal effects of the other moons? Would placing it closer to the gas giant's gravity well have the same effect? I am planning to have this world tidally locked, by the way, so I believe that should eliminate tidal waves caused by the planet itself, even if it makes for some weird oceans. Any help on this would be appreciated, so thank you in advance!
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What would happen if I was past the event horizon of a black hole, but I could go faster then the speed of light? Would I be able to escape the gravitational force of the singularity, or is it 100% guaranteed that once you go past the event horizon of a black hole you cannot escape no matter what?
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Kerbalkind has always been ambitious. But now let us take it to the next level. I propose a craft that can take off from the KSC, Orbit once around Kerbol with a maximum altitude of 1000 Kilometers, refuel, and then land by the KSC to be recovered. One of each type of crewmember is required. Also, you are required to land every piece of your ship(except for the booster stages). You can refuel on an asteroid or a planet. It doesn't matter. But here comes the kicker. You have to do it in maximum gravity and show that you are not using any other cheats.
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Hi, I'm a newbie here. My question is this. Using the space shuttle as an example, how much fuel would be saved if gravity stopped at the moment of liftoff for 1 second, 5 seconds, 10 seconds, 30 seconds and one full minute? I may be using this info in a SF story I am writing. Thanks!
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I’m currently designing a Tylo mission. Let's assume I have myself a Tylo intercept straight from Kerbin with a nice and low Pe. My logic indicates that if I try to land directly from my interplanetary trajectory, since I’m going so fast, it will be more expensive than if I use gravity assists to first capture around Jool and lower my Jool orbit as much as possible. Is my logic sound? Is there any gravity assist trickery that can make my Tylo landing cheaper?
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I heard some people think that gravity isn't some particle or secret bond between dark energy and other dark magic things (which in fact are most likely just ordinary matter) but something to the effect of gravity is the motion of matter through time and it generates space? I like the gravity in KSP compared to other space games I play. I recently looked at a picture of the Spheres of Influence. My only gripe is that we as humans understand little about gravity. I also heard some big-wigs and head-hanchos of many organizations are scrambling to get a better understanding of the measurement for G. Will their clocks fall, err I mean fail, as everything comes to a grinding halt, asymptotically approaching the center of their "dials"?! Remember we only accelerate when the ground comes up to meet our behinds! The link to gravitationlab can give you "an answer" about the, yet unproven, largely talked about interior workings of our friend G. 400 years after Galileo proposed it, we just like to pretend, but no one has ever proved that the object will even oscillate or not.
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- space generation method
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I have an acquaintance who is really pushing hard for a gravity experiment to get real evidence of the interior solution for gravity. I don't fully understand everything about the work though it's laid out plain enough in his papers. My intent is to create a mod that can simulate the experiment in KSP. I haven't modded KSP or any other game for that matter. How difficult would this be to learn and any good pointers on what utilities or software? I'm imagining right now a Kopernicus mod that added a planet with a hole in it and then drop... a ship through? Does anyone who can interpret physics tell me how gravity is calculated in KSP? Compared to what we may (or may not!) know about reality? Your insight is appreciated ...
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Hello, I am on 1.0.5 and the in the present safe game the gravity on the mun is too high when on EVA. The Kerbals walk real slow, can't jump as high as they should on the mun and the jetpack thrust is not enough to lift them off the ground. The gravity seems to be ok for everything but a Kerbal on EVA. A rover on the mun has the normal driving characteristics. However, there seems to be at least some effect on other landed spacecraft in that they are more flimsy. There is a supply ship that had landed a bit rough near my base. It lied on its side but was otherwise fine. When the bug hit, it caused it to fall into several pieces. I'm not sure whether this has anything to do with any mods I have installed. Has anyone encountered this before?
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Imagine if there was a planet with such high gravity and no atmosphere, it was begging to be used for gravity assists... But, there is a catch; it is nowhere near a flat planet, in fact, it's quite the opposite. 40 kilometer-high mountains, a ludicrously short day, combined with its low-orbiting moon (about the half the size, but twice the annoyingness as Ike) make exploiting its precious gravity a gamble. Yet, it's tantalizingly close orbit to Kerbin makes it such an irresistible option. Will you take this chance to reap the rewards? Requiring just a little more fuel to get to than Minmus, this planet can be a valuable resource to your missions. Just make sure not to crash... With a diameter close to that of Vall, but having a mass so high that it has a density roughly 1½ times that of Kerbin; its gravity will be much higher than that of Kerbin and potentially Eve.
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One questions regards gravity, which bothers me already for a long time. For my question we assume that the whole universe, the whole space, absolutely everything is empty, there exists nothing, no matter, no particel, nothing, besides 2 objects, which i wont describe further, besides: The Object A has the mass of an Car and the object B has the mass of an pencil. Both objects are 999kLy away away from each ( so more distance than between earth and Sagittarius A ). Time is freezed and they have no speed and no rotation, they are standing still and now the time goes on, its the first second in my fantasy universe, what happens now ? I would think that both objects would start to pull each other, but the object with the mass of an car would pull the pencil mass object much harder. So Gravity or better saying "curved space" never ever ends ? Am I right ? I also think that if both objects wouldnt be perfect spheres, but look like a real car and pencil, they would start to rotate as they are pulling each other, because the central point of gravity from each object is not perfectly aligned with the mid, am I right ?
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Proof, if any were needed, that I'm ok with planes, even spaceplanes, but really don't know what I'm doing in a rocket. Early in a career game, I reckon I can get a good science boost by using a gravity assist to get out to the Jool system ahead of time. Unfortunately I don't quite have the skills of this guy - So, according to the wiki - I need to launch my probe and lower it's PE within the orbit of Eve to get an encounter. Then pass behind it to pick up a gravity assist, catch another one somehow from Kerbin on my way out to the newly raised AP, and then bounce between Kerbin and Eve till I raise my AP up to Jool territory. Profit. Now, when doing a "gain speed" assist the goal seems to be to pass behind the planet as close as possible. The closer behind , the bigger the assist. Except that if i get too close to Eve it bends my flight path too much, slinging me radially or anti radially with respect to the sun (Kerbol) and the extra energy is wasted. In fact I've had it throw me straight back on a reciprocal course, drastically lowering AP. Is this bad planning or just a limit on how much you can gain from a single pass? In that diagram from the wiki, the spacecraft is coming in at quite a steep trajectory WRT to the planet. This allows the flight path to be "bent" greatly, but actually have it work in your favour putting you on a prograde trajectory WRT to orbiting around the sun. The problem is, to get this steeper angle when passing Eve, I'd have to lower my PE well below Eve's orbit. Which is very expensive in Delta V terms, more so than just going Jool direct?
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Not alot of People Have been taling of Magnetars, I already know what Magnetars are, but, What are they?
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Hi! I just released my first bigger programming project. I coded it in C++ using the SFML graphics libraries. Video link: If you get any missing dll's you probably need the visual studio redistributable, link: https://www.microsoft.com/en-us/download/details.aspx?id=48145 If you have any questions, let me know!