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  1. 16th July 1969 was the launch of the first crewed lunar LANDING mission. Exactly this day, 48 years ago. Due to the anniversary I decided to recreate Apollo 11 lunar landing mission in STOCK KSP (KER was used to help with orbital data). NOTE: This is not 1:1 accurate, I was limited by the stock ksp parts and physics. Thanks
  2. Elon Musk said that he will land first stage of the ITS back on the rocket holder (don't know what it is called) and that is what this challenge is. Show that it is POSSIBLE. Design a ITS-like rocket that can have the first stage land on the pad Level one: land the booster back at ksc. Score is 100times(Launch mass/distance to the pad)/dv used to land. Level two: land the booster back on the pad. Score will be Score will 20Launch mass/Dv used to land. Level three: land the booster back on the launch holder (Dock with the launch holder using engines). Score will be 30 times Launch mass divided by Dv used to land. Docking ports are recomended for the launch holder. Dv will be measured in m/s in a vacuum, distances in meters and launch mass in tonnes. Rules 1. No f12 menu, hyper edit, cheating, or exploiting glitches. 2. You can use the landing guidance in Mechjeb as an informational tool, but not the autopilot. 3. The only three part adding/changing mods allowed kerbal reusabitity expansion, any life support mod, and deep freeze. 4. Must have at least 100% re-entry heating, plasma blackout, kerbnet enabled, have it so the signal is required for control, and must have no partial control allowed. 5. Must have no kerbals on the booster. 6. FAR, FMRS, and deadly re-entry are allowed 7. NO PARACHUTES 8. NO DROPTANKS/ASPARAGUS. Must be Two stages. 9. Modded. Only mods that don't offer a signifigant advantages over stock are allowed. If it adds fuel tanks with a better full to empty mass ration than stock, it is not allowed. Prohibited; Procedural parts and near future propulsion. Obviously, no using the ITS mod (It is WAY overpowerd). Tweakscale can be used if it is not abused. Bonus points Second stage goes into orbit +1 Second stage lands back at kcs +1 Second stage lands on launch pad +2 Booster can refuel +.1 Multiply final scor by ten Documentation Have informational tabs and Dv stats open (Mechjeb, not KER for dv) Keeping the landing guidance tab open with the information tab is highly recomended Video is great. If you take pictures, use an imgur album; when to take pictures; Pre launch (on the pad). Gravity turn. Stage seperation. EVERY BURN. Re-entry Take plenty of pictures in during landing for level three and two. Refeuling (If done). Leaderboard; Stock; Modded; My exemple entry on level one. Score=1000*266.924t/75.2m/1995m/s+1=1.178
  3. Some other day, I saw this video. It's really nice how Brett explains how to land the space shuttle lands in a comprehensible way. Anyone agree? This can also help with ksp if your playing in rss/ro and you're trying to land a shuttle.
  4. After a worker from the VAB complained about having to untangle and repack all the parachutes after use, the KSC has decided to stop using parachutes and drogue chutes entirely. Some kerbals say this was an extreme, others say it is a great excuse to try out new landing techniques! Challenge Rules -Your must start in an orbit with a minimun periapsis of 100km -You are allowed to have a de-orbit booster, but it must be detached before hitting the atmosphere -The only reason you are allowed to slow down in orbit is to preform a de-orbit burn -While preforming your de-orbit burn you must be pointing fully retrograde -You may use hyperedit to cheat into orbit, but no other cheats allowed -You are allowed mods that add flight assistants -No parachutes or drogue chutes -Your craft must carry at least one kerbal -Try to include a picture or two -No mods that add parts or dramatically change aerodynamics -Glitches are allowed -Kerbal must be in a command seat or control module when contact with the ground is made -Have fun! Scoring System -You start with 500 points -For every kerbal on board you gain 10 points -For every wing, stabilizer, or control surface you lose 35 points -If you brake a part you lose 75 points -For every kerbal killed you lose 100 points -If you land at the flat grassy area by the KSC you gain 40 points -If landing is on the island with the runway you gain 50 points -For every landing gear or landing strut you lose 30 points -Your overall thrust measured in kilonewtons at sea level divided by 4 will be subtracted from your score Leaderboard 1st- @qzgy With 3145 Points! 2nd- @BogusDionysus48 With 590 Points! 3rd- @goduranus With 530 Points! If you have any questions just ask. Best Of Luck To All!
  5. 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.
  6. 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.
  7. 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 ?
  8. 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 vid.me 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. https://vid.me/6st7
  9. 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!
  10. 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?
  11. This movie is dedicated to @GoSlash27 and @Gaarst who inspired it and because they ruined my social life (again) : i have landed about 150 times on Tylo this sunday to shoot the full movie. Here the Teaser, you'll love this method...
  12. Series of videos in which I try to land and take off with 3 kerbals from Eve.
  13. So, hi! I got a contract about going to the mun. Seemed pretty easy, from what I did in tutorial, I tried pretty hard, until thought about finishing the tutorial! But every time I can't complete it, because of this phrase: "I suggest you start ASAP!" I don't understand what he means by that, but what do i do, when he says that? Do I wait for the manuever or do something else?
  14. Was pondering this question and thought it might be interesting to pose to the forum. What's a more efficient planetary grand tour: going to the Mun first, or going to Minmus first? The way I see it, there are two moderately-high-efficiency routes. Minmus first Burn from LKO into a Mun flyby to get a gravity assist to Minmus Capture and land on Minmus Launch and orbit Minmus Burn from Minmusian orbit into a Hohmann transfer to the Mun Capture and land on the Mun Launch and orbit the Mun Burn from Munar orbit into a Kerbin aerocapture Mun first Burn from LKO into a Hohmann transfer to the Mun Capture and land on the Mun Launch and orbit the Mun Burn from Munar orbit into a Hohmann transfer to Minmus Capture and land on Minmus Launch and orbit Minmus Burn from Minmusian orbit into a Mun flyby to get a gravity assist to a Kerbin aerocapture For the sake of the question, we can assume the entire trip uses a single stage starting from a 100km circular Kerbin orbit, and that TWR is high enough to make gravity drag negligible on launch. Is a Mun-first approach more efficient, less efficient, or equal to a Minmus-first approach? Would it be different if the Mun was the same mass as Minmus?
  15. 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?
  16. 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?
  17. Disc: I have mods installed [McJeb/EL/KW/Interstellar/More planets etc] So I have a tiny-ass rover (~4t) cramped full of scientific gear, with one scientist roving around Moho going to each of the 12 biomes collecting science in a box. That tiny rover will then shove it's way back to Kerbin with 200+ experiments. I did the same on Minmus and got like ~200k science. I'm using Kerbal Research & Dev mod(so i kinda do want science but the MPL way is kinda too cheaty) Is there a faster way to travel/land/relocate rover with no air . McJeb doesn't do landing well(or it takes longer) so I'm doing them manually, which gets dull after a while. -> Tried a large MK3 bus with huge wheels but the wheels crack and jam under pressure even on Minmus -> Tried a ship with engines facing both ways but hilariously hard to balance properly and stop from flipping. -> Landing fast on airplane landing wheels tend to make your ship flip someway when it touches the ground -> Can I like make RCS fire downwards like some sort of harrier jet? Engines are way too hard to balance without ship flipping -> Is there a mod/way I can calculate when to brake(burn) downwards to land softly enough? Technically, I can just shove 8 MPLs into one mega ship and just spam experiments .... but where's the fun in that?
  18. 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
  19. Land a mothership! Just land one, on Gilly, Duna, Eeloo or whatever. Just land it! And post pics. (Not necessary, but please post pics) Will add a badge soon! (If I can) What counts as a mothership: Something bigger than a Jumbo 64 tank. Min. mass full: 30t.
  20. 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.
  21. 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: https://drive.google.com/file/d/0B2dwd4kcTgMlY3dwY08zVHdBVUU/view?usp=sharing
  22. 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!
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