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Found 5 results

  1. For a college "Exploration of Space Environment" project, (my partner and) I need to discuss the potential tradeoffs of picking a particular landing site on Mars. More specifically: What will we gain AND have to sacrifice from landing at this specific site. For example, when it comes to landing along Mars' equator vs on one of its polar ice caps (yes, I have to specify which one), I'll have to consider: Carrying my own water (and, therefore, more weight) vs converting the ice underneath I'll still have to carry a backup supply, but an ice cap landing and utilization can lessen the amount I need to save specifically for the outpost Keeping the return vehicle at an equatorial (or even inclined) orbit vs having to set a polar orbit. As we all know, we save fuel if we launch our ascent vehicles in the same orbital plane as our target. Regional temperature Will determine how the base will be heated. (For the stock game, I don't know anything about life support mods) KSP fails to address supporting kerbals in environments with low temperatures like those on Mars. Sunlight (and radiation) exposure More radiation protection = more weight = less delta-V More sunlight = more solar power Seismic activity A region with lower seismic activity is preferable Dust storm frequency My partner and I know that it won't tip over whatever ascent vehicle we bring, but dust storms can still cause serious problems such as: Getting inside computers Blocking solar panels I know I'm simply asking for help on a college term paper (whose due date is probably extended due to the coronavirus), but this is also a great opportunity for us to discuss where we would start a Martian base. Feel free to offer your input on where we should put a base, and why. After all, the entire mission plan (base design, approach and departure strategy, surface ops) depends on it. But be aware that, whatever landing spot we decide upon, we'll be sacrificing the advantages offered by other locations. We'll also have to design our base to compensate for lost advantages. Which would ultimately determine how the entire mission would be conducted. That's what engineering is about, exploring the gives-and-takes of our mission decisions. We basically explore this concept every day in KSP, too. adding fuel tanks will mean more delta-V, but also more weight to haul to LKO using a lander engine with higher thrust may mean giving up delta-V Any and all help is greatly appreciated. Thank you. P.S. Source links would be nice. I don't think my partner (let alone my professor) would want me to cite a forum post in the reference page.
  2. "A monstrous tripod, higher than many houses, striding over the young pine trees, and smashing them aside in its career; a walking engine of glittering metal, striding now across the heather; articulate ropes of steel dangling from it, and the clattering tumult of its passage mingling with the riot of the thunder." - H. G. Wells, 1898
  3. Hey everyone! Lots of people have been anxiously waiting for this mod. It's finally at a point where it's playable, and all the necessary features are working. This is a manned rover, based off of the design in The Martian! Now you can re-create your own missions to Duna, or drive across the planet. It features several parts: Command Pod with lights and KIS storage, Battery with attached solar panels, "flatbed" main frame with KIS storage, and "trailer" optional frame. The included craft file is already put together for you, but if you do it yourself - the trailer attaches kind of funny to the back of the flatbed. It must be rotated right and I use the offset tool in the VAB to fine-tune it. The wheels will flip you if you brake hard, and I suggest setting the brake force to 100 on the front wheels, which I've already done on the example craft. Some things to note: The crew capacity is only ONE right now, it will be bumped up to THREE at a later time, when I've started working on the IVA. There is NO IVA yet. There are NO WHEELS yet. I guess the new KSP update (1.1) will rewrite the wheel modules, and I had a heck of a time getting them to work for me anyways. The stock wheels look great with it, and the model was originally made to scale with the stock TR-2 wheels. The IVA that the cabin uses is the MK1 pod. There is an example craft included! ...I think that's all for now. Hopefully you enjoy it, and if you don't, please tell me why! I recommend using the mod Kerbal Inventory System with this, so you can take full advantage over the features. (Like storing extra life support supplies for those really long trips.) Download from SpaceDock! Imgur Album showcasing delivery of Rover using KIS and USI Freight parts. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Also includes the following nifty flags: Example craft and KIS containers set-up for a cargo rover:
  4. Hey everyone! This is something I've been meaning to get done for a little while. It's a very simple, stock-alike MAV. Parts included are: Command pod (using a stock IVA) with built in RCS and decoupler Interstage including RCS, fuel, a power generator, and four 0.625m mounts for engines Main fuel tank with six 1.25m engine mounts and a spare 1.25m node for attaching to the base. Landing base, with a built in hatch for ground access, an ISRU module that uses the Community Resource Pack to turn Carbon Dioxide into fuel, and four 1.25m engine mounts for powered landing. If you assemble a craft yourself, make sure the decoupler you use between the base and the main tank has fuel cross feed enabled. The base also has an attach node on the bottom, meant for attaching it to 3.75m decouplers or rockets. Also, this is not meant to be super screen-accurate. It's just something I wanted to do for fun. For a more accurate mod, look for xxhansonmaxx's mod. This mod is no longer packaged with the a Community Resource Pack. In order to utilize the ISRU aspect of the mod, please download the most recent version of the Community Resource Pack. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Download from SpaceDock!
  5. Hellooow everyone ! Today I come up with a weird question : Okay, so I wish to start exploring other planets in the game now, but I like to do things properly and well, because the most amazing part of the gameto me is when excrements works and you succeed in actually going somewhere. My first target will obviously be Duna and I have this program idea, that's kind of inspired by the Mars Semi-direct Mission, with a hab module, a Duna Ascent Vehicle and a Kerbin Return Vehicle. Now I know Duna has a different atmosphere and gravity pull than Kerbin... So how do I test properly my crafts ? How am I going to know if they'll actually work waaaay over there ? That's the kind of mission I don't want to have to restart from the beginning if something doesn't work.. I mean, I enjoy problems that are interesting and spectacular, like when everything goes south or when you forgot a step and the result is just too funny to be reverted etc... Not the annoying stuff that makes you start again 60 times and takes you 7hours to get right. So yeah, thanks in advance for all the help and have a nice Odyssey