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  1. Due to busy schedules, @TheEpicSquared has given me permission to reboot the Minmal X Prize! So, without further adieu, this is how I'll score the challenge: Players would have to use Kerbal Construction Time, and the build+rollout time of their rocket and spacecraft would be added to the MET after all the mission requirements have been completed. Shortest total time wins. Unfortunately, due to fact that the MET clock resets when undocking, I'll have to ban the use of docking ports. Sorry guys. completing the optional "prize purse" challenges would earn the player a set amount of time deducted from their total time - so for example, visiting a monolith (the Apollo Heritage bonus prize) would take off a certain amount of time from the total time Mission requirements Land safely on the surface of Minmus Mobility The real LXP states that the craft must move at least 500 meters from the landing site. Hard enough in real life, very easy in KSP. Therefore, a suitable mobility requirement would be to drive 25 kilometers from the landing site. However, you should use Bon voyage mod Mooncasts The real LXP states that two 8-minute pieces of video must be taken by the vehicle, one directly after landing and one after the mobility requirements have been completed. Instead of this, I think one video documenting the entire process of launching, landing on Minmus and completing the mission requirements would be good. In this video, the KCT build+rollout times would have to be shown, along with the MET after all the requirements have been completed. Payload use nanokube to make a tiny kubesat. Private funding 50,000 kerbucks for the vehicle only (the rocket, supplied by me, would not be included in the cost) Deadline May 31. heres the rocket: Prize purse In the real LXP, the first team to complete all the mission requirements gets $20 million, and the second team gets $5 million. Since this is KSP, and there's no significance in money, completing these bonus objectives will result in a specific time being deducted from the total time (these times are of course subject to change based on feedback). Apollo heritage bonus prize (1 kerbal day - 6 hours - deduction) For this one, instead of visiting landers, the player could visit monoliths instead. Range bonus prize (2 kerbal days - 12 hours - deduction) Instead of having your vehicle move the required 25 kilometers, travel to the highest elevation on Minmus? Not sure where that is, though. PS. Use Bon voyage mod. Water detection bonus prize (3 hours deduction) Instead of water, the vehicle would have to detect for ore instead. If concentrations above, 7% (subject to change) are found, this bonus objective had been accomplished. Team/Player Requirements The real competition required teams to acquire launch contracts by Dec 31 2016. Of course, in KSP there is no need for this; you can just build your own rocket in a few minutes. Therefore, I'm thinking (bear with me, this is complicated) that we have a limited number and design of rockets, just like in real life. I would provide these rockets, which would have different payload capacities to LKO (100x100km), different costs, different KCT build times, etc. It should be noted that when doing the mission, you are only allowed to use the rocket to get you into a 100x100km orbit around Kerbin. At this point, the rocket that got the submission into orbit should be discarded, and any further maneuvers should be completed under the submission vehicle's own power. Spacecraft communication Every submission vehicle should have an antenna with a range capable of talking to Kerbin from Minmus. Also, the vehicle has to be in contact with a Kerbin ground station at all times. I would set up a (half-decent ) relay network around Minmus, so it would be in contact with Kerbin even when direct line of sight is occluded by Minmus. Other rules 1. Complete all of the mission requirements. 2. All the team/player requirements must be met. 3. Only stock parts and aerodynamics, apart from the KER and Mechjeb parts (I'll add a separate FAR category if people want that). 4. KER and Mechjeb are ok for informational use, but Mechjeb cannot be used for piloting. 5. No autopilot mods. In this challenge, you'll be flying by hand, the good old-fashioned way. 6. No Alt+F12 menu, hyperedit, or any other shenanigans. 7. Commnet must be on throughout the mission, with both occlusion sliders set to 100% (I know I'll be providing the save file, but the Commnet settings can be changed from within the save and I want to make sure nobody does that). 8. Multiple forum users can be in a "team" and work together on the same vessel (I don't know why people would do that, but I'm just putting the option out there). 9. All submission vehicles must be uploaded to KerbalX, Dropbox, etc. As per the forum rules Mediafire isn't allowed due to ads. 10. The rocket will only get the vehicle into LKO. The trans-Minmal injection burn and other maneuvers will have to be completed under the submission vehicle's own power. 11. All submissions must be ready by the deadline (haven't thought of one yet, but will be in the format of MM-DD HH:MM:SS (month-date, hour-minute-second), time zone GMT (probably). 12. All missions must be completed using the provided save file (not provided yet, I'll make one when I have time). 13 and onward. Any other rules that I might come up with (I probably definitely will).
  2. Challenge: For this challenge, you will need to make a Rocket (No SSTO's or space planes allowed) that goes to minmus an back to kerbin, but you cannot a 'stable' orbit, what i mean by this is that you have to do this all in one go. Expert Mode: do everything else but fly past the moon on the way out and on the way back in! Steps: 1. Build Rocket 2. Fly to minmus (you can orbit around earth first, you have to go straight for minmus) 3. loop back to kerbin (Again, no orbits around minmus either, you have to go straight back) 4. land near the KSP (near as in that you can still see it) 5. Celebrate!!!! Rules: 1. No cheats 2. No Mods 3. Only rockets, no SSTO's and space planes 4. no 'stable' orbits 5. no refueling at a space station, rocket etc. Try making your Rocket as small as possible Have Fun!!!!!
  3. I'm running a heavily modded (178 mods) installation, and lately I've been having an enormous hit to performance (both FPS and physics rate) on and around Minmus. Everything else in the Kerbin system is fine. With this particular ship (a Garage Hangar from @allista's hangars mod, with a return vessel and launch vehicle attached, a Feline Utility Rover and Trailer from @Nils277 in the hangar, but unloaded until touchdown), I get about 40 FPS and 80-90% physics rate during launch. Once I get to orbit, it goes up to 60 FPS and 98% to 100% physics. It stays there all the way to Minmus SOI. Once I'm in Minmus SOI, I'm okay until high-detail maps start to load. At that point, it drops to about 30 FPS and 70% physics, and then progressively gets worse and worse the lower I go, despite shedding more and more parts. By the time I'm near touchdown, I'm down to maybe 25 FPS and 50% physics. Then I launch the rover, and drop to 20 FPS and 40% physics. Then I launch the trailer, and drop to 15 FPS and 30% physics. The thing is, I can run this exact same setup on the Mun, or on Kerbin, at smooth framerates and 80%+ physics rate. Plus the part count is fairly low (<90 at launch, <50 for landing, ~50 for the full rover and trailer, and many of those are science parts). It's Minmus specifically that's tanking it. I read in an ancient forum post from like, 2014, someone who found (I think with @RoverDude's help) that a certain robotic arm from a certain mod had changed the physics range to 100 km, and thus the entire moon was in physics range, and that was the culprit. Could it be something like that? How would I check for that? What kind of config file would change physics range globally? I run an FX-8350 and a GTX 970, with 16 GB of RAM, so I'm quite sure it's not lack of horsepower. Something's going wrong... Mod list (All installed via CKAN (except for Kerbin Side, which was installed manually), all up to date according to CKAN and AVC)
  4. This new spacecraft is capable of taking astronauts to the moon and back perfectly. I find it easy to fly and use. Use it and please distribute it among your friends. [Edit: contents moved to spoiler section by Snark]
  5. Background: In my recent career game I restarted for 1.2.2, I was originally working out a tutorial series for Hard Career that was reasonable to follow. Then I got distracted, as I'd never built a significant base on land before. Between that point and the beginning of the career, I'd picked up the updated Camera Tools mod that @BahamutoD started and @jrodriguez has been able to recently maintain for us fellow Kerbal Lovers. Go both of you guys, you rock! So, in playing with Camera Tools, and then starting to build a base, I decided I'd try and make a fun story about the process and see if I can chase @Nassault630 a little bit in his cinematic adventures while showing off some rockets. That's for you guys to decide, but I'm having fun trying. On future attempts, as this is all already recorded, I'll have to not use auto-position so often when flying and use part lock instead of CoM locks... Anyways, without further ado, here's Part 1!
  6. Hello! I decided i would create a sped up version of my 2 hour mission to dump a rover on Minmus for later (MK3 SSTO with a base payload will send up a communications tower on Minmus). But something went wrong..... ENJOY!
  7. 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?
  8. (This is my first mission submission, so please bear with me. Also, I'm not completely positive this is an original idea. I couldn't find an identical challenge, but it is entirely possible that I saw it earlier and it was planted in my subconscious only to surfacelater seeming like an original idea. Please let me know--or don't) Ballistic Return from Minmus "You only get one shot" - Eminem Your mission is to design a theoretically reusable rig that will return a Kerbal from the surface of Minmus to the surface of Kerbin. ("theoretically" because I won't ask you to prove it.) Rules: All forces on the returning Kerbal/vessel must be imparted while still on the surface of Minmus. Returning Kerbal/vessel may be controlled (aero, chutes, etc.). Launcher may move to assist launching. Launcher must remain safe on Minmus. Provide evidence. Rankings will be based on cost of returning rig, not cost to get it there. Get your rig to Minmus however you want, no proof needed. No part mods, no gameplay mods. Maximum g-force experienced will be noted in the records. (Thanks for the tip, MaxL) Categories for rankings: Startup Cost = Least expensive overall rig (launcher plus launched) Marginal Cost = Least expensive consumables (everything that leaves Minmus or explodes. Evidence or remaining launcher must be provided. Submission: Screen shot of entire rig in VAB or SPH showing cost (Just the rig that will be on Minmus. Also, empty your fuel tanks, we're assuming unlimited fuel available on Minmus for relaunches) Screen shot of launched/exploded vessel Video of launch from Minmus, safe return, and proof of reusable vehicle safe on Minmus. An Imgur album will be accepted if that is your only option. Videos are better. Good Luck, Harry Leader Board Category 1 - Start-up Cost 1.) 2.) 3.) Category 2 - Marginal Cost 1.) 2.) 3.)
  9. Hello everyone! I just wanted to share a little SSTO I made for fun, I call it the Banana Twins. It has two separate landers that can independently land on Mun/Minmus and return to the main craft. So really, this is 3 separate craft in 1. All 3 craft contain a probe core so they can be controlled remotely. 100% reusable design, nothing is lost except fuel. If you can manage to land it at KSC, it's even possible to refuel and do more missions. It's a bit tricky to fly, but it's perfectly balanced and provides just enough punch to get into orbit. The trick is activating the NERVs at 15,000m (while going close to 1,400m/s) and then switching RAPIER modes at around 20,000m. The Whiplash engines provide nice economy for transport and landings. The landers throw the main craft off balance when they deplete their mono-propellant, so there is extra mono-propellant to top off the landers when they return to the craft. It's capable of unpowered landings as well. 100% stock, v1.2.2. Enjoy! Image 1 Image 2 Craft File
  10. This is my first spacecraft exchange, i have have always wanted to share my SSTO with the world. SSTO Lammergeier Specifications: Part Count, 93 Mass, 68.362t Height, 4.5m Width, 20.5m Length, 19.7m This my SSTO, the Lammergeier, seen here on Minmus Here it is in the SPH, and you can see its interesting wing shape. Here it is back on Kerbin after its voyage to Minmus, it has made the trip a couple of times and hasn't failed me yet. Thank you.
  11. I made this Minmus lander,and so i want to show me landing on Minmus! The lander: The rocket: Launch in 3..2..1 LIFTOFF! ' So i did some orbital stuff bla bla boring,and this appeared! Ye,an orbit around Minmus! Awesome,we are gonna land! Getting close! 2 MINUTES LATER... Yes! Landing achieved! Podman seems satisfied with the landing:
  12. The Great Thread of Mun & Minmus Landers In this thread you can post pictures or videos of Mun and/or Minmus landers, bases, satellites or space stations. You are also allowed to post pictures of you doing a fly-by of the Mun and/or Minmus. Hope to see them!
  13. images here My first minmus landing was awesome sorry for missing rocket on launchpad screenshot i will add them later
  14. Hi, So I built my first rover.... Its rather wide so I had to transport it to Minmus slung under the lander. I tested everything, well almost everything on Kerbin. Dropping the lander and driving it away using the built in probe body worked fine so I launched and landed on a slope just short of one of Minmus' flats. I dropped the lander, but when I tried to drive it the Kraken struck and everything exploded into bits of exploding rover, lander and terrified Kerbal. I tried to move the rover repeatedly but every time - Boom. The only way I could get around this was to use the landers RCS and hop it away from the rover. I could then drive the rover fine. The other issue I have with this rover is that Kerbals get fired vertically out of their seats several metres every time they try to get out of the seat. I have not played KSP for some time, but don’t remember that happening in previous versions any ideas? On the plus side I was able to visit Minmus’ Lesser flats, Slopes, Lowlands, Midlands and Poles all in a few hours of driving which gave well over 1000 science points Has anyone else had these problems?
  15. Hello, fellows! Today I share my trip to Minmus, it was kinda risky and fun. My Rocket: (It is my Mun lander) Engineer's report: totally overengineered. The Lower Stage: It's a Mainsail with 3 Skipper Liquid Fuel Boosters, which are connected to the main part. On top of that, there are 3 Thumpers. The Upper Stage: It's the mighty Poodle Engine(!!!!) with 2-and-a-half X200-16 Fuel Tanks. The Lander: It's a Mk1 Command Pod with some Material Bays, 16 (Yes, I said 16) Mystery Goo Containers, an Inline Stabilizer, parachutes, moar science stuff etc. aaaaaand the Terrier with a flat Rockomax Tank (Patent Pending). The album: http://imgur.com/gallery/8NlzB ( I forgot to take the pictures before the landing, basically the Liquid fuel Boosters ran out in the high atmosphere and I had an AP of 100km. With the full main part, I orbited, changed Inclination and did 3/4 of the burn to Minmus.) Hope you liked my first report of a mission. Let's hope for me (13,from Germany) that there are no grammar or spelling mistakes. (I know that I can't reveal my age if I'm 12 or below) DarkFighter Thanks to the moderator who approves this
  16. So I've finally returned to the game after a few months hiatus, blazed through career and updated to 1.2. In Celebration of this I built a neat little Minmus base that serves to purpose but to look cool. I send over the core unit, a mobile scientific rover, a expansion craft to dock it with 2 modular solar arrays, a rover to ferry around said arrays, and a bigger rover to ferry around the bigger parts. After that I decided to dock up the rover and start piloting the abandoned fuselages I used to land out of the 2.4k range, least to save performance. After moving 2 I switch to the one closest to the base and lo and behold the physics take over and rip my base apart. No matter if I turn out cheats the base still freaks out and does a little kraken dance, ripping out the solar arrays, the rovers, and the general structure of the base falls apart. I'm not sure what's causing it but the running theory is that it has something to do with my compact little rover, maybe the fact that it's made out of mostly small panels and ant fuel boxes is making the rover lose it's mind, upon watching the base rip itself apart it seems that my rover's panels meld together and the game has no idea as to what it Should look like, or something I don't know. I would love an answer to this problem as I have spent the last 12 hours meticulously making sure that every single component of this base fits, both rovers are able to move stuff around, and making sure that I still have room to expand this base after this expansion is done. So please let me know, I'm basically open to all interpretations and hints as to a solution to this problem.
  17. Hello, I am relatively new to KSP (on Xbox one). I've been going through the tutorials and messing round in creative and feel I'm improving little by little. Now I have set a challenge for myself. I want make my stamp on my first step to space, the Kerbin system, by having space stations around Kerbin and Minmus, and having a mining colony on Minmus to help me on my way to reaching further into the Kerbol system. My main problem is: I can get into orbit with a spaceplane, and have a small orbital monoprop tug tug design to start building the Kerbin station, but I need a more efficient tug to get large space parts to Minmus. The max weight for my loads is likely 50 tons (fuel tank system). So, what type of tug would you recommended for taking these type of loads to Minmus? Please bear in mind the tug has to fit into a mk 3 cargo bay. Added pictures of your designs would be appreciated. Please also understand this is mostly a discussion of ideas, so my final design may be a joining of different ideas. So with that out of the way, what are your ideas?
  18. Has anyone managed to get a nice figure of 8 in planned burn? or is minmus just not massive enough
  19. Hi, in this thread, i want you to post modules that would be appropriate for a minmus base. i have started with 2 hab modules and a refueling platform from ace space pilot challenge. you only have to build the modules, the heavy lifter will be my job. Thanks
  20. Hey guys, I'm just wondering which moon i should visit first. Mun or Minmus? I haven't been to either in my own game. So which do you think i should go to first?
  21. Can't understand this; I have a probe scanning Minmus on a nearly perfect polar orbit (see MechJeb window) but the tracks it is doing on the ground while scanning are inclined like 30-45º... I have checked the Wiki and can't find any mention of Minmus axis having any inclination. Any ideas?
  22. So about a year ago, maybe a bit less, I circumnavigated Gilly. Back then I was a relative amateur at KSP, and the entire thing was shoddy, but nevertheless successful. However, looking back, the reason I chose Gilly was because I was worried about doing damage to the wheels. Once I got there, I was more worried about making orbit by accident. While I don't trust myself to create a ship capable of reaching Pol, the 2nd smallest body in the game, I do feel confident to go to Minmus. I'll submit several 'Chapters' in the form of IMGUR albums to showcase this. So, without further ado, I present Chapter 1! Apologies for no info on the album, I'm not sure how to add captions to each bit, any advice is kindly appreciated.
  23. After countless fails, anger at aerodynamics and restarts, I present my first SSTO capable of going to anywhere besides orbit. I also show off a very efficient way to get back from Minmus to use very little fuel but alot of time.
  24. https://kerbalx.com/AeroGav/Astrojet-Citation 5 Kerbals. 2200 dv in orbit. Inline clamp o tron. Vernier engines, fly by wire hub. Able to horizontally land on Minmus and Duna. This project arose from two inspirations. The first was a design sent to me by Bewing. It still shares the basic layout , but you could say I stretched it a bit The other was a project of mine to try and achieve the best possible handling for manual control. I wanted to avoid CG shifts as fuel burns off, without relying on any fuel balancer mods and keeping draggy struts to a minimum. When running off jet engines , this is easy - just balance the number of tanks fore and aft of CG, so the centre of mass does't move. However, the NERVs, like all rocket engines do their best to mess your spaceplane up. First, they refuse to take from wing tanks, strake tanks, in fact anything radially attached and not of their own stack. Second, from all the tanks they can access, they drain the front most first before working backwards, messing with your CG. So , there is only one fuel tank on the same stack as the NERV , a mark 1 liquid fuel fuselage (400fuel), and i arranged things so the midpoint of this tank is exactly on our CG. Since this ain't enough fuel to go to orbit, I ran a fuel line to the largest available tank - the Fat 455 airplane wing (600 fuel), and arranged this to be over our CG too. After all the effort i put into balancing the plane, I at this time discovered Mechjeb. It takes a lot of the stress away and makes trying different flight profiles very repeatable. In between the physics bug that makes all aircraft, however stable, gradually roll to one side or other, and the the lack of joystick support, it is impossible to fly smoothly, hold the desired pitch angle with single degree accuracty AND make rapid pitch changes when going through sound barrier/speed run etc. Here's some video of me flying to space with Mechjeb. Having found the optimum pitch angles etc with autopilot, it should be possible to make a manually controlled flight that gets quite close to this using pitch trim adjustments - with the proviso it'd probably be better not to attempt the kind of manuvers i make around the transonic region, and just hold constant 4-6 degree pitch, using the NERV to boost us through it. The jet's party piece is horizontal landing - The pure SSTO version of this craft can reach Duna, aerocapture/brake (20km or above), land, take off to orbit, but probably not finish the burn to return to Kerbin. It has a docking port so you can refuel it in orbit of Kerbin or Duna. It is unlikely to be able to aerocapture Kerbin on the return leg, due to low heat tolerance parts. I have now developed the "Citation X", a no-holds barred version of this ship that includes Panther jet booster pods and has the ability to shed the Rapier (note, if your destination is Laythe you might want to hang on to that!).https://kerbalx.com/AeroGav/Astrojet-Citation-X 3700dv in kerbin orbit.
  25. The most fun I've had in this game is building minmus hoppers in career. In 1.0.5 I got a couple thousand science and it took me three days of hopping to get all the biomes
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