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  1. I started building a Mun station, where I had a core module and a lander I had a two-stage ship ready to dock to the "MSS" Fuel (to my lander after landing on the Mun) Probe launcher (lander and orbiter) The original idea was to send my orbital probe in an escape trajectory of Kerbin, using the Mun to slingshot the probe and then slow down to match the orbit of the MSS, launch the lander probe (to land on the Mun) and then dock with the station to provide fuel in the future. I however had two issues: I chose XS docking port instead of a S port for my vessel My probe lander docking port decided to disappear, when I launched my orbiter probe I launched the orbital probe successfully, but at the cost of a docking port disappearing for my lander (which could now not be undocked) Then I realised my mistake of attaching the incorrect docking port, as I approached the Mun station Then after some issues with time warp, I decided to scrap this ship. So I separated the 2 probes to do some scouting instead The probe launcher part (with the stuck lander) was sent to Duna as I had plenty of fuel to land there The fuel part was sent to Minmus, where I landed at the north pole: Eventually I did a separate mission where I added more docking ports (both XS and S) to the Mun station and I think the final product looks very cool! The orbiter probe and Minmus landing are featured in two of my bug reports that include videos if you're interested to see them
  2. KSP Version 0.1.1.0 Windows 11 (22H2 - 10.0. 22621) I7-12700k, 3080Ti, 32GB DDR4-3200, 2TB M.2 SSD. Expected Behavior - stranded ship on Mun (10-15km away from arch) to remain in position whilst rescue ship is launched and brought to same location. Observed Behaviour - Stranded vehicle is stable and landed, able to EVA fine on the Mun. Return to KSC to launch new rocket to rescue stranded. Switch control via map or tracking station, to stranded vehicle or even get within a certain distance to said stranded ship and it is suddenly under the surface of the Mun, falling. Occasionally able to EVA Kerbal and use jet pack to reach surface level again but then unable to locate Kerbal after switching back to rescue rocket. Replication - As above, every time I load save file this will happen, never able to complete successfully. Fixes / Workarounds (if known..) none known. Mods - none, vanilla game. Any files are available on request.
  3. If the spacecraft is parked near the Arch and I load a saved game or select command near the tracking station. The craft will spawn; then fall through the surface of the mun. The craft then falls to the center of the Mun and slingshot out at 29km/s. KSP Version: v.0.1.1.0 (Patch #1) Operating System and version: Windows 10 (latest) CPU: Ryzen 7 7700X GPU: AMD Radeon 6750XT Description of the bug. Expected Behavior: Craft loads on Mun surface near arch. Observed Behavior: Craft loads near Mun arch then falls below Mun surface. Steps to Replicate: Land craft (mine was un-manned, just a probe core) in arch texture area. Then save/re-load or go to tracking center then back. Fixes / Workarounds (if known..): Unknown A list of ALL mods: None Kerbol, Kerbin, Spacecraft, MunArch from 1km below Mun Surface. Leaving the Kerbin System at 29 km/s after getting slingshot at the center of the Mun!
  4. I found this out the hard way after spending a good 12 hours building and launching a two part mun base, but what happened was as soon as I got the second part of the base into mun at orbit the first half that was already on the surface clipped through the surface and with it my will to play ksp 2 for the next week.
  5. Hi, after doing a Mun mission and then loading a save (landed on Mun) the following happened: My lander started falling through the Mun's surface. When I've tried to fly it back up it got destroyed at between -1 to 0 m height. - Lander falling through the Mun surface after loading a save When I loaded the save again, in addition to falling through the surface strange additional parts appeared around the craft. - Lander sinking in Mun surface with strange additional pieces KSP Version: 0.1.0.0.20892 OS: Windows 10 Home PC specs: Expected behavior: Lander does not sink into the surface after loading a save. It shouldn't have any additional strange parts. Observed behavior: Lander starts sinking into the surface of Mun after loading a save. When done second time, strange parts started appearing in addition. Steps to replicate: Launch game and build a Mun lander Fly it to the Mun and land Save game and quit Launch game and load save Workaround: Fly slowly up before the whole crafts sinks under surface. Once it's clear of the ground and at ~200m height do a quicksave and then load that quicksave. Mods: SpaceWarp, flags Other notes: -
  6. Mission 1: Manned Mun Landing and Return Pretty standard Mun mission profile that ran with a few hiccups. Stage 1 stayed tenaciously attached until I did a quick time warp. A phantom spin in my translunar injection stage caused me to be a bit short for my landing stage (ran out of fuel about 100 meters off the surface), so I wound up balancing on the engine bell of the return stage for the landing. The craft: I wound up providing a lot of feedback to the development team via the feedback form in the game launcher (hint: if you start KSP 1 in Steam while running KSP 2, it give you the launcher and you can provide feedback mid-game that way) during the rocket construction, map planning, and flight. There's a lot that needs work, but I was able to get the mission done on the second try. Here's the flight report after landing back on Kerbin: Here's the feedback I provided for others' reference, in no particular format or order: So far, so good. Looking forward to seeing how things progress over the next days and weeks! I'm diving right back in to keep playing now. <3
  7. OMG FAM, IT'S FINALLY HERE!!! I had always wanted to build a custom PC, and had made an agreement with my wife that we would probably wait until KSP2 came out. Well, I'm typing this out on my new PC, that I finished just a few days before the release. i5-12400 rx 6650 xt 32GB DDR5 2TB M.2 Drive for games 500MB M.2 Drive for OS and programs 4TB 2.5" SSD Drive for media And as much RGB as I could find for 20% more FPS Well, you can guess what I spent my day doing, but I figured you might also want to see. I'm playing the game on 1080 Medium settings. I started off with a good ol' mission to the Mun, and was able to make a return trip as well. From there, I decided to try a trip to Eve. I also figured out how to make GIFs of my mission, but can't figure out how to embed them here. Here they are if you want to see some cool GIFs. https://imgur.com/4nap7oy https://imgur.com/jfYrq9E https://imgur.com/kZKd5vk https://imgur.com/jvNJpGF I guess I'm going to have to send a rescue mission, but that will have to wait until tomorrow.
  8. Oh man, am I going to have fun! I've got the game installed and played it for a few hours, but most of my rockets (like a space shuttle that didnt work) blew up! (epic explosions, good job!) Now I'm starting new. Currently finishing off my Mun rocket. Heres how it looks so far. Mission will be posted within a few minutes or so.
  9. This week we added rocks to our terrains. We're living out our Apollo 11 fantasies as we spend precious delta-v flying sideways to avoid boulder fields! Seen here, a few shots of Gilly, Mun, and Pol.
  10. United Kerbal Space Agency Presents: The Khonsu Program Kerbalkind's First Journeys To The Mun Inspired By: The Apollo Program Introduction: Why? Basically because I want to add more lore to my crafts, and I think this is the best way to do it. I will mainly be posting crewed Mun missions, crewed LKO missions, and space station stuff. Mission uploads will be sporadic (I'll try my best, I have lots of other stuff to do) Craft Files: Right Here (Might take a while for the craft files to be uploaded, I don't like making infographics ) Thanks: Thanks to @keanukeno21 for this piece of artwork, used in my UKSA flag. Thanks to @Autochrome for their Hyperion Program, and @AmateurAstronaut1969 for their Space Station Freedom and Artemis Program for inspiring me to make this. Thanks to N9 Gaming for inspiring lots of my crafts And finally thanks to squad for this awesome game. Mod List: As of June 4 2022 Missions: Note 1: Feedback is welcome as long as it is helpful Edit 1: Green completed missions now linked under missions
  11. Pheibos is a mod I've wanted to work on for a while, it adds a submoon to the mun, and minmus.
  12. Ever wanted to look up from the Muns surface and see two Kerbins? Well now you can! This mod adds a binary friend to the Mun called "Leriter" one noticeable feature is, water, plant life, and a atmosphere! One day the Kerbal's, finished exploring Kerbin's moons, so they all prayed to have a new one, then Eeloo, goddess of change, blessed them with this new moon, but Dres Demigod of mischief, tampered with the moon! So be carful, this moon is not its chalked up to be! There will be scatters, that will show the dark history of this moon! https://imgur.com/a/JidyP0l - A poster for the mod! Coming: Soon-ish
  13. I have a mission to fix this rover on the mun. I have added batteries to it but it is not moving or responding to controls.
  14. Hello All! Lately I have been trying to land on the Mun but every time I get into Munar orbit I can’t change my trajectory and fly right to Mun escape and it seem impossible to alter my trajectory no matter which way I boost. Any tips or ideas are much appreciated. Thanks!
  15. Hi guys! This time I made 5M science only from the Mun. Enjoy the video:) And I'm looking for someone to write down a sentence for the flag. Please comment down below. Also hope you guys subscribe to my channel. That's what motivates me:)
  16. Hi guys! I made a video of making 500,000 science only from 2 biomes at Mun!! This video is the first part where I send a Space Station to the Mun. Here's the link for the video:) Enjoy!
  17. KerbSat 2 is a continuation of another satellite, Kerbsat 1, which is a satellite that can be launched into the Kerbin's orbit In this continuation I expand the rocket's limit a little more and make the Kerbsat reach the Mun. Again if you are Interested on it Click here for the Download (KerbalX) Details Type: VAB Class: satellite Part Count: 44 Pure Stock Some Images
  18. Hey everyone! I'm SiriusRocketry, and this mission report came about after a corrupted save file killed my abortive Jool V attempt. I've been struggling with staying committed to stock KSP, as my litany of barely-started mission reports on the forum can attest, so I was looking for a fresh challenge. I'd heard of the JNSQ planet pack on the grapevine, and after a bit of inspiration from both @septemberWaves's Constellation mission challenge and @Misguided Kerbal's JNSQ and BDB modded mission report One Small Step, I decided to embark on a new quest; creating a Kerbalized Orion program to take kerbals to the Mun and Duna, in JNSQ's scaled up Kerbol system. This is your regular old sandbox save, etc, etc. THIS IS NOT A REPLICATION. Although the craft and missions may look similar, I am in no way, shape or form attempting to recreate the exact profiles of the Orion missions. Mods, in case anyone's bothered (running on KSP 1.8.1):
  19. So i tried making the apollo 11 program on ksp. For some reason the sas keeps disabling when my kerbal leaves the lander. it says sas disengaged and the lander falls over. How do i fix this?
  20. Our engineers at the Experimental Engineering Group, NFS Areospace and the Kerbin World Firsts Record Keeping Society wants to know how small of a ship can carry a crew member to the Mün and back, without docking with anther station or mothership. We want you to built a light/inexpensive ship that carries 1 kerbal and is capable of flying by, orbiting or landing on the Mün, while returning the kerbal home safely. Contract Information: Enter SOI of the Mün (REQUIRED) Do a flyby OR enter orbit OR land (REQUIRED) (AT LEAST 1) Bring the kerbal home safely (REQUIRED) TIME: Finish mission by September 30 2021. Contract Rules: - No exploits such as using the controller - No bug abusing - CTRL F12 is not allowed. Contract Requirements: - New vessel must be built for this contract - New mission must be carried out - Screenshot required for flyby, orbit or landing attempt Contract Rewards: - When Finished: Mission Badge Ranking System: All submissions are ranked based on the ship's mass. 1 - camacju 1.47 tons (Flyby) 2 - 3 - 4 - 5 - Accept ✔ Decline❌
  21. If you need to launch a craft when the station gets to a certain point in orbit on Kerbin, how do I rendezvous after returning from the Mun? I'm doing Science mode and launched a mobile processing lab for more science, and I want to flyby the Mun with another craft to get some science, dock with the station, and have a lot of science points, how does one do this? Or should I launch another station around the Mun?
  22. I have landed on the Mun before but I want better ways on Landing there. Anyone got any tips? Thanks.
  23. Hi, I'm new to the forums, I think my question could in this section since it deals with physics and experimentation. I'm trying to do some test on the Mun about conservation of energy, TLDR at the bottom So I'm applying a problem from a dynamics workbook, which is that supposing that a lunar module can safely land on the Moon if the magnitude of it's vertical velocity at impact is no greater than 5 m/s, at what height can the LM land if it has a vertical velocity of 2 m/s downward or vertical, I already have the answer for the workbook problem (6.4814 m )but when trying it out on KSP I'm having problem on the execution. For example I can't always get to the desired height or get the velocity of 2 m/s, I've installed Kerbal Engineer Redux to make this easier since the UI doesn't give an exact measurement of the height and vertical velocity, I have also tried to use MechJeb's ascent guidance to get the desired height but since it's for orbits it always flips the lander side ways. From seeing the mod section for command and control I guess I could install Time Control 2 and/or kOS to have greater control over the lander. Any help with solving my problem would be greatly appreciated TLDR: Is there a mod or a way in vanilla KSP to set a target altitude and vertical velocity?
  24. I'm still taking baby steps, but after landing my first probe on Minmus this morning, I'm happy to have put my first relay satellite in a nice orbit around Mun, this evening. I was more interested in the 3 hour period than being exactly circularised. Not a full network, but it will help a little while I learn how to insert others.
  25. So I was just looking at the Changes for The Mun on the KSP Wiki and it says "Removed the KSC on the Mun (don't ask)" for v0.14.3 (https://wiki.kerbalspaceprogram.com/wiki/Mun#Changes). This means it must have been added in v0.14.2 which is also the version The Mun's terrain was overhauled and changed from looking like this: To This If you have any images or know anything else about the KSC on the Mun, please tell me. (https://wiki.kerbalspaceprogram.com/wiki/Version_history#v0.14.3)
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