Jump to content

Search the Community

Showing results for tags 'mun'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. So I'm in career mode and I've sent a couple of missions to the Mun. Only one probe was able to soft-land due to a bug I've had with my landers. For some reason they want to bounce back up, usually flipping over in the process. I have had this issue with both the smallest and the medium sized legs. I've also played a bit with the leg springs and dampeners. I lowered their tweakable settings. During that landing, the craft sank into the surface of the Mun and one of the legs exploded, requiring a revert. Mods in use: CKAN, Science Checklist, several flag mods, Contract Configurator with all of the Contract Packs, Kerbal Alarm Clock, EVE, Landing AIM, Modular Flight Integrator, Module Manager, TriggerAu's Flags, and Waypoint manager. This issue has only occurred since 1.4.1 and hasn't happened previously. I do own Making History. I'd love some help with this one, since I have several contracts that require soft landing!
  2. So Explore the Mun seems to be broken. I can't seem to complete it. I have orbited at all heights. Looked at the mission requirements and attempted orbits from other directions. Is this a bug or is this user error?
  3. So I’ve landed kerbals on the mun and I’ve decided that the best “next step” for my space program would be to send a rover to the muns poles or somewhere else but then I realised. What’s the point? Will it give me more science or money or what. Apart from being realistic what is the point of rovers on ksp if you arnt using them for base building/maintenance. Please tell me what you think rovers are good for. Also mods if if this isn’t in the right place,then please move it to the right forum.
  4. I did the flyby mission, then accepted the next one for going into orbit of mun (while my ship was stil on a flyby), I switched back to the vessel, circulised my orbit and... well.. nothing happend: Next try, next fail:
  5. In KSP I got this mod that adds Soviet Rockets and Spacecraft like the Soyuz and Vostok. While playing around with this mod, i decided to launch a N1 Rocket with a crew of 3 with A Soyuz LOK and LK Lander to the Mun. This is my challenge that i came up with: Launch a N1 Rocket with a crew of 3 and a Soyuz LOK and LK Lander to the mun, successfully land on the mun, and successfully splashdown back on Kerbin. As i do this alternate history mission challenge (because in real life the N1 failed), i will post images of different stages in the mission. If you attempting this too, post your images in the comments below!!! The N1 sitting on the launchpad shortly before launch: On July 4, 1969 N1-L3 Launches with a manned crew and Soyuz LOK and LK Munar Lander. The N1's first stage, Block A, has a thrust of 45,400 kN (10,200,000 lbf) and burns for 125 seconds, there are 30 engines in Block A. After 2 minutes and 5 seconds, the first stage shuts off and the second stage engines ignite. The N1's second stage, Block B, has 8 engines, a thrust of 14,040 kN (3,160,000 lbf) and burns for 120 seconds. After reaching over 35,000 meters, Block B begins the gravity turn for the N1. After 2 minutes, Block B's engines shut off. The N1's third stage, Block V, Ignites its Engines and the fairings separate, revealing the payload. Block V will put the rest of the rocket in orbit, including the trans-lunar stage. The N1's third stage, Block V, has 4 engines, a thrust of 1,610 kN (360,000 lbf) and burns for 370 seconds, putting the payload into Low Earth Orbit. You can clearly see the Soyuz LOK, LK lander, and the Block G trans-lunar stage. After entering orbit, Block V is jettisoned and the first views from inside the Soyuz LOK are transmitted to Soviet Mission Control.
  6. I just noticed that the new terrai ngeneration turned the muns northpole from this awsome pyramid shape... ...to this "thing": It looked MUCH nicer before!!! Terrain settings are on max in both situations. The first pic is from jan '16 the second one from a few days ago. Can't you just put a pyramid over the pole again? I really did enjoy climbing it. Now my kerbals just fall through the ground and die, thats not as nice as enjoying the view from top of a pyramid we all can agree on that I guess.
  7. Today I tested the Kertimis Rocket! In case you were wondering, it didn't work. I don't know what went wrong, but I think one of the parachutes overheated and exploded, dooming all of my Kerbals to a firey death. Thank god for the Revert button! I'm still working on the Kertimis II, but it will be even bigger and even better than the Kertimis I! (note: I don't have any pictures)
  8. (I've posted this before, but that was a long time ago, and I want to get back into the community, so here goes). The Grus III is a long-range SSTO capable of Mun landings, though according to my Delta V calculations it can easily go well beyond that. It can get into orbit very easily due to its high TWR while using its Rapier engines. Its (roughly) estimated Delta V in LKO is about 4,270 m/s (usually a little less). Specifications: Part Count: 97 Mass: 80.545t Height: 5.8m Width: 22.8m Length: 25.6m Here it is on The Mun. It can make the trip easily as it was designed for bigger missions. It is also equipped with four science experiments, located on the belly of the craft. Here it is in the SPH. Some (kinda) strange features are its extra pair of engines. While very helpful during the initial ascent, extra reaction wheels are needed in space to prevent the Grus III from flipping all over the place due to the weird Center of Thrust. (At least this isn't the case with the nukes, though. That would be bad.) The Grus III completed the Mun trip with quite a bit of fuel left over. I've also taken it to Minmus, and Duna orbit (landing it was to hard to bother). Download here: https://drive.google.com/open?id=0BwpycuAS_53bcXdYMDl1MEhBV2s
  9. A redo for a challenge I put out a while back. Ok layout: Your challenge is to go to the Stock Kerbal Mun as many times as you can in a single launch vehicle without ever recovering the craft. Rules:. -No mods (except informational, cosmetic mods are allowed) (Feel free to ask if certain mods are ok) -Be creative -no cheats (debug menu [F12]) -no engine tweaking (say changing fuel consumption or thrust) but thrust limiting in the editor is OK of course. -No Kerbals should die or get stranded -no prebuilt craft -NO mining -No use of Eva packs exept when you forgot the ladders -Minumum of 1 Kerbal How to Start: Takeoff from the KSC runway or launchpad and get to the Mun anyway you want (without cheating) land on the Mun plant a flag return to Kerbin then plant a flag then just repeat over and over until your craft is completely out of fuel then submit your entry, the person with the most times going to the Mun AND back to Kerbin will win my.....uhm.....gratuity? {Please suggest rules or scoring idea's if possible}
  10. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  11. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  12. After getting the space 1999 eagle mod I found one called Eagle One and it came with a landing pad like on the show. My question is how to get that sucker up on the mun? It's way too heavy for any boosters or combo of boosters I have and it's all one peace. So far it's stuck on the ground. For that matter once we get to the mun, how are we going to land it?
  13. Okay, so I wanted to build a little funding before starting bigger ventures and I was in the mood to head someplace close to home, so I picked up a contract to rescue a Kerbal and their part from the Munar surface.* It looks like the part in question is a two meter by two meter object, so I am trying to think of the best way to get this thing secure and returned to Kerbin. There will obviously be some Advanced Grabbing Unit shenanigans involved, but how exactly I will perform this recover is tumbling around in my mind. I want to crowdsource some potential solutions to this contract. What ideas have you experimented with and found functional for contracts of this nature? * Yes, I know contracts of this kind are not necessarily the most reward-efficient thing to do, but I thought it would be fun and give me some good practice for a future Mun base project I have in mind.
  14. So let's see If Ah'v got this reight lad.. Tha wants to send t' lander wi't' command pod? Aye gaffer. Dithent fret, Ah'v got it sussed! Allreight, Let's have a skeg then. Wot's tha got? That's grand lad.. grand.
  15. Hello there felow space explorers. I´m pretty new to this forum however not so new to KSP. Now to my problem. In screenshots below you can see a rocket. By my design (inspired a little byt by Scott Manley). And there are few problems with it. When I launch it in around 4-8 km it is almost uncontrolable. It starts to swing around and so on. When I successfully arrive at orbit I don´t have enough fuel to get me to the Mun and back I always end up with only fuel in lander. And when I land on Mun I don´t have enough fuel to even get to orbit of Mun. So any suggestions ? I know this downstage can get me to the Mun because I used it for launching 2 satellites around Mun with almost same weight as my lander on this rocket. So will you help me with this particulary hard quest for me ? screens: https://ctrlv.cz/fFRm https://ctrlv.cz/hOeQ
  16. hey guys I present my mission in mun with two ssto's being one of them v-tol and another, in fact it's strange the cockpit is a Lander just watching ... sorry for the long video of 7 minutes and many docking I've been a long time without playing. .. need opinions for new ships and missions
  17. Okay, I have googled, and I have searched the forum, yet found no answer. Here's what it is: I play only sandbox, and I build funny little ships that I fly to the Mun, mostly. When I set up my return trajectory, I can see where it will hit Kerbin. But Kerbin will, of course, keep rotating. So I often end up burning huge amounts of ∆v in a last-minute course alteration just so that I can hit an ocean. If I don't use such huge amounts to first circularize and then set up a nice reentry. I can build my craft so that I'll be lugging quite enough ∆v for all of that. But I don't wanna. I don't need to hit an ocean. I know I can land on land, no worries. I know it was once undesirable to hit an ocean, if memory serves. But I am of the firm conviction that spacecraft that don't have landing gear go in the water. That's how I roll. Or splash and bob, as the case may be. So. What part of the game have I totally missed learning about? What mod did I not find? What is the trick? From what I understand, the Apollo spacecraft didn't exactly first circularize and then set up reentry. But were put on the right trajectory, right from the Moon. And even came down near the right aircraft carrier. If those pinkskins could do it, I'm sure the Kerbals should be able to, also. Problem is how to get me able to do it, also. I'm sure it's elemental, trivial, everybody knows about it. I suspect there might be something in the game I just have failed to learn about, inexcusable as that may be. So, as humiliating as this may be for me. Please somebody explain to me how I can aim for an ocean from the Mun. Thanks.
  18. Hello fellows I'm playing through a career and have almost finished all the biome on Mun with the help of [x] Science! Mod. I've however bomp inot this question: I can't find "Northern basin!!!!" which appeared on the science list! After some struggle with the orbit, It seems that the "Northeast basin" is used by all experiments and kerbnet system. "Nortern basin" is used by KSP wiki and the [x]Science! https://imgur.com/a/ZC1WI I know it's probably a small thing, just post it here incase anyone have the same question. Are there anywhere I could report this typo?
  19. I finally got to da Mun, but stranded Jeb, Bill, and Val. Should I send a colony or a rescue ship? Or something else?
  20. Hi there, I've poked my head into the KSP forums a few times, though have omitted a formal introduction as such. So here I am. I'm an engineering school dropout and had been lusting for a game like KSP ever since I had spent weeks on end playing "Buzz Aldrin's Race into Space". I've been playing KSP (badly) for a while, sandbox only. It's one of very few computer games I can still play, as I've lost most of my vision in a traffic collision a few years ago. Consequently, when I bought my present computer, I hadn't expected to play any graphics intense games again, ever. Consequently, not the hottest graphics card. Which you can see in my first KSP video. Well, more like my seventh KSP video. Just the first one that is even remotely watchable and that I didn't have "Eraser" scrub from my harddrive. What you see here: A mission to the mun. On rockets under 500 tons. Yes, the plural. I'm dead certain somebody else has done this, probably when the game version was still below 1. But here's how I did it. No engine with ISP over 310s, so in the Apollo-era ballpark. Rockets weighing about half what the RSBstock Saturn V brings. I don't play career mode, but if you have to make a Munar landing happen with smaller rockets, here's an option. The mission profile: Jeb flies to the Mun, alone, in a 2-seater spacecraft with plenty of ∆v to spare. In case something goes wrong. What would go wrong would be part of Valentina's flight. On a second rocket, carrying the actual Munar landing craft. After flying to the Mun and landing, she goes back up with the ascent stage, and then heads to rendezvous with the waiting Jeb. The rest of the mission should be obvious. Not so obvious, until I flew it for the video: Taking off from the Munar surface, Valentina had enough ∆v left to make it back to Kerbin without Jeb and his big rocket. So I might use the hardware from this video to try a direct ascent flight in a later video. If such is desired, please do let me know. Anyway, here's the video. Caution: The title is no joke. Clumsy is, also, not something you do with your hands. It's a state of mind. So even where I had the right idea about how to do something, I certainly did it in some way that will make you cringe so loud, your neighbors will file a complaint. So don't watch this if you don't wanna deal with being subpoenaed over noise pollution.
  21. Hey guys! So I'm back from a long break, and I have this question begging to get answered: I see large rigs like the stock Crater Crawler, and I wonder to myself, how the heck do you deploy something that huge? It doesn't fit the biggest fairings available, so what gives It's not even assembled in LKO, there's no docking seams! So tell me: how do you (in vanilla KSP) get something really huge up there and working?
  22. Hello everyone! Here I am with my second challenge. My first one didn't do so well, so it's time to add another seed to the plot! The Challenge: Get a stock BFR-based rocket to the Mun, and back. Points: Hey, it worked! | Get off the launchpad = 100 points It's getting hard to breathe... | Get into thin air = 500 points Spaaaaaaace!!! | Get out of the atmosphere = 1,000 points A huge gray ball in the sky... | Encounter the Mun = 2,000 points I'm running circles around you! | Orbit the Mun = 3,000 points That's one small step for a kerbal... | Land on the Mun = 5,000 Home sweet home! | Return to Kerbin from the Mun = 5,000 points The booster has landed, where? | Land the booster on Kerbin = 500 points Hey, there it is! | Land the booster near the KSC = 750 points The booster has landed. | Land the booster back on the pad = 1,000 points Hey, we're back! | Land the main ship on Kerbin = 1,000 points I can see my house from here! | Land the main ship near the KSC = 1,500 We're back! | Land the main ship on the pad = 2,000 points Good thing the booster is coated with Power Musk... | Land the main ship on the booster = 5,000 points One step closer to a multi-planetary species. | Re-use the entire thing = 10,000 points Just in case! | Refueling capability using ISRU = 1,500 points Let the professionals do this. | Refueling capability using other crafts = 1,000 Bonus! A huge ball of snacks! | Encounter Minmus = 3,000 points Let's land, this is making me hungry! | Orbit Minmus = 3,500 points Let's feast! | Land on Minmus = 4,000 points Reddy or not, here we come! | Encounter Duna = 5,000 points Duna if we should land or not. | Orbit Duna = 7,500 points Hopefully this tastes like the bars. | Land on Duna = 10,000 points There's a starman, waiting in the sky... | Do a Grand Tour = 100,000 points Why use the ground and air, when you can use space!? | Use the BKR as a Kerbin-Kerbin transport system as well. = 2,500 points It's 2017, why didn't we have a Mun base before? | Make a Mun base = 20,000 points Shake hands! | Dock with another craft = 1,000 points Back to the roots. | Release some cargo into it's destination as well = 1,000 points Of Course I Still Love You | Land the booster on a barge = 2,000 points Just Read The Instructions | Land the main ship on a barge. = 2,000 points Rules: Don't go any farther than Minmus. That messes with my head. Unless you're doing the bonuses. Then that's okay. The rocket must resemble the BFR somehow. The mission must be fully possible in stock, so no part or part-changing mods. Notes: Unlike my previous challenge, altitudes do not stack.. Let me know if anything seems out of proportion. The brave kerbals taking upon this challenge: Mukita12 = somebody (once told me) do the math for me
  23. Hey KSP Forum! I am, quite simply, looking for a pre-built Saturn V replica to fly. That's just about it; I've just installed MechJeb2, Hyperedit, and a sick transfer window grapher, and I want a nicely complicated mission to test all the new swag out with, plus show the game off to a few friends and maybe get them interested. Whatcha got?
  24. Everytime I try to make a manuver noee to the mun it always has the mun escape thing.
×
×
  • Create New...