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  1. This is my SSTO, the Neophron VI (named after a genus of vulture), capable of going to the Mun and back. Specifications: Part Count: 88 Mass: 72.560t Height: 4.6m Width: 22.8m Length: 20m Here it is on the Mun. It can make the trip no problem. Here it is after a successful Mun trip, back on the runway. Here it is in the SPH. Here you can really get an idea of its shape. This flies nice and stable, and I really like the wing shape, it might be my new favorite craft.
  2. 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?
  3. So I joined this forum out of boredness and to solve the issue of over shooting the mun and orbiting the Kerbol with a bigger radius than the Kerbin Orbit, I play on Xbox, I have played for a week on science mode with great progress on rockets, but not trajectory and science in general. And my rockets are out of fuel.
  4. 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
  5. I'm constantly hearing people's stories about how people launched missions to the Mun that left their Kerbals stranded, either with a damaged craft or without enough fuel to take off or return to Kerbin. However, I always felt left out as my first Mun mission (which was my only land-and-return mission to the Mun; the next ship brought the first parts of a space station with it which became my base for Munar operations from then on) went fairly smoothly and its pilot made it back home without issue and didn't need a rescue. I got a taste of what those other players went through today, thou
  6. I think I explain everything adequately in the videos, but I'll just put down a couple stats here. 35 Pit Stops 1 Lander/Return Vehicle Valentina Kerman and one long walk of 1,256 KM total. This will take a little while. Please don't expect daily updates. Apologizes for part one having gotten messed up. I think I must have accidentally hit my recording hotkey twice instead of once at some point.
  7. The challenge is simple. Build a stock fully functioning space station in orbit of the Mun. Easy: Have the station in orbit around Minmus. Challenging: Only use multi stage rockets to build it around the mun. Insane: Only use SSTO's to build it around the mun. Why: Have the station in orbit around Laythe. To get on the leaderboard of the challenge you will be judged by me to see if you deserve a spot on the leaderboard. Easy Leaderboard 1st: bEAstmode 2nd: Nobody 3rd: Nobody Challenging Leaderboard 1st: Nobody 2nd: Nobody 3rd: No
  8. 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 (whi
  9. (Not sure if this should go in Fan Works or Mission Reports...) Thought this image coming in for a Mun landing approach wasn't halfway bad. My three transfer stage parallel boosters staged off into a nice clover (klover?) as I was preparing for my landing approach, with Kerbin rising on the horizon. And the landing burn! I was rather proud of this mission, as I managed to pull it off in just three burns out of LKO: transfer to a Munar periapse just touching surface at the equator, simultaneous capture and landing burn, and ascent burn directly into Kerbin aerocapture.
  10. I've been doing some roleplaying recently, and having sent a probe to Mun, my next target became to put there a little rover. My experience with landing such vehicles on celestial bodies without atmosphere is very small, so I kinda overbuilt my rocket, but it worked fine afterall.
  11. Apollo 11 was the first spacecraft to land on the Moon,and im gonna recreate it in KSP! The lander: The rocket (its really big): Launch in 3..2..1 LIFTOFF!! LATER.... Yay! Orbit achieved! 10 MINUTES LATER... Awesome,a mun encounter! Almost there.... YES!!!! Getting closer! Yes.....! YEAA!!!!! Succesful landing! That's o
  12. Welcome to the MCP 101! This is the Mun colony program that has craft files in CurseForge! Search in CurseFprge MCP and you will find craft files in an ZIP that has all craft files... Well the craft files are these! The first is an Space station useful for had an connection with the Mun base and all the SpaceShips in the Mun, even some spaceships on Minmus, the second is an basic lander that can get to Mun, but you need to rescue the Kerbal , then we go more up, the third is the core of the Mun base, it has science instruments and just an MK1-2 Command pod but it's cool! And finally we go a lo
  13. Claim the Mun! So since I've landed on the Mun, I've jad nothing but bad luck on EVERY flight I've done. Lost about K$1 mil on this two part, 11 contract setup I'm running. So now that I've finally beat this bohemeth I came up with, imo, a nice little challenge. CHALLENGE: Since I just started playing KSP IDK if this has been done befrore, but didnt see anything like this. If there is, maybe just del this thread. * Start a new stock career using no cheats or help. Basic info mods (dv and things like that) can be used. * Least amount of funds used is main
  14. 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
  15. Hey guys! Today I wanted to issue you a fun challenge to give you something to do with your life! Okay as the title said, I'm challenging you to TAKEOVER THE MUN!! but first! the guidelines and rules SO! without further ado! Mission 1: Place 10 functional probes around the Mun 2 must be in polar regions. The Probes must have a sustainable form of power. (Batteries and fuel cells are not permitted) (1 point per probe, Each extra probe is worth 2 points Mission 2: Using the new ESU perform 4 sample returns to Kerbin. One ESU must deliver sampl
  16. Hey everyone! What is your best craft (that you made) for going to the mun?
  17. 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!
  18. Hello, I am on 1.0.5 and the in the present safe game the gravity on the mun is too high when on EVA. The Kerbals walk real slow, can't jump as high as they should on the mun and the jetpack thrust is not enough to lift them off the ground. The gravity seems to be ok for everything but a Kerbal on EVA. A rover on the mun has the normal driving characteristics. However, there seems to be at least some effect on other landed spacecraft in that they are more flimsy. There is a supply ship that had landed a bit rough near my base. It lied on its side but was otherwise fine. When the
  19. I'm a rather new player and I accepted a mission to put a satellite into a designated orbit around the Mun. So I built the sat and put it into orbit and all mission critical circumstances were fulfilled except the: Reach the designated equatorial orbit around the Mun with reasonable deviation. The Periapsis is supposed to be 241,665m and the sat. is at 241,653m, and the Apoapsis is supposed to be 252,929m and my sats is 252,958. In my book that is a reasonable deviation. Especially since in all the videos I watched on youtube they usualy had far greater deviations. The orbit is pretty much spo
  20. Greetings. Firstly let me just explain that I am quite new to the game as I have only been playing for a week or so. I'm having a bit of difficulty getting my Mun lander into orbit of Kerbin, let alone to the Mun. My main issue is loss of control - the rocket spins, flips and does whatever it wants, even with SAS enabled, whenever I engage the main liquid engine. It's fairly stable whilst using the initial boosters to get off the ground though...until I fire up the main engine that is... I have tried many different setups using my brain to design them but to no avail, so I thought i'
  21. My first 10-ish hours in Kerbal Space Program have been an absolute blast. Since I'm not the biggest fan of simulators I didn't expect to be drawn in this fast and deeply, but lo and behold if I didn't have last year of vocational school and other social responsibilities, I'd be playing it non-stop. My 10 hours have passed as such: First 2 hours spent flying one engine rockets and or blowing up the faculty buildings (sorry scientists and engineers). Then for 3 hours collecting data and unlocking new parts to toy with, also made my first airplane and took it for a joyride (land
  22. So ive been working on a mun base recently. ive designed the modules and did the maths. but i still have a problem: resupply missions. i have usi life support installed and crew cant just stay there forever (ive made it self suffiecent using planetary base systems, but usi ls also includes hab and home, so u need to change the crew every now and then). thing is, that im not the best with accuracy landings. i also know that mechjeb can do it for u but im a type of guy that enjoys lko station resupply missions. so, how do i transport kerbals and supplies from lander to base? are there any tools
  23. ola pessoal. eu não consigo chegar um mun. mas eu uso hyperedit é melhor bem pessoal nos eu uso mod hyperedit é melhor de mod
  24. 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
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