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  1. Is there any API call that given Ksp launch pad coordinates I can find the relative position for other celestial bodies? The reason is that if I am to plan a launch inclination (to intercept an asteroid for instance) I need to know to where in space launch pad is pointing at (it's normal vector ) and it's current angle related to the body/target I am interested. Any Ideas?
  2. well I have bob Kerman stuck in orbit. but I have a plan to get him back I will use a custom built 3 stage rocket to get Bob Kerman home I got 2 rockomax duel silver fuel tanks a poddle a mk1-2 capsule and a whole ambition.
  3. I've been using a simple spreadsheet that calculates orbital heights and resonate orbits with same for dropping off equally spaces satellites to use as a commnet. Decided to convert the spreadsheet to google docs and make it available to the public here. https://docs.google.com/spreadsheets/d/1SJcB8x4P4t25jtWR-0TS-06R8Dq5OSslS5R964H32UM/edit?usp=sharing The sheet is only lightly protected in that you'll get a warning if you attempt to modify a field that I didn't intend on having modified. The cells that are intended on being modified have yellow backgrounds. Additionally, the sheet displays the synchronous orbital altitudes for each planet and moon (background goes red if the orbit is beyond the SOI of the planet or moon) and additionally, gives a "holding altitude" if you wish to precisely position a synchronous satellite over a specific location on the planet. For instance, let's assume you wish to have a synchronous satellite directly over the launch pad at KSC. The longitude for that launchpad is at 74°33'27" W. Using the spreadsheet, you can see the "Target Underneath" row and get your satellite into a circular orbit with an altitude of 10,343,473 meters. Then wait until you're directly over KSC. Once that happens, perform a retrograde burn to drop your periapsis to 2,862,940.708 meters and when you reach periapsis, circularize your orbit and you should be positioned directly over KSC. If 10,343 kilometers is inconveniently high (after all, it's high enough to be captured by the Mun), you can put a non-zero integer value into the extra orbits cell and instead of circularizing the first time you reach periapsis after your retrograde burn, you add in the number of extra orbits you specified. For instance changing extra orbits from 0 to 1 changes the holding orbit altitude from 10,343 kilometers to 5,673 kilometers. The bottom of the sheet has the calculations for the resonate orbit required to deposit satellites at a desired altitude. It performs the calculations for performing an insertion at the apoapsis of the resonate orbit or the periapsis of the resonate orbit. Just get your bus into the proper orbit and then release and circularize each satellite when the bus reaches the desired apoapsis or periapsis. In any case, suggestions and improvements are welcome.
  4. With 1.2 version (still prerelease) SAS holding is fixed and we can finally use it. I'm going to show now how we can easily reach LKO in semiautomatic mode using only ingame SAS. For that we will need two things: stable rocket and level 1 pilot (or probe core capable of SAS prograde hold) Let's start with rocket, it's a simple rocket consisting of only stock parts. It has LV-909 "Terrier" engin in the upper stage: And LV-T45 "Swivel" in the first stage: Overall it looks like this, and as you can see it's really chip rocket: Let's go! On the launch pad: Throttle up to max Switch navbal speed indicator to orbit mode Turn on SAS Main engin start! Keep going straight up until you reach 300 m/s of orbital speed (Yes ORBITAL speed!) and then throttle your engine down to keep your speed ~300 m/s: And keep that speed until you're at 10 km height, as soon as you reach this height hit prograde in your SAS control panel and throttle to max again: Keep burning, a quick thing to note: if your first stage is still pushing you at 20 km above Kerbin, then your rocket design is good: As soon as your first stage is depleted, separate it and start the "Terrier": Pretty goooooood, now go to map mode and keep an eye on your apoapsis: As soon your apoapsis is above atmosphere, cut the engine down. Note that orbital speed at LKO is approximately 2300 m/s and we already have 2100: Our speed will go down as we reach AP, but hey, we'll have to burn only ~300 m/s: As soon as we're close enough to AP we can throttle up again, if your TS is upgraded you can place maneuver node to be more accurate: As soon as AP and PE are approximately 90 degrees behind you and before you shut down your engine: Congratulations, we're in orbit! Not perfect, but stable And with plenty of fuel! Have fun!!!
  5. An interesting contract came up with a Kerbol orbit between Duna and Kerbin. I thought, for a moment, and my brain said to me: "Hey. That means you could stop for gas on your way from Kerbin to anywhere beyond!" And so I moved the mouse over to click 'accept.' My finger had velocity when another part of my brain suddenly burst out of it's office screaming at the top of it's lungs, "STOP THE PRESSING!!!!!" There was a flurry of mental papers and commotion as the mouseclick was aborted, and I look at that part of my brain tensely, waiting for the explanation. It took a moment to gather itself and then added: "If you park that station in that orbit, you'll never know if it's ANYWHERE near where you're going to want it to be for those trips. Sure, you can maneuver to intercept but each orbit being more than a year, rendezvous maneuvers could take decades to complete unless you're carrying way more fuel than you need to complete the mission anyway. Even if you do find it useful for refueling, any mission with that kind of stop will DEFINITELY take decades to finish." I passed on the contract. But was that part of my brain correct?
  6. First of many more tutorials that I will do as I progress farther down the rabbit hole. Next video will be tutorial on how to intersect with a station and docking! Dont forget to subscribe to my channel and leave comments at the bottom. Link to my channel ------------- https://www.youtube.com/channel/UCFJjKobyN0kA3lzpzcT0PiQ
  7. We were puzzled to find that Kerbals can only retrieve flags from their knapsacks when landed on a planet or moon. This dashed our hopes to place the Kerbian flag in orbit... but maybe not. That's where you come in of course! Mission: Place a flag, like those a kerbonaut can place on the Mun and elsewhere, into orbit around a star, planet or moon. Rules: Using normal mods is ok, but bonus if you do it without them. No actual cheats like hyperedit or debug menu etc. People who've done it: Martian Emigrant
  8. I decided I wanted to build a vessel in space. It was going to be fairly large. I built it with the Large docking ports, but when I turned on the engines after 2 days of assembly and prep..... It started bending and flexing etc. It was so unstable, I had to send undock all the parts, stabilize the command modules, and send a rescue ship to get all 3 kerbals that I was sending. They were quite upset with me. Im on the Xbox, so no mods. Is there a better way to build a vessel in space that is stable?
  9. Hey everyone, just a quick question. I put a small satellite in orbit around Kerbin. The AP is 91 KM, and the PE is 89 KM. Is this too low? Will my orbit "decay" and cause my satellite to crash into Kerbin? Thanks in advance
  10. So I have a ship on escape out of Kerbin with a Duna encounter in 295d. Great. The encounter track is such that I could easily capture into a polar orbit of Duna. Not great; this probe is bound for an Ike touchdown. No problem. 295d away means the dV to fix this should be hilariously cheap. I plop a node down a little ways out from my probe. (It spawns with 35dV for some reason, I'm not sure why but whatever. That's within my budget.) I start mouse-wheeling on various parts of it to see what effect it will have on the encounter periapsis... none. After about ten minutes of this, I yank REAL hard on various bits trying to provoke ANY reaction out of the encounter periapsis. The orbit goes crazy... but the encounter track remains entirely unmoved.... o.O I decide the encounter might be an error in the tracking and advance time to see if the encounter is real... and that's when I realize that I can slap nodes on the purple orbit, but not the blue one. (The purple orbit is my Kerbol orbit AFTER the encounter.) Nothing I do seems to let me add a node to the track I'm CURRENTLY on. Is there a hotkey for this? Am I just missing with the mouse? I don't even get a mouse-over indication that my current trajectory is interactable...
  11. Hi everyone! I usually don't post in the forum much, but I've run into a problem that's driving me a bit crazy. Now I'm not new to KSP I've been a player since I bought .13 way back when. However I can't for the life of me figure out this Duna interplanetary transfer vehicle I'm trying to design keeps rotating in orbit when I throttle up the engine. As you can see below it's docked to a "mock-up" lander similar to the one I plan on using. Through testing I've found that if I undock, the vehicle flies just fine, but while it's docked it rotates. The SAS isn't keeping it stable, and I've checked to make sure I hadn't accidentally set a trim in my game. I even tried it with multiple engines (was testing to see what would be the best to use for the flight to Duna) and they have the same result. I have noticed that if I shut the SAS of it takes more time for the ship to start rotating oddly enough. I'm really at a loss as to what's wrong with the design, and any help would be greatly appreciated.
  12. Soo. Bill is stuck on the mun with a ton of science and a probe, that is miles away from Bob, which also has a ton of science. I am trying to arrange a rescue of both the science and Bill however all of a sudden I am having real difficulty getting into Orbit. I think it may be because my rocket is to big however I need some clarification. Basically the problem starts just after I dump my first stage. My rocket catches up with the Apopasis, over takes it and starts falling back to Kerbin. I think I am tilting correctly as I can achieve orbit no problem with a smaller rocket but I need a bit more muscle to rescue Bobbyo and the science. I have watched some people on youtube launch bigger rockets than me and get them to orbit so I must be doing something wrong or the rocket is to heavy. I am fairly new to the game (on xbox) so maybe further down the tech tree I will be able to do this. Any advice would be great and any example of a rocket that can get you to the mun (and beyond) would be awesome. Cheers Kerbanout BR00NER
  13. Hello everyone, So this started after 1.1.2. Basically any craft I put into orbit, after cutting engines and turning off SAS, will continually drop in orbit. At first I thought it was one of the mods I was using, so I deleted all mods and did a fresh install. The problem still persists, regardless of craft. Is this the "Floating Point Error" bug I'm experiencing? If so, why did it show up with 1.1.2? I've had KSP since .90 and this is the first time I've experienced this bug. If it's inherent in 1.1.2, is it possible to switch back to a previous version?
  14. Are there any general tips or methods on how to launch REALLY HEAVY STUFF into orbit. I'm talking about 1 Million kg.(It's going to go to EVE and then to Gilly and land there. Then back home, but it has tons of science equipment from mods and it has a science lab and 2 command pods so thats why its so heavy.)
  15. I've been working through the tutorials for ksp on ps4. I'm trying to get into Mun orbit. I understand the mechanics of maneuvers and I can get fairly close to the Mun. The tutorial wants me to have a relatively circular orbit under 200,000. My closest periapsis has been ~132,000 while my apoapsis has been ~240,000. My eccentricity has been 0.2. However, I run out of fuel to get any closer because the tutorial has me creating all these maneuvers and burning retrograde at least three times. Any suggestions. (Sometimes I get estimated burns to be 3-10 seconds. Is this a glitch or should I just roll with it?)
  16. I am playing the demo and following Scott Manley's tutorials. I have this nice two-stages rocket that reaches a decent height. Unfortunately, when I try to create a maneuver in the M view, I am unable to click on the top of the parabola and start the maneuver widget: I click it either left- or right-, but nothing happens. I see a few options: - buy the complete game, hoping it will let me get the maneuver widget (but I read that the demo should be sufficient to get into orbit!) - keep updating the tracking station until the maneuver correction becomes possible (I am currently at level 2) Can somebody point me in the right direction?
  17. So while in orbit around kerbin, I have this station I'm working on. It's really long, so this might be the cause of the problem, also the center of mass isn't directly in the center of the station. But what is happening is the station rotates in orbit, even after I use time warp to stop it. I don't have it moving, so I don't know why this is happening. What can I do?
  18. So i started playing career mode and i accepted this mission about placing a satellite in orbit. Everything was going like expected but when i finish with the circularization this happens. http://imgur.com/mZUWzOQ Yeah, the game suddenly ignores me and dont let me finish the mission :/ Any clues of what´s going on?
  19. Hello, kind sirs and ladies. Does anybody know of any way to launch your vessel into orbit in a pre-calculated, non equitorial, non polar orbit? You see, I'm running Real Solas System, but the reason I chose not to submit this topic into the mods' discussions, is because this question is one about the technicals of ksp. The problem is, the moon in the RSS setup is rotating in a highly inclined orbit. So, to reach it, the most efficient way is to launch into an inclined orbit to begin with. Thus, here's the question: Is there any way for me to pre-calculate the inclination of the orbit I'm gonna launch into, without randomly pointing towards different directions during ascend and watching what the orbit is doing? Any help or advice is strongly appreciated. Cheers!
  20. Hi all - I think have a decent SSTO space plane - I am trying to determine when I should cut my engines to coast to my desired apoapsis (Ap). When I observe that I reach my desired Ap I cut off the engines to coast to the Ap point. When I cut off engines and coast the Ap drops (many times significantly). I believe this is due to drag created by my space plane design. Is their a way to determine the optimal coasting point so I can minimize delta-v (dV) need to stabilize my orbit? Thanks!
  21. First question, usually able to sort things out without needing to make a post: I left a craft in [what I thought was] a stable 300km circular orbit around the Mun last night, with Mechjeb holding the craft prograde. I wake up this morning to notifications that it crashed into the surface! I had all engines shutdown, so there's no chance it was caused by errant throttle, and Mun has no atmosphere (even if it did, I would have parked well above it); so what caused my craft to lose orbit? I've left crafts in Kerbin orbit overnight, and not lost them, so is this just a bug with the Mun, or a general bug that needs fixing? Jeb's dead, baby. Edit: if it makes a difference, the craft in question was a 2.5m fuel depot (fuel tank, solar panels, batteries, monopropellant—all the necessities to resupply in orbit) with a smaller SSTO docked to one side, so the controlling module was not directly in line with the cG, though it was parallel on all axis; see attachment for pic (sorry it's dark, Kerbin was eclipsing the sun, and we were about to head behind the Mun) Mods running (though I don't see how they'd cause this) include: Mechjeb, KW redux, B9, FAR, KSPI, RPM, KJR, Chatterer, Hangar Extender, and RCS Aid.
  22. Sorry about the sound quality. Try to imagine I'm talking to you from mission control. In 1967.
  23. Anyone have any idea how to raise paraphasis enough to get into orbit from a suborbital flight path using the stock Kerbal 5? I've tried thrusting prograde upon reaching the apogee (Apostasis) in order to attempt to raise the periphasis high enough to constitute an orbit, but either I always seem to run out of fuel before the periphasis raises enough, despite adding an extra fuel tank to the engine and then proceeding with attaching the stack decoupler to the tri-coupler. (and even thin this added tank likes to explode on me half the time at around 8,000 meters or so into the launch.
  24. Hi, DMSP here with something I just randomly made. With a communications network of some sort coming in 1.2, I was wondering if a Molniya type orbit would be useful. Here's an idea I had so far, 3 Sats in an "Apethellia" Orbit. Do you see the idea? I think it might have potential. With only three satellites, there's a blackout every 6 hours at a non-servicable spot. But who cares, I only had time to put up three. Thanks for reading!
  25. I am a begginer in this game, and I have a question about hidden options in "carrer mode". Which "upgrade" I have to do to make it possible to set apses in the "map"? I can get to the spase, but I can't set a maneuver on the map, help me please.
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