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  1. I thought that the general consensus was that unmanned tech and exploration should come before sending kerbals out, like in real life, but I think we need a poll. I also added a question about the progression for aircraft and rocketry. All these are very important for the incentives structure of the game for the Science mode update. It's a major game design decision to make the player explore by sending probes first like in real like or limiting utility of probes because of lack of control. Especially because there is the lack of limitations imposed by life support, which would have made progression more natural by incentivising unmanned missions. Also I reached the limit for the number of questions, but do you think tech progression should unlock the smallest rocket diameter first or should miniaturization come later in the tree?
  2. 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
  3. Video below shows engineless probe with crazy orbit changes. Timewarp seems to also have an effect
  4. Crimson Vanguard Mission. Objective: taking screenshots of Duna. Crimson Vanguard is a probe desined to serve a communication relay above Duna for future mission on the surface of Duna or Ike. It is launched on a Krocket III rocket. On the pad: Somewhere above the ocean Somewhere very high above the ocean. Or was it above a continent? Transfer to duna (requires a mid-course correction of achieve target's interception.) Into the interplanetary space! Duna is visible. Closing in! Above duna. End orbit AP-130KM / PE-69KM. No fuel left.
  5. I would like to see these parts below in addition to ones that were already existing on KSP1. Science A telescope with a variety of wavelengths would be great. So we could earn the science point and also earn the images of the astro-areas which indicated by the navball. Visible light telescopes (Hubble-like) X-ray telescope (like XRISM or ASTRO-D) Infrared telescopes (like JWST) We need an exoplanet search telescope like Kepler or TESS! This would combine the main elements of the traditional KSP and 2. Exoplanet search telescope A sample catcher (a device that would allow a probe to collect surface samples of a planet. As a probe fanatic, I would like to see a method that does not rely on Kerbals! I would like to see it implemented by choosing from the corer method used in MMX or the gas vacuum cleaner method used in Osiris Rex. There should be a greater gap on earning science points between Recover and Transmission to emphasis the features of the sample return.) Landing technology Airbags (traditional EDL technology used on Opportunity & Spirit, Luna 9, and more recently OMOTENASHI (sorry it didn't work out). This technology is not suitable for large spacecraft. It should be made to break under large weight.) Power+α The new retractable paddles were great, but we need a wider variety of solar panels. Cross paddles like PHYCHE and JUICE. Vertical medium sized paddles like MMX and World View 3.(We also need a mechanism to fix the angle of the paddles.) And at last, we need a solar-powered sail like the IKAROS or OKEANOS! A solar-powered sail will receive sunlight and generate huge amounts of power while producing a small (but tremendous) amount of delta-v! This is a technology that could be used for interstellar flight. Please let me know what parts you guys want too.
  6. [This challenge can be completed in stock I believe. I've never tried, not good enough XD, also good if you are using an interstellar mod as well.] Here at Sloth Exploration Technologies, we believe that we could do with expanding our sphere of influence across the system. We have a large challenge, but nothing you shouldn't be able to handle! We want you to set up full colonies on every body in the Kerbol System, so we can expand beyond! Objectives: Fully Colonise Kerbin: Put 5 relay probes into Kerbin orbit. Build a space station in Kerbin Orbit. Build 3 EVA experiments on Kerbin's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise The Mun: Put 5 relay probes into Munar orbit. Build a space station in Munar Orbit. Build 3 EVA experiments on The Mun's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Minnmus: Put 5 relay probes into Minnmus orbit. Build a space station in Minnmus Orbit. Build 3 EVA experiments on The Minnmus's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise The Sun: Put 5 relay probes into Solar orbit. Build a space station in Solar Orbit. Fully Colonise Moho: Put 5 relay probes into Moho orbit. Build a space station in Moho Orbit. Build 3 EVA experiments on Moho's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Eve: Put 5 relay probes into Eve orbit. Build a space station in Eve Orbit. Build 3 EVA experiments on Eve's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Gilly: Put 5 relay probes into Gilly orbit. Build a space station in Gilly Orbit. Build 3 EVA experiments on Gilly's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Duna: Put 5 relay probes into Duna orbit. Build a space station in Duna Orbit. Build 3 EVA experiments on Duna's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Ike: Put 5 relay probes into Ike orbit. Build a space station in Ike Orbit. Build 3 EVA experiments on Ike's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Dres: Put 5 relay probes into Dres orbit. Build a space station in Dres Orbit. Build 3 EVA experiments on Dres's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Jool: Put 5 relay probes into Jool orbit. Build 2 space stations in Jool Orbit. Fully Colonise Laythe: Put 5 relay probes into Laythe orbit. Build a space station in Laythe Orbit. Build 3 EVA experiments on Laythe's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Vall: Put 5 relay probes into Vall orbit. Build a space station in Vall Orbit. Build 3 EVA experiments on Vall's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Tylo: Put 5 relay probes into Tylo orbit. Build a space station in Tylo Orbit. Build 3 EVA experiments on Tylo's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Bop: Put 5 relay probes into Bop orbit. Build a space station in Bop Orbit. Build 3 EVA experiments on Bop's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Pol: Put 5 relay probes into Pol orbit. Build a space station in Pol Orbit. Build 3 EVA experiments on Pol's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Eeloo: Put 5 relay probes into Eeloo orbit. Build a space station in Eeloo Orbit. Build 3 EVA experiments on Eeloo's Surface Build and launch 3 ground bases for landing on the surface.
  7. Hello, its my debute in this community! When i started playing KSP (1.3.1) I found some strange thing. Mk-1 Cockpit have a Gyrodine but we need to unlock it before launching any Sattelite. This means that we need to launch human in space in order to get science to unlock it before your "Sputnik" Which is seems stupid. That CAN be solved by modifications of the game but its boring yeah? When first playing i made this challenge to myself and couldn't do it because of some problems I didn't know about LV-T45 "Swivel" But in Official Missions for Making History I found myself in the same trap and when i attached RCI I thought why not to offer this Challenge for you? I think you are capable enough of this! Rules: Pardon for any mistakes i make - English isn't my first launguage Have Fun!
  8. I had a rocket set up for a duna mission but forgot to get a good transfer window, so I went to jool! I've barely done a manned Mun landing and am already getting to Jool. I'm freaking out right now. I don't do manned missions outside of Kerbin orbit, so this is unmanned, but I still feel really proud.
  9. Having played with KSP on hard mode, I found it quite annoying that you don't get full CommNet coverage of Kerbin when you are in orbit unless you are very high. I kept losing control of vessels with only probe cores when I was launching or attempting to do a re-entry burns, so I thought that I'd create a map so I could see the altitude you need to have CommNet a signal when in hard mode (or when you've set the Occlusion Modifier to 1.0). I ended up creating two, one for orbital heights (75km to 250km) and one for surface heights (10m to 60km). Each colour patch indicates where there is no CommNet signal at a given altitude. The most interesting bit is that there is a large CommNet blackspot East of the KSC, just about the place that you might be attempting to circularise and it goes very high, this means that launching a vessel with just probe cores onboard really needs a relay satellite to be in place first. Looking at the map, it looks like an initial relay satellite might be best launched into a polar orbit giving you much more time (via North Station One) to circularise before you lose connection. I've done a bit of testing and it does seem to match the reality of the game. Hopefully these will be helpful to people Orbital Heights Large (4096 x 2048) and Small (1024 x 512) Surface Heights Large (4096 x 2048) and Small (1024 x 512)
  10. KSP 1.12.x - Reviva - The IVA Revival! KSP Reviva is the IVA Revival! For Kerbals who like to fly first person. Supports multiple IVA mods at once (IVA mods not included). Supports RPM and MAS. Allows IVA internal switch via B9PartSwitch: Allows selecting different IVA on each command module in editor/saves. Allows for on-the-fly IVA switching while in flight. Soon :: CKAN support so you can install Reviva and all the IVA mods you ever wanted. Currently only stock IVA and some popular IVA mods are covered, the intent is to extended the coverage over time. Required Mods Reviva - note that this does not include any other mods below in the download. KSP Forums GitHub Latest Release Download and extract the Reviva-x.x.x.zip file at the root of your KSP installation. SpaceDock - SpaceDock CKAN - Available Curse - Probably never B9PartSwitch ModuleManager RasterPropMonitor (RPM) Recommended Mods DEIVAExtension Optional Mods MOARdV's Avionics System (MAS) ASET Mk1 Cockpit ASET Mk1 Lander Can ASET Mk1-2 Command Pod Warbird Cockpits Ultimate Shuttle IVA ASET IVA for Making History Pods Many more, see Support Progress and Dependency Summary for the full list as more are supported. Some IVA mods require downloading from GitHub, Dropbox or even Zip files in GitHub issues and must be installed in their suggestion locations for Reviva to work correctly (directory names under GameData are very important). Changes 1.0.0 Release - Major Updates by JonnyOThan JonnyOThan is awesome! He's now a co-contributor for Reviva on GitHub, so he has full power and authority to do anything with the mod. This release is mostly due to his hard work to really make this mod shine. Giant refactoring of patches to make it easier to add support for mods and parts Fixed bugs regarding RPM variable persistence and action group memos being lost Fixed bugs that prevented ProbeControlRoom from working properly with Reviva Added Apex and Kermantech options for mk3 cockpit Fixed some configuration bugs 0.8.1 Release - Bug fixing (2nd Jan 2023) Fixes: Added support for AirplanePlus Mk1/0 Caged Inline (same as Mk1 Caged Inline). Note that the part does not fit exactly and has the wrong interior window structure, but is better than nothing. 0.8.0 Release - Bug fixing (16th Dec 2022) Fixes: Fix GitHub Issue 9: Thanks to JonnyOThan: Clone the partInfo so that changes to the internal config don't affect all instances of the same part. Extra fix from Fix GitHub Issue 9, again thanks to JonnyOThan: Fix an issue with internals that don't have crew capacity, exposed by FreeIva. 0.7.7 Release - BDB 1.11 Support (22nd Oct 2022) Adds: Slightly improved support for BDB 1.11 Release. Hermes/Mercury: Added Placeholder (empty) and BDBAlternate (super minimal, non-functional) Vinci/Gemini: Added Placeholder (empty) and BDBAlternate (old FASA, non-functional) Kane/Apollo: Added Placeholder (empty) and BDBRPM (functional RPM variant of non-functional BDB) Sina/LEM: Added Placeholder (empty) and BDB2 (new BDB non-functional IVA), the older BDB remains unchanged for compatibility. NOTES: Previous Reviva 0.7.6, 0.7.5, 0.7.4 will still work fine with BDB 1.11 - though the new non-functional LEM IVA will not be selectable. Currently no LEM variants have IVA switching: ie. no engine cover, Taxi, Lab, Shelter. You get the BDB default only. Similarly any Mercury, Gemini or Apollo variants (eg. Big Gemini or Apollo 5-Crew) do not have IVA switching, BDB default only. 0.7.6 Release - Moar IVA and BDB (24th Sep 2022) Adds: Support for: Starilex Intra-Vehicular Solutions - an excellent retro Mk1 pod. Available for Stock Mk1 and BDB Hermes / Mercury CM. Uses RPM. Max-Ksp MAS IVA Pack - excellent retro Mk1-3 and MEM pods. Available for Stock Mk1-3, Making History MEM, BDB Kane / Apollo, Sina / LEM. Uses MAS. SABS_IVA: MAS-enabled IVA - partial support (it provides a full set of Stock and Making History pods using MAS) for Mk1, Mk2, Mk1-3, MEM and BDB equivalents. Uses MAS. These are work-in-progress, I may add configs for everything else later. Snakeru's Mk2 Pod IVA - excelent retro style Mk2. Available for Stock and BDB Vinci / Gemini. Note that this is a ZIP file in a GitHub issue and is Beta, but to me is the best retro MAS style IVA for the Mk2. 0.7.5 Release - Airplane Plus (28th Apr 2022) Adds: Support for Airplane Plus: Warbirds (Bell Heli, Citation, Old Fighter Inline, X1 Supersonic, B29 Bomber) Warbird Cockpits Airplane Plus IVA Pack (Bell Heli, Bombardier Jet, Cessna, F-18 Fighter, Huey Heli) Airplane Plus IVA Pack Airplane Plus F-16 ASET/RPM for Falcon cockpit Needs to be installed in GameData/AirplanePlusFalcon. 0.7.4 Release - BDB experimental (28th Apr 2022) Adds: Added "Experimental" support for MOARdvPlus BDB Kane (Apollo) CM: MOARdV's Avionics System (MAS) Only covers the standard 3 crew Kane/Apollo CM. Original MOARdVPlus FASA variants still present and unmodified, they're hidden, don't use them as they won't work as well. Reviva MM config changed to support BDB 1.10.x naming Specialized action group switches work (eg. EVA Light) Glass variant also seems to work. Interior model does not match exterior so "Interior Overlay" will not look great. Will improve when BDB updates the interior. Also even more "Experimental", all Mk1-3 IVA interiors also available and seem to be functional, but definitely look even more silly with "Interior Overlay". Will not ever fix this. Fixes: Fix MASFlightComputer support to correctly update config data. This was required to get the MOARdVPlus special action groups to work. Probably helps make other IVA a little more accurate. Updated README.md with more IVAs, and links to completed mods. 0.7.3 Release - Bug fixes (12th Apr 2022) Fixes: Support QuickIVA when loading strait to IVA (GitHub Issue #6) Handle any configuration errors by remaining on same IVA (GitHub Issue #5) 0.7.2 Release - Bug fixes (11th Mar 2022) Fixes: Undocking two of same craft causing crash (GitHub Issue #3) Correctly switch IVA for in-flight craft where multiple similar craft present (GitHub Issue #4) 0.7.1 Release - Stock and Missing History (28th Feb 2022) Support Missing History KV-1, KV-2, KV-3, MK2 command pod and M.E.M. lander. Configurations for Stock, ASET IVA for Making History Pods, and MAS alternatives for Mk2 and M.E.M (the KV pods are meant to be low to medium tech only). 0.7.0 Pre-Release (3rd Feb 2022) Support for RasterPropMonitor (RPM) and/or Avionics System (MAS) IVA. Covers stock command pods, cockpits, landers and cuppola only. Configurations for Stock, RPM, MAS, ASET, DE_IVAExtension, Warbird Cokcpits and Ultimate Shuttle IVA variants. For Players If you like flying in first-person from the in-vehicle crewed cockpit, either in stock or using RPM and/or MAS, then this mod is for you. Features: Allow switching of IVA from stock to different alternates (if needed mods are loaded) using B9PartSwitch This can be done from the editor, and the settings are saved with the ship design. This can also be done live from flight! Use the PAW right-click menu on the command module when not in IVA (yup, not realistic, but this is KSP). This allows for the player to load this mod on existing saves and change IVAs on already flying craft, or to try out different IVA. Without Reviva, only the "last" IVA mod for each command module would be available. Links together stock and modded IVA into one place and provides limited patches to ensure they work in 1.12.x. Note that this mod doesn't include the IVAs, but provides links for recommended or optional IVA mods, plus patches to allow them to run and be switched dynamically. Very low overhead on in-game CPU/GPU performance: command modules get an extra ModuleIVASwitch, and switch detection only happens when changes are made. Note however that all the Internal modules are loaded into memory, so load times will be a little slower, and memory usage a little higher for each IVA pack you install. Don't go too crazy. The best way is to look at all the different IVA mods for a particular command pod or cockpit, try them out and pick one or two. Note that the first option is usually the non-functional stock or original mod IVA, these typically have less performance impact. The different IVA selection does not change the characteristics, mass, cost or other data on the actual command pod: it's all visual for IVA. This means you can change at any time without penalty, by design. Thanks blowfish :: For B9PartSwitch which provides all the clever part switching and UI. Electrocutor :: For ideas in WPF and KSP forum that inspired idea. sarbian :: For Module Manager which provides ways to reconfigure everything. alexustas :: For the amazing ASET IVAs and props. MOARdV, JonnyOThan :: For Raster Prop Monitor (RPM), making IVAs look all fancy. MOARdV :: For Avionics System (MAS), making IVAs look even more fancy. DemonEin :: For DE_IVAExtension which provides decent IVA for all of stock. Honk Hogan :: For IVA_ASET_MAKING_HISTORY which provides decent IVA for Missing History. theonegalen :: For Warbird Cockpits IVA, and forum posts that inspired that this is possible. G'th :: For the Ultimate Shuttle IVA. linuxgurugamer :: For the hopeful adoption of this mod if I wander off in the future. License MIT License - (C) 2022 Harvey Thompson Source Repository on GitHub For More Information See the GitHub README
  11. Почитал ветку Понял что нужны ретрансляторы, ок. Вытащил в космос бпла с возможностью удаленного управления Горизонд ГЕКС2, навесил на него ретранслятор HG-5 Вытащив космос кабину Mk3-9, есть "точка удаленного управления", посадил туда двух пилотов. К ней тоже прицепил ретранслятор HG-5. Навел ретрансляторы друг на друга. (set terget в меню ретранслятора) Используется мод RemoteTech, появилсь коричневая линия связи. Увел оба корабля в зону невидимую для KSC. Линк меду ними, вроде, есть, но управления БПЛА нет. Что я не доделал? Картинка
  12. I am trying to control a probe core with a pilot in a nearby lander can. It appears that my understanding of the mechanics of remote probe control is not even remotely accurate. Here's the components I tried at first, which didn't work: Mk2 Lander Can, with a 5-star Pilot. No antenna. Second crew member is an Engineer. RC-001S Probe Core (1.25 m flat one..), no antenna. Neither vessel is in range of Kerbin, which is why I'm trying remote probe control. Neither vessel has an antenna, because I assumed the internal antennas would work at close range. The range is very short, the vessels will be within 1 km of each other when I need to remotely control the probe. I had assumed that a Pilot in a nearby capsule (within antenna range) could control a probe core remotely. I think I'm missing something, but not sure what.
  13. I took a little Inspiration by the projected Sample Return Purpose of the new Mars Rover and made something of that kind in KSP
  14. The steep learning curve of KSP means that most players never make it to orbit, and that only a tiny fraction of people who download the game ever make it out of Kerbin's gravity field. People need help! So I made this tutorial is about how to send a probe to the surface of Eve. Here are the required skills: Be able to use these instructions to download this craft from KerbalX. Be able to open the craft in the VAB and click launch (not right away, though). Pretty much nothing else. Here is a list of key bindings if you get yourself confused. The helpful controls are in Flight Controls. You don't have to use the NavBall; you don't have to use WASDQE at all; you don't have to make maneuver nodes; and you don't have to design a super complicated rocket. I don't even say the word "transfer window". Perfect for brand new players! Following are the instructions. Important parts are bolded for extra emphasis.
  15. Hello fellow KSP folks! I'm hoping the kind souls in this community can help me avoid actual maths as I plan to launch a mega-relay network in the Kerbol system. Here is my (probably well-overbuilt) CommNet relay / direct communications probe: My main question: How much signal power will I realistically be getting? Can I guess-timate this without actually doing the math work here or here. Specs: 9x RA-100 = 100G x 9 = 900G 4x Communotron 88-88 (Tweakscaled to 220% because, aesthetics) = 484G x 4 = 1,936G 1x RC-01S = 5K My goal is to have six of these orbiting around Kerbol at a decent distance to cover the entire solar system. I'm playing with the Outer Planets mod, so I've got to get signal all the way out to Neidon and maybe even Plock. Appreciate all your help! (Also moderators, please if this question/topic is not in the correct forum, please go ahead and put this in the right place.)
  16. Sending a probe to Laythe. server discord: https://discord.gg/EJmz3kE
  17. ProbiTronics (PT) ProbiTronics is all about specialized probes and parts that help with reusability of rocket stages. For Kerbal Space Program. This add-on adds eighteen (18) probe and reusability focused parts to the KSP game. By zer0Kerbal, originally by @tdubic adopted with express permission and brought to you by KerbSimpleCo Part Catalog SP-1 - reusable sample probe for bringing samples back to Kerbin. LA-1m and LA-2m - Leg Adapter give you ability to use stock legs on longer engines. RB-721 - more than just a rover body Service Modules Mk0 0.625m Command Pod Mk I MkI 1.25m MkII 2.5m Command pod MK1-3 MkIII 3.75m thermometer sensor barameter sensor Probe Reusability Stack 0.3125m, 0.625m 1.25m, 2.5m, 3.75m probe, decoupler and parachute compartment in one With these parts you can make your rocket much more reusable Ball Probe small probe for taking data from planets atmosphere Science: Barometer sensor Advanced Atmospheric Research (AAR): custom science experiment Put ball probe parachute on top, and heat shield on bottom G-probe probe Science: measuring gravitational and magnetic fields Magnetic Field Scanner (MFS) Includes communication antenna (Jeb insisted) SAS Xenon Gas tank Automatic Transport Vehicle (ATV)) is used for transporting resources and supplies (like: food, oxygen, fuel and other stuff) to space Don't forget to attach some engine, thrusters, and solar panels. See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) 3 GPO (Goo Pumps & Oils') Speed Pump (GPO) red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @tdubic for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩ ↩2
  18. KSP.AI(All Unmanned, All the Time) Probes only... No Squishy Pilots... Carrier Mode... Table of Contents: KSP.AI.Mission(1, “Escape the Atmosphere”); KSP.AI.Mission(2, “To Orbit!”); The Kerbin-Science-mk1 & code KSP.AI.Mission(3, “To Da Mun!”); KSP.AI.Mission(4, “Sat Delivery”); KSP.AI.Mission(5, “Munar Science Run”); KSP.AI.Mission(6, “Munar Station Assembly”); KSP.AI.Mission(7, “Munar Base”);
  19. Probe: 3 OCTOs, 4 com-16 (3 functional) Relay satellite: 3 OCTOs, 3 RA-2 antenna level 3 tracking station The crafts are well within range of eachother. the relay sat has 100% connection to KSC. The probe just lost connection to the KSC minutes ago. It refuses to connect to the relay satellite. I'm getting really sick and tired of my crafts specifically interplanetary probes refusing to connect to relay satellites for absolutely no reason whatsoever, someone PLEASE TELL ME WHY IT IS NOT CONNECTING TO THE DAMN RELAY.
  20. The Bahamuto Science Drill certainly is a very handy Part for Probes. Unfortunately that Thing is MASSIVE and doesn't really fit onto most Probe Cores; not to mention the RoveMate Rover Body (I like Rovers). It can't be scaled down by TweakScale either, what would make Sense in my Opinion since a lot of Probes carry Experiments like that-just reasonably sized. I know that the Interstellar Mod includes this Drill in a tweakable and rerunnable Version but I am a bit reluctant to install Interstellar now because it wrecks the Dawn Engine which I am using in some Probes that would the become useless. So I've been trying a bit to either way make the "stock" Bahamuto Drill tweakable or "extract" it from Interstellar. None of that really worked. I then came up with the Idea to add this Sample Extraction Function to the Drill-O-Matic (Junior of course) stock Parts instead. So here is my Question: Can I just copy the "Science Module"-Section from the Bahamuto to the Stock Drills .cfg-Files or is there anything else I have to keep in Mind? I did some minor Tweaks to the Game Files before, like increasing the Stress Tolerance of Wheels after they kept mysteriously breaking evenwithout much Stress on Eve, un-hiding the Mk 1-2 Pod from the Tech Tree or increasing the Mass of some OP lightweight Parts (Big Khleb...). But I wasn't succesful at adding "new" functions to Parts, as said above.
  21. I've recently begun considering launching a flyby probe to the sun, making a quick pass just below 16 km to grab science, then transmitting it back to Kerbin once at a safe distance. However, I'm struggling with actually finding a way to get there. The intended payload: 1 x HECS core 1 x thermometer 1 x barometer 3 x Z-200 battery 2 x DTS-1 antenna (Antenna Helper says this gives 18% coverage at Moho for DSN level 2, so I'm hoping it's just enough to reach the sun) 2 x Solar panel 1x6 (retractable) 4 x Thermal Control System (small) 1 x Heat shield (1.25m) at the very front, to be pointed radial-in during final approach Strapping this payload to an FL-T800 tank with a Spark gives about 4100 m/s; however, the maneuver node says (and the community dV map concurs) I need nearly double that amount to reach the target periapse. I am not trying to achieve orbit, just a close flyby. How do I get it, without nukes or ions?
  22. I think that sometimes too much emphasis is placed on Manned Space flight and not enough on Unmanned. Indeed I would go so far s to say that unmanned space flight has been severely neglected. For example, I would like to have some changes made to the avionics hub that would make me want to use it more. I could make a more compact (shorter) and part-friendly craft if the CH-j3 had the functions of the small SAS built in. It would be perfect if it could also carry 5 units of mollyprop (Mono-propellant.) Currently once I have the tech to get a probe core with Targeting ability I rarely, if ever, use the CH-J3. If the developers gave some thought to probes and automated landers then perhaps we would get some RCS tanks that were about the size of the Place-Anywhere RCS Thruster. And some Place anywhere thrusters that were about 30% of that size with power reductions to match. I am aware that some of you feel that the CH-J3 is already overpowered and can make the need for pilots superfluous. However I do not see this as a fault of the CH-J3 more of the lack of abilities assigned to a pilot. For example if pilots were able to land a craft autonomously and the distance to target and success of the landing was governed by the pilots ability then the ace-pilot would be much in demand. (I know that there are those of you who feel that if a player can not land his own vehicle then he should be playing something else.) Rendezvous with target could be addressed in the same way. Pilots doing.. you know.. pilot-y (pilot-ish?) things. I digress.. This post is not about making pilots more like pilots (Still a good idea though) it's bout the functionality of the CH-j3. I have well over 5000 hours in game. Pinpoint landings and Rendezvous are all very routine for me. Many new players who love the idea of the game do struggle with things that many other veterans and I, find simple. So please try to keep in mind that all I am asking for is that the CH-j3 be made more useful. Regards. D.
  23. Now I got the understanding that with commnet, one can control an unmanned probe if the command module/probe core have "probe control point". However, the next sticking point is: Suppose Vessel A, B, C are not connected to KSC. Vessel A is a Lander Can Mk2 (aside from MEM and Mk1-3, it also have Probe Control point), with 1 Pilot and 1 Kerbalnaut. vessel B has an advanced probe core and a Cabin, containing a non pilot kerbalnaut Vessel C is an unmanned probe. Based on my understanding, A can control C, and B can also control C, right? If B cannot, would (B') where the kerbalnaut is a pilot allow (B') to control C? EDIT: Thank you. so in my case, Vessel B' will suffice.
  24. Calling all Kerbinauts, Surrey Satellite Technology Ltd. has released a part mod, containing SSTL Satellites. In our first release of this mod we have the 300S1 satellite and launch ring adaptor. As features and more satellite parts are added to this mod we hope to set some interesting and unique challenges to the community using our satellites. However for now our first challenge is relatively simple. Constellation Challenge #1 - Start date 06/04/2018: Set up a constellation of a number of "SSTL 300S1" satellites from a single launch around Kerbin such that in any one standard Kerbin day 95% of Kerbin is scanned and mapped. Rules: Stock parts only apart from those found in the Surrey Satellite Technology Ltd. - Satellite Pack Must use the SCANsat mod (default settings) to map the Kerbin biome Prior to starting the scanning period (i.e. 6 hour Kerbin day) all previous scanned data of Kerbin should be cleared. [NB: Rules will be updated if required, if clarity is required. This is our first challenge so we may mess things up] Scoring: Score = total cost of launcher and components used (including 300S1 satellites) * the total mission time in seconds since launch Verification: Supply some images from launch to final global coverage and post below Leader board: Winner is the person with the lowest score Name Score Enjoy and have fun! SSTL Outreach Team
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