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Found 38 results

  1. 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?
  2. 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.
  3. 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.
  4. 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
  5. Hello all Kerbonauts, Would you like the chance of flying a REAL satellite around Kerbin? Do you want to simulate a true to life satellite constellation that (in real life) images at 1 metre resolution? Then look no further Surrey Satellite Technology Limited (SSTL) has teamed up with Coatl Aerospace to deliver a KSP version of SSTL's very own 300S1 satellite! SSTL satellite constellations provide daily orbital multi-spectral images to aid in mapping of environmental changes, vital for agriculture, disaster response and research. This download includes the 300S1 satellite and its payload adaptor. The KSP version of this capable satellite is a self-contained satellite part, equipped with all the subsystems required to keep it operational. The KSP satellite includes a representative imager, communication system, power generation and storage system, propulsion system and AOCS with representative dynamics. The satellite is available in career mode from the Advanced Exploration node, and includes Module Manager config files supporting for the following mods: DMagic Orbital Science Remote Tech SCANsat Textures Unlimited Download Spacedock - Surrey Satellite Technology Ltd. - Satellite Pack Curseforge - Surrey Satellite Technology Ltd. - Satellite Pack SSTL and Coatl Aerospace hope you enjoy playing with their creation and we can’t wait to see how you use this in your Kerbal Universe! Please post images below of your SSTL 300S1 satellites in space! Future plans SSTL and Coatl Aerospace are planning on expanding the range of SSTL satellite platforms within this satellite pack. So keep an eye out for future updates and make sure you follow this thread! Challenges Check out the Surrey Satellite Technology Ltd. - Constellation Forming Challenges to find interesting ways of using our parts in your game. Start Your Career in Outer Space If you want to take a leap from the digital world and build satellites for real, you should check out the SSTL Careers page. About SSTL Surrey Satellite Technology Limited (SSTL) is the world's leading small satellite company, delivering operational space missions for a range of applications including Earth observation, science, communications, navigation, in-orbit servicing and beyond Earth infrastructure. The company designs, manufactures and operates high performance satellites and ground systems for a fraction of the price normally associated with space missions, with 500 staff working on turnkey satellite platforms, space-proven satellite subsystems and optical instruments. Since 1981, SSTL has built and launched more than 50 satellites for 20 international customers – as well as providing training and development programmes, consultancy services, and mission studies for ESA, NASA, international governments and commercial customers, with an innovative approach that is changing the economics of space. Headquartered in Guildford, UK, SSTL is part of Airbus. www.sstl.co.uk About Coatl Aerospace: Coatl Aerospace is a proud supporter of unmanned exploration. Check out ProbesPlus! for more satellite and science parts to add to your KSP collection! License: This mod is shared under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) licence.
  6. So i am working on a mod that adds HTP engines (High-test-peroxide) to the game.Some are absolutely tiny! I mean they are smaller than the ion drive! Much smaller(smallest making a tremendous 0.5 KN , that is already done) And i made one engine, full with configs, and a compressed air tank, because some of them will need pressurization because they are pressure fed, and the engines will eat the fuel, and some of the air in the tank.Some will not use the pressurization, because they will have a gas generator that decomposes HTP and pressurizes the tank with the gas. I have real life sounds, i will put them later here in sound cloud or something, and i plan to do RO configs (i already made RP configs). I plan to do like the BMP engine as an extra. Some of them will be bigger, and i plan to do a Falcon 9 amateur replica 1:10 scale sounding rocket. So , what do you think? SHOULD I CONTINUE? WILL ANYONE DOWNLOAD THE MOD? Please tell me your opinion. BMP 5 test fires: BMP 2 MY FAVS(pure htp engines)
  7. I am playing around with a 2.7 ton SSTO in sand box. The craft is 3 Oscars, a Spark, a basic solar panel, an octo2, a small inline reaction wheel and a small nose cone it has 3594 m/s dV which I'm sure I can get into orbit. I have comnet turned off, which means that require signal for probe control is off and no need for extra ground stations. yet I'm still losing control of the probe at 70km up. I've even tried with comnet on and extra ground stations enabled. I thought the octo2 would have enough internal antenna to cope with LKO? What settings do I use to completely ignore the need for antena? My bad it's 880kg .. the 2700 was the cost
  8. Hey all. It happened again I warped and the ship was in that one orientation where the panels are in the shade resulting in a dead ship. Could we get some way for the ship to orient itself to position a "Master Panel" in the sun bellow say 10% or 10 units or open to sugestions. It could be done with special intelligent panels. Maybe a new improved probe core that would open new items on the solar panel menu. <Solar Panel Override Control Wheels> <Below> <10%>. IDK. Whatever make sense. Thanks, ME
  9. POLYOT PROBE. (ver1.0) Originally a kermunist design anti-satellite system, has since been converted to a science probe. The warhead part is now filled with Radar Altimetry sensors and various science experiments. Rumour has it that if you slam it hard enough on a satellite or space station it will still do the job it was originally designed to do. Consits of 3 parts: Main bus featuring liquid fuel, oxidizer, monopropellant, liquid fuel engines, a generator and attitude control monopropellant RCS thrusters. Guidance unit featuring a probe core, Level 3 SAS Control, antennas, data transmitter and 4 high power translation control thrusters that use liquid fuel and oxidizer. Also features a Flight Computer if you have kOS installed. Finally the science payload, if you have SCANsat installed, it will work as a RADAR altimetry sensor. Also contains a gravity sensor and experiment, a temperature sensor and experiment, as well as a Mystery Goo experiment. Use @raidernick's awesome R7 from his Soviet Rockets mod to launch the Polyot. This mod comes bundled with dependencies. Module Manager, Textures Unlimited (For reflections and general texture awesomeness). INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1637/Polyot. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. ModuleManager created by Sarbian. Redistributed as per license. Textures Unlimited created by Shadowmage. Redistributed as per license. Screenshots
  10. I recently put a space station in orbit of the Mun, along with a few relay satellites. The next time I launched my game and went to the map screen, they weren't there. They were in high, stable orbits, and the icon list in the tracking station says that I have no stations or probes available. Using 64 bit KSP. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 USI Tools - 0.8.17 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BetterTimeWarpContinued - 2.3.7.4 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CSIFreighter - 0.1.7 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.4.6 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Joint Reinforcement - 3.3.1 KerbalAtomics - 0.3.5 Kerbal Engineer Redux - 1.1.2.8 Kerbal Foundries - 2.0.1.5 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.4.15 Infernal Robots - 2.0.10 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Kerbal Alarm Clock - 3.8.4 TweakScale - 2.3.4 UbioWeldingLtd-Continued - 2.5 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.23 [x] Science! - 5.6 Logs: https://db.tt/GQW6xaOhqk https://db.tt/XRlo7zAxNm https://db.tt/pqGoFyzmye
  11. Hey guys, so I'm having trouble sending a probe to Mars in RSS. I'm using Stockalike RF and Kerbalism as my realism mods instead of RO. The problem I'm having is inconsistent, which is driving me even crazier. So if anyone has any ideas, I'd be very grateful. Basically, when I time warp at high rates for a while in tracking or space center, then go back to the probe, half the time it is in pieces. The engineer's report says there were "structural failure or linkage" between several parts, almost always topped by the jumbo fuel tank and its linkages. Any idea what could be causing this? If it's helpful at all, here's my modlist (KSP 1.2.2): CactEye Telescopes Chatterer Colision FX Community Resource Pack Contract Configurator Distant Object Enhancement Docking Port Sounds Engine Lighting EnvironmentalVisualEnhancements (RSSVE) EVA Transfer Ferram Aerospace Research Flight Management for Recoverable Stages & Recovery Control Heat Pumps (RF) Historical Progression Tech Tree Kerbal Alarm Clock Kerbal Engineer Kerbalism Kerbal Launch Failure Kopernicus Launch Countdown Modular Flight Integrator NavBall Texture Changer NavHud Orbital Decay & Solar Cycle System Precise Node QuickSAS & QuickStart Real Fuels & RF Stockalike Real Plume Real Heat Real Solar System Reentry Particle Effects RSS Visual Enhancements Scatterer Smoke Screen Solver Engines TankLock Texture Replacer Trajectories Transfer WindowPlanner Ven's Stock Revamp Module Manager of course
  12. Welcome To The Andetch X-Series Jool Mission (Stock) Classified Information Follows; Pilots! Kerbin Needs You! Mission to Jool using Andetch X-Series deployment probe. (40 points total available) Primary Objective; Set up a system wide comms-net. (Total of 10 points available, scored on coverage and innovative ideas. Points awarded by forum comunnity) Secondary Objective; Visit as many of the system's celestial objects as possible, parking probes into the orbit. (Total of 10 points available, 2 per object - Jool Orbit does not score points) Tertiary Objective; Land on as many of the system's celestial objects as possible. (Total of 10 points available, 2 per landing) Bonus Objective - Jool Dive, because every kerbal wants to know whether there really is marshmallow inside! (5 points) Post your submission as directed! (5 points) I know there are 101 missions to Jool, what with it being like a mini solar system right on the outskirts of Kerbol. This mission is my theoretical mission to start colonizing Jool; ultimately this will be a career mode launch. Establishing a network is my logical first step before sending crew/tourists. (I have played out the majority of this mission to test capabilities of the craft). Points available are listed with the objectives. To get started download the craft from Kerbal-X here! (No accounted needed to download, but you should get an account - it is an awesome resource!) https://kerbalx.com/Andetch/ADJM-X-Series Use the Andetch X-Series, some minor tweaking allowed to correct any design flaws that you may uncover. Quick saves are probably needed - We trust you will not cheat! Adding more probes is not allowed! Take an image of the map screen with network showing. Take images of the vessel showing the celestial object you are orbiting in the background and then a map view screenshot to show the orbit. Take an image of the vessel landed on the celestial object. Take an image of the vessel deep within Jool's atmosphere. Put all the images in an album (imgur is what I use) and post like this; (One image full sized as a cover image - not including the album - for your submission is fine, we just do not want the post getting too long with loads of images!)
  13. Simple question - Am I reducing the experience my Kerbals can get on a particular flight by having a drone / probe core attached to the vessel? Example - Franwise, an engineer, has landed on the Mun and on Minmus and Planted a Flag on both. Both times were in a vessel with an OKTO2. She has experience in her log for "Plant Flag" but not for "Landed On". I tried landing with SAS turned off but that didn't give her the "Landed On " experience either.
  14. So i'm fairly new to this game and i decide i wanted to build a probe, so i did and i built a rocket with mk3 cargo doors to put it into space. My goal was to try and get into orbit then open the cargo doors and have the probe released. Once i got into orbit and opened the doors, activated the radial decouplers nothing happened. The probe was just sitting in the doors and it wasn't even attached to anything. i tried wiggling the ship around but nothing happened still. If Anyone has any idea on how to fix this it would be appreciated. Thank you. Screenshots~ http://prntscr.com/fl68xe http://prntscr.com/fl691w http://prntscr.com/fl697k http://prntscr.com/fl69eq
  15. I have a problem building a new unmanned satellite for a mission. I tried once launching the saved ship design i used for another mission and when the orbit was identical i noticed that the new unmanned satellite wasn't ticked. Then i even tried with testing new ships, built from scratch and different names, even flags but no result. I've found nothing that help in any similar case...any ideas? screenshot:http://prnt.sc/f5nqjm Thanks in advance
  16. Ok, this is a really complicated question, but I'll do my best to make it clear. I've built myself a plane with a downward facing cargo bay (called henceforth carrier). It's purpose is to carry a few probe cores, outfitted with parachutes, a small battery, and some science gear, and drop them into different biomes for data collection (called henceforth pods). The idea being I can record data and collect science from many biomes with fewer missions launched, and also very quickly, since the carrier pushes right up to the edge of mach 1, fully loaded. So far so good. I fly off with one pod in the carriers belly, and an action group to detach the pod, deploy its chute, and turn off its hibernation all at once. I let it go at about 3,000m, everything looks peachy. I can't switch to the probe, since I'm flying in atmosphere, so I watch its altitude and speed from map view. It holds at about 175m/s all the way into the ground. After much tinkering with drogue chutes, differing altitudes and states of probe hibernation, I decide that what needs to happen is I need my control to follow the pod when it detaches instead of the plane. That way I can see what's really happening with the parachutes, and once its landed I can switch back to the plane and keep flying. I had toyed a little with the Stratolauncher (stock), so I figured this would work well. I converted all my action groups into a staging setup, since that's how the Stratolauncher (stock), is set up, and I thought it would work. Same deal as before. How do I get this to work? How can I designate to the editor that I'd like the staging to follow the probe pod out the belly, instead of the plane all the way? Or is there another solution I'm not seeing? I'd include the .craft file of the carrier as it stands right now, but I'm not sure how to attach a .craft. I'd appreciate a concise explanation of that as well if you feel the need to see the plane. Thank you!
  17. I can't find any aerodynamic cones that are suitable for the front of a mk2 or mk3 spaceplane... what do people do? Always use a mk2 or mk3 cockpit? ah, there are fuel converters to std cone shapes... just need to flip them round. Ignore me!
  18. So I updated to 1.2 KSP. Now I had a save in 1.1, and had started a Duna probe with lander. The problem is, I only have a Commutron-16 on the probe, so I don't have link back to Kerbin. DSN is level 3, and I just launched a Relay into 16 000 000 m Orbit with HG-5s. My question is, how could I establish a connection with the probe, if my best relay is the HG-5? Thanks
  19. Probes that have no signal also have no control under the proper difficulty settings. So in order to mitigate the lack of a flight computer I am suggesting that science reports should be able to automatically trigger when reaching a specific situation. The science package is programmed during fabrication or in flight. The science modules could have target and situation options. Planning a mission to explore space just outside of Kerbin's SOI when the Deep Space Network is in its infancy. The Goo canister and other science instruments are programmed to obtain science while Flying High in space over the Sun. Then when the vessel reaches that specific situation the probe wakes, completes the science experiment, stores it and then returns to hibernation. The science reports could then be relayed back to Kerbin once the probe is back within the range of the Deep Space Network.
  20. I'm designing a return probe for Laythe and doing trials on Kerbin. My problem is, shortly after launch, at roughly 50-60k altitude, it loses contact with KSC, going instantly from maximum signal to zero. I have a surface-mounted Mk 16 antenna on it, which has not been destroyed by aero forces. I have a direct line of sight to KSC (level 2 tracking station). Contact isn't re-established once it's out of the atmosphere so it can't be plasma-induced comms blackout either (and I'm not going that fast anyway). So... what gives? Why am I losing contact?
  21. Hi Guys, Having real issues with my (fairly large) Duna probe in an RT install... my signal delay is up to about 2s and I'm trying to do a course correct ion burn... however I'm having major issues aligning with the manouver marker. Neither the ASAS nor the flight computer can actually align to the node - they just circle around it always over-correcting and wasting precious monoprop. I've checked in both RCS buildaid and as the manouvers are conducted and there's no errant 'spin' imparted by unbalanced RCS. Nor is the probe itself unbalanced... it just burns like cray in one direction, overshoots, and burns like crazy back again, like a beagle puppy on a polished timber floor... My only thought is that the computers can't cope with the sheer mass (and thus inertia) of the probe - it does weigh in at some 47,000kg... Though I packed SpaceYRCS5x7 thrusters in an effort to compensate... Help?
  22. All of my unmanned probes have vanished from the tracking station. I can't see them, I can't control them. When I launch a new one, it doesn't have an icon in it's own map screen and as soon as I return to the space center it vanishes. I've managed to find the vessels in the save game file, so it appears they're still out there, but I have no idea how to make them trackable again. I've been playing KSP vanilla for some time but I recently installed mechjeb and mechjeb integrated, because I was tired of docking and performing holtzman transfers on my own. It worked fine for several days so I'm not convinced that the mods have anything to do with my issue. I haven't tried removing the mods yet, I suppose I'll try that next.
  23. This thread is a collection of screenshots taken from my Surveyor 17 probe that orbits Jool. I launched it to Jool to learn more about the moons and orbital mechanics. The first set of flybys (Laythe, Vall, and Laythe again) http://imgur.com/a/GJi8u Can someone tell me how to upload albums without having to leave a link?
  24. Afternoon! I am currently running 1.1.3 of KSP on my machine with several mods. Full list is after the issue. I have found that when I tried to build by first satellite for the comms network required by RemoteTech, my probe cores don't do anything on the launch pad. I can't activate SAS, using the Probodobodyne OKTO core. Also, while it let's me adjust the throttle, pitch, yaw and roll, I cannot activate anything using the staging mechanism (space bar) nor can I manually active engines through the right click menu. Let me know if anyone else has experienced this issue and, if so, what is the fix? Mods installed: CommonResources, DockingPortAlignment, USI Freight, Karbonite, USI Karibou, Kerbal Attachment System, Kerbal Inventory System, KSP Interstellar Extended (Includes KSPI, Firespitter, InterstellarFuelSwitch,RcsSounds and TweakScale in addition to KSPI), SCANsat, StationScience, USIKolonization, USILifeSupport, All mods are up to date and using the correct installation to my knowledge. Also! I have the necessary antennae on the craft and it is reading as connected in the upper left hand corner per RemoteTech requirements. Thanks and looking forward to getting this resolved! Bill