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Found 38 results

  1. 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
  2. Have an real irritating problem then assemble complex payloads from probe dispensers up to interplanetary missions with bases and landets its nice to test each component and add control from here on bottom docking port, load and merge or use it as an subcomponent and add to launcher. and the rest of the payload. This worked nice in earlier version of KSP, however in 1.12 it reset back to the original control from here node on load of craft, this creates a lot of problems for me especially small probes with high twr. is this an known issue or caused by mods? Is it any fix?
  3. Hi fellow Astronauts! Hopefully you can help me with something that I just can't figure out. I have this probe in orbit and I want to put it in standby mode. In older versions (currently 1.1.2) I shut down/lock all batteries and abandon the thing. When I return to it and want to wake it up, I turn on all power. For some reason I can't get the power back on now. When I click the power button of a battery (doesn't matter which), I get the message: "No Target". The probe is clearly the only thing I have "targeted" since pushing the next target buttons does nothing. I don't get why this is hapening now and this is the second probe that has this problem. Has anyone experienced this? Is this a bug? Thanks in advance! Oh yeah, in the pic. you can see a capsule but it's unmanned (rescue ship).
  4. How do I unlink the RCS/gear/etc. of my docked mini-ship subassembly from the main ship? I have a large ship with a docked scouting ship. When I turn on RCS, or press 'G' for gear, the mini ship works along the big ship. I want to unlink these ships. The mini ship is in a bay and does not need to fire its RCS or deploy its gear when the main ship is landing or maneuvering.
  5. Ok, this my first post here, i hope i've done it right and i don't absolutely know what tags should i use, so, let's begin: Master Aerospace Technologies is proud to announce the new, fantastic, versatile probe design, the Wheeled Autonomous Surface Probe or W.A.S.P. : The W.A.S.P. can carry al sort of scientific experiments, it has solar panels for daylight and a small fuel cell with 2 Oscar-B fuel tanks and a light for night time. The ultimate 3 wheeled design is stable and reliable and allow the W.A.S.P. to travel up to 11 m/s without flipping*! The model here illustrated is equipped with a Remotetech antenna and some scientific stuff from DMagic, but the core is full stock and can be easily reproduced. *That's not true, but nobody reads the notes: http://i.imgur.com/2uqmVcm.png
  6. Is There A way to add a Science Lab to the probe - rover -base thingy? Like with a "0" crew requirement? I made a curiosty rover replica and i would like to have a science lab onboard like the real thing.
  7. RELEASED! A new thread will soon be up in the released forum, but you can allready download the mod at SpaceDock: DOWNLOAD :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: First in line to be introduced we have the very first step in the K-Sat series: Pzl-BB 888. It's intended to be more of a DIY probe, with more flexibility but less integrated parts. As far as antennas go, it only features an always-on launch omni (500km) but it still provides a small battery bank and a trickle of power using a miniscule nuclear generator. The most interesting part of the design is without a doubt the fact that it is hollowed out, making it possible to place the fuel tank inside the probe, keeping the spherical shape of the probe intact. It is also the only probe core in the series that allows surface attachment, and it has it's own dedicated support pylon available, giving it lots of options for bringing scientific equipment along for the ride. To further help with that last part, I've also made an inline part containing all four basic enviromental experiments: Temp, Pressure, Grav and Acc. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This probe is called PzL-LO 242 and it's the first of the LO models. It lacks a dedicated dish, but more than makes up for that with a powerful omni (5Mn). I carries 500 units of electrical charge in it's integrated battery bank, and a small nuclear generator provides 0.3e/s, slightly more than the BB 888. During this test flight we also attached our latest stand-alone battery bank, the EC-500, capable of storing 500 units of charge. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The next step up from the 242 is the PzL-LO 1138. It comes with a 2.5Mn omni and a 50Mn dish with a standard 45 degree cone. It carries 600 units of electrical charge and provides 0.4e/s using a slightly beefed up version of the K-Sat integrated nuclear generator. Provided that at least one solar panel is included, the power will last through Kerbins darkness time at altitudes of up to 1,500,000 meters. Also presented below is the K-Sat Fuel Tank A. It's half a meter tall (10 centimeters taller than the Oscar) and carries 27/33 units of fuel. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The last step in the LO series is the PzL-LO 1142. It comes pre-packaged with a medium ranged omni (3Mn) and a dish capable of reaching Kerbin from the edge of the planets SOI (80Mn). It is also by far the most capable model in the series as far as power production goes, with 0.5e/s produced and 700 units of charge stored in the internal battery banks, making it possible to operate trhoughout the darkness time at a keosynchronous orbit. We also get a look at the all-purpose structural girder, K-Sat Structural Support A, with cross-feed for fuel and... not much else. It's there to glue stuff to. Lastly, we have the first stand-alone dish, the K-Sat COM-D1, an interesting dish with a very specific purpose. It's limited range (15Mn) and an unusually narrow cone of angle (12.5 degrees) makes it more or less useless for all other tasks other than communication with The Mün, but the upside is that it requires much less electricity to run than most other dishes, and on top of that it has it's own small battery bank. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: K-Sat LFE-808 "Bolt" is PanzarLabs in-house engine. It's designed specifically with satellites in mind, and as such it is almost useless in atmospheric flight, but has a very good Isp in vacuum. The trust is slightly lower than that of the "Spark" engine, but the Isp makes up for it and then some. It comes with custom made engine FXs and heat emission. The actual values are subject to change as I'm still balance testing it, but right now it has an atmospheric Isp of 110 and a vacuum Isp of 340, with a maximum thrust of 14.
  8. I have just launched a probe to Saturn. It will arrive in 12 years, so I think I could do some more things. Probe leaving home. A picture taken by the telescope camera. Another photo for the probe. The delta-v remained is about 2500, which is enough for the Saturn capture and further exploration. And I am using Aerozine50 and NTO for fuel, inside the B9 Procedural Wings (Sound like a atmosphere work).
  9. I want a Mission Control room for launching spacecrafts like as in Houston Control Room. People are waiting for this for a long time. Hope Squad starts working in this thing. We want the Control room to be something like this. If anybody can help please do so.
  10. Is there an altimeter on stock probes? Or, is there a clever way to get distance to terrain when using only a stock probe? Why do I feel like I'm opening a can of worms?
  11. I recently launched a ship carrying multiple unmanned probes. The main ship is able to target orbital vectors without issue, but the probes will not do this once separated. Here is a screenshot to give some idea of what's happening. Here I have selected the prograde vector in the SAS menu. The probe has power, RCS thrusters and monopropellant, but will not face prograde without manual repositioning. Instead it "jiggles" slightly in what can best be described as a less fuel efficient alternative to stability assist. I have not found a solution to this so far and any help would be greatly appreciated.
  12. here is a neat idea for a part, a xenon scoop that you could unlock shortly after the dawn engine that would deploy like a solar panel and collect very small amounts of xenon, enough to keep it running almost indefinitely. if the game ever went interstellar this would be a low-tech - relatively speaking of course in comparison to warp or near ftl - solution to rudimentary exploration of worlds beyond. another feature that would complement interstellar nicely would be a fog of exploration, like in sid meier's civ, where you could only see within a certain range of where you've been.
  13. Hi everybody. I am not familiar with modding but I've got an idea to improve the gameplay in career mode and I would like to share it with you. If some of you find it relevant and think it can be modded, I would be glad to help as much as I can. My idea is to remove the mechjeb part and include the mechjeb functions in both pilots aptitudes and probe caracteristics. To make it fun, the number of functionalities available should raise with: the Xp-level of the pilot / the tech-level of the probe. I started to think at the balance adjustments with 6 steps : # Pilot lvl PROBE FUNCTIONALITIES unlocked 1 0 Stayputnik Mk1 SAS / Delta-V stats 2 1 Probodobodyne OKTO Smart A.S.S. / RCS balancer / Smart RCS 3 2 Probodobodyne HECS Maneuver planner / Node editor 4 3 Probodobodyne QBE CH-J3 fly-by-wire Translatron / Rover Autopilot 5 4 Probodobodyne OKTO 2 Ascent / landing & spaceplane guidance 6 5 RC-001S / Mk2 Drone / RC-L01 Rendez-vous & docking guidance The idea is to include the following function by default in all modules & probes: Vessel info Utilities Warp helper Surface info Orbit info In addition, the tech tree position of the probe could be modified to have earlier access to it, for example: Probe Tech prereq Stayputnik Mk1 Stability Probodobodyne OKTO Flight control Probodobodyne HECS Advanced flight control Probodobodyne QBE Precision engineering I let you comment my idea, let me know if you like it, if you think it's realisable, how to do it ... etc Sorry if someone already posted a similar idea somewhere else on the forum, i just didn't find a similar thread.