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Found 20 results

  1. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Older Beta v0.16.1 Download: Please read the FAQ Also available soon (probably)
  2. I'd like to see some of the coolest rockets anyone has designed! I'm new to KSP and I'd like to see cool thing other people have made just for an example to me of how creative you can get!
  3. Here's my idea to make probes more realistic, while adding stock mechjeb in a fair way: Step 1: add communication delay. The way this would work is pretty simple. A time delay is added between when a command (like pitch up) is given and when it is initiated. The further you are from Kerbin the longer it takes. To compensate this probe cores will be given automation such as being able to execute maneuvers automatically and on higher level cores avoiding danger. Step 2: add mechjeb like automation to probe cores, the features form a hierarchy like this: Stayputnik: same features
  4. Unkerballed Start by SpinkAkron and theonegalen This is an unmanned start mod inspired by Yemo’s SETI, Unmanned Before Manned. It is structured around early probes and aircraft. Manned capsules become available as later tech. License is Creative Commons, so it can be continued if I go MIA. Download link is at bottom of this post. Overview Starting with the Stayputnik probe core, lack of control is the first challenge to overcome. The QBE is available at Stability (T3) and the OKTO at Flight Control (T4). RCS has been moved to earlier in the tech
  5. 1. Is there any mod that adds in real engines but kerbalized? Like a Kerlin 1K or KE-L 10 2. Same as the first but with probe parts. both for 1.9 or older, most mods i use carry over about 2 updates untill they break Thanks! EDIT: Found probes plus, question 2 resolved. now just looking for the kerbalized engines pack (I have looked at Bluedog design but that's for history parts, i'm looking for general engines like the RL-10 or AJ-10 but kerbalized)
  6. This mod provides the player with a new line of probe models called the K-Sat series, with integrated power (storage and generation) as well as buildt in antennas. It is usable in stock KSP, but it truly shines when used alongside Remote Tech, where the buildt in antennas can be put to good use. Alongside the probe cores the K-Sat series also includes some accessories, such as structural pylons, fuel tanks, stand-alone antennas and science equipment. It also comes with a brand new engine made specifically with satellites in mind. All parts are balanced to work equally well in all gam
  7. I have a good satellite network and it normally my probes are fine but if I exeed 1000x speed it loses connection and nothing gets it back even putting a satellite pointing at it with the biggest relay in lko 100 meters away?this makes no sense how can I stop this?
  8. I've started to work with probes, and I can't figure out a good design for a comunications satalite that can talk to probes on interplanetary missions (thank god for kerbal alarm clock). Specificaly, where they should go, and the antenna I should use. Any advice?
  9. THIS MOD WILL BE CONTINUED BY DAMONVV OVER HERE
  10. Hello, I'm playing KSP with the realism overhaul mods installed, and the thing is that I was wondering if there is any mod that allows you to control a probe witch has no more antenna conection than a crewed vessel witch has no conection with the earth. For example control a rover on the martian surface from a martian base witch has no connection to the earth. Thanks in advance!
  11. To Squad: A Kerbal Suggestion , Decaying Orbits Decaying Orbits , (as seen on the title) So You may ask what does "Decaying Orbits" mean? , Well if you're asking that , Then i will explain as briefly as i can below . -1 What is the meaning , 2- The Concept , 3- The Main Planets Different amount of pull , and 4- Why i think it should be added to KSP. 1- What is the Meaning of "Decaying Orbits"? Decaying orbits or "Orbital Decay is a process that leads to gradual decrease of the distance between two orbiting bodies at their closest approach (the periapsis) over many orbital p
  12. Hi all, I recently tried making a plane with a bunch of rover/probes (Provers?) in the back, to drop at certain locations, parachute down, then activated later to do the contracts for science on kerbin. I thought I had made them too heavy, or not included enough parachutes. But as I've read, space plane "Debris" is destroyed after the main craft is a set distance away. Is there a mod that removes this, and possibly makes terminating debris from the tracker easier?
  13. Probe Locations for the Kerbol System So I recently just came back from a Holiday in Tasmania, and I hear about the new updates, more importantly, the new CommNet network added in the game. So in game and in the tracking station, there is a green line connecting to all the online probes, landers, bases, rovers, space stations etc. The KSP team have also added in a bunch of new transmitters in the game as well. So the green line gets darker when you lose more and more connection with kerbin. This means that it is important to have probes everywhere in the kerbol system. You can
  14. Probe Locations for the Kerbol System So I recently just came back from a Holiday in Tasmania, and I hear about the new updates, more importantly, the new CommNet network added in the game. So in game and in the tracking station, there is a green line connecting to all the online probes, landers, bases, rovers, space stations etc. The KSP team have also added in a bunch of new transmitters in the game as well. So the green line gets darker when you lose more and more connection with kerbin. This means that it is important to have probes everywhere in the kerbol system. You can also
  15. https://www.nasa.gov/feature/new-horizons-refines-course-for-next-flyby In case you can't open the link, the New Horizons probe just performed an adjustment burn in order to intercept MU69, a KBU (Kuiper Belt Object). "After the burn the spacecraft transitioned out of a so-called “three-axis stabilized mode,” the operating mode that allowed New Horizons to make new telescopic observations of six KBOs over the past week. These science observations will reveal new information on the shapes, surface properties and satellite systems of these objects, in ways that can’t be done from Eart
  16. After watching the recent KSP News episode by Rapid Viper, which can be viewed here: I couldn't help but feel extreme anger to know that SQUAD has decided to push probe telemetry back to a later update, possibly into 1.2. Viper explains that the functionality of the telemetry is very buggy and just wouldn't be fun to play with. This is understandable, but I can't help but feel as if SQUAD could have just delayed the update a couple weeks or so. I would HAPPILY sit for 2-3 weeks if it meant that the features I've been waiting AGES for would be, in my opinion, in the most hy
  17. Hi Guys, Right, I'd firstly like to say that I am very much looking forward to the upcoming release of version 1.2 it is truly looking fantastic. Now admittedly what I'm about to suggest may encourage some to beat me over the head with a chair until it's worn out but... here goes. At the moment AFAIK there will be an integrated network of ground stations dotted around Kerbin, now for the sake of difficulty could it be possible for there to be a setting to disable them? That way players must make the ground stations themselves (of course if the player so desires). Then have relays to boun
  18. TLDR: What's the best method to avoid a probe running out of electric charge (and therefore becoming uncontrollable) over long durations of not monitoring it if you only have static solar panels? I've recently sent a probe to Moho and I did so with less tech than I would have liked because the transfer window was there and it seemed exciting to try. I'm now getting concerned though because it will be on a long voyage and the static solar panel may move away from sunlight while I'm not watching and then I will lose the ability to control the probe. I have two batteries, and I just tes
  19. My company, DDRocketsInc has won an exclusive tender from by the Kerbin Administration Science & Space Council (KASSC) to assist them with exploration of the Kerbol solar system, including Outer Planets Mod. The KASSC benefits not only from the extensive science that the exploration brings but also experience they need to develop their Kerballed exploration of the solar system. I have therefore started a new career mode in 1.1.3 with unmanned before manned mod because I can’t stand killing poor Kerbals. With an initial outlay of funds, the company has steadily developing ‘generations’
  20. Hey Guys & Gals, I've made this fledgling space program in my career save. I'm about to embark on interplanetary missions from farming science in the Kerbin system. I keep seeing all these images on the KSP wiki of terrain maps and other things like that. I'm trying to find some mods that give me parts so that I may make these things too. I would like more parts to put on my interplanetary and latter interstellar (with the galaxy mod) ships and probes just because stock parts aren't enough for me. This game is so fun and I want to have more to do. Thanks, toodles!
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