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  1. I made a rover delivery system and have a rover as sub-assembly - the root part of the rover is a docking port (jr), but when I want to attach the rover by its port to a specific port on the craft in the VAB it just floats around the port when I want to attach it. It does not "snap on" as it should. Help please! https://imgur.com/a/UG1kOmK
  2. RJ Willys Jeep Download here:https://kerbalx.com/KAS/RJ-Willys-Jeep
  3. This ship is designed for Duna exploration. The lander has two rovers for exploring the surface. Fuel in each stage is generous for the tasks each stage is designed for. Craft download and flight profile notes can be found at KerbalX
  4. Near my Minmus base, I have a Malemute rover equipped with a Klaw attached to a Resouce Lode. I left my base doing something else, then landed near it again. Now, if I switch to the rover, or if going on EVA with a kerbal and coming closer than 200 m, the rover explodes. In order to find out what's going on, I focused on my base and zoomed out until I could see the rover close up. It's lying on it's side, the rescorce lode seems gone (I guess it's already consumed) and it seems the Klaw is facing the wrong way. How can I fix that?
  5. This will be the most ambitious payload "Ministry of no better things to do" (MONBTTD, for short) has ever sent to the blast furnace world of Ablate, the sungrazing dwarf planet. Here's Bill Kerman working on thermal insulation of the prototype in the engineering laboratory. Rover was named Lemon because of the initial yellow color which later got replaced with silver. The name stuck, just like the new insulation glue on Bill's fingers. As Kerbol's rays will be hitting the thing mainly from above, top was made white and sides dark, to manage heat away more efficiently. New, metallic wheel tires were used. Most instruments are inside, except the ones that inspect the soil or influence of Kerbol. Rover will be delivered by an ion engine relay probe, but will land on its own, using four monopropellant engines. Launcher is nearly completely made out of stock parts. 5 m first and second stage with four bipropellant 3.75 m boosters. Third stage is 3.75 m and on top is a fourth stage, a 3.75 m liquid fuel tank and a LV-NB nuclear engine. Fifth stage is xenon ion engine powered on the relay probe.
  6. Decided to try the Elcano challenge, built a mad max-ish rover and set off. After like 3km I rolled of a hill, prior to which i tried to repair my solar panels. Not giving up. Second attempt, rolled it 4km further. REDESIGN NEEDED. After a pause. Pictures are here
  7. I am wondering if there is a mod for 1.4.x that adds an Apollo-style rover that can be assembled on the Mun via KAS and that doesn't require Making History? Thanks in advance for any answers
  8. Hi all, The following post is related to suggestions regarding more/better rover ideas. I have been wanting to design rover in Kerbal Space Program ever since I heard of it (which was before I even purchased it). I see now that it is very hard to create rovers in KSP. I can build better rovers now, but when I was a beginner trying to figure out how to get to Duna with a rover name Kuriosity, I found out quite quickly that building a rover in KSP is extremely difficult. I do understand that there is the Probodobodyne RoveMate™, but it is still hard to build rovers. I would really value a tutorial implemented in a further update that walks a new user through making a rover. I understand that with the Making History Expansion that Missions can be downloaded, but not everybody has the DLC required to use the Missions. And although there are mods made by the Community (Some especially good ones from SQUAD member RoverDude ), some people like to use a stock KSP.Perhaps some new rover parts can be added alongside a new tutorial? Thank you for considering this, Skywalket Kerbal Enthusiast and Elon fan
  9. here it is my little rovy ready to explore https://imgur.com/a/6bD9l1i
  10. So I am making a Mun rover and when I went to test it on kerbin, the wheels move in the wrong direction. Instead of pressing the w key to move forward I have to press s. I know this isn't a real problem put it could get confusing. Here is the rover:
  11. This thread is about my rover trip around Jool's moon Vall. This is meant to be an Elcano/Elkano attempt where I carry out a polar circumnavigation of Vall. Here I intend to provide enough screenshots to document that I actually do the complete circumnavigation and to show the beauty of Vall scenery. Also I allow my self to use f5/f9 as much as is neede. Why to circumnavigate a celestial body by land in KSP? I will have to admit that a land circumnavigation of a celestial body in KSP is very lengthy and tedious process. Nevertheless I have wanted to do so ever since I heard that the Elcano challenge exists. I have former experience from a lengthy rover science gathering mission on Mun. Despite hours of tedious driving around the gray landscape of Mun, I did find the mission quite fulfilling and rewarding. Partly just because it took a long time to get anywhere. I expect this mission to be similarly rewarding experience. Why Vall? Previously my goal was to perform a similar circumnavigation of Eve, since is Eve my favourite planet in the stock Kerbol system. My plan to perform this circumnavigation in reasonably short time and fun way, was to use the Rovemax XL3 wheels, and exploit the fact that they can accelerate the rover to extremely high velocity if you tap the keys "a" and "d" while pressing "w". Unfortunately the challenge maintainer of the Elkano challenge was adamant, that this is cheating and not allowed. After trying out a rover that obeys the rules on Eve I felt that it was frustratingly slow and couldn't climb the hills and mountains of Eve. So the circumnavigation would take a very long time and be more frustrating since I couldn't scale hills and mountains. Vall was the next best option. A lot smaller, but sill reasonably beautiful celestial body, whit low gravity to make rover faster and better at climbing mountains. Relevant mods Voyage to Vall This is the rocket at launchpad. It devotedly follows the design principle "There is no such a thing as too much deltaV!". It has several thousands extra m/s of DeltaV to make sure that Vall is actually reached without shadow of a doubt. This was my first ever manned flyby or orbit of Jool. :-) Successful landing! The land voyage may now begin. The blue flickering is from the Sci-fi visual enchancement mod. I'll soon make a new post once there is progression to show. Thank you for your time!
  12. (A.K.A. BILL AND JEB'S EXCELLENT ADVENTURE) TL;DR: TODAY I LEARNED THAT "CHECK YO' STAGIN'" APPLIES TO DOCKING PORTS. I am new to Kerbal Space Program and going through career mode. After the crew of my second Mun landing returned to Kerbin with 1,859.6 science on board, I decided to get ... ambitious greedy. I started by unlocking Very Heavy Rocketry, its associated fueling needs, the long-awaited NERV, and Composites. Initially I just wanted to use the NERV as any upper stage, since it was so efficient. But there was a contract for mining ore, and I already wanted to land, so why not try to make a refueling lander? It turned out to be a lot heavier than expected, so I went with 3x engine symmetry (2 would have been enough power but 3 made better symmetry and I was used to high munar TWR from my first two landings), and packed a bunch of the baby airplane fuel cylinders next to the engines since they have the best fuel-to-weight ratio of all the liquid tanks—which also gave me a place to mount landing gear that could actually reach the ground, and a better place to mount drills than some very sneaky girders. Then, since I had the power, I upgraded the converter since the small one's ore-to-fuel ratio is garbage. I didn't have the Gigantor solar panels unlocked yet, but looking at the energy requirements I decided to use the last of my science to do so. I wanted to do a bunch of contracts. I had several around the Mun, for which I needed a rover and a satellite, and I wanted to mount them both on the nose. Hmm. I decided to put clamp-o-trons on the rover and nose, then put the satellite in the middle. I added RCS to the rover so I could, in theory, detach in spaceflight, launch the satellite, and then reattach to the lander. I've never docked anything before, but how hard can it be? (Backup plan: carry the satellite down, drop the rover, launch satellite after takeoff.) [edit: TinyPic is dead; long live Flickr. Original link for insanity posterity: http://i68.tinypic.com/2pqqj3a.jpg ] Speaking of docking, on this mission I plan to try it for the first time again—ship to ship this time. My middle stage should make Mun orbit, and if the lander refinery works as well as hoped, I can potentially come back up, dock, donate a little fuel (I put modest L+O tankage on the nuke with this hope—contents donated to the middle stage, of course—plus I could refine more ore after docking), then transfer crews, land again, collect science and fuel again, and did I mention both crews still need a Mun landing under their belt? Now all I had to do was figure out how the heck to lift all this junk. Fortunately I had just unlocked the Mammoth. Even so, I still needed to attach some Kickbacks to give me what I consider decent launchpad thrust. For the middle stage, a Skipper might be adequate to the task, but I thought, "Hey, the Rhino gets better ISP anyway, right? And it will keep my burns short. Let's try this sucker out." Plus it let me keep my rocket fatter; this thing is much taller than any rocket I've made before. Looking at what I'd done in the VAB—what I'd done to the VAB?—I named it the Abomination. The fairing covered 45% of the rocket. It's over 100 tons heavier than my previously biggest rocket, which was almost 100 tons heavier than my previously biggest rocket. And it's not too far shy of double the cost, though a lot of this is tied up in stuff meant to be recovered. [ http://i66.tinypic.com/2m7vkg1.jpg ] I had just accepted a contract to test the aerospace decoupler at 51-55km while going 1110-1890m/s, which put some constraints on my flight profile, but it actually worked pretty well with a reasonable gravity turn. It took me a couple of tries to get it right, but I don't feel too guilty about reverting for that sort of thing. They aren't terrible fins—or at least they looked the part. The Rhino performed beautifully, too. It started up well in the upper atmosphere, so I'm sure it was at least as efficient as any other upper stage could have been, and the extra power let me carry more fuel that the main lifter would have otherwise been using (at less effiency). The downside is that if the Mammoth was allowed to use that fuel I was confident of recovery; this way, I didn't even try for this mission, though I may if I find myself with a similar lower stage in the future. On the last Mun landing, I caught a Minmus intercept completely by accident while planning the trip home, but didn't have the fuel to do it. Not this time, my crew thinks. Not this time. As it turns out, the main difficulty of reattaching the rover—other than that I'm terrible at docking—was that it really wasn't designed with docking in mind. First, the lines of sight were very bad, and second, I didn't realize I'd offset the docking port so that a little bit of it was blocked by a girder. The magnetism seems to be holding it in place for now, so hopefully that will hold up until I land. If it falls off upon landing that will just save me the trouble. [ http://i66.tinypic.com/2hrhm6t.jpg ] The satellite was then on its merry way after reaching the correct altitude to turn on its engine to fulfill a contract. I was careful of where the main ship was, after having read many horror stories about inattentive launch collisions! It has tons of delta-V, which is good because it needs to fulfill two orbital requirements; it may have enough to spare to do something useful. Even if it doesn't, three contracts on one small satellite that at worst will be a half-decent Mun relay antenna isn't bad. The orbiter (the Rhino) is another story. By my calculations at the time, it did have enough to get into my preferred capture orbit but it's tighter than I thought back in the VAB when I was doing gross estimation instead of precise engineering. I hoped I would be able to get into my subsequent planned lower orbit. (To make a rendezvous with the mining ship easier—the refueling might be more than a novelty now.) Alternatively I could have just bailed out and tried for Kerbin immediately after the capture, but I wanted to stick to the mission plan. Apparently, magnetism gets weaker during time warp. I wanted to orient my vessel in a certain direction to ensure the orbiter didn't get in the way of the lander's maneuver. I knew that the maneuver node could sometimes move around a bit on you, but I was totally unprepared for one that meandered across a 45° swath of the navball! I can't help but imagine the loosely attached rover had something to do with it, but even so, that was ridiculous. Every time I thought I was close, it dashed back in the direction I came from, sort of like the way SAS autocorrects. Speaking of misbehaving maneuver nodes, apparently the satellite was small enough, and the antenna big enough, that the engine was significantly offset from the center of mass. At least, that was the hypothesis I formed as the thing bucked like a bronco for the nearly two minute burn despite the fact that I was only packing a Spark. Or perhaps too much of the weight was in the back? I will keep this in mind for more important future missions. The rover, in the meantime, had gotten loose again. Fortunately I cought it before it had gone more than a couple meters. I was becoming concerned. I wondered how it would behave under deceleration. At least, I reasoned, it would be only compressive forces, not pulling the clamps apart, but it's off center—that's the whole problem. But although the clamps are off center, the center of mass (as I eyeballed it) looked like it should be right over the center of the rocket, so maybe it would be fine. I had plenty of monopropellant, even without being able to transfer any from the ship. As long as it waits until landing—or perhaps even the final approach—to wobble off the ship, I'm golden. But, a pessimistic voice whispered, if it's not docked then you can't undock it. what if it sticks through the landing and doesn't want to go? Will the monopropellant be enough to push it loose? Almost certainly yes, I thought. I was glad I thought of the possibility, but I was sure it was not a true concern. After another repetition of the rover escape and a couple more times it seemed to be threatening to, I think I've figured out the behavior. Whenever "normal activity" is suspended, either from time warp or from leaving the area (to adjust my satellite's orbit) the half-on, half-off docking port starts to freak out. Possibly the game is trying to make it fit correctly, but running into a conflict with the girder that's in the way. It wasn't a problem when it was built that way but it looks like detaching it was a one-way trip, at least for this particular rover. There seem to be one of two "resting states": one where the clamps are together but offset as in the picture above, and one where the clamps are perfectly aligned but being held apart by the girder. If I leave the area when it's in the first position the rover wants to go to the second position, but if I leave the area when it's in the second position then it wants to lose the connection and drift away. Anyway, I lined up the target on the ground, giving it a little lead for rotation and overshooting a bit on purpose because I usually end up short of the planned line. In this case I had to stick to the plan more than usual once I got close to the finish line because if I turned the ship too fast the rover would definitely lose its connection, and I didn't want to do that too far from the actual landing zone. [ http://i65.tinypic.com/vz9652.jpg ] After what is by far the most fuel-wasteful deorbit I have ever done (possibly partially because of the unusually steep orbit I'm coming down from), I was slowly decelerating into the landing zone, and I noticed I was drifting a little bit. As said before, any sudden course corrections would cause the rover to get squirrely, which is a complication I didn't need, so I quickly switched to it at a couple dozen meters up, mashed the RCS, and just let it fall to the ground, where it bounced very nicely without exploding even a little. I eased myself down in the most cowardly possible way, RCS blasting, secure in the knowledge that as long as I made it to the ground intact I would be taking off with full tanks. [ http://i65.tinypic.com/289kfi9.jpg ] I'd like to say Jebediah had a fine old time roaming around the countryside on the rover, but it turns out Bill neglected to install any seats. Not that that little detail would stop Jeb, but unfortunately his crewmates managed it. OKTO sighed a little sigh and dutifully went off alone in search of temperature readings, and maybe love. [ http://i64.tinypic.com/zufbwh.jpg ] Well, like many would-be lovers, OKTO forgot which way was forward and went 20 kilometers in the wrong direction. But the detour didn't cost much more time than it took for the mining and refining to finish completely. Then I just burned for orbit, trying to get one that was easy to match to the orbiter (I went polar because of the landing zone, so rotation was a factor.) Getting into AN obit wasn't so bad; getting into a MATCHING orbit was a little more of a chore. But that, I think, is a mission report for another day. TO BE CONTINUED...
  13. I've been trying to bring a polar surveying satellite and a scanning rover to Duna in one payload. It's all good until I decouple my satellite with 2 Communotron 88-88 and the rover with a HG-5, a Communotron 16, and a Communotron 16-S suddenly goes "limited probe control". Isn't the rover supposed to have relay connections to my satellite? Or am I still supposed to have direct Kerbal link? Here are pictures of the satellite ,rover and the final stage: Album EDIT: Thanks for reminding me that there's a difference in antennas....
  14. Hello. I’m going to apologize in advance if I’m not posting this on the correct platform, (I’m new) but I have an issue with building my rover. Whenever I try and switch from Mirror to radial symmetry, it automatically switches back to mirror when I go to place down my wheels. The reason I need radial symmetry is because Mirror makes the wheels inverted and unable to drive. How do I fix this? *NOTE: I am on a console, not PC
  15. So, I've been looking around the interwebs for a while now, and I have a simple question about the status of car part mods. Not rovers, but cars. The question is simply, where the are they? Seriously, where are the car mods? I'm not sure there even are any, at least for 1.3 and 4. To put it simply, could someone change that? EDIT: okay I was wrong, there's at least 3. But still.
  16. I have been having trouble with the TR-2L Ruggedized Vehicular Wheel. Whenever I use it it just sinks into the ground a little and doesn't move. The wheels work for spinning, but it doesn't move the rover. Anyone else having this problem?
  17. Latest Post - OLV-1 Shuttle Introducing the brand new OLV-1 (Orbital Lift Vehicle) Shuttle, this shuttle uses the new making history DLC and can carry payloads in orbit with ease. The front and bay docking ports also allow the shuttle to dock with space stations easily to transfer materials. The large 5 piece bay can be retrofitted to carry a large variety of payloads from crews to probes. Video Download The Model Family: Model 1 Model 2 Model 3 Model 4
  18. My latest effort has been to re-create the suspension on the Mars Curiosity rover in stock. I've gone through many versions and further tweaking lately isn't adding anything so it's time to publish. This one's for you, @Majorjim! K, it's not quite a replica, but we're focused on the suspension. The rover splits into many (13? 15?) separate craft. Here's a terrible drawing of the relationships of the different craft. Pairs of elevons push and pull on the wheels on each side via RCS balls. It's the only way I could think of to control a craft that's detached. When the wheels are pushed out, landing legs glitches them forward, center is neutral, and sucked in is glitched reverse. The wheels had to be big enough to keep the gear teeth off the ground. The legs had to be positioned to not touch the ground AND follow the wheels as the suspension moved. All the pivots had to have tight tolerances to function properly. Making the craft larger/heavier also was working against me as stuff flexed in an unwanted way. I did have to add weight to the rear wheels to keep from dog-legging from weirdness I couldn't figure out, which was only amplified by the low gravity. The rear suspension is independent and detached from the front to realistically mimic Curiosity. So how can it be manipulated? When the front end is shifted left/right a separate craft in the rear is also pushed and THAT pushes and pulls the rear 4 wheels. And those wheels have landing legs that follows them. I tried to make a terrible diagram but couldn't. So essentially, stuff floats in tubes that rotate on an axis and that stuff is shifted left/right by elevons. The rover turns by making one side go forward, the other reverse. I took an early version to the Mun to test. It did not go well. qzgy and selfish_meme suggested testing on Kerbin by lowering gravity. Fantastic! I'll design it specifially for Duna like Curiosity. A week or two later I took a version to Duna. Duna is not Mars. The two places I visited where very flat. But getting to Duna was an awesomely difficult challange for me. Highly recommended. This version I took had probe cores on every craft. I was hoping I could switch to other craft and return. Nope. This is one-shot kinda thing . I don't actually recommend taking it to Duna, but here's a video so you can see the suspension in action. Gravity set to .31, which I think is close to Duna's. Not sure how enjoyable this craft is going to be to others, but it's available for reverse-engineering on KerbalX
  19. Hi all! I've finally built that base! The space program was so busy with multiple launch windows (I had 3 in less than 20 days: Eeloo, Jool and Duna!), countless lucrative contracts and other shenanigans, that I did not have the time to warp much during the Kerbin -> Moho transfer... And then, the landing site was plunged in the dark upon arrival so, Kerbals had to wait in orbit during almost 30 days until it goes back into daylight. The base has more than 300 parts. The fps was terrible, I had to speed up the videos to around 3:1 - 4:1, so that a second lasts a real second. Next time, I'll assemble a more compact thing in LKO and haul it whole to target. Regardless, the contract system gave me insane amounts of money to finance that. Extract ore, plant a flag, build a teeny-weeny base with a solar panel, 4 seats, an antenna and a docking port, take measurements here and there... It all summed to almost 4.5 million funds and I've only used a fraction of that... Now to the video! Happy launches, Snaky_le_Vrai
  20. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
  21. This is another reason the controls for console need to be given further consideration. This just happened to be posted exactly 3 years ago yesterday. I spent an entire afternoon and evening designing a rover to gather the remaining surface science on Mun. Over 6 hours later (real life time) MunRover and the ship that transported her there are finally on the South Pole and ready to get down to business. I push forward on the left joystick to accelerate aaand BANG!! she takes a nosedive and destroys a part on the front of the rover. I load the quicksave I had just done and try again, going slower this time. Same result, but in slow motion. After reading the thread above and a few others about motorized wheel settings and rover design, I switch the reaction wheels to SAS only and try again. This time it nearly does a backflip. The body is above the CoM and the fastest wheels in the game are below it in low gravity, you do the math. The bigger issue, however, is something another player said in that thread. PC players are presumably able to set separate controls for their wheels (translational motion) and flight controls (rotational motion). The only thing we get close to that on console is setting all of the Reaction Wheels on the ship to SAS only but then you run the risk of not being about to correct your orientation midair if you take even a small jump too fast. KSP isn't a car racing game, but seriously, why doesn't the game know when you're using tires and switch to some kind of ground vehicle mode? The effort it takes just to get my rover to stop trying to pitch and roll is a little ridiculous. Something as simple as gas, brakes, and steering isn't a lot to ask for.
  22. Presenting the Laythe Kosmodrome -- a full-featured space centre producing fuel and supporting exploration of the entire Jolian system, especially Laythe itself, naturally. All craft are also available on KerbalX, at https://kerbalx.com/hangars/29774. - * - Pelican: ro-ro medium cargo/utility SSTO (with Ostrich ISRU unit) The Pelican with the Ostrich ISRU and JUNO MIDGE scout form the core of the Laythe Kosmodrome. It is a roll-on/roll-off cargo/utility craft for medium-weight wide-load cargo. It is capable of lofting the Kosmodrome Kore to Kerbin orbit under its own power, although needs refueling and additional drop tanks to get all the way there. Its main mission is to deliver Kosmodrome modules down to the Laythian surface from orbit. It can deliver all of the Kosmodrome modules to the Laythian surface and loft significant quantities of fuel to orbital modules. It relies on a RTG for electrical power and has a probe core for autonomous operation, primarily to make loading/unloading operations easier if operated by a single crew member. Cargo is loaded and unloaded by rolling on and off with the landing gear retracted, the plane resting on its belly. Cargo modules attach to a docking port at the back of the forward fuselage; all the Kosmodrome modules (except the Laythabout) have one at the standard position. The Pelican is so easy to fly even an engineer can do it, but has the aerodynamic efficiency of a feather pillow -- it will not fly far with minimal fuel, so you do need to know how to make accurate re-entries to make use of it off-Kerbin. The Ostrich ISRU unit has two drills for better effectiveness in ore-poor areas. It has sufficient internal power and cooling to work autonomously indefinitely, and two Rockomax X200-8s for storage of fuel output. Notes: The version in the images and the craft files is the one that has been extensively tested and serves in the field on Laythe. A newer version, Pelican-B, is in development, which includes a number of refinements -- design improvements as well as more advanced technology. These improvements include: Wingtip ailerons are a combination of Elevon 2 and Elevon 3. These are better at taking the high thermal load of the wingtips, and allow for finer tuning of the craft's handling. Engine pods redesigned with TVR-400L stack quad-adapter for slightly better aerodynamics and lower part count. The Mk2 rocket fuel fuselages have been replaced with liquid fuel versions for a more sensible propellant mix. When operated by a skilled engineer, the Ostrich's internal power supply cannot keep up with the increased current draw: in this situation, it requires assistance from the Massive-Kerguson space tractor (see below). Fuelling operations are also much more convenient if the tractor and Surface Tanker 64 are available. - * - JUNO MIDGE: unicycle ultra-light short-range scout/prospector The majestic JUNO MIDGE is a surveyor built for Laythe, but it is excellent at any short-range scouting/recon missions which require rough bush landings in difficult terrain. It is equipped with a surface scanner for ore scouting, and was crucial to the success of the Kosmodrome by finding an ideal location for it in a shallow valley by a lake. Its unique feature is the Brikoleur-patented unicycle landing gear. It relies on reaction wheels for stabilisation and control. For landing and take-off, use action group 1 to set control to the upward-pointing node, and set SAS to Surface/Radial Out. This forces the craft upright on its single landing gear; however, the roll and yaw controls are reversed and of course the nabvall poitns up. When flying normally switch control to the command seat with action 2, and retract the flaps with action 3. For landing, reverse the sequence. Recommended touchdown velocity on Kerbin is around 35 m/s fully fueled. Note the steep glide angle and apply throttle to compensate if necessary. The JUNO MIDGE docks to the port on the flatbed of the Pelican for longer-range transport and storage. Roll up to it, brake, retract landing gear, and wiggle. Easy! Operating range is about 100 km or so. More efficient variants are possible by eliminating the control seat and snapping the fuselage together, as this eliminates most of the drag in the design. The JUNO MIDGE is capable of surviving Kerbin re-entry from orbit. Just in case you wanted to do that, for some reason. - * - Massive-Kerguson: heavy space tractor and power generator The Massive-Kerguson space tractor serves three roles on the Kosmodrome. The first is simple traction power: it is needed to manoeuvre the fully loaded surface tanker onto and off the Pelican and around the Kosmodrome generally. The second is supplementary power for the ISRU unit. While the ISRU is capable of running indefinitely with its internal fuel cell array when under autonomous operation, a skilled engineer raises its efficiency to the point that the array's power output is insufficient. The three arrays on the Massive-Kerguson fill this deficit. Finally, since the Laythabout does not have a Kosmodrome-standard docking port, the Massive-Kerguson's Klaw is able to refuel it from the Surface Tanker. The Massive-Kerguson is designed for traction power over all. Steering is all differential, which means it handles... like a tractor. A smaller variant with one pair of ruggedised rover wheels has been tested and is much easier to handle, but it lacks the pulling power required to handle the fully-fuelled Surface Tanker 64 over inclined surfaces, so ultimately that design was not selected for deployment to Laythe. The Kosmodrome reports that production quotas have been exceeded by over 300% since the Massive-Kerguson was delivered. Great job Massive-Kerguson and the Kosmodrome Kerbals! - * - Surface Tanker 64: fuel drum on wheels The Surface Tanker 64 is an extremely basic tanker, with a wheel in each corner, Kosmodrome-spec docking ports at standard height at each and, and minimal autonomous control. It is not capable of rolling onto the Pelican under its own power when fully loaded; this requires assistance from the Massive-Kerguson space tractor. When operating autonomously, it is not recommended to fill it over half its structural capacity. - * - Lakeside Mansions with Kitty Kitty Bang Bang: Command post, habitat, and utility/science rover Lakeside Mansions is the command and control post of the Laythe Kosmodrome. It stands on landing gear, which should be retracted when placing it, and is moved by towing with the handy supplied rover seating four: the Kitty Kitty Bang Bang. Both are RTG-powered. The relay antenna is sufficient to reach high-power relays in the Jolian system to provide a link home, and in case of black-outs, two pilots are able to use the command pod's remote-control feature to manage the entire Kosmodrome from the comfort of their command seats. When towing, the landing gear nearest the Kitty Kitty Bang Bang should be retracted, and it is safest to do so also when decoupling from the Pelican for long-range transport. Since it is currently the only Kosmodrome module with significant crew capacity, it is also rolled onto the Pelican for hauling to orbit and back when performing crew rotations. Kitty Kitty Bang Bang is a fast utility/exploration rover. It is used to tow the command post to place it where required and roll it on and off the Pelican, as well as for short-distance surface exploration of Laythe, to provide illumination at night, and to conveniently transport Kosmodrome staff around the base. - * - Laythabout: long-distance explorer jet If the rest of the Kosmodrome is strictly business, the Laythabout is a grand tourer. It is fast, efficient, and elegant, capable of long-range cruises exploring the Jolian moon, performing science experiments and scouting for points of interest. Its sole docking port is a shielded in-line Mk 2, which means it is intended primarily for in-orbit refueling. However, the Massive-Kerguson tractor is able to fuel it from the Surface Tanker at the Kosmodrome. Other than that, it's a fairly standard light spaceplane really.
  23. Hi all, quite new to KSP and I love it. But I seem to have a little problem and from what I have found on the net it's not possible to solve... What I want : A probe orbitting Duna and a rover on Duna. I expected the rover to be controllable by the probe since it has the best probe core, a 88-88 antenna to connect to Kerbin. The landing vehicule has another probe core and 88-88 antenna. And the rover has a smaller antenna to be able to communicate with any of the other 2 (lander and orbital probe). But it doesn't work ! And from what I have read on the net, it's not possible to do it without at least one kerbal pilot for example in the orbital probe. But the whole point of my mission is to be fully unmanned ? Am I missing something ?
  24. Hello Since moving to 1.3.1 i cannot launch my ship with the Karibou Rover parts, here's the error message i get something about locked parts? My assumption is that i need to update the mod, but cannot find an updated verion? if anyone knows how to solve the issue i'd be so greatful Thanks! Nick.
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