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  1. I have two objects, a main station with no RCS, or engine, and a power plant part with a poodle engine, RCS, and about half a tank of fuel. They are both is a similar orbit but have a similar velocity and seem to stay the same distance away from each other. Any tips to fix this? Thanks and have a great day!!!
  2. I am going to place a refueling station in Kerbin's orbit. The goal of which is to have a platform to host a debris tug/deorbit platform, refuel interplanetary missions and as a central hub of the Kerbin SOI. I have 2 questions, first I am inclined to setup a mining outpost on Minmus, is there a good arguement against Minmus and in favor of Mun? My thought process is the easier takeoff and landing of mining barges to the surface of Minmus is more beneficial than the slightly easier act of getting to Mun. My second question is the orbit of this station. At first I thought maybe a circular orbit at 250km. But am now more inclined to run it in an elliptical orbit of 150km-350km. I'm not efficient enough in my launches to reliably get to a 150km station in one shot. Is a circular orbit more preferable than the elliptical? Should I aim more towards a 250km or 350km circular or is elliptical ok? Other notes: career play on normal/moderate setting with Comms Net enabled. I haven't just yet unlocked the mining equipment but will shortly. Thanks in advance!
  3. The goal of the Lief Erickson program is to establish a permanent Kerballed Outpost on Duna The Mission will consist of four main missions Stage 1: support Infrastructure The first mission will be the launching of an unmanned refueling depot into orbit of Kerbin: This will allow the crew transfer craft (which will be launched later) to remain in service for virtually forever. The second phase of Stage 1 is to launch a communication network into orbit of Duna and Ike. The mission will contain four of these satellites. Stage 2: Crew The First crew will be sent in small space station complete with an artificial gravity ring and a fish tank to feed the crew of 7. The next mission will launch the Standard Crew Transfer Vehicle (SCTV) which will enable crews to transfer from LKO to LDO thus allowing replacement crews to be sent quickly. The design incorporates a nuclear reactor and three magneto-plasmatic engines for high efficiency space travel. Stage 3: The base The final step will to place this base on Duna. it has a hydroponics garden, crew capacity of seven and is fully mobile with a full science kit, designed to host a crew comfortably for long duration missions. The crews will first train and get used to Duna's gravity in the space station before reliving the rover crew when their mission time has expired. The next phase of stage 3 is the launch of the Duna System Shuttle (DSS) to allow crew to transfer from the surface of Duna to orbit. It is equipped with drills and an ISRU to allow to make fuel wherever it is. It will also include a modified com sat during its mission to scout for ore veins. it has an HAL thruster to enable it to travel anywhere in the Duna system without refueling So that's it for now. Please stand by for the next post where I show you the actual launching of all the hardware. This is my first forum post ever so please don't go to hard on me. Also this is the first time I have ever showed off my designs so please, tell me what you think! (mods used are NFT for anyone wondering)
  4. I am away at the moment, and I really need this station module to be built. I would GREATLY appreciate if yo kindly make the module that I have drawn, and give it to me via Dropbox. Thank you, whoever does that. If you can't read this, just ask @The_Cat_In_Space please help???
  5. Hello there, I've been posting all my fan art on the Kerbal Space Program sub-reddit (as DJOzmanMJ) so far, but figured the best place to post them is on the KSP forum itself. So, I'll be posting all my previous artworks as well as any new ones on here. So what's the image below? I could go in detail but why don't you have a look at the deconstruction I posted on Artstation: https://www.artstation.com/artwork/2xLdNK. Simply put, I render most, if not all of my images in Element 3D - a 3rd party Plug-in from VideoCopilot for After Effects. Enjoy! - Tinem
  6. After having the beginnings of my first space station wobble into my own personal Kessler Syndrome, I've decided to look at other options to keep my creations stable. I previously only used EAS-4 Strut connectors, and they did just fine for keeping rockets and landers together. But my space station, having been composed entirely of Sr. docking ports and pieces which are entirely stable on their own, did not have this option. My searches suggest that Autostrutting may be the answer to my problem, but I'm having trouble getting clear info on it; Does Autostrutting dynamically change what an object is "attached" too depending on circumstance (docking/undocking, decoupling, explosive spontaneous deconstruction, etc.)? If not, what happens when the object strutted to is disconnected or destroyed? What do the various options do, and when are they best used? "disabled" is obvious of course, but the rest confuse me, especially since I'm not sure about the above two questions... Should Autostrutting be used to replace EAS-4 Strut connectors or supplement them? How effective is it at keeping space stations and other large docked up structures from destabilizing and damaging or destroying themselves? I've heard people sing it's praises, and I'd like to know why, but I'm just not sure how to make use of the feature, or even where to get good info on it. Also, I'm trying to go vanilla for now, so I'm avoiding mods; I've only just started, so simple things like bringing one-way payloads to planets and moons are still a real struggle to me. I'd like to really get to know the game before I mod it...
  7. <mod list to be added> KSP Version: 1.3.1 A Twilight Epic Revival, Names, and Ulterior Motives After installing The World Beyond, I decided to make a Space Station around Kerbin to serve as a jumping off point for voyages to Duna. It was also my attempt to get back into KSP after an absence of a few months. Chapters with a # next to the title were originally posts in "What did you do in KSP Today?". Index: Book 1 Book 1 - On Fire and Gateways Part 1: Twilight Power# I don't even know anymore. Twilight Station Assembly I added the backup power module, launched using the Pozhar-1A. I deorbited both upper stages. I encountered a heat bug.
  8. As the title suggests, I'm building a space station that I can use as an interplanetary travel spacecraft - named the U.S.S. Enterprise after the famous ship from Star Trek. There's no way I can launch it all in one stage, which is why I'm assembling it in Kerbin's orbit before sending it to Eve (and who-knows-where-else). So far, my plans for it involve: MAIN COMPONENT: 5 crew capacity (1 cupola and 2 mobile processing labs), 4 RA-100 Relay antennae, 8,835 power units, well over 15,000 units worth of fuel, 4 docking ports between the two labs for other parts, MechJeb and a probe core, 1 Rhino engine and 16 Swivel engines (the swivels were mainly to help with ascent into orbit), 20 docking ports to hold escape pods/landers/other craft, 8 gigantor solar panels, 8835-V of power ULTIMATE SCIENCE: 6 crew capacity (1 Hitchhiker and 1 mobile processing lab), 2 Communotron-88 antennae, 1,085 units worth of monopropellant (to help with attachment, 4,000-V battery, 1 survey scanner, 1 narrow-band scanner, and a 2.5-m service bay with: 1 science Jr, 1 barometer, 1 thermometer, 1 gravioli detector, 1 mystery goo container, 1 atmospheric scanner, 1 seismic accelerometer, 2 experimental storage units. ORE STORAGE: 3,000 units worth of ore storage space (tanks will start empty), 72 fuel units (to save weight, can refill tank later), convert-o-tron 250, 4 medium extendable radiators, 20 monopropellant (to start - can be refilled later), 4000-V battery, extra 6-sides docking module at the other end. EMPTY CARGO BAY: 1700 monopropellant for the assembly stage, 1 empty Mk3 Cargo Bay CRG-100, 4 Gigantor solar panels, 4000-V battery, 1 Infrared telescope. SSTO DOCK: 4 crew capacity (1 Hitchhiker), 4,000-V battery, 750 monopropellant for assembly, 1 docking port for an SSTO I found on the Internet, (https://drive.google.com/file/d/1c1vkqUQ3RVFw2Pgqdo-vFpC2jDwMEsYN/view), SSTO ITSELF: (Check the link above). It's purpose is to dock on and off the Enterprise and get crews on and off planets as well as bring ore back. I plan to modfiy it so that it can easily dock with the Enterprise MOON LANDER: 3 crew capacity (Mk1-3 command pod), 914 Fuel Units, 750 monopropellant, 4 Mk2-R Radial-mount Parachutes, 4,000-V battery, 4 1x6 Solar Panels, 4 LT-2 landing struts, MechJeb and probe core. Also came with a decoupler. Should I remove it or not, since I obviously plan to send the moon crew back up. Pros of keeping decoupler: can also be used as a one-way escape pod Cons of keeping decoupler: it goes off, the crew is going to be stuck there. 3 ESCAPE PODS: EACH HAS (from top to bottom): 7 crew capacity (that's 21 in total), 2 docking ports (1 on top, 1 on side), 9 Mk2-R Radial-mount Parachutes, 4 1x6 Solar Panels, MechJeb and probe core, 10-m inflatable heat shield, 1 25-m decoupler, 2188 units of fuel, 750 monopropellant, Skipper Engine Basically, if you're going to a planet/moon, this is a one-way trip. If you're transferring crews to/from Kerbin or other stations, use only one pod at a time. Keep the pods locked at all times. Do not use all of them (or any of them, for that matter) unless it's a life-threatening emergency that warrants immediate evacuation. I haven't sent any of this up yet, since I wanted to hear your input on what the Enterprise could use. Any ideas, I'm open.
  9. I know that sometimes space stations fall out of orbit and crash onto Kerbin. But, has anybody tried to do that INTENTIONALLY? And even then, how much money can you get from debris recovery? Here's the story. I was preparing an interplanetary spacecraft (named the U.S.S. Enterprise) for assembly in orbit. Hours after I launched my first idea, I figured out a way to put in a station with more fuel tanks (and docking ports) attached to it. Since the first variant was very expensive and is currently unmanned (has a standard-issue probe core and MechJeb), I thought about cutting my losses and crashing it into the ocean so that I can collect debris money and have only one Enterprise ready. How profitable is that strategy? - also, has anyone tried rendezvousing two space stations (in my case, the two Enterprises) together and docking them? I'm considering transferring most of my fuel from the first ship to the second one before crashing it.
  10. Welcome to the Kerbal Space Station Showroom and Market or the KSSSM. Post your Space Stations in the Showroom (add #Showroom to your post) or to the market for download (add #Market to your post). The KSSSM suggests that you post in the Showroom before you post in the Market so it is double the looks. Happy Posting ☺.
  11. Duna Base Camp & HOYO CEV expansion (Ver 1.0) Parts pack to build the Duna Base Camp orbital space station. Also features parts to build the CEV variant of the HOYO Spacecraft. This mod is meant to be used with the HOYO CSM & DADV Lander. You can use the AresV LonesomeRobots rocket to put parts of the station in to orbit. Find it here. Alternatively it will fit any 7.75m rocket. Features functional interiors for the command module and Lab module. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For reflections and solar panels), RasterPropMonitor (For functional interior), ASET Props 1.5 & ASET Avionics 2.1, TDProps 1.1.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. 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/1669/Duna Base Camp & HOYO CEV Expansion. 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. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. TDProps 1.1.1 created by TiktaalikDreaming. Redistributed as per license. Screenshots
  12. Hi all. I have the problem. Quest is to build orbital station for 19 kerbals then place it on solar orbit (at stable orbit station should have 6000 fuel) and one more condition "Place 3 kerbals with tourist prof. on the station" First I make station with 20 seats take additional contract with 5 tourists place 3 of them on station and launch it to solar orbit... Does not work Then I make 1 station with 6 seats place on it 5 tourists launch it to solar orbit then build another station with 20 seats and launch it to solar orbit then docked one to another and place 3 tourists from first station to another... Does not work... Any advice ?
  13. Hello, I just launched a rocket into space trying to dock to my small space station. Now i managed to get there and also pretty much dock but i realised, that i put my RCS thrusters (Place Anywhere RCS Port) onto my Docking port on my Rocket which doesn't allow me to dock. I've tried it multiple times but it always got stuck with the magnetic force active but the vessels not connencting. Is there any way to solve this or do i have to do this mission all over again? Thank you in Advance
  14. Hey guys, I'm sorry if this was asked before but I'm just losing my mind. I recently started building my space station, it has living quarters and a science module, connected by a Rockomax Multihub connector. My problem is, because of the idiot that I am, I forgot to add docking parts to the remainder of the ports of the Multihub connector. My question is, is there any way that I can attach a docking port to the remaining ports of the Multihub connector? Or do I just destroy that space station and build another one? Thanks
  15. I may be entirely daft here - it's likely, but I have my space station set up, with its fuel tanks. I have 3 tanks for monopropellant, and 3 tanks for Liquid fuel and oxidizer. I filled them all up at launch with monopropellant. Now 3 are empty - i want to convert these empty tanks to hold Lq and Ox. How do I make it do this as it won't let me transfer LQ and OX into them Below is a picture hopefully explaining what i mean... P.S. I have interstellar fuel switch installed.
  16. It's not much, yet, but I'm quite happy with it so far: They grow up so fast
  17. The challenge is simple- Build the largest space station you can! Allowed mods TweakScale HyperEdit Any Parts Mod
  18. What seemed straightforward to me when I was using a rocket was to give each module RCS thrusters, a bit of mono (or more), a probe core and MechJeb, as I detached each module I'd fly them close and then have Jeb dock them. Worked fine. However I'm now trying to use an OPT spaceplane, and when I try to take off with three modules in the bays bound for the station, I start the spaceplane engines and the throttle goes instantly to zero; engines on but zero thrust and the throttle won't respond to any command. If I take the HECS/OKTO units off all of the modules, the spaceplane now starts and takes off normally. I'm assuming for some reason with the probe cores in place (one of which has a Terrier for later Kerbin return), it's getting confused as to which vehicle is the master and which ones are just being carried. What's the best way to do this? TIA
  19. The X-Mas Station Challenge: The Christmas Station is a challenge in which, you will need to launch a 1.25m orbital mini-station in the shape of a Christmas tree. The spacecraft has to have at least 2 Gigantor-X solar arrays, 1 Communitron 16, 1 Stayputnik (as star and main control) and capacity for 4 crew. It has to be in an 80,000km-200,000km orbit around Kerbin. The cost restriction will be 55,000. Only stock parts allowed. Remember to show me your images! Example: P.S: Doing this challenge made me build my best orbital cargo ship.
  20. I want to build a refueling station in orbit of Kerbin with five of the big orange tanks. I want to do it in a 'x' shape, but i'm afraid it will be unstable due to the mass it will have. To fix this, i thought about using three Clamp-O-trons lined up. My question is: would this configuration work? Does the game allow for three docking ports to be attached on the same side? Here's an illustration of my idea.
  21. First, I have KER and KAC installed. Those are the only mods. I am running 1.3.0, but the station was made in 1.2. The issue I describe below began happening in the KSP version in which the station was started, so I know that's not an issue. Now, let me explain my issue and what I have done to try and fix it. In my career mode game I have put up an orbital station around Kerbin. I attached the first few modules, and everything was ok. However, once it got large enough, it would begin to wobble uncontrollable, and within 30 seconds it had torn itself apart (don't worry, I quicksaved as soon as I saw it vibrating). Here are the solutions I have tried: 1. I exited KSP and got back in. 2. I perused the forums and reddit to try and find a solution, but the only solution I found was to go into the save file and make every part have auto strut. I did this, and when I went back into the game, my framerate had slowed to a crawl. So far nothing has worked, and for now, every time I dock another ship, I keep manually autostrutting until the wiggling stops. That is my current method for stopping the wiggles, but it is very annoying to do, and my framerate is a little laggy. Here's a picture of the space station: I can share a save file, if that's necessary. I just need to know how. So if anyone has any solutions, that'd be great!
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