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  1. Things slowed down here due to an update a while back, but it has been revived spectacularly here! This is a challenge for the space station builders out there. I have created a very simple Sandbox Stock savegame (I'll try to keep the latest link above the picture), and it has been added to by other players. There is a single orbiting station that started with 5 parts at about 100km over Kerbin, and a number of kerbals are inside. Your mission is to add 5 parts to the station by flying a mission and docking to the station. Do it in this order to complete the challenge: Post a note in this topic saying you are launching a module. This lets everyone know you have the latest version, and they should wait on their attempt until you complete the challenge. Download the latest savegame. Link is below over the picture, or if I haven't updated it just grab it from the latest forum post. Fly a mission to add a module to the station. Max 5 parts plus up to 2 docking ports can be added to the station, this includes tanks, lights, solar, batteries, any additional docking ports, RCS, everything. So choose carefully. Or add no docking ports, but you still only get 5 parts Dock your module with the station without destroying it. Deorbit any debris or additional ships, or delete them from the tracking station. Take pictures or video of the mission Upload your images to a new post, and the (new and improved) savegame for the next person. New! Community Spaceship Assembly for Jool mission on station - Cleared for launch! Station Maintenance Mission: Instead of launching a module, you may launch a maintenance shuttle (make it look cool!) with KIS/KAS installed, and basic tools on board. Absolutely no mod parts (even struts/fuel lines) left on station please, the savegame still has to load for stock players. It is understood that this side mission is fairly advanced work, and requires a bit of skill, so don't take it on unless you are quite certain you can manage it. Also, get yourself a shiny new badge! I'm interested to see what the Kerbal community can assemble in orbit - kind of like the ISS with different nations adding their modules. Hoping for a truly spectacular station by the time everyone is caught up in 1.1 A few ground rules: No parts mods at all, and particularly no modded parts added to the final station savegame, or it will break it for the next user. No HyperEdit, F12, etc, fly this like a real mission. I particularly encourage innovation - if you have a nice SSTO to bring your module up in a cargo bay, or a clever way to build a module, go for it! Leave the station in LKO. You can move it if you absolutely must, but keep it well within the orbit of the Mun to avoid interference and keep this challenge doable even by newer players Imgur albums are good for pics, unless you have a better way, also Dropbox is decent for posting the savegame. If you break the station or break parts, you have failed the challenge. Either reload the save, or accept a failed mission Try to only keep the station savegame long enough to do the challenge. If you post that you are starting your attempt, the next person has to wait for you to complete it, so don't hold on to it forever. Do your mission, post the savegame, and let the next person give it a shot. Missions are all to be done in 1.1.x, to avoid savegame loading conflicts. One at a time! You can add multiple modules if you like, but only one per attempt, and let at least one other player take a turn between your additions. Leave a docking port open for the next player! Please make sure all struts used connect FROM your launcher TO the payload, otherwise they add mass and part count, and will count against your 5 part limit. Here's a recent shot of the station, and I'll try to keep an active link to the latest savegame If it's not current, just look to the latest forum post. Total 245 parts and growing For newer players, here's how to use a downloaded savegame.
  2. NFS "Intrepid" In Mid-April 2017, a disaster destroyed the NFSS Intrepid. Now a new station has been commissioned to replace it. It is very similar, but with lessons learned as well. It is made in KSP 1.2.2 with many mods. Core Module First version of the Crew Vehicle, made for the escape pod challenge. Going to the station Docked FURTHER IMAGES IN PROGRESS
  3. Curie Orbital Akademy and Gas Station has taken between 3 to 6 launches, thus far depending on how you count. I'm learning / messing with MKS, hence the akademy module, and power distribution module. The original launch consisted of an MSL and Hitchhiker Can as a habitat, along with a set of Nom-o-Matics. While launching the second module of the Ada Lovelace Munar Kolony, I stopped by Curie to grab a couple of scientists, and also brought along a small truss with an inflatable mini-habitat, and the newly invented Docking Ports (not Jrs). I attached it with the Jr. Port on board. This truss also had an antenna, as I sort of forgot one on the original launch. Having accepted a contract to rescue some kerbals, I figured I could bring them down on my crappy SSTO which I have yet to successfully land. Crappy SSTO, "Reliant" I found after orbiting it at 72km, I didn't have the delta-V to get it up to 150km, where Curie lives. I was already getting ready to launch my first tanker, and figured I could rendezvous and refuel it en route. The tanker launch vehicle had extra lift capacity, so I included another Truss segment along with 4 de-orbit pods. The Truss had 4 docking ports around the middle. Turns out, my SSTO docking port was right at about the CoM, so instead of refueling it, I just attached it to the tanker's front docking port, and pushed it up to Curie. At that point, I realized I couldn't dock the SSTO to the truss docking ports, because there wasn't enough room. So I attached it to the end of the truss for now, with plans to bring up docking tubes in a later launch. On the 2nd tanker launch, I included hardware to de-orbit any other capsules I get on rescues (heat-shield, probe core + batteries, parachutes, and Konstruction Docking Port Jrs). The next big construction launch was to send up the MKS Akademy and required Power Distribution Unit (turned out to be overkill). This would be used to train up Kolonists for the Ada Lovelace Munar station and future Minmus kolony. I included 4 docking tubes along with an RCS tug to help put them in place and with future berthing operations. Here's an image before I de-orbited the last engine stage. I realized later I should have disassembled them for MKS parts, but oh well. So right now, I've got the SSTO berthed (on top), 2 fuel tankers with those great looking (high part count) inflatable tanks (replace when I unlock Mk. III fuselage), the Heisenberg Nuklear Tug below, and half of the Bohr Munar Bus (passenger trailer / aka "Short Bus") on the left. The drive section of the Bohr is picking up an empty 2 kerbal passenger compartment from a previous rescue, which I'll convert into a de-orbit vehicle for a tourist and rescuee. This was necessary, as I originally planned to bring them down on the SSTO in the lawn chairs in the cargo hold, but realized the tourist can't EVA to it. At this point, I realized I can't run the PDU for too long, while in sun, as the heat build up is too high. I included Konstruction Ports on the PDU with plans to attach trusses with Gigantor Panels once I unlock them to take the strain off the nuklear reactor. That should help make the fuel last longer. With the heat issues, I'll also throw on some more radiators.
  4. NFSS "Interim" (Formerly KSS Intrepid) This is a continuation of my space station originally built for the Space Station Week challenge(ON A 4GB LAPTOP), which can be found here. An album: -Delta
  5. So, I've been playing KSP for almost a full year now and have always loved building space stations. When I first started the game, my first big goal wasn't actually to land on the Mun, but to build a giant space station. The first one I built had no particular purpose, I just made it to look cool and have something to brag about. It wasn't until much later that I actually started using them for a purpose. I placed a relatively small station out near Duna before I sent my first manned missions there. Its purpose was to be able to act as a lifeboat in case one of the missions went wrong. It had a decent amount of fuel onboard that would hopefully allow a stranded crew to be able to come home. The next time I built a station for a real purpose was when I started my first "science mode" save. After sending about 6 missions to the Mun to collect me some science, I decided it would just be easier to have a small SSTO lander attached to a large refueling hub in orbit around the Mun. I would periodically send missions out to the station to refuel the station itself (I hadn't unlocked ISRU yet), take home science, and transfer crew. I guess my whole reason for creating this post was to ask what other people use their space stations for and create a place for people to share any space station tips they have that could be of help to both newbie Kerbonauts, and veterans alike. ...psst... I love pictures, so by all means... post away. Cheers!
  6. I thought this seemed very Kerbal, and hope you guys enjoy watching it: Regards, Northstar
  7. HELLO! I have finally perfected how to build space stations and dock crafts, and now I have recently visited Dres! I have a new idea: First: Is there a Kommunity Space Station I could add a module to? If no, look at #2- Second: Can I MAKE one? If so... If so, I need to know a way I can download the files for your modules, and remember- NO MODS! KEEP IT VANILLA! I will only send up the main module with the 4 docking nodes, and the spacetug. The rest can be sent up by you guys! If this isn't possible, see if you can send me a video of your module in the VAB and then I'll try my best to recreate it! Catch y'all later!
  8. In honor of love lost Place (or have) a space station in orbit of Kerbin in range of 100x100 to 120x130 with at least two docking ports Place a female kerbal in the space station. The method of doing so is expected to use up one of the docking ports. Send as a male kerbal to to the space station at high speed. In particular: * Have a TWR of at least 2.5 on the pad. * Get shock heating during ascent * Get a space station intercept within 2.5km while still suborbital (PE below 70km); use the velocity matching burn also as your orbital insertion burn * Dock with the space station within one orbit after launch. Hard mode: * Intercept space station with PE still below the ground * Exceed 5 TWR at some point during flight. * Dock within half an orbit * Do not rotate the space station Insane mode: Do it in RSS (adjust space station height to something reasonable) I have done easy mode entirely by accident in my career save, and hard mode on purpose. My entry (hard mode): http://imgur.com/a/nLjVU I got to intercept and matching velocities within 6 minute of launch. I managed to fail to record the time to dock, but from this point it was without time acceleration and couldn't have been more than 5 more minutes. Balanced mods welcome. If you really want to keep score, probably the best way in keeping with the spirit of the challenge is minimum time to dock. Yeah that leads to radical risky docking maneuvers but that's the Kerbal Way.
  9. <|HE|> Low Orbital Station 1 +Launch vehicles for station / crew (single launch station construction!) https://kerbalx.com/He_162/LOS-1-Station-Launcher https://kerbalx.com/He_162/LOS-1-Crew-Launch-Vehicle
  10. It's year 11 in my KSP save. After finishing my Kerbalnational Space Station it was time to start a new project. I was looking for the Chinese Station that will launch somewhere 2023/2030. So I thought that, because not many people have tried it, to make my own. I'm not going to do anything too realistic. I use the launchers and parts that I think fits well in my world of KSP. Progress: My inspiration image for this project is: Mods I'm currently using: Mission 01 - Ghidorah 9 (01): http://imgur.com/gallery/VQtAD Mission 02 - SYS-121: http://imgur.com/gallery/xKdN1 Mission 03 - STS-122: http://imgur.com/gallery/bnOhZ Mission 04 - Shenzhou (01): http://imgur.com/gallery/Vhxe0 Mission 05 - STS-123: http://imgur.com/gallery/kEKD6 Mission 06 - STS-124: http://imgur.com/gallery/czSI9 Mission 07 - STS-125: http://imgur.com/gallery/09jip Mission 08 - STS-126: http://imgur.com/gallery/3daad Mission 09 - Ghidorah 9 (02): http://imgur.com/gallery/Z7HwB Mission 10: Coming Soon™
  11. Howdy, I have a few questions, I'm building a space station in my career game, its altitude is almost exactly 90.000 around. I have added two habitats modules, along a "pilot module" and a storage/life support module. I have a few solar panels, but all of them in proportion to the station itself, in other words, they aren't those huge ones. But as i expand the station, i thought it would be cool to add those really big solar panels. But how? Do i build the whole structure then simply dock it to a free node? or is it better to separate the process in sections (first the central column, with docking ports jrs. along its sides, then adding each solar panel individually by docking it to the column, etc)? What is a good way to add big solar panels and the support structure for you guys? Which bears me to my second question, last night i saw Scott Manley's solar flare challenge, on which he did a orbital rendezvouz the nasa way. He simple matched his ascent from the launch pad to the targeted vehicle, without having to orbit kerbin first, and do hohmann transfer next. Now i'm curious, what is the kerbal math behind this? Is there any good rule of thumb for it? My third question is a quick one. I have KIS/KAS mod, and in one of my crew exchange missions to my space station, i thought of bringing on a storage compartment big solar panels to be added by the mission specialist on an EVA. Thing is, the solar panel's volume is around 350. And the maximum volume a kerbal can take is 300. Is there any way around this? Is it possible to manipulate items and structures with volume's greater than the kerbal top limit? Thanks !!
  12. The challenge is simple. Build a stock fully functioning space station in orbit of the Mun. Easy: Have the station in orbit around Minmus. Challenging: Only use multi stage rockets to build it around the mun. Insane: Only use SSTO's to build it around the mun. Why: Have the station in orbit around Laythe. To get on the leaderboard of the challenge you will be judged by me to see if you deserve a spot on the leaderboard. Easy Leaderboard 1st: bEAstmode 2nd: Nobody 3rd: Nobody Challenging Leaderboard 1st: Nobody 2nd: Nobody 3rd: Nobody Insane Leaderboard 1st: Nobody 2nd: Nobody 3rd: Nobody Why Leaderboard 1st: Nobody 2nd: Nobody 3rd: Nobody Have fun out there!
  13. I am relatively new to ksp but have already achieved a lot. at the moment I want to build a space station. However, I am playing on science and don't want to waste what precious little Science I have on tech not necessary for it. So please tell me what tech will I need to make a space station
  14. Skyline

    T&L-KST

    Hello, i want to show you my little space station It is created on Kerbin orbit (400kmx400km) It's a home for 12 kerbals(Now 15, cuz a little ship is docked) Enjoy I hope that screens are good ( A little bit informations ) If you want to comment this post, i'll be glad ( And if you want, check out my channel on YT ) (Only Cinematic KSP Films) https://www.youtube.com/user/SkylineKSP/featured
  15. This is a problem that has been plagueing me since the beginning of KSP time. Whenever I build a space station is ends up shaking itself apart. This particular time All I did was add a mk3 fuesalage with a docking port at both sides. Only 3 parts and a station that was completely stable then shook itself into oblivion. My space stations have no reaction wheels or stability addons. SAS is not enabled (though it makes no difference if it is).
  16. I'm probably a pain to the KSP Community but I've got another problem, so lets just get this over with. I'll be providing pictures, don't panic xD Pictures of the Payload: Probe Controlled Circulurisation Booster: Ascent Stage: Craft Download: https://www.dropbox.com/s/et6vr9ij4kwnzmp/The Hitchhiker Orbital Station.craft?dl=0 When I try to ascend, it starts pitching over in the wrong direction. I want to pitch over towards 90 Degrees on the Navball but my ship wants to do anything but that, all TWR and Delta-V Costs are provided in the screenshots above. (Ignore the staging, it is a mistake xD) So any help would be appreciated! Ascent Profile GIF (To show you what I mean by how it is pitching in the wrong direction): Thanks KSP Forums (Again) xD EDIT: Please tell me how I can show you the image of the GIF. I'd like help with that, so if anyone can, much appreciated xD
  17. Mods please move it to the Spacecraft Exchange. Hi, Crafty here! Today I bring you my Orbital Station which currently has these modules/smaller craft: 1 Space Station Core 1 RCS Module 1 Space RCS Tug Images will be provided in the Spoiler below: Craft File (Space Station Core): https://www.dropbox.com/s/et6vr9ij4kwnzmp/The Hitchhiker Orbital Station.craft?dl=0 Craft File (Space Station Tug + RCS Module): COMING SOON! Mods Required: -Good Luck KSP Forums and hope you enjoy and continue to expand on this magnificent Space Station, Crafty
  18. Well I continue my experiment trying to build the cubical space station further, I add pre-built sections and try docking 4 docking ports at the same time which can be tricky to make sure all four connect but it is possible the only problem is that my FPS goes down to 4 so we try some impact tests
  19. I saw a lot of people both on forum and reddit asking tips on how to create a space station, so I thought it would be a good subject for a comprehensive tutorial:
  20. Re-Engineering how you build Space Stations! I had the idea that space station can be Long, round or even circular but I haven't seen a cubical space station. So I have tasked myself to see if a cubical space station will work will it be stable? can you actually build it? and Who ate all the snacks? If this works I may see if we can add to it to find out how large we can build it
  21. StarLab-Matador This Station has a unique Swivel and Bearing Design giving it the ability to spin the Living Quarters Sections in either direction, the video is showing the sections spinning in opposite directions. The Core of the Station is designed to allow the Station to decouple the Living Quarters so other Station Designs can be docked if you choose to do so. Details Parts: 473 Mass: 549.255t Height: 48.6m Width: 18.9m Length: 25.6m Operation: Not for a Novice Pilot, Launch with SAS and full throttle, gravity turn at 15,000m, first stage can be done with full throttle, second stage needs to be done without any throttle and gently add thrust until the Jumbo Orange Tanks clear the lower section of the Station then apply full throttle to complete Orbit. Craft File: StarLab-Matador Action Groups 1- Toggle Dawn Engines 2- Toggle Dawn Engines 3- Toggle Dawn Engines 8- Toggle Antennas 9- Toggle Solar Panels 10- Toggle Solar Panels
  22. Hi After returning from the Mun's surface to dock at my Munar space station the whole station starts swinging back and forth. It gets so bad that it started to break up and cause explosions. What I find odd is that it was fine when I left. The first time it happened I noticed I had all my 'lights on' and on the dark side I lost battery power and thus couldn't power my SAS. However the second time this wasnt an issue and I have no idea what is causing it. The station is built with a module in the middle with 6 docking ports facing all different directions. I've then docked from all sides with fuel tanks and science labs etc. I tried turning my RCS on to counter it but it doesn't seem to be helping at all. Anyone have any ideas on what could be the issue?
  23. Hi Everyone, I have only been playing Ksp for a few months now and have had some success with the career mode (however I have always struggled to get beyond Kerbin orbit). I have recently installed Mechjeb on my game and am using it to help me get into a stable orbit with a space station before building more complex ships for future exploration. I have had a bit of success getting some of my station modules into orbit and docked together with more simple designs. I just wanted to make a post with the new station version that I intend to place in a 100 km orbit to act as a refuelling station before launching more of the components towards the Mun and other planets to make a refuelling station in orbit of each world. If anyone has any suggestions for improvement or recommendations for building and launching, please post them here. I still have a refuelling tug (for Rcs and main fuel tanks), module construction tug and the main docking module to the right end of the picture to design. I need to integrate Rcs fuel tanks, thrusters and comm antennas to integrate into the modules before separating the modules into the launch sections which are as follows : 1) Command module 2) Lab 3) Power modules (x2) 4) Escape module 5) Rcs fuel modules including gantry (docking section for refuelling ships) 6) Orange main rocket fuel tank with gantrys (docking section for refuelling ships) 7) Docking/ship construction module 8) Refuelling tug (as tanks will be launched empty and for refuelling as needed) 9) Module construction tugs (used to attach other modules and to take components for ships to the construction dock) 10) Lander - to be used exploring planets and moons. 11) Base components for moon bases etc I am just wondering what propulsion systems other members recommend for using on long distance exploration vessels. I also want to install an IXS enterprise mod with the warp drive. Can anyone recommend one that I can us with the steam game? One last question: how do you transfer fuel into storage tanks from the ships that I am using to deliver my modules to orbit? Thanks, Rick P.S. Below is my station design before the remaining tasks are done.
  24. Does anyone have any tips for making a space station? I'm planning a Space Station called the "Mike's Plan to Kill Soviets With Missiles That Have Plutonium And Neutrons To create a Nuclear Reaction And Send It Into A Sub-Orbital Trajectory And Hit Soviet Kerbals That Also Have Some Missiles That They Might Shoot At Us And That's Why We Are Bombing Them With the Aforementioned Missile(s) We Talked About A Bunch Of Words Ago Do You Like This Joke?" Or (MPKSWMTHPANTCANRASIIASOTAHSKTAHSMTTMSAUATWWABTWTAM(S)WTAABOWADYLTJ?) For short! TLDR: Do you have any tips for killing the sovie- Making a space station? I don't think I have to say this but the soviets thing is a joke. Did anyone else get remind with Cloudy With A Chance Of Meatballs with the long text for the short version?
  25. So i had free time and made this: By the way, i'm new to KSP forums, Hi!
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