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Space staion destorying itself while approaching
Semai posted a question in Technical Support (PC, modded installs)
Hello everybody, My problem is, that I want to make a space station around the Kerbin. I have separated the station to 9 parts, what i need to launch. I have 2 more parts and i don't know why, the eights (8) part I launched and when i'm approaching the station at 200 meters the station destorys itself completly. The station is with persistent rotaion oriented with radial in, to Kerbin. I'm controlling the station with a standard coupola, i control from here. So when i approach it, the station I don't know, possibly to normal or antinormal orienting instant itself and after that it's -
Version 2.4 - Released 2020-06-25 Compatible with KSP 1.0 - 1.10.x [ ] NOTICE TO KLPH USERS This is a re-release of @CaptainKipard's Low Profile Hubs. Original forum thread. ABOUT Low Profile Hubs is a collection of station hubs in various sizes and shapes useful for the construction of stations and outposts. PICTURES AND VIDEOS TODO DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki. Spacedock
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I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. [ ] Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there
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Nehemiah Engineering Orbital Science Development Thread This is Micha's development thread for the Nehemiah Engineering Orbital Science mod collection originally by @N3h3mia. This thread will continue until such a time as Nehemiah is able to resume work on his mods. Please use this thread to discuss ongoing development, raising bugs, and testing pre-releases. The release thread is probably better to discuss the current stable release and general gameplay questions. I hugely appreciate people testing these builds and posting any bugs, feature requests, balance suggestions
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В карьере схватил контракт: станция на 12кербалов + лаборатория+4000т топлива на устойчивой орбите муны. Премия 208тыс Если строить из mk2 (самолет пассажирский фюзеляж) с 2 тройными адаптерами 6.300 тонны 3 кабины автостопщиков 7.500 Лаборатория 3.500 Горизонт ОКТО, РСУ+коcмоболы, шлюз, научный обвес. 11.810 (с кабинами mk2) 3 бака x200-32 и общая масса 65.810 тонн. И как эту бандуру дешевле всего запулить к муне? Без alt+f12 Пробовал 4хKR-1x2 + 4 бака x200-32, с двух курьеров топливо перекачивается в 2 оставшихся. Ракета вышла длинная, при разгон
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P.S. Sorry for pixelated images. I can't turn on anti-aliasing, otherwise I get low fps
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[WIP] O'Neill Cylinder An O'Neill Cylinder using Kerbal Konstructs, More Coming Soon! Dev Album Planned Features: Functioning Artificial Gravety Artificial gravity for Kerbals Cityscape (roads, buildings and landing pads) 'Breathable' atmosphere with aerodynamics (may not be possible) Dedicated to the Memory of Physicist and Futurist, Gerard O'Neill (1927 - 1992) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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So I've built a station, and I want it to be in a 120km orbit. Yet i'm not sure what a solar orbit is. I have a infrared scanner on it and when i put it on a normal orbit, it says it needs to be on a solar orbit. Whats a solar orbit?
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Hi there everyone! Raidernick, who is the maintainer of the KOSMOS SSPP mod, was kind enough to give me permission to join the Kosmos Team to help. I'm currently in the middle of rebalancing the SSPP parts for KSP 1.0.5-1.1.2. This will be release 0.16 when complete. To be clear, this pre-release should work with KSP 1.0.5 and is definitely intended to work with KSP 1.1.2, 1.1.1, and 1.1.0. You can find the dev branch of my fork at https://github.com/Bezzier/KOSMOS/tree/dev where I'm looking for people interested in testing the stock balance of some proposed changes. It feels r
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creating a space station would anyone like to help
kerbalx75 replied to kerbalx75's topic in Challenges & Mission ideas
first module getting ready for space. you are welcome to give away your own modules -
My space station expansion is considered debries!
OM222O posted a question in Gameplay Questions and Tutorials
Hello I decided to build a space station and send it to duna in order to finish my science tree in career mode. I already had a shuttle built, so I wanted to build the station in multiple parts and transfer the whole thing to duna rather sending one giant station. First part was the science module which consisted of only two mobile processing labs. The next part was electrical (batteries and solar panels) as well as the main engine and mono propellant (so no command module). After decoupling from the shuttle, it is being shown as debries and I can no longer track it to dock with -
Where do you build your stations for non-Kerbin SOI locations? If it is a multiple launch platform do you build it in LKO and then send it all the way to its destination? Or do you send each part on its own to the destination, rendezvous and complete the build at destination? I'm working on a standardized station platform that I can send to each of the planets and am debating how I'll go about it, pros and cons either way.
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Hi all, wonder if anyone can help. I've made a MASSIVE LKO refuelling base (it's almost the size of the SPH), and I've found that once it's in orbit, some of the components seem to break, but stay connected. Is there any way to stop this happening? A few points that may provide clues.. I have everything strutted to 'grandparent part'. Everything has 'rigid attachment' set to on. I had to cheat it into orbit, using the F12 menu. I installed the Kerbal Joint Reinforcement mod to stop everything wobbling and collapsing when on the runway. I got some advic
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Here’s the challange: build a base on the Mun, and put a space station into orbit around the Mun. Scoring: Score levels Basic Build a Mun base in only one launch, and have nothing fancy max of 3 Kerbals orbiting station is basic, and one piece. Rather Basic Multiple launches, but base components aren’t docked max of 5 Kerbals Station is max of 3 launches. Good Base is multiple pieces, and they’re
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Ship stuck to other ship in orbit
edwin.robert posted a question in Technical Support (PC, modded installs)
I just made a ring station with the Kerbalism mod parts. I assembled it in orbit using the Cormorant Aeronology Space shuttle. I attatched the final part with the Canadarm 2 and undocked. The shuttle moved like 5 metres away from the station but it wouldn't move,, except roll. Same with the station. So even though it was seperated from the station, it was stuck in that place next to the station. I tried everything to move away from it but it won't move an inch. Then i loaded a quicksave from 10 mins before but then almost everything, including kerbin "disappeared and you could see everything l- 3 replies
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It's safe to say that everyone has built a station in KSP. but has anyone built an entire station in a single launch? Now, here are a few rules: 1: the station must have at least 5 seperate modules excluding escape pods. 2: the station must have enough escape pods for the entire crew 3: No planes! Not sure how one would do this, but no space plane launches! 4: minimum crew of 2 kerbals, delivered at the same time as the station 5: No BD Armory! Not a fan of military stations 6: In order to submit, post a screenshot of the launch vehicle, the finished statio
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My First Space Station, and Misadventures Related Thereto
FinalFan posted a topic in Mission Reports
My First Space Station, and Misadventures Related Thereto PART 1 In which mistakes are made I was waiting for various maneuver nodes to come up on my first manned trip to Minmus, initiated almost at the same time as the consummation of my first unmanned trip to Minmus (my first mining-refining vessel, on the Mun, decided to have some mission creep). In the meantime, I decided to accept a bunch of contracts regarding putting a space station into orbit, which I had never done before intentionally. (There was an early-game derelict spacecraft—a crossfeed error made it run out of fuel -
Mun station keeps shaking randomly
HazyTube posted a question in Technical Support (PC, modded installs)
I have a mun station all setup on the moon, but whenever i try to aproach it with a rover that i made, it keeps randomly shaking and ripping it self apart. It also happens when i just land with a lander next to it, It isn't happening directly when i land, I happens like 30 seconds / 1 minute later. I dont know if this is a bug, i use a modded install but before, i didn't have this poblem and i didn't install any mods after it. I use Windows 10 64 bit and use a modded installation of KSP -
Ladies and gents, allow me to present Haven Station! Click for larger image: Damn, I guess it's been a long time since I shared anything here. I used to be a much more active contributor but life happened and reddit seemed to be easier to access in my limited free time. I've been sharing craft and producing videos and imgur galleries very sporadically since then, but I'd like to start posting content a little more frequently if I can. Haven Station is an ongoing project. It's already been built in the VAB, and I've hyperedited it into space run simulations a few tim
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In my ongoing career, I've had a number of brushes with the Kraken when dealing with space stations. There are three scenarios in play: Docking. The Kraken strikes immediately after docking. The giant invisible tentacles wrap around it and shake shake shake until it falls apart. Undocking. As above, but on undock, and only one craft is directly affected (although the other might get damaged by flying pieces of rocket). Fuel transfers. This starts with a tiny insidious little vibration as fuel is transferred from one craft to another. Sometimes it stops if I quickly stop the t
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Ships in Munar Orbit Vanish
CheckYoStaging posted a question in Technical Support (PC, modded installs)
I recently put a space station in orbit of the Mun, along with a few relay satellites. The next time I launched my game and went to the map screen, they weren't there. They were in high, stable orbits, and the icon list in the tracking station says that I have no stations or probes available. Using 64 bit KSP. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 USI Tools - 0.8.17 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedur