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Found 11 results

  1. 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!
  2. This will likely be where I upload pictures of stuff that I've made in KSP! If you don't like it, blame it on @adsii1970, as he told me the community liked screenshots.
  3. 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.
  4. I have returned to playing KSP after a couple year break and have had an issue when building a space station. The station has a low eccentricity and inclination 225km orbit. To add new parts, I launch from KSC at about 70 degree pitch with the station a few minutes from passing overhead. With an apoapsis just over 225km I have a pass at about 3km. Once up there, I burn prograde and work toward rendezvous. When the station loads at about 2250m, I have about 80m/s closing velocity. As the station loads, the game skips for a second and my closing velocity is dropped to about 1.2m/s. When checking the map, my orbit is now matched with the target, and we are both suborbital. I thought that maybe the game was thinking my exhaust was impacting the station from absurdly far away, so I tried again and made sure not to point my rear at the station with the same result. Has anyone heard of this happening? I know more info will be requested and will get mod list and pc specs up when I get home from work. I'm running this on a 6 year old laptop and know well that's a problem, but I'm not sure if it causing this particular issue.
  5. Hi, Can station contracts be completed when the station is assembled in space in smaller parts? I built a station around Kerbin for a contract but it never gets completed. I'm 100% sure that all requirements are satisfied but the contract list shows only the special parameters checked while the general parameter (must have an antenna, a docking port and generate power) remains unchecked. I have all these in the station, built with stock parts (to rule out mod issues), but they were assembled in different missions. Could that be the issue? I would ask if I could complete it by editing the save file, but just learned from another post that we can solve it with the debug menu (Alt + F12). I guess that's what I'm going to do but would still like to know if there are restrictions to how we build a station to fulfill a contract's requirements. Thanks, Marconi
  6. Some remarks: I always wanted to to a Eve and return. So I grabbed some contracts (put stations in Eve and gilly orbit, plant a flag on Eve etc) to help in funding. I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I have a heavily modded install, most important for gameplay is propably the usage of USI-Lifesupport: [x] Science! Continued (xScienceContinued 5.22) Action Group Manager Renewed (ActionGroupManager 2.2.4) ALCOR (ALCOR 0.9.7) ALCOR Advanced IVA (ALCORIVAPatch 0.9.7) Antenna Helper (AntennaHelper 1:v1.0.6) ASET Agency (ASETAgency 1.0) ASET Props (ASETProps 1.5) B9 Part Switch (B9PartSwitch v2.7.1) ClickThrough Blocker (ClickThroughBlocker 0.1.7.1) Community Category Kit (CommunityCategoryKit 4.1.0.0) Community Resource Pack (CommunityResourcePack 1.1.0.0) Community Tech Tree (CommunityTechTree 1:3.3.7) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator 1.27.1) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.4) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 8.0) Custom Asteroids (CustomAsteroids v1.7.0) Custom Asteroids (inner stock system data) (CustomAsteroids-Pops-Stock-Inner v1.7.0) Custom Asteroids (outer stock system data) (CustomAsteroids-Pops-Stock-Outer v1.7.0) Custom Asteroids (stockalike config) (CustomAsteroids-Pops-Stock-Stockalike v1.7.0) Custom Barn Kit (CustomBarnKit 1.1.19.0) DMagic Orbital Science (DMagicOrbitalScience 1.4.2) Dynamic Battery Storage (DynamicBatteryStorage 2:1.4.2.0) Firespitter Core (FirespitterCore v7.12.0) Firespitter Resources config (FirespitterResourcesConfig v7.12.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.1) HullcamVDS Continued (HullcamVDSContinued 0.1.12) HyperEdit (HyperEdit 1.5.8.0) JX2Antenna (JX2Antenna 2.0.5) Kerbal Alarm Clock (KerbalAlarmClock v3.10.0.0) Kerbal Attachment System (KAS 1.3) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.6.0) Kerbal Inventory System (KIS 1.21) Konstruction (Konstruction 1.1.0.0) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.7.0-1) KSP AVC (KSP-AVC 1.3.0.3) MechJeb 2 (MechJeb2 2.8.3.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.5) Mk1 Lander Can' IVA Replacement by ASET (Mk1LanderCanIVAReplbyASET 1.1) 'MK1-2' IVA Replacement by ASET (MK12PodIVAReplacementbyASET 1:0.3) Mk1-Cabin-Hatch (Mk1CabinHatch 0.2.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.6.0) Near Future Electrical Core (NearFutureElectrical-Core 1.0.1) PlanetShine (PlanetShine 0.2.6.1) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.1) Precise Node (PreciseNode 1.2.10.2) Progress Parser (ProgressParser 10.0) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.6) RCS Build Aid Continued (RCSBuildAidCont 1:0.9.7.6) SCANsat (SCANsat v18.10) Science Revisited Revisited (ScienceRevisitedRevisited 1.7.1) Sigma Binary (SigmaBinary-core 1:v1.7.0) Sigma Binary - Duna + Ike Binary (SigmaBinary-DunaIke 1:v1.6.11) Surface Experiment Pack (SurfaceExperimentPack v2.7.1) TAC Fuel Balancer (TacFuelBalancer v2.20) Toolbar Controller (ToolbarController 1:0.1.6.20) Trajectories (Trajectories vKSP1.4.2-v2.2.0) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) UbioZur Welding Ltd. Continued (UbioWeldContinued 2.5.3) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2) USI Core (USI-Core 1.1.0.0) USI Life Support (USI-LS 1.1.0.0) USI Tools (USITools 1.1.0.0) ) Now the actual report: Since my kerbals did already an expedition to EVE (only orbit and Gilly landing and return) the newest goal is to go to Eve, land and return. Since this is a highly risky mission engineers and scientists debated how to get maximum science in one mission (there are rumours, that funding will be cut and then only a Jool5 will safe the program). Since nobody wants cut funds because of dying kerbals ( there are so many outer planets to explore, plus Moho etc), failure is not an option. So following mission architecture is used. There is a first launch window, where the EveAscentVehicle plus two space stations (one for Eve, one for Gilly) are sent to the Eve system: Launch and transfer of EveAscentVehicle and Eve/Gilly stations (imgurl) This was successful, since the Eve station and the lander are now deployed to their place in Eve orbit and on Eve surface. The orbit insertion of the Gilly station used all fuel, so it needs a supply mission to move it‘s orbit. Originally no ISRU was included in the design. Since I got following contract for mining ore on Gilly I decided to send a fuel tanker and a miner to Eve ASAP: Gilly Mining Package (imgurl) With their help the gilly station will be moved to it‘s final Gilly orbit. The next transfer window after sending out the miner/tanker will then be used to transfer the crew transfer vehicle (I will refill and reuse the mothership of a Duna expedition still in Kerbin orbit) and the EveExpeditionRover to Eve. The idea is to land near explodium seas, deploy science packages and drive to the lander. Then transfer to Eve station. After the habitation time is out on the station, the crew will transfer to Gilly station for further exploration of Gilly and science mining. In this way it should be possible to get science for 2-3 biomes, depending on the route of the rover and the available snacks and habitation time. Finally the Duna Mothership will be used to return to Kerbin. Originally I planed to use SurfaceExperimentPack for the deployed science packages. But since this mod is deprecated the parts of the BreakingGround DLC will be used. Until the DLC is released and I purchased it my program is paused (aka I'll start a Kerpollo Challenge run in a new science safe with less mods)
  7. This may have been asked, but is there anyway to establish an orbit around a particular space station?
  8. Hallo folks - I rarely build in orbit, this is my first time really trying it. My ship - Project Deepstar - is built from science labs, Hitchhikers and sufficient fuel/electrical/utility parts to allow it to operate independently. The problem is, they're all connected via docking ports, which to my knowledge is not the most rigid form of construction. Is there a way to build in orbit that allows for really rigid, strong connections? Thanks
  9. 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 periods. These orbiting bodies can be a planet and its satellite, a star and any object orbiting it, or components of any binary system. The orbital decay can be caused by a multitude of mechanical, gravitational, and electromagnetic effects. If left unchecked, the decay eventually results in termination of the orbit where the smaller object strikes the surface of the primary; or for objects where the primary has an atmosphere, the smaller object burns, explodes, or otherwise breaks up in the larger object's atmosphere; or for objects where the primary is a star, ends with incineration by the star's radiation (such as for comets), and so on. 2- The Concept (In game) I Think Decaying Orbits or "Orbital Decay" should be adjustable based on the player's level of experience , For instance , When you make a new game and you choose "Easy Mode" the Orbital Decay won't have effect on the spacecrafts at all . At "Normal Mode" the "Orbital Decay" would have effect on the spacecraft at 50% Efficiency , and on Hard Mode it would have effect on the spacecraft at 100% Efficiency. Each planetary body , depending on its mass and gravitational pull would have a different amount of decay . For example , Someone launched a satellite to 150 km on Kerbin's orbit , the "Orbital Decay" at Normal Mode for example would be 1/km per 60 Days , on Hard Mode it would be 2/km per 60 Days or 1/km per 30 Days . If the player wants a much more Decaying effect , He can adjust it in the settings , Or if he wants to lower the effect , He can also adjust it by using the settings. Also If the player has a spacecraft in orbit he can prevent the "Decaying Effect" by Doing Pro grade Burns to boost the orbit , the higher the player's orbit is the weaker the Orbital Decay effect , would effect the spacecraft , For instance i have a Probe at 150 km of kerbin orbit , and another Probe at 1500 km of kerbin orbit , the probe at 1500 km would Decay 10x Slower , for clearance the 150 km orbit would decay (Fully) in 150x60 Days if the rate was 1/km per 60 days ,and it was normal mode . and the probe at 1500 km would decay (Fully) in 1500x60 Days Of Course the player will be able to edit the rate , either using cheats where he would hack gravity which would slow down the orbital decay effect , or increase it . he can set both (Cheats or in the settings) 3-The Main Planets Different amount of pull (What i think) (all descriptions below are at 300 km which in that altitude would have the normal decay effect) To make the game a little bit fun and with a little of science , i think it should be around 1-5 km / per 60 Days in Kerbin Moho- Not yet settled Eve- 1-3 km / per 60 Days Duna- 0.5 - 3 km / per 60 days Jool - 5 - 10 km / per 60 days You Decide about moons and dwarf planets the sun , (Note: the description was written by me and my mind , not figuring out the masses and gravtitational pull and all of that stuff, i just put atmospheric height in my head) 4-Why I think it should be added to KSP I think "Decaying Orbits or Orbital Decay would be an awesome additon to KSP and would make it more realistic and fun and in the same time , Challenging and this concept sounds easy to implement in the game , i would like to know if it is possible or not , but nonetheless i think this would be a great idea. Thank you for reading (Look at Poll) -Wilford Kerman -Year 104 , Day 48 btw , write what you think about this idea in the comments section below
  10. Kerbals can already enjoy performing e.v.a. - extravehicular activities. But, i.v.a. - intravehicular (is that a word?) activities are limited to menu commands and being permanently strapped into seats. Yes, you can transfer brave Kerbalnauts from one crew compartment to another, but, again, this is through menu commands. Or, if you have greater finesse and control than myself, through e.v.a. transit from one crew hatch to another... this specifically a riskier proposition on a station in orbit versus, say, a ground base or colony. And, this often runs the risk of the dread cloning glitch (which can then create a Kerbal kraken if said clone becomes detached... a Kerbken or a krakbal?). I would love to be able to move around inside crew compartments more freely, controlling a Kerbalnaut in a similar fashion to e.v.a. It would be fun to float about, look out through the porthole windows, see other Kerbals floating about, or even interact with various objects within a crew compartment (what IS in those storage compartments? heh). This would also add more of a base/colony feel (walking about, inside and out) to... well, bases and colonies. I realize there are a LOT of challenges and obstacles to this. - It seems the interiors of crew compartments are actually represented with 2D images and giving the illusion of being a 3D volume through the use of... um... parallax? - More graphic modeling = more lag - This would require another mode of commands (in addition to construction, orbit, docking, e.v.a., etc.) So, yes, this is more wishful thinking than expectation. Still, it would be a cool feature to have and experience.
  11. I'm playing KSP quite some time now. Since the most recent update I'm having trouble launching my stations. Sometimes in the launchpad, sometimes in space my stations start to wobble slightly, but the wobble gets worse every second and cannot be prevented until the station is just a lump of parts. The only relevant mod installed is Kerbal Joint reinforcement. I have prepared an example Video: https://youtu.be/TVWBvM3oiB0 What is causing this, it really is preventing my Jool missions!
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