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Found 56 results

  1. The Japanese Hayabusa 2 spacecraft arrives on the 27th
  2. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  3. Alaygrounds

    Binary Asteroid

    This is a mod that makes a binary asteroid system near Dres' orbit out of Pol and Bop. (Obviously not compatible with a Jool V save.) They orbit each other at a realistic speed too! Download
  4. I got three heliocentric satellites with SENTINEL Infrared Telescopes on them for tracking asteroids near Kerbin, but I only can see on the map several fancy interrogative signs and the class of the asteroids around the planet. How can I see the orbital trajectory of this objects and how do I reach them? Thanks.
  5. ReMeMber the KANTERBURY ! Ice Hauler from The Expanse; Stock Kerbalified. Oye Beratnas, Kanterbury be chowing A'rocks all cycle long. The SAS is pomang kaka so use your RCS for fine navigation, sass? Kewe to pensa? For the Earthers: This is a sort-of-replica-what-I-call-Kerbalified-version of the Pur'n'Kleen Ice Hauler Canterbury, from the series "The Expanse". While it's designed to look (nearly, but not quite unentirely) like the ship its based on, it is at The Expense of making the thing work reasonably efficiently in KSP. So, part count is a low, low 200 It's those damnable RCS ports. I've kept everything else to a minimum to keep that count down; there's plenty of room for improvements on this vessel if you've got a computer to handle it. This thing will probably accommodate at least four Class A 'roids, maybe even six but for now there's just two grabbers. With the launcher this comes in at pretty hefty 372 parts. Fortunately by orbit you'll have ditched 172 of them. Mechjeb can get this thing to a circular 250km orbit without too many issues, though you will need to help steer the nose to the correct heading a little if it starts to tilt away from it. Don't forget to 'Control from here' on the command core (as pictured) before launch! CONTROLS AG1 Toggle Clamps AG2 Toggle Drill AG3 Toggle Drill Harvesting AG4 Toggle Solar Panels DOWNLOAD Kanterbury.craft 238Kb DOWNLOAD (craft with launcher) KanterburyLauncher.craft 459Kb Have fun, oyedeng!
  6. I've had this idea that I was sure would have been brought up already, but I have been unable to find any indication of this. We all know that asteroids in KSP have no gravity, that is to say that they are treated like any other ship part, and just float around inside the physics sphere. We also know it would be very difficult both to create a mod, and for that mod to run computationally, that would add some sort of S.O.I to them. However, in the modding community we like to take ideas that are difficult, and sufficiently abstract them so that we can make a reasonable mod for it. What if instead of giving them an SOI and everything, we just implement the already existing magnetic attraction mechanic used by docking ports? Just turn the force way down, and make it attract all ship parts. I don't know, as I am not a programmer, but it occurs to me that this may end up being very CPU intensive, so it could be perhaps just magnetic to a list of part types; such as anything that is a command pod, engine, landing leg, claw or other asteroid. This way you can "Land" on asteroids, and you can build large clumps of asteroids (space dust bunnies anyone?) if not actually orbit. And who knows, perhaps there are stable orbits that you could find with the right force level set (I'm thinking it would need to be very low). Thoughts? Ping: @linuxgurugamer @Snark, because I'm hoping if this is a bad idea, one of you guys could easily see why.
  7. Hello rocketeer ! A few days ago I landed an asteroid and set up 4 rover connected between them and to the asteroid : 1 for electricity, 1 for cooling, one for storing ore & convert it and the last one for my 5 star engineer & the drills. But seems like I can't mine it.. The drills only ask for surface harvester but nothing for asteroid case.. Here's some screenshots for a better understanding of my situation :
  8. Hey people, I'm having a problem where when I orbit my own made planet, I explode immediately. When I zoom out I see I'm inside the planet. Does anybody know what could cause this? Or could anybody take a look at the config? Here is my config: @Kopernicus:AFTER[Kopernicus] { Body { name = Narai cacheFile = Systended/Cache/narai.bin Template { name = Gilly removePQSMods = PQSLandControl, VertexSimplexNoiseColor } Orbit { referenceBody = Sera inclination = -3 eccentricity = 0.1 semiMajorAxis = 17355380 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 213 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(190,190,24,255) } Properties { description = test radius = 21000 geeASL = 0.014 albedo = 0.10 timewarpAltitudeLimits = 0 12000 12000 12000 24000 50000 100000 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 0 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 10000 } } ScaledVersion { Material { texture = Systended/SeraSys/Narai/Textures/color normals = Systended/SeraSys/Narai/Textures/normal } } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 Mods { VertexHeightMap { map = Systended/SeraSys/Narai/PluginData/height.png offset = 0 deformity = 3000 scaleDeformityByRadius = false order = 19 enabled = true } VertexSimplexHeightAbsolute { name = Base seed = 324 deformity = 10000 octaves = 3 persistence = 0.75 frequency = 0.5 enabled = true order = 5 } VertexSimplexHeightAbsolute { name = Base1 seed = 213 deformity = 5000 octaves = 9 persistence = 0.5 frequency = 1 enabled = true order = 10 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 250 seed = 432 frequency = 1.5 lacunarity = 2.5 persistence = 0.5 octaves = 5 mode = Low enabled = true order = 2 } VertexSimplexNoiseColor { seed = 48 blend = 1.0 colorStart = 0.3608921,0.3146067,0.2806623,1 colorEnd = 0.2191011,0.1553269,0.1043975,1 octaves = 8 persistence = 0.5 frequency = 1 enabled = true order = 50 } } } } } Thank you.
  9. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment
  10. Hi. I see from a vessel enumeration run in an almost new career game that there are some asteroids up there already. Are more asteroids spawned as the game progresses? Do they keep spawning? Are they ever removed? My intention is to 'identify' one or more asteroids as 'interesting' for contracts. I guess the contract could spawn the asteroid, but it seems like a cooler solution to pick one of the the already spawned ones, if there is a good one.
  11. #Magic boulder in van this is awesome #done with haks *vab not van
  12. [insert_name_here]

    Asteroid Belt

    This has probably been suggested before, but an asteroid belt seems like a good idea. I'm not very experienced with KSP but I've heard that there's a bunch of asteroids near a certain planet (Dres?). But a proper belt of asteroids would be amazing IMO. Why? Well, it's a reliable place to get asteroids from. It would add a certain amount of extra danger to travelling to distant planets because travelling through the asteroid belt would put you in danger of your spacecraft being destroyed. Does anyone else think this is a good idea?
  13. I got this idea from watching a E sized asteroid get an encounter with Minmas, the Mun, and obviously Kerbin all in one pass by of Kerbin. This put it's orbit to where it could make contact with Jool at some point and it did. It actually ended up becoming captured by Jool by making a close pass by of Jool, then Tylo. The idea it gave me was instead of having several premade moons orbiting the gas planet of KSP, it would be more interesting to see randomly generated asteroids (possibly larger than the ones we have in game now) orbiting Jool as pseudo moons. With Jool's IRL counterpart (Jupiter) having 60+ moons and most of the being very small bodies this would make sense. it could also be neat to see Eeloo have very small moons (smaller than Gilly even) to have analogs for Pluto's moons Hydra and Nix. I actually decided to visit this new moon of Jool. I named it "The odyssey". I was super afraid of it being ejected from the Jool system so I moved it's orbit past that of Tylo's and below Bop's. It also was extremely annoying to visit as it orbits in the opposite direction that Jool rotates and the other moon's orbit. Also ignore the cloud mod I have for Jool in the 2nd image, I did not install any mods that changed the asteroids to spawn around Jool.
  14. Hey guys, So... I captured my first asteroid using the grabber and I pushed it into a Kerbin orbit... I left it on it's journey to Kerbin with an alarm set and went off to other missions... I went to check on it days later and now the front half of the ship is inside the asteroid! If I release the grabbers then the whole ship blows up, If I EVA a Kerbal I can fly them around inside the asteroid but they can't get out of it, nor can they get back into cockpit. I reloaded save file so the are back in cockpit now... I've never lost a Kerbal and I'll be damned if I'm gonna lose one now! lol... Is there a way to edit the save file so the vessel is back attached to the outside surface of the asteroid, or floating near it?... pics below showing attachment and heading back to Kerbin, and pics showing what I found days later when I checked up on it...(The last pic is simply moving the camera inside the asteroid allowing me to see the front of ship and I could EVA a kerbal and fly him around within his prison of space rock and metal
  15. Preventing extinction event by Class E Asteroid impact. Aerobreaks and everything my friend! Doing things the kerbal way
  16. So I poked around in the Tracking Station, and saw not one but TWO Kerbin-intercepting asteroids. I was thinking of watching them come down, but since Kerbin was rotating I had no idea where it would come down. Anyway, I overdid the time warp and they both impacted and disappeared off the radar, without me seeing where they landed. All I know is that it's somewhere around 50 degrees north. Is there any way I can locate them? Would my orbiting survey scanner be of any use? Would I see a dot of ore concentration? It has a short band, surface scanner, everything.
  17. Hey all since i just landed my first asteroid in ksp i decided to make a challenge out of it, like with ssto's is a challenge not many people had taken and since it isn't rewarded by the game it would be worth to cheer up players who made it here on the forum. (Also most of this challenges topics are pretty old or outdated so why not making a definitive one?) Already landed an asteroid? Try the extra challenges down below! Rules No gameplay mods or cheats (Informative and visual mods are ok) You should tell what mods you used in your post All parts must be stock duh! You must provide proof you captured an asteroid and landed it, either videos or screenshots containing important events like launch, maneuvers, burns, reentry and landing. For a bit of glory you can land a asteroid you already captured, but you will not be recognized for it in this topic (hurrah for personal achievement! You can use any number of vessels you need Rules (Moded clients) No cheat or autopiloting mods You should tell what mods you used in your post Do something worthy for the mods you're using (Ex: if your mods have powerful engines, land your asteroid far away from you got it, or use mod with bigger distances between planets etc) You must provide proof you captured an asteroid and landed it, either videos or screenshots containing important events like launch, maneuvers, burns, reentry and landing. For a bit of glory you can land a asteroid you already captured, but you will not be recognized for it in this post (hurrah for personal achievement!) You can use any number of vessels you need Awards: All awards will have a prefix letter for the class of your asteroid! Asteroid lander: Land an asteroid on kerbin KSC Asteroid lander: Land an asteroid near ksc ( must be landed on the shore where ksc is, planes can't win this award) Amateur Asteroid lander: Land an asteroid on the mun or minmus Expert Asteroid Lander: Land an asteoid on another planet or moon Runway Asteoid lander: Using a plane land your asteroid on the runway and then land your plane (not chutes allowed on the plane, you can use them in the asteroid) Asteroid collector: Land 2 or more asteroid at ksc (Prefix all the letters of your landed asteroids) Simple rockman: Land your asteroid using a single vessel SSTO rockman: Land your asteroid using a SSTO (no refueling) Extra challenges and Awards: This extras will get you to special metions Fat starman: Land the asteroid while riding it infrom an external command pod (Scream YEEEHAAAAW! while doing it) Armageddon: Destroy a ksc building or a big ship while landing your asteroid (without destroying the asteoid too) My rock, my house: Land your asteroid along with a surface oupost (Must have a crew capsule or laboratory, an atenna and must generate power) +Bigger house: Expand the outpost and make studies about your asteroid in your science lab Return to sender: Re-launch your asteroid from it's current planet and send it back to it's original SOI (Sphere of influence) you can use any asteroid already landed at any place and send it to any original SOI. Bunny hop: make your asteroid bounce 2 or more times ( high enough to be noticeable on pics or video) when landing it, any method you use is valid. Duoble the rocks: Land 2 asteroids at almost the same time. + Amateur on any place where you can use chutes +Expert in places with thin or no atmosphere Triple the rocks: Land 3 asteroids at almost the same time + Amateur on any place where you can use chutes +Expert in places with thin or no atmosphere Multiply the rocks: Land 4 asteroids at almost the same time + Amateur on any place where you can use chutes +Expert in places with thin or no atmosphere Stone skipping: make your asteroid touch water before landing it Ready for transport: Land a rover carrying your asteroid and move it form the landing point. Unique Awards: This awards will get you to hall of fame Heavy duty: Land the most massive possible asteroid you can find Lightweighted: Land the lightest asteroid possible (protip: use drills to get rid of its mass) Far away: Land you asteroid to the farstest place you can from it's current position (you can move an asteroid to increase distance between places before sending it to your destiny) Ant: Land your asteroid with lightest ship possible you can build Elephant: Land your asteroid with Heaviest: ship possible you can build When completing the challenge be sure to pick up your shiny medal! Made by @Evanitis, thanks a lot for the desing! Asteroid landers: @Speeding Mullet Class A asteroid lander, and simple rockman, honorable mention for trying to get fat starman, and a runway landing, rip patcan kerman. Class C asteroid lander, and simple rockman for his second asteroid. @purpleivan Class A expert asteroid lander ,and simple rockman for landing his potatoroid on duna. Special mentions: @Speeding Mullet Landed a surface oupost on kerbin and awarded my rock my house! @purpleivan Landed an asteroid surface outpost on duna and awarded my rock my house! Hall of fame: @Speeding Mullet Lightweighted with a class a asteroid (0.22484t when landed) , Elephant With a ship having a mass of 1560.48t (671 parts and 73.5m height) and Heavy Duty with a class C asteroid (mass of 85.10606t when landed) @purpleivan Far away for landing his asteroid on duna after capturing it on kerbin. I hope you enjoy landing an asteroid for the first time, or completing the extra challenges. See ya later!
  18. Star Shooter KerbalX craft File here! So I made this rocket because I thought it would be a fun challenge and I've not really seen anyone do such a thing before. The first challenge came when I realized the "payload" would need to be placed near the bottom of the whole setup for purposes of easy attachment (I didn't want loading the Asteroid to be a complicated task). The 2nd hurdle was that the forward tank and engine nacelle would need to eject FORWARDS during flight and would need to ACCELERATE faster than the ships current speed to get out of the way (trust me it took way more tests to figure that out than probably should have!). The solution to this is to release the Front Tank/Engines when fuel is about to run out. The tank naturally accelerates forward and downwards safely clearing the path for the Star Shooter. During Stage 2 (tri-rocket configuration) you can fly to a stable orbit, or ditch the outer rockets so they can burn up in the atmosphere and continue your circulation burn on the Stage 3 dual Thud motors. I like to fly this rocket at half throttle until stage 2. After which full throttle is just fine. So far I've only tested it with a Class B Asteroid (technically meteorite) that weighed a mere 6.5 tons. I would be confident in payloads up to about 15 tons and of Class B asteroid size or smaller. Try it out and check out the video if you aren't convinced! Let me know what you think of her!
  19. This challenge is fairly self-explanatory - there are two modes - Armageddon mode and Deep impact mode. In Armageddon mode, you must create a space shuttle, and rendezvous with an asteroid, redirect it into Kerbin orbit, and (safely) return. Refueling in orbit is allowed. In Deep Impact mode, you must construct a spacecraft in orbit; one that utilises a space shuttle cockpit (Mk-1, MK-2, or MK-3 plane cockpits), and is capable of not only redirecting an asteroid into Kerbin orbit, but into LKO. This is so because, let's be honest, building a spaceship in orbit just to redirect an asteroid is complete overkill, so I added some extra difficulty. Mission goal: Rendezvous with an asteroid and redirect it into Kerbin orbit. +20 points. Armageddon mode general goals: Realism 1: Make your space shuttle NASA style, ie: the shuttle mounted on the side of an External Tank, with two SRBs on the side. +15 Movie Madness 1: Have two small SRBs on the sides of the shuttle itself to help boost it into either the orbit or to help with the rendezvous. +10 Movie Madness 2: Use a gravity assist of the Mun to help reach the asteroid. +15 Michael Bay 1: Blow up the space station you used for refuelling (if you used one). +15 Crew Safety 1: Include some form of launch abort system on you shuttle. +5 Movie Madness 3: Keep on using you SSMEs (Space Shuttle Main Engines) even after you've ditched the ET. +5 Crew Mobility 1: Include some form of rover in the cargo bay of your shuttle (even though you don't need it). +10 Big Dreams: Use RSS or some other large rescale: Multiply your total score by 5. Impress me: Points determined from how impressed I am. Deep Impact mode general goals: Realism 1: Build you spacecraft in orbit using NASA style space shuttles (see above) and Russian style rockets (I won't be that specific, but make sure it looks like the Proton, has 3 stages; the 1st stage has 6 engines, the next has 4, and the last stage has 1). +15 Movie madness 1: Use the nuclear engines as your main form of propulsion. +10 Aesthetics 1: Have two SRBs mounted on the side of your spacecraft, even if they have no purpose! +10 Crew Safety 1: Have some form of escape pod on your spacecraft. +5 Crew Accommodation 1: Have a crew capacity of 8. +5 Big Dreams: Use RSS or some other large rescale: Multiply your total score by 5. Impress me: Points determined from how impressed I am. Leaderboard:
  20. cubinator

    2014 JO25 Flyby The asteroid 2014 JO25 will come about 1.8 million kilometers from Earth on April 19, and should get to an apparent magnitude of about 11 at it's brightest. Here is a map of it's path through the sky: I'll try to observe it's motion with a telescope. I've never seen an asteroid before!
  21. Hi guys. So i'm baffled as to where my resources are going? i'm mining on a classE as i plan to take it to Gilly, and in 1x speed the resource weight from the asteroid goes down. and the weight of the ore tanks fills up. Great. All fuel on my ship is already full. the only thing to fill up are the ore tanks. when i timewarp to 100 1000 10000 etc the speed at which the resources drop from the asteroid begin to increase, as you'd expect. but the speed at which the tanks fill up slows to a grind and ultimately stops??? on my convert-o-tron unit, no ore is being converted to anything. everything is stopped. i have no idea where the resources are bleeding off to? i'm over 300 hours on ksp with solid mining experience never seen this before. the mining equipment and tanks are all stock parts. only engines/decals and other parts unrelated to the mining process are modded. is this a bug? Please help! Thanks.
  22. I'm pretty sure I can change the texture on an asteroid, and I know how to dynamically change textures in KSP, but does anybody know the name of the transform for the asteroid model itself? Basically I need the name of the mesh so I can call SetTexture on the Renderer. Also, what is the name of the texture file for the rocky asteroid texture (and for that matter, magic boulder)? Anybody know? @JPLRepo, can you shed some light on this? Thanks for your help.
  23. Hello. I am currently playing with asteroid and I have an issue with attitude control of one of them. I have USI Asteroid Recycling Technologies installed. This mod modifies the mass and density of asteroids as so they are bigger and denser than stock (a C'ish' asteroid becomes big as an E'ish' one and so on). In order to steer the asteroid I have placed 2 ships on the opposite sides of it and they are equipped with a lot of RCS. When the ships are detached the RCS is behaving like it should but when they are attached to the asteroid not even a single drop of monopropellant is used and I have to rely only on reaction wheels for attitude control. How is that? Is there any option that can enable the RCS to work even when attached to an asteroid. As a side note I would like to stress that I do have Mechjeb installed too and I tried fiddling with its options but to no avail. Thanks