Jump to content

Search the Community

Showing results for tags 'debris'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 17 results

  1. Ever felt KSP needs more explosions? Me neither really, but space debris is a problem in real life, and now it can be a problem in your game too! When/if you start leaving debris in orbit, your craft may encounter a "micrometeroid", which will explode a random part of your ship, unless the game considers it to be shielded from the airstream. Debris only counts (and therefore explosions can happen) if: 1) It's Periapsis is above the atmosphere height (or 5000m for airless bodies) 2) Your vessel is outside the atmosphere (or 5000m for airless bodies), and below the Apoapsis o
  2. We all have all kinds of debris drifting around the solar system. I am up to about 37 parts not counting all the probe cores i used to build my space station and a couple empty fuel tankers. So track some down and take a picture so we can see what is drifting through your system. This must be from one of my lunar missions, though how it made it all the way down to kerbin in one piece is beyond me. This is a booster from my orbital survey of minmus, funny thing is it is my first interplanetary probe because it is on its way to Duna. This must have been out t
  3. Hi everybody, and sorry in advance if this is in the wrong category. I recently made a rocket with multiple stages with parachutes, where i traveled a longer distance around kerbin. Now what i noticed though, is that the Parts that i dropped (they did not get destroyed) suddenly disappeared from the map, and i wasnt able to collect them later either. Same for some stages i dropped pretty close to my shuttle. Now my question: did these parts just get recovered automatically? And do i get the "refund" for them automatically as well? I know i couldve just looked at my money
  4. Hello, I just made an account today to ask this question since I'm at a loss, Whenever I have a vessel out and in flight somewhere, I get this icon for debris stuck on my map view and regular view. Both when I'm in flight or just at the Space Center. I can click on it and click fly or recover but neither does anything, nor is any information provided. (ONLY WAY I COULD FIGURE OUT HOW TO ADD PHOTOS OF THE ISSUE) https://steamcommunity.com/sharedfiles/filedetails/?id=1357504068 https://steamcommunity.com/sharedfiles/filedetails/?id=1357504128 https://steamcommunity.com/s
  5. I am not a Mod maker, Don't even have the first clue how to begin and no programming experience. But I have what I think is a cool idea for a Mod if anyone wants to take a stab at it. From what I have seen of other mods and what's been done, it shouldn't be too hard and not too involved. There are mods out there that work with the stock recovery and change it. I saw one which limits your recovered funds and such only if you land within X range of a beacon, etc... Other Mods work with the recovery process itself such as Stage Recovery and others. What I envision is a mod which will m
  6. Hello all. When I first started my career if I didn't ejected my stages or other disposable parts properly that they would stay in orbit as debris. Now, I know that you can terminate those parts in the tracking station, but, in order to have more realism I chose to leave those parts floating about. However, I have noticed recently that when I eject parts from my spacecraft that should stay in orbit they have been just disappearing after a bit. Have I accidently change some kind of parameter in my game or is this some kind of bug? If this is something I accidently changed can someone tell
  7. Hi all, I recently tried making a plane with a bunch of rover/probes (Provers?) in the back, to drop at certain locations, parachute down, then activated later to do the contracts for science on kerbin. I thought I had made them too heavy, or not included enough parachutes. But as I've read, space plane "Debris" is destroyed after the main craft is a set distance away. Is there a mod that removes this, and possibly makes terminating debris from the tracker easier?
  8. Something odd that I don't quite know how to describe: Recently, I rescued a Kerbal from LKO. I got her back safe and sound, but then she disappeared from the Astronaut Center without a trace-- but her capsule is still in orbit. I went to the tracking station to terminate it, but all I can do is to "track" and "untrack" it, as if it were an A-class asteroid. Thinking of sending a mission to deorbit it or plant KAS explosives on it, so it's actually giving me some mission ideas, but I'm still not sure how it happened. Any ideas? I run several mods, primarily parts mods in addition to
  9. New space missions, both commercial and for exploration are launched quite frequently leaving spent stages or damaged equipment orbiting the earth. Recently, China created the largest orbiting debri cloud ever when they tested their satellite capable of destroying other satellites. Decommissioned satellites also contribute to space junk. So that begs the question, how are we going to clean up this huge orbiting mess? A good start would be to require commercial rockets to be equipped with remote control cores and be staged while they still have enough fuel to be de-orbited. That would slow the
  10. Hey all, I don't know how to do this more succinctly so I apologise but I will clearly label each section for your convenience. BACKGROUND It's my understanding that there is an umbrella system to dealing with debris in an attempt to encourage more efficient rendering and physics calculations in game. Basically the rules are that debris is over 2km from the main craft in atmosphere or on a suborbital trajectory then it is simply removed from the game. EDIT: Debris 25km from main craft <25,000m altitude = auto-deleted So in the case of recovering a spent stage fr
  11. Have you ever wanted to make a debris field around Kerbin and you had to make a cumbersome "Kessler bomb" craft which didn't work as planned? Or it was just a collection of separators that didn't present enough challenge or hazard? Too much hassle building a serious debris layer? Grinding with Hyper Edit? Imagine having a mod that would allow you to put a wanted number of random debris at a defined orbital height and inclination? Plates, girders, tanks, separators, etc., all floating around, making a mess? Tell me what you think about this idea.
  12. Can someone answer for me what purpose is served by switching to non-steerable debris? Other than if that debris is moving away from my real ship at a high speed and I'm trying to do some lining-up, it means that suddenly I'm out of range of my own ship, pointlessly 'flying' a piece of debris that has no thrust and no ability to steer. I'd like to know if there is a real reason for that, because it just ruined a mission for me for the second or third time and I'm kind of sick of it. I am struggling to find a purpose for being able to see from the POV of a piece of debris that I c
  13. Can someone answer for me what purpose is served by switching to non-steerable debris? Other than if that debris is moving away from my real ship at a high speed and I'm trying to do some lining-up, it means that suddenly I'm out of range of my own ship, pointlessly 'flying' a piece of debris that has no thrust and no ability to steer. I'd like to know if there is a real reason for that, because it just ruined a mission for me for the second or third time and I'm kind of sick of it. I am struggling to find a purpose for being able to see from the POV of a piece of debris that I c
  14. So I have an interplanetary ship I am current on a mission with. The craft uses supplemental fuel tanks that are designed to be attached to docking ports in orbit and then discarded en-route as fuel is expended. They work well, but leave fuel tanks drifting between planets in wide, distant orbits. While I normally clear up debris in Low Kerbin Orbit, I am okay with this given the literally astronomical odds against encountering any of this debris again. Unfortunately, the tanks I dropped did not automatically change their type to "Debris", which is odd because they have no command an
  15. I really like using the categories in the tracking station to find rovers, landers, bases, debris and so on. What I miss in this list is a tag for historical sites. I don't want to terminate my first Mun lander, but I also don't want it in 'landers' or 'bases' (because it is no longer active). At the moment I rename all vessels that have served their purpose to 'history-vesselname', but a separate category would be nice. Thanks for this excellent game.
  16. So... i've been launching satellites 24/7 and uhh... just take a look Yeah... so is there any way other than just going to each piece of debris one by one is there a way to delete all this debris?
  17. I understand there's a limit to where debris disappears. This is not that. I performed a test a moment ago that required low speed and very low altitude, so it was very inexpensive. Because of this, I also tried something for my own amusement. The test was to activate ([run test] worked so I didn't need to do it through staging] the Hammer SRB in a specific altitude and speed bracket. So I went Mk1 command pod, Hammer SRB (removed all fuel in the VAB of course), decoupler, smallest first tier liquid fuel tank, and Reliant engine, and of course topped off with a parachute. Now the EXT
×
×
  • Create New...