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Found 54 results

  1. hey guys I present my mission in mun with two ssto's being one of them v-tol and another, in fact it's strange the cockpit is a Lander just watching ... sorry for the long video of 7 minutes and many docking I've been a long time without playing. .. need opinions for new ships and missions
  2. So, the challenge is to create a kOS program that will launch a spacecraft, put it into a stable orbit around Kerbin, and land the first stage of the rocket on Kerbin, without any manual control (Except starting the program, of course) There is a point system Here is the amount of points you get or lose from doing certain things: MINIMUM: Get to stable orbit, deploy a payload, and land automatically, 1 point. Optional: Payload around Mun: 5 points Costs less than 10000: 5 points Payload weight larger than 50 tons: 2 points Lands near KSC: 3 points Lands on the launch pad: 10 points Lands without parachutes: 5 points Able to configure program to launch different vehicles just by tweaking a few values at the start of the program: 20 points Payload around Duna: 10 points Entire mission to Jool, with an orbiter relay satellite that deploys a probe with a heat shield and returns tons of data automatically: 50 points Good luck!
  3. "Why bother Matt's Thunderbirds when you may simply leave space exploration to droids?" is our motto! Mavnor Space Solutions aims mostly at small subassemblies that helps all those afraid of losing kerbals in manned missions yet longing to get the raw outcome of their experiments, without transmission penalties. Tired of caring for life support? You don't want any accidents involving killing kerbonauts? It's your lucky day! This thread will be updated with new units as I progress in this career save. Right now I'm working on getting RAPIERS, 1-0 action groups and fancy stuff like that. Taking a stroll to our hangar is encuraged: https://kerbalx.com/hangars/25059 Designs I'm thining of: Relay systems <check> Stock Automatic Science Bringer for Duna&Ike (probably Apollo-style with suitable relay/return stage staying in orbit) <check, in testing> Stock Automatic Science Bringer for Laythe (definitely Apollo-style with suitable relay/return stage staying in orbit and flying drone penetrating Laythe's biomes) Science rover mk2 (with material's bay) SSTO Spaceplane designed around mk3 cargo Stock Surface Refillment Unit <check, in testing and optimalisation> Although I'll try to keep it stock, it works really well with following mods: Bon Voyage, USI, Scansat, x-science. I also play with USI MKS. 1. Stock Automatic Science Bringer for Kerbin SOI This subassembly is designed to collect basic experiments from 6 biomes (a number of goo units attached to the rover) on Mun/Minmus and return experimental storage unit full of science to Kerbin. The lander has a lot d/v (in terms of Mun/Minmus landing) so feel free to make mistakes, note that some fuel is going to be pumped to the return stage. Using this rover with science relay mod (https://mods.curse.com/ksp-mods/kerbal/252171-science-relay) generates so much science points that I'd almost count that cheating. Centre of thrust is a lil bit offset centre of mass, be careful. Mass: 9.22t Part count: 56 d/v: ~1,5k Craft file: https://kerbalx.com/Mavnor/MSS-Stock-Automatic-Science-Bringer Feel free to download and comment ;x
  4. I've been planning to establish a long-term colonization on Laythe for a while now, considering so far the only non-Kerbin planet I ever sent Kerbals to was Duna, with a very lackluster base. Because of it being long-term, I plan to have a space station orbiting Laythe with two landers on standby, which must be almost completely reusable and be able to ferry at minimum six Kerbals from the station to the base(s), with maximum efficiency. With those restrictions in mind, and considering that I plan to keep the space station at an altitude of 150-175km(to make the rendezvous easier for me), I managed to design a hefty lander packing 3.8 m/s of dV, space for seven Kerbals, and a jumbo docking port on the bottom, which also counts on being refueled when landing on Laythe by virtue of the base(s) being equipped with fuel refineries and rovers able to ferry the fuel: As you can see, the reason for the unusual placement of the docking port(below instead of on top) is in favour of a RealChute parachute, designed to work flawlessy(mostly) on Laythe - which is why the lander is not completely coated in 'chutes. Unfortunately, RealChute has a hardcoded limit of 10 uses per parachute part, after which it will no longer work; as it will have to be replaced by a new parachute part through KIS, this is why the lander is only 95% reusable - and not using parachutes at all is a terrible idea as the lander completely loses control when entering Laythe's atmosphere - being the very first craft I've seen that prefers to fly face-first when I intend it to fly butt-first, while it's normally the other way around. (Re-entry heating is disabled in my save file because I have barely mastered proper drag-friendly crafts, let alone drag-friendly heat-freindly crafts) Nevertheless, using HyperEdit, I did multiple simulation flights with Laythe and, despite those shortcomings, de-orbiting and landing in Laythe is something the lander can do(with some trouble regarding loss of control; it can end up flying sideways and therefore gliding far away from its intended destination). The true problem is taking off again and reaching orbit: It just doesn't have enough fuel. Sure, it can attain an apoapsis that's above the atmosphere(thanks to a planet pack, the atmo height is raised to 66km instead of 50km; pressure and grav are unchanged), but it will be left with just 900-800m/s of dV left, when over 1100m/s are needed to complete the circularization. And this is without accounting the fact that the lander would still need to rendezvous with the soon-to-be space station at 150-175km of altitude... Either the lander is fuel-inefficient, or I am doing a wrong ascent profile. And I did check a guide for ascent profiles, but when I tried that, it just resulted in the lander deciding to fly into the ground. (Considering that guide was aimed toward large Kerbin crafts, it's possible its advice just doesn't apply for this situation) Thus, I'm wondering if anyone is able to help me with either/both problems. I'm looking to try and optimize its fuel consumption as much as I can(the aerospikes are the most efficient engines available: the Terrier is too weak, and everything else is either too powerful/inefficient, or has a mismatching size) to be useful in case of an emergency, and find out a more efficient way to get the lander up into Laythe orbit. As well as possibly find out what's causing the lander to completely lose control when braking into Laythe, as that will definitely end up causing problems later on regarding landing precision and the time spent ferrying Kerbals and fuel. And yes, the Center of Mass is above the Center of Lift, which is above the Center of Thrust. And here is the lander's .craft file, in case you need it or just want it.
  5. Hello guys, I've designed this to land on Minmus. It has a nuclear engine on the bottom, 6 venor thrust engines, some RCS Blocks, and the top disengages(command pod, crew cabin,science junior) for reentry. It has a heat shield. Now I have a few questions. 1. Is there a way to make this picture smaller? 2. Is this enough to take off from minmus and fly back to kerbin? 3. Do the vector engines fire at different levels so that the ship will go up when I press H? Or will it simply go nose up since the center of mass is towards the back? 4. Can the crew cabin store surface samples? The idea behind this is to get as many surface samples from different biomes, and then return. Just curious. And any tips?
  6. My original plan was to create a cargo SSTO that could carry 4 large Mk2 bays worth of cargo, land at Mün, and return to Kerbin. This turned out to be a much bigger challenge than I though it would be! As the plane got bigger, it needed more engines, more fuel, then it couldn't land anymore, so needed more engines, more fuel, etc. So I tried going simpler with only 2 large Mk2 bays. Still took quite a bit of trial and error, but I finally did it. As a craft, it's a delicate balance of size, mass, fuel, cargo, and power. 76 tons, 3.5k - 4k ∆v after reaching LKO. How did I do?
  7. Ver 1.1 Adds all the parts for the 4 seat Altair Lander and AresV Launch Vehicle. This mod is to be used in conjuction with HOYO CSM mod and Ares 1-X mod. You have to download the Ares 1-X mod for the first stage Solid Rocket Boosters as well as 2nd stage(KDS) J2X engine and the HOYO CSM mod for the docking port. Place the Boosters on the AresV core stage fuel tank using the stock radial decouplers. You then should launch the Altair Lander and Kerbin Departure Stage(KDS) into orbit using the AresV. Launch the HOYO CSM using the Ares 1-X rocket to rendez-vous and dock with the Altair & KDS. Then use the J2X KDS engine to push the whole stack. Kerbal Joint Reinforcement is recommended so as to not have wobble problems due to the size of the launch vehicle parts and torque produced. If anyone has suggestions for weight/deltav etc. Please share them with me so i can improve the mod on the next update. Supports RealPlume, Engine Lighting and TAC Life Support. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.), Starwaster's AnimatedDecouplers (For the decoupler animation), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1475/Altair Lander & AresV. LonesomeRobots Aerospace?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. AnimatedDecouplers created by Starwaster. Redistributed as per license. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. changes in this version Changed ModuleRCS to ModuleRCSFX for all parts with RCS thrusters. Now when firing RCS produces sound. Landing gear now produce sound while retracting/extending. Changed TACLifeSupport configs. Now Altair lander has resources to support 4 kerbals for 9 days. 1 kerbal has resources for 24 days in the science lab. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.0 Adds all the parts for the 4 seat Altair Lander and AresV Launch Vehicle. This mod is to be used in conjuction with HOYO CSM mod and Ares 1-X mod. You have to download the Ares 1-X mod for the first stage Solid Rocket Boosters as well as 2nd stage(KDS) J2X engine and the HOYO CSM mod for the docking port. Place the Boosters on the AresV core stage fuel tank using the stock radial decouplers. You then should launch the Altair Lander and Kerbin Departure Stage(KDS) into orbit using the AresV. Launch the HOYO CSM using the Ares 1-X rocket to rendez-vous and dock with the Altair & KDS. Then use the J2X KDS engine to push the whole stack. Kerbal Joint Reinforcement is recommended so as to not have wobble problems due to the size of the launch vehicle parts and torque produced. If anyone has suggestions for weight/deltav etc. Please share them with me so i can improve the mod on the next update. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.), Starwaster's AnimatedDecouplers (For the decoupler animation), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1475/Altair Lander & AresV. LonesomeRobots Aerospace?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. AnimatedDecouplers created by Starwaster. Redistributed as per license. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. SCREENSHOTS
  8. I am designing my first Mun Lander. I am using Kerbal Engineer Redux and I've had a look at the dV chart. I've decided on a 3 stage 2 Kerbal mission. 1) The lifter - Carries the two other stages to LKO ~ 3500dv 2) The transfer / return stage - Carries 2 Kerbals Lander will be docked with this. ~1500 dv 3) The Lander - Carries 1 Kerbal - has a materials bay, goo, temp, barometer, and seismograph. 1400dV (600 dv land 600dv up and 200 spare for orbit maneuver and docking ) If I'm understanding this correctly then I need about 600dV to reach land on the Mun from LMO and presumably the same to get back up plus a safety margin for docking? And I use KER set to Mun to calculate my total dV?
  9. Horizontal lander pods

    Alright, I know I'm not the only one making landers like this: I love building landers using the 1.25m crew tank horizontally. However, it's really hard! It's difficult to attach propulsion systems without blocking the doors, and even moreso for the windows. There are no hatches either. Reentry is a huge pain. Am I the only one who wishes there was a better part for this? Some kind of horizontal lander part with more attachment nodes and a better hatch system? Maybe one that holds 3 kerbals? Does anyone already make one? If so, who? If not, would someone? Please?
  10. HOYO Lander (Ver1.1) A complete lander system for vacuum worlds. Includes capsule, fuel tank, liquid fuel engines, antenna, decoupler, rcs thrusters, landing legs and a retractable ladder. Ideal for use with the HOYO CSM. Fits great in the fairing and payload base distributed with HOYO CSM mod. The docking port on the screenshots and beauty render is also from the HOYO CSM mod. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1411/HOYO Lander. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. changes in this version Changed ModuleRCS to ModuleRCSFX for all parts with RCS thrusters. Now when firing RCS produces sound. Landing gear now produce sound while retracting/extending. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- HOYO Lander (Ver1.0) A complete lander system for vacuum worlds. Includes capsule, fuel tank, liquid fuel engines, antenna, decoupler, rcs thrusters, landing legs and a retractable ladder. Ideal for use with the HOYO CSM. Fits great in the fairing and payload base distributed with HOYO CSM mod. The docking port on the screenshots and beauty render is also from the HOYO CSM mod. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1411/HOYO Lander. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0.
  11. Mun Problems

    Ok so I need some help. I have been sending lots of missions to the Mun (R.I.P. Valentina Kerman), and I keep tipping my lander over. I use a service bay to fling me back up, but how do I avoid tipping it in the first place? Also, on re-entry to Kerbin my first mission worked but the second one I almost instantly exploded. Any help on that?
  12. I decided I want to try and get as much out of the Jool system as possible. For this cause, I have set up a Vall mining base that is capable of producing fuel for anything that can get into orbit around Vall, with the help of a tanker I also sent. I am in the process of designing a vehicle that can be used to land on the majority of the moons of Jool, maybe excluding Laythe and Tylo, at least until I get refueling stops there. How much Delta-V should a vehicle capable of refueling in Vall orbit need, for exploration of these other planets? Preferably, it would be a single stage so it would be reusable after refuel. I have currently managed to get a lander that has 5k DV and has enough TWR to land on Tylo, but not Laythe. 5k DV isn't enough to visit Tylo and return to Vall, is it?
  13. A question came up recently regarding designs for SSTO landers for atmospheric bodies. Now, atmosphere immediately has me thinking "spaceplane" but the problem is people often want the lander to fit within a cargo bay of the mothership rather than docking it radially, since it keeps the CoM of the mothership centred. Having to fit within a mk3 cargo bay means very small wings and high landing speeds for field landings, unless you resort to cheese like clipping or triplane/venetian blind strake wings. Having to put a docking port on the nose means high drag - low lift and high drag mean generally poor performing spaceplane, though you can still get to orbit with high twr chemical propulsion. My problem is i've never built a mothership before. I normally just go with single stage to anywhere spaceplanes, staged spaceplanes, or use IRSU refuelling facilities. Anyway, I wondered if it was possible to do this a third way. Here is an example of a small SSTO I built, 2 nervs 1 panther. It reaches 150km orbit on Kerbin with about 1200 dv left over. With the Panther in Dry mode it could do a lot of flying around on Laythe and still have plenty left to make orbit. It has a landing speed of about 40m/s fully loaded, and it has two vernier thrusters in the belly to reduce landing speeds on Duna / allow VTOL on low grav airless moons. It has an inline clamp o tron , reaction wheel and some RCS translation thrusters. And here is the mothership i started to make for it. It has two docking ports on the end of the swept wings that my inline clamp o trons should be able to hook on to. It has just shed the launcher hardware. There is a long liquid fuel fuselage in the middle, and a cargo bay at the front , which we can fill up with whatever the mission requires before Kerbin departure. The problem is that i'm totally out of practice docking stuff, and only ever mastered basic nose-to-nose anyway. So I gave up and decided to try pre-docking so i could see if the concept at least flies. It does ! Problem 1 - you cannot pre-dock inline docking adapters in the VAB. I found an old thread that said you can attach the subassembly some other way and line the ports up with the offset tool and the two ports will then automatically "dock" once you launch the vessel. This is no longer the case. I attached the aircraft with a radial decoupler, lined the two ports up so they appear to be touching, but the ports still don't "stick". I had set the radial decoupler force percent to 0, but after firing the decoupler in orbit, the aircraft simply drifts away from the mothership. From what i understand, docking ports that aren't pre-docked , have to spawn at least 10m from each other for the magnetic attraction to kick in when they reach proximity. If they are already close when the vessels spawn, the game assumes you just undocked and don't want these ports pulling back together again. The other problem is that we're really just kicking the can down the road here. To be a functional mothership/lander combo, it needs to be feasible to re-dock after separation. In fact we need to re-dock sufficiently well aligned that the NERVs of the spaceplanes can push the mothership, like in the picture. Build guide slots out of modular wing segments or something? Or i just need to improve my skills? All this re-docking though, is making me realise why i like interplanetary spaceplanes so much.
  14. Konstellation HLV

    After having huge CoM issues on the first HLV, I decided to create an entirely new model, the HLV2. CoM issues have been resolved and in the process I think I figured out what went wrong with the first model. Hope to correct and publish that one too. So here it is, the Konstellation HLV. Another quick update: Added the agricultural, hab and science/Comms modules. Amongst others, enjoy:) PS. Texturing still sucks but it is improving:) UPDATE: Added the transfer stage and some more texturing. Download: Spacedock Installation: You know the drill. Copy the Moonprint folder into the gamedata folder. Building: The MAV decoupler connects to a second node on the rear of the lander (the non-conical part). A standard docking port can be placed underneath the nosecone, it connects to a hidden node just underneath the top of the capsule. The cargo conatiners require KIS to be functional otherwise they are there for show. Aeroshell - In production, texturing stage. the aeroshell has two holes, one at the top one at the bottom to stow parachtes and covers to ensure aerodynamics. The chutes are for parachute assisted seperation. Lander frame RCS - Now integrated in to the frame as a LFO vernier engine. Ensues more stability during atmospheric deceleration In modeling: ISRU; ORE TANKS DEPENDENCIES: Community Resource Pack The textures are WIP. I am really terrible with texturing:( Suggestions are welcome:)
  15. Kerbalitiy Activites on Laythe!

    NOTE: I play in Sciene Mode, with Cheats, because of my time. Hello! I love space, and space projects. I am very interested in so i decided a project like this, Let's get started! Laythe is very very likes each other with Kerbin, like Earth and Europa-Ganymende and Io moons. But I can't trust the moons geography, so i send a Lander here named Gaia II (it is my second build of another probe) And, here is Laythe, ı use four parachutes for stabilised landing, it is too difficult landing on continents, to my luck, i have succes landing on continent named "Dansen" There is no chance to communicate with mainworld without any Relays, so i make Uranoos. It is orbitting in Jool now. I transmitted all of informations about Laythe for Space Center. I gain lot of TP's after transmit Tomorrow, i'll try send a passenger file and edit this thread. I plan build first village in here. I wait your proposals and comments! Have fun! Regards.
  16. Even though I have 15,000 excess science.. it's not enough. I found I had not yet landed on any of the Jool moons. Bad Kerbals! So, i decided I would take a lab with me, and make a single lander that can hit all the moons except Laythe (requires a specialized design). Tylo being the biggest challenge, because of its very high gravity/size, it's like landing on Kerbin without an atmosphere. So I designed a lander with some jettisonable fuel, with the idea I would go to Tylo FIRST, and then wouldn't need those tanks for Vall, Pol, or Bop. I would bring my lab with me as an undockable section, with its own fuel, RCS, etc. Unfortunately, I forgot to put a probe controller on it, but that's OK, I'll just have the lander always dock to it. The small docking ports are for refueling (note that I can't refuel the lander without the lab until I jettison the tanks, but might have been nice to put one on an external tank just in case.). The lab acts as the big com relay back to Kerbin, if needed. And, of course, I need to refuel constantly, so I made a one-piece driller/ISRU/fuel transport, with a small docking port for refueling the lander/lab sections. Small engine to just handle interplanetary and landing on Pol. Checking out the dV for the lander, the DV maps *say* I need about 2280 to land and take off at Tylo, with 4750, I *should* have enough, right? (more on this later). It may take a low starting orbit, but on paper, it should work. So, first we get up into Kerbin orbit, and head to Minmus to refuel everybody for the long drive to Jool. Note that I was able to keep the lower booster from Kerbin, so it took two refueling runs, but the landing section would come into Jool with plenty of fuel, while the driller would come into Jool orbit with maybe only 800 dV, probably enough to get to Pol on its own, but this added extra insurance. Turns out I had plenty, transfer, orbit and landing is maybe 500-700. We refuel everyone at Pol, and head to Tylo. Now, I begin to worry- if I start my landing low (say 17km), and get back to a low orbit, can my fuel ship dip down that low to refuel (before landing and after re-orbit), and climb back out the gravity well and get back to Pol and land? The answer, it turns out, is yes. I leave about 1000 dV for each run back to Pol. So, we try our first descent from 17km. We learn two things. (1) You can't start from 17km because you can't slow down fast enough before gravity sucks you into a mountain. If you thrust downward enough, you use too much fuel. So we raise the descent to about 30km. That works well, but we land with only about 2100 dV left, not nearly enough to get back into orbit. It turns out it takes about 2500 dV to get to a roughly 10km orbit. Yep, this looks bad. So, after failed attempts, I realize I need help. So I built another fuel/engine "top" component to provide more fuel (and the thrust to counter its extra weight). Note that I added a decoupler to the docking ring, because those BIG docking rings have enough magnetic attraction they don't come loose easily. I am still granted the proper dV, but I didn't want to have something that might crash on top of me and explode after landing. With this component and some careful piloting, I'm able to land with about 2561 dV left. Note that I hit hard when I landed and broke a strut, but I should still be fine for Vall. 2561 was enough to put us back into a 9kmx20km orbit, with enough dV left to re-dock with the science section. Then the refueler only had to make one stop! So, the major lesson learned is- don't trust the dV maps. It took about 2600-2800 dV to land and 2300-2400 to reach stable orbit, and that's with optimal piloting. But other than that, the "two ships, single lander for four moons" project is so far a success, and has passed the toughest test.... Tylo, with only one landing strut as a casualty.
  17. Even though I have 15,000 excess science.. it's not enough. I found I had not yet landed on any of the Jool moons. Bad Kerbals! So, i decided I would take a lab with me, and make a single lander that can hit all the moons except Laythe (requires a specialized design). Tylo being the biggest challenge, because of its very high gravity/size, it's like landing on Kerbin without an atmosphere. So I designed a lander with some jettisonable fuel, with the idea I would go to Tylo FIRST, and then wouldn't need those tanks for Vall, Pol, or Bop. I would bring my lab with me as an undockable section, with its own fuel, RCS, etc. Unfortunately, I forgot to put a probe controller on it, but that's OK, I'll just have the lander always dock to it. The small docking ports are for refueling (note that I can't refuel the lander without the lab until I jettison the tanks, but might have been nice to put one on an external tank just in case.). The lab acts as the big com relay back to Kerbin, if needed. And, of course, I need to refuel constantly, so I made a one-piece driller/ISRU/fuel transport, with a small docking port for refueling the lander/lab sections. Small engine to just handle interplanetary and landing on Pol. Checking out the dV for the lander, the DV maps *say* I need about 2280 to land and take off at Tylo, with 4750, I *should* have enough, right? (more on this later). It may take a low starting orbit, but on paper, it should work. So, first we get up into Kerbin orbit, and head to Minmus to refuel everybody for the long drive to Jool. Note that I was able to keep the lower booster from Kerbin, so it took two refueling runs, but the landing section would come into Jool with plenty of fuel, while the driller would come into Jool orbit with maybe only 800 dV, probably enough to get to Pol on its own, but this added extra insurance. Turns out I had plenty, transfer, orbit and landing is maybe 500-700. We refuel everyone at Pol, and head to Tylo. Now, I begin to worry- if I start my landing low (say 17km), and get back to a low orbit, can my fuel ship dip down that low to refuel (before landing and after re-orbit), and climb back out the gravity well and get back to Pol and land? The answer, it turns out, is yes. I leave about 1000 dV for each run back to Pol. So, we try our first descent from 17km. We learn two things. (1) You can't start from 17km because you can't slow down fast enough before gravity sucks you into a mountain. If you thrust downward enough, you use too much fuel. So we raise the descent to about 30km. That works well, but we land with only about 2100 dV left, not nearly enough to get back into orbit. It turns out it takes about 2500 dV to get to a roughly 10km orbit. Yep, this looks bad. So, after failed attempts, I realize I need help. So I built another fuel/engine "top" component to provide more fuel (and the thrust to counter its extra weight). Note that I added a decoupler to the docking ring, because those BIG docking rings have enough magnetic attraction they don't come loose easily. I am still granted the proper dV, but I didn't want to have something that might crash on top of me and explode after landing. With this component and some careful piloting, I'm able to land with about 2561 dV left. Note that I hit hard when I landed and broke a strut, but I should still be fine for Vall. 2561 was enough to put us back into a 9kmx20km orbit, with enough dV left to re-dock with the science section. Then the refueler only had to make one stop! So, the major lesson learned is- don't trust the dV maps. It took about 2600-2800 dV to land and 2300-2400 to reach stable orbit, and that's with optimal piloting. But other than that, the "two ships, single lander for four moons" project is so far a success, and has passed the toughest test.... Tylo, with only one landing strut as a casualty.
  18. Moon Lander Mk V

    This new spacecraft is capable of taking astronauts to the moon and back perfectly. I find it easy to fly and use. Use it and please distribute it among your friends. [Edit: contents moved to spoiler section by Snark]
  19. This video was my hardest to make. It required more effort than any of my others, and I love the result. I'd like to say right off the bat that this was the best video I have created. I enjoyed filming the mission as it went on and I hope you will enjoy what came out of it. Any other details are in the description.. It took about 4 hours of KSP playing, mostly thanks to my laggy computer, to get this done. Worth it. If you want the craft in the video, head here: Enjoy! And the people I need to give credit to are @zekes, @War Eagle 1, @SpaceXray, and @Mad Rocket Scientist for the Tupolev in the beginning, along with @RixKillian for his M4 Sherman, @Azimech for his ZSU-23-4, and finally, @Raptor9 for his C7-142 Seahawk. And that's all from me for now! I'll see you guys with another video soon!
  20. ever wonder where all the open-source, creative looking landers are? well, look no further! Today I introduce to you the LP- Series! A versatile and modular new way of travelling, the LP- series is designed to fit larger crews in a single no-hassle lander,without the pain of designing one on your own! The LP- Series consists of three LP- models. the LP-2 crew capacity: 2 simple, yet effective. warranty void if used in a vaccum(go bother the engineers about it). the LP-4 crew capacity: 4 for this we developed a new way to stick lander cans together and thereby make them into larger lander cans.(no, we didn't use glue. we used... something that was not glue. shut up.) the LP-6 crew capacity: 6 the grandmother of all landers. seats a hearty six kerbals and has snack supplies for an extra three weeks of space travel.includes science experiments inside its spacious cargo bay(still thinking about how best to do large cargo bay, so WIP on this one.) may or may not have been a house at one point. the LP- series offers a comprehensive list of craft that will take you wherever you need to go(and maybe even some places you didn't :)) ORDER YOURS TODAY!!! (btw, pics are coming soon(patent pending)).
  21. Skycranes are reliable vehicles to put a rover or vehicle on the surface. Obviously, I try to avoid them. Making a contraption like this one never worked satisfactory in the past, but I guess wheels have changed in such a way that now... it works! Not a McGuffin What's in the box?! What's in the box?! Prepare for landing The Box on the way to the surface Safely Landed Those tiny landing legs are good enough to absorb the landing shock Surprise! The front pops off, and out comes the rover! It's alive! Now I have a reliable way to get my rovers safely anywhere, protected from harsh outer space on the way there. The Craft File! There were a couple of requests for the craft file (linky), so enjoy! (all stock parts). Notes: The rover is attached with a coupler to the lander. The "hatch" is attached to the docking port at the front of the lander (use "control from here" for easy steering). Land with gear down to prevent unscheduled rapid disassembly, and then retract gear to bring the bottom to the surface. Stage to pop the hatch and to release the rover, and happy exploring! It shouldn't be too hard to attach small science gear, just be aware that you don't want to drop below the bottom at the rear or you'll get stuck getting out. There's no science gear on my version, as it's intended to scout out a good site for a base (flat, and all), although on econd thought I should have added a thermometer (for those occasional science data from the mun missions). and I added a thermometer for those pesky science data from the mun missions. I've tried this approach in previous versions but either the rover wouldn't release or get launched into orbit when detaching, whatever changes Squad made to the wheels (and we know there were many) resulted in it working now. I might try bigger ones too!
  22. Well, this is no good. I've just spent the past few hours making Kerbal marmalade. https://kerbalx.com/AeroGav/Tylo-impactor I'm supposed to be planning a Jool 5 mission. The giant spaceplane, with two CRG-100 bays is looking good, it will go direct from Kerbin and splash down on Laythe. The IRSU gear can then refuel us, and the lander deployed to see the other moons. I wanted to bring a hab, cupola and lander can to every body to keep a "deluxe" feel to this mission. I decided to move the IRSU gear off the plane to the lander since the return trip costs to Tylo are so frightening. I decided we'd visit this place last and decoupe the converter here, to make the ascent a little easier. There's docking ports between the crewed bit and the rockomax tank, after meeting up with the plane, we can undock the tank/engine bit and this frees up a port on the lander to dock with the port inside the plane's cargo bay. That way, Kerbals got some hab space for the way back as well as on the way out. According to the wiki, need 2k dV to land on Tylo and this has 2800. TWR is over unity as well, but it can't do it. Crashed into surface at 400m/s with fuel about to run out. Any fixes need to not make it wider, since we got to fit in a mk3 bay. We can add length easily enough, but I'd prefer not to topple over on landing. I'm thinking maybe a couple of "boosters" to attach to the top of the stack, sparks or something? Poodle Vac TWR 14 ISP 350 Dart Vac TWR 18 ISP 340 Spark Vac TWR 18 ISP 320
  23. A Minmus Lander!

    I made this Minmus lander,and so i want to show me landing on Minmus! The lander: The rocket: Launch in 3..2..1 LIFTOFF! ' So i did some orbital stuff bla bla boring,and this appeared! Ye,an orbit around Minmus! Awesome,we are gonna land! Getting close! 2 MINUTES LATER... Yes! Landing achieved! Podman seems satisfied with the landing:
  24. Apollo 11:In KSP

    Apollo 11 was the first spacecraft to land on the Moon,and im gonna recreate it in KSP! The lander: The rocket (its really big): Launch in 3..2..1 LIFTOFF!! LATER.... Yay! Orbit achieved! 10 MINUTES LATER... Awesome,a mun encounter! Almost there.... YES!!!! Getting closer! Yes.....! YEAA!!!!! Succesful landing! That's one small step for kerbals,one giant leap for kerbalkind!
  25. Okay so I know there have been some Lightweight Eve lander challenges before but I haven't seen one in a long time so here goes. Rules that apply for both categories: Only allowed mods are informative and visual mods. (And pilot assistant mods for "Anything goes" -category) No altering physics! No cheating otherwise also! No kraken drives or and of that nonsense. Use of hyperedit is allowed for transfering your craft to Eve and moving the craft to a launching location of your choice. (You can land anywhere you want on Eve's surface and then hyperedit the same ship to a location that you want to launch from.) You must provide screenshots that show your crafts decent and ascent as well. Must be manned. (Kerbal doesn't have to plant a flag or visit the surface so no need for ladders though). You will start from an unstable Eve orbit so that your starting Ap is >90km and your starting Pe is >0km. You can use any means you want to get the craft there and then whatever mass you have left is your entry score. (I for example used hyperedit to get to 100x100km eve orbit and a small extra stage for deorbit burn that I then decoupled.) You must reach stable orbit. (Pe >90km). There will be 2 categories with different rules: A) "Robust and actually usable lander" B) "Anything goes" Category A) rules: 1. A proper crew pod must be used. So NO lawn chairs. 2. You must take off from <1000m elevation from sea level. 3. No using kerbal's EVA pack for the final circularization. Kerbal must get back to orbit in the pod. Category B) rules: 1. Land anywhere on Eve and take-off from anywhere on Eve. 2. Other than that do whatever. Use lawn chairs and EVA's and whatever you want. And here is my entry for the A) category to kick things off: Sub 30t Eve lander EDIT: Sorry the pics are in a weird order and imgur shuffles them again even if I rearrange them. I dunno why. But you can still see what is going on by reading the descriptions