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Found 8 results

  1. Hola, ya llevo jugando algunos meses KSP, algo antes del cambio de la UELA (por definir algo), poco a poco he ido enganchando mas con este juego, es adictivo. Lo mis es mas bien replicar de alguna forma naves, cohetes, etc. mas que otra cosa, lo que ando buscando ahora y que no he podido encontrar es un buen mod que contenga landing legs, hay un par como Lithobrake y el que es muy SpaceX, ninguno es lo que busco y lo mas cercano es el que contenia el mod Kerbodyne. Lo que busco son landing legs que se alejen de las tipo SpaceX y Lithobrake, alguien conocerá algún mod que me sirva? Me gusta este juego y pretendo jugarlo por bastante tiempo. Saludos Atom90
  2. For some reason my minmus landers' LT2 landing legs explode as soon as I touch down on minmus. now I know I'm not going too fast because a) I've accidentally landed a lander with the same legs going about 20 m/s on minmus when I ran out of fuel and the legs didn't explode and b) I'm touching down at about .3 m/s.
  3. So I'm in career mode and I've sent a couple of missions to the Mun. Only one probe was able to soft-land due to a bug I've had with my landers. For some reason they want to bounce back up, usually flipping over in the process. I have had this issue with both the smallest and the medium sized legs. I've also played a bit with the leg springs and dampeners. I lowered their tweakable settings. During that landing, the craft sank into the surface of the Mun and one of the legs exploded, requiring a revert. Mods in use: CKAN, Science Checklist, several flag mods, Contract Configurator with all of the Contract Packs, Kerbal Alarm Clock, EVE, Landing AIM, Modular Flight Integrator, Module Manager, TriggerAu's Flags, and Waypoint manager. This issue has only occurred since 1.4.1 and hasn't happened previously. I do own Making History. I'd love some help with this one, since I have several contracts that require soft landing!
  4. sevenperforce

    Homegrown Legs

    Ever get tired of stock's shoddy landing legs that don't work as advertised? Solution: build your own. Easier said than done. It is easy enough to build a set of legs, but not ones that start folded and then deploy at landing. But I managed! Here it is on the pad. Planning on using an expendable upper stage and sending a relaysat to KTO, but bringing the first stage back with RTLS, SpaceX-style. Detail view of the landing legs on the pad: The legs start folded, held against the side by paired docking ports. I could have done it with decouplers, but I wanted them to be refoldable, at least in theory. The leg itself has a crossbar which is suspended between paired structures coming out of the rocket body to form dual hinges. On the pad, the rocket is held up by double-docking-port clamps, which are themselves held to the pad with launch clamps which will not be used. When the rocket launches, the lower docking ports release by action group. These same docking ports become the locking mechanism for the landing legs later on. I went with five engines because I wanted to do it pure-stock; otherwise I would have tweakscaled down the Vectors and done it with nine engines, just for kicks. Ignition: And clamp release! Very thrusty off the pad, but that's what five vectors will do. Throttling down around Max-Q, mostly to help loft my trajectory a bit. The higher and slower I stage, the better shot I have at getting the boostback burn just right. I turned off fuel flow for the bottom tank, so I don't have to worry about how much fuel I am reserving. Down to fumes, so I cut the outer four engines and throttle the single engine back up in preparation for staging: Staging! Switch view to orbit to point more downrange, then back to the booster for the boostback burn. This is a rapid sequence of events. Set SAS to Orbit-Radial-Out to begin the RCS flip, activated the airbrakes, mashed X to cut throttle, and turned the lower tank fuel flow back on. Single engine back on and burning hard. Switched the navball back to surface so I can see when my surface prograde marker noses back over toward the west: Money shot of the boostback burn, with detail of the lower landing leg locking clamps: The prograde marker is now over on the west side of the navball, so this should be enough for a boostback. Cutting the engines and heading back to the second stage. The second stage has just cleared the atmosphere, so I'm blowing the fairing and nosing down. Burning halfway between Radial-In and Prograde in order to push to orbit as quickly as possible. Throttling down and following the prograde marker would be more efficient, 'tis true, but it's time-consuming and I don't have much time. You can see the first stage is still climbing: Almost to orbit... Made it! Throttled down and switching back to my first stage. Quickly set surface orientation and retrograde. The airbrakes form a nice little landing crosshair. I should come down just off the coast. I won't need an entry burn. Here come the gees! Punching the engine to full throttle just after the accelerometer shows terminal velocity. In pad testing, I used separatrons to force the legs down to snap into place. I thought I might have to do the same, but it turns out that the upward thrust of the landing engine results in enough differential force to pop the legs out, once they are released. I set the docking port release to the Gear action group, just to make it more authentic. Just about to throttle down... The legs cannot be released at a high airspeed, or the airflow holds them up no matter how hard I thrust. Which works well, because I need to drop the gear pretty close to the ground anyway. Gear dropped! At this point, all four separate landing legs are viewed by the game engine as debris. So they are falling separately from the stage. However, the hinge keeps them stuck to the stage, and the gees on the stage itself from the engine lifts it up, causing them to rotate down: Oddly, there's always one leg that rotates slower than the others, but it's never the same one. I guess that makes sense, because they are all separate parts. Punching Z again to make sure I get a good inertial lock on the legs. As soon as the ports touch, it is viewed as a docking event and the game switches views and turns off my engine. So this was a lot of constant Z-mashing. Then I quickly switched SAS to Radial-Out and throttled down to avoid air-launching. I think I kept my TWR above 1:1 the entire way down. A bit of a bounce, Bulgariasat-Style: But I recovered! There she is, standing tall and not at all wobbly. Detail view of the leg locking assembly. And done!
  5. Stork Delivery System Deliver your big cargo to the planet surface without flipping! Stork frame with legs: Mod characteristics - allows you to deliver tall 2.5m or 3.75m diameter parts to planet surface thanks to 6 long, extendable legs. - lightweight - reusing same textures wherever possible - integrated approach - one integrated part for frame and legs to increase stability and reduce part count Requirements No dependencies. Example usages Delivery of cargo trucks (with an assistance of JebPush TM at the end:)) Warnings or 'cabin sticky notes' - When placing engines above center of mass be sure to either lock gimbals or not use SAS because of KSP bug {you might try to solve it using Tweakable Everything mod and reversing thrust of engines that are above center of mass} - Avoid rocket/jet blast directed at the legs when they are extended. Prolonged blast wil destroy the frame. - Extending process take some time so you have to account for that when preparing to land. Suggested mods Mobile Frame System - Stork legs are designed primarily to ease delivering of vehicles to the planetary surface. Installation Before installation please delete Stork folder in KermangeddonIndustries catalog. Then copy .zip content into your GameData folder. DOWNLOAD License CC 4.0 BY-NC-SA Version 0.2.6
  6. What do you think, guys(from Squad too), about add Grid Fins for more realistic stock reusable (mostly) rockets and Super Heavy Landing Legs for Heavier Landers?
  7. So im trying to build a lander and i found this very funny (and anoying) bug were the landing legs rotation axis is screwed with. IT doesn't let me rotate them to any "usable" rotation. On the left one i didn't do anything, and on the right one i really tried (for about 5 min ._.) Is it fixable? I have made 3 reinstalls and tried with and without mods. (none worked)
  8. So I was reentering a Minmus lander into Kerbin when I noticed the atmosphere seemed to be accelerating my craft. Note this was not a case of my speed increasing during descent due to gravity. The acceleration was much more significant than that. When I finally blew up at around 8 km altitude, I was on a Kerbin escape trajectory and going well over 4,000 m/s. The effect seemed to get worse the further down I fell into the atmo. Luckily I had a quicksave before reentering so I was able to try again several times, doing this and that differently, but still experiencing the issue. I even tried firing my engines retrograde but that actually seemed to make the problem worse (i.e. craft would speed up even more despite burning retro). Curiously enough, the problem seemed to fix itself by extending my landing gear (medium sized landing struts) before reentering, so I suspect this was some phantom force caused by the gear clipping slightly into the body of the lander (the “butt” of the lander to which the legs were attached was a Mk2-Mk1 adapter, which is slanted, so the legs had to clip slightly into it in order to deploy with the “feet” parallel to the ground; I don’t have a screenshot at the moment, sorry). Anyway, the problem was solved in this instance and I was able to land safely but I still wanted to post here in case others or I have this problem again (or in case someone wants to explore this as a Kraken Drive possibility!). Any input is greatly appreciated.