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Found 94 results

  1. What are your proudest moments in ksp? Mine was not eve in KSP. Mine was in Google. I typed 'Jeb' into the search bar, and -adiah Kerman was the first result.
  2. I recently started getting back into KSP after a break since basically 1.0 days. I've pretty much got my head around the changes and new stuff, and find the old skills starting to come back. However, I'm having a real job getting my powered landing (Mun, especially) back up to scratch; I seem to either crash (killing my Kerbalnauts) or end up with a ridiculous hang time and burn too much of my reserve fuel (stranding them). Thus - Can anyone recommend a good tutorial (video or text, not fussed) from a (reasonably) recent version of the game, that focuses on powered landing? I have no trouble with orbital mechanics, rendezvous, docking, building ships to a target Δv, etc., so I'm not looking for a "Here's how to get to the moon" type thing. Something that says "Here's four different ways of doing a powered landing on a non-atmospheric body and these are the pros and cons of each," would be perfect. Any and all recommendations appreciated.
  3. Hi and welcome to this thread! I am a big fan of the current progress LinkSpace is doing. Their NewLine-1 rocket is paving the way for reusable launch vehicles on Chinese ground. That's why I am inspired to make this mod. This mod will include the following parts: First stage engine (has 2 engine modes) Legs based on the design of NewLine-1 S1 fuel tank S1 guidance interstage S2 vac engine with 4 smaller engines that gimbal S2 fuel tank Payload deployer Fairing half Known issues: Legs clip inside the ground. Doesn't harm the rocket but looks weird. Trying to fix this. Required mods: Kerbal Reusability Expansion For the fins Recommended mods: Community Category Kit For an extra icon in the VAB to see all the parts SmokeScreen To see the mighty plumes Download here: Massive thanks to @Nessus_, @JadeOfMaar and @neistridlar for helping me with the balance and plumes! And a special thanks to @EmbersArc for helping me with getting the legs working (Kind of). Any of the configs will be distributed under CC-NC-SA-4.0 License. All Textures/models will be distributed under CC BY_NC-ND 4.0 License. SootyShaderLoader is based on the custom shader importer by shadowmage and modified with permission by DMagic & Blowfish with custom modules and settings. All Rights Reserved License. CKAN support is coming.
  4. I'm using 1.2.2.1 of the mod, which is the correct version for my KSP 1.2.2 save (I know. I'll occasionally play 1.9, but I'm deep into a save game on 1.2.2 and never got around to migrating it over to the newer ones). I know it's an old and probably obsolete addon at this point. But I'd appreciate if someone could point me in a direction to be able to troubleshoot this. Here are the contents of the mod folder:
  5. I am trying to dock my mining vehicle to a landing ship on Mun. However, after a successful docking, it starts to "jump". Here is the video: https://youtu.be/dKNikw3ewYU Can anyone help me please?
  6. Hi, I’m relatively new at KSP. I’ve been doing sandbox but switched to science mode. When I splash down on Kerbin successfully the EVA button is unavailable. I was hoping to collect some science outside the capsule. I am able to EVA in space. Do I need to unlock EVA on Kerbin for some reason? My capsule is intact and upright. Mk1 Command Pod. Thanks.
  7. Having destroyed the engines on my landable launch-stages in Career one too many times because there is no landing leg in the game large enough to land a Mainsail (or in my case, a cluster of Mainsails) without either heavy part-clipping of the engines or putting the legs on the ends of wings (which is draggy, structurally-weak, and makes it harder to maintain aerodynamic stability during an engines-first re-entry), and had even more launch stages tip over after landing, I am BEGGING for some larger stock landing-legs. Nothing too fancy. Just BIG. Maybe a 400 kg mass leg part? (this should put it in the right size/strength-range for landing heavy launch stages with Mainsail clusters, or crewed round-trip missions on Eve...) To avoid this being a problem again in the future, as players move towards ever-heavier designs, I suggest 3 new sizes of legs: - a 400 kg landing leg part, for landing Mainsail stages - a 200 kg part, more for when you just need a wider base: such as landing tall stacks with small Reliant/Skiff engine clusters on the bottom. - An 800 kg part, for truly insane designs: like heavy Eve landers. Additionally, if there were more aerodynamic-looking versions of some of these legs (like the ones in Kerbal Reusability Expansion) that would be amazing! I'll take any/all of those, as long as there is a leg in the 400 kg size range. But the 3 options I listed above really would make things easier (and more realistic: the stock legs are far too small for the forces they can repeatedly withstand) and less frustrating for players... And once again, for those who feel the need to make such comments: "LOL, just add mods!" is NOT an acceptable answer. Having been playing this game for 6+ years, I have seen countless mods come and go: but Stock parts stick around, are available on Console, and are official content- giving more players the chance to use these parts and become familiar with them. KSP has given me great diversion, frustration, and (sometimes) joy over the years- but it could be so much more. Expanding the range of stock parts available is a move in this direction: and I, like many players, would even be willing to pay for another expansion with a sufficiently-large selection of such new Stock parts... (although honestly, given where player base opinion is right now on DLC, how basic this functionality is of having larger legs, and how many people have been fiscally harmed by Covid-19: now is probably NOT the time for this to be another DLC: it would be better to add this "free" and sell other new parts/features later...)
  8. I am playing in KSP 1.8.1 with BD Armory. I built a carrier capable fighter that can land at a very short distance. However, when I attempt to land, my gear always bounces the jet back up, causing the node to hit the ground. This happens even at very slow descent rate and high AoA landings. So I added support vertical thrusters so that jet can hand at 30m/s, but the same problem still happens. I know since 1.1.2 ksp added gear damper and spring strength, but when I right click the gear part, there are no settings regarding those two factors.
  9. Hello, I suggest to make way for players to gently land their kerbals. I tried many many times land a kerbal, and I couldn't land without making kerbal "unconscious". I don't mean "auto landing", I think about manual smooth landing without kerbal hitting ground with his head. They should have some sort of "landing roll".
  10. Download on SpaceDock, Github or Curseforge. Available on CKAN. Stork Delivery System (SDS) This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as Stork Delivery System (SDS) by Kermangeddon industries. Created by @riocrokite A Payload parts mod that Delivers your big cargo to the planet surface without flipping! Vertical frames with integrated legs for interstage and planetary delivery. Stork Delivery System (SDS) Kermangeddon Industries A Payload parts mod that Delivers your big cargo to the planet surface without flipping! Author Stork Delivery System [SDS] adopted for curation by zer0Kerbal Originally created by riocrokite Description Vertical frames with integrated legs for interstage and planetary delivery. Mod characteristics allows you to deliver tall 2.5m or 3.75m diameter parts to planet surface thanks to 6m long, extendable legs. [NEW] introducing the Jumbo sized models - capable of handling 5.0m and 7.5m parts. (24m and 14m tall) lightweight - reusing same textures wherever possible integrated approach - one integrated part for frame and legs to increase stability and reduce part count 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 will destroy the frame. Extending process take some time so you have to account for that when preparing to land. Installation Directions Use CKAN (best way) — or — Before installation please delete StorkDeliverySystem folder in KermangeddonIndustries catalog. (GameData/KermangeddonIndustries/StorkDeliverySystem/) Then copy .zip content into your GameData folder. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.8.1, may work on earlier versions Suggests Biomatic MoarKerbals SimpleLogistics SimpleConstruction) Not So SimpleConstruction (NSSC) Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Mobile Frame System - Stork legs are designed primarily to ease delivering of vehicles to the planetary surface. Supports Kerbal Change Log License CC 4.0 BY-NC-SA Stork Delivery System is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which in layman's terms means: You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivative: riocrokite (Stork Delivery System). All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Content originally created by . forum thread SOURCE: GitHub License: CC BY-NC-SA 4.0 v0.0.4.0 original: 17 Jul 2018 zed'K | updated: 24 Feb 2020 zed'K
  11. The Ultimate Challenge...A massive boulder...whoever beat it literally beat the game, and i'm currently into it. Here's The current Challenge Thread. Werhner finished all the Landers, he later called Simone, Jeb, and their friends to discuss about the names, and where each of them will go to in the mission. "Alright, here is The Eve Lander, it's 44 tons and will take a Kerbal to Eve surface and get to orbit with its own power from above 2100 meters ASL, who will get there and what shlould we call it ???" Werhner said. "We can't let Simone hog all the glory, we'll show him what we can do !" Said Jeb, others replied "YYYYEEEEEAAAAAHHHHH", and Simone responded "Whatev, give me a break and i'll leave everything except Eve and Tylo to you guys, i'll call it 'Grizzly Reaper'". "This is our Duna Lander, it will also Land on Vall, who wish to get there ???", Val replied "MEEEEHHHH, i'll be using that Lander all the way in this mission, i'll call it 'Vendetta' and i'll go with Duna, Ike and Vall". "This is our Moho Lander, we don't have to worry about electricity in Moho, it'll also be used around Eve system and Duna system, who wants to land it ???", Bill answered "Me, i'll land that on Moho, it'll be fun, i'll go to land on Gilly, Moho and Pol, and won't use anything but EVA pack to land on Pol, i'll call it 'Electra'". "This is the Ion Lander, it will take on Eeloo, Mun and anything smaller, who wants it ???", Simone replied "Jeb and Bob will need that, i'll call it 'Megawatt'". "Our best Laythe Lander up to date, who wants ???", Jeb replied "Yes, me, like Simone said, Bob and i'll need the Megawatt, i'll call this 'Hex' and i'll go to Dres, Eeloo and Laythe, Bob will go to Mun, Minmus and Bop". "Simone...how are you going to call your private Tylo Lander ???", Simone answered "Big Boi it is". "This is how the smaller recoverable Landers being recovered. Simone, you have my trust and you're allowed to recover The Landers" Said Werhner, which Simone agreed hesitatelessly. -Mothership : (2 Types) Mercury (Moho and everything else, has only 1 or 2 Landers attached to it, released in Eve). Joologist (Jool 5, bigger Mercury with real pods, more engines, more tanks and has 4 Landers attached to it). -Lifter : Sheep v3 Ascent Stage (AKA Chimera). Conclusion : 5 Kerbals to a WHOLE Kerbolar System Tour and back...With NO ISRU !!! Landings for each Kerbals : -Simone Kerman (9) : Eve, Tylo. (+Anziephus, Spade, Putto, Ovis, Shrek, Lotus, Duran) -Jebediah Kerman (9) : Dres, Laythe, Eeloo. (+Ebenus, Rheis, Arane, Nuu, Akel, Nuuma) -Valentina Kerman (8) : Duna, Ike, Vall. (+Pherph, Tekcate, Dhar, Vra, Dauble) -Bill Kerman (8) : Gilly, Moho, Pol. (+Epam, Oorma, Phoe, Flo, Durus) -Bob Kerman (8) : Mun, Minmus, Bop. (+Eiwei, Tekili, Tekova, Mez, Es) Status : Mission Accomplished !!!!!!
  12. This is the first official challenge by World Space Club, and in this case it is all about Kerbal Space Program! Your goal is simple: conduct a manned Duna mission, and set up a base. Now, because not everyone is on the same skill level, competition 1 actually has multiple sub-challenges and challenge-types for you to choose from! You may enter one or more of the sub-challenges, but make sure you either film it or take photos periodically, to document your work. Once you're finished, send those photos or video links along with a brief explanation of how you did it to the email wscksp1@gmail.com and we will look at it. The best 5 submissions will be featured on the World Space Club website, and announced on social media and in our magazine Explore Space. The winners will be given a to-be-determined awesome reward of the Kerbal merch variety! The deadline for submissions is December 1st. Anyone may enter, but in keeping with World Space Club’s mission only people under 19 will be able to win. Sub-challenge 1 - Race to Duna! The first sub-challenge is simple (-ish). The director of the Kerbal Aeronautics and Space Administration has tasked you with, before this decade is out, landing at least 2 kerbals on Duna's surface and returning them safely to Kerbin! (Types can stack) Type 1 - Standard. Type 2 - Land on both Duna and it’s moon Ike. Type 3 - Bring a fleet of satellites with you and leave them around Duna. Type 4 - Bring a deployable open-top rover with you. Type 5 - Bring a pressurised rover with you. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 2 - Brave new frontier... With the successful completion of our first Duna landing, it is up to you to ensure that that mission will not be our last. Build a base on Duna that can hold 10 kerbals and keep it permanently manned, with crew rotations every two to three years. Good luck! (Types can stack) Type 1 - Standard. Type 2 - Build the base within 100km of Duna’s poles. Type 3 - Build the base with extra living space, enough for 20 kerbals. Type 4 - Also set up an orbital station around Duna with space for 5 kerbals. Type 5 - Bring long range rovers with you (range of 1,000km or more). Type 6 - Complete the base in under 10 years. Type 7 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 3 - Setting up shop. Now that the first Duna base is starting to not only survive, but thrive, let’s continue by building a long range interplanetary vessel, with enough space for a crew of 20, and having it make the round trip between Kerbin and Duna every transfer window, resupplying the base. Also, have the interplanetary ship drop of additional base modules expanding the surface bases capacity to 30 kerbals. (Types can stack) Type 1 - Standard. Type 2 - Build the ship with extra living space, enough for 30 kerbals. Type 3 - Build the base with extra living space, enough for 50 kerbals. Type 4 - Also set up an orbital station around Duna with space for 15 kerbals. Type 5 - Complete the base expansions in under 20 years. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. Sub-challenge 4 - Into the Unknown... Now, thanks to you, the Kerbal Aeronautics and Space Agency has firmly established a base on Duna’s surface. It is now time for KASA to continue its exploration of the Kerbin system, by conducting a manned mission to Jool! In order to do this, you must first construct a massive ship in Duna orbit. When the time is right, that ship will break away from the bounds of Duna’s weak gravity field, and thrust itself into the outer solar system, where no kerbal has gone before! Once it reaches Jool, the crew will take a lander down to the surface of its moon Laythe and stay for a few years, before returning to the ship, and then, Kerbin. (Types can stack) Type 1 - Standard. Type 2 - Land on not only Laythe, but all of Jools other moons. Type 3 - Bring a fleet of satellites with you and leave them around Jool and its moons. Type 4 - Bring a deployable open-top rover with you. Type 5 - Bring a pressurised rover with you. Type 6 - Do it all without using ion or nuclear engines. (Levels can stack) Level: 1 - Standard challenge, no mods. Level: 2 - Do it in career mode. Level: 3 - Use a life support mod like snacks, USI or TAC. Level: 4 - Use the Kerbalism mod. Level: 5 - Use a 2.5x scale solar system mod. Level: 6 - Use the Real Solar System mod. Level: God - Use Realism Overhaul. If all of these challenges sound to difficult, then don’t worry, there is a fifth. Simply make a GIF or video under 2 minutes long of the most ridiculous, intense, over the top, or comedic explosion you can make. Whether it’s a lander falling over, a rocket plowing into the ground, or a botched docking, it wouldn’t be KSP if something didn’t blow up!
  13. Hi and welcome to this thread! I am a big fan of the current progress LinkSpace is doing. Their NewLine-1 rocket is paving the way for reusable launch vehicles on Chinese ground. That's why I am inspired to make this mod. This is currently the dev thread of mod. Please report any bugs and features you would like to see.
  14. As the title implies, your goal is to land on the roof of the KSC, however, this is not your every day land on the roof challenge: Tight engineering restrictions make this a true challenge, one for the can-do-all types. You have to be good not only at engineering an aircraft that fits the rules, but also have the hands required to put it where I ask you to, in the way I ask you to. You might post any attempt with any craft for fun, but competing runs must adhere to the following: Procedures & Rules: •To create a fair experience for everyone, mods are not allowed for competing runs, in any form, save for information mods like engineer. Parts, physics or skill affecting mods (such as airplane plus, FAR/NEAR or mechjeb's autopilot respectively) are definitely not allowed. Again, for clarification: NO MODS - Even if not doing so with malicious intent or even knowledge, you might be gaining advantages over all-stock entries. With the tight regulation margins of this challenge, that's something I can't allow. •Create an aircraft that meets the following criteria •Your aircraft, once built, has to take off from the default runway without any kind of assistance (towers for example), and land at the two helipads on the KSC rooftop. The flight and landing have to meet the following criteria: Lastly, to validate your entry, your aircraft must meet the following criteria after completely stopping: As you can see there's no score system, a successful landing with a craft that follows the rules is all you need. I'll probably make a badge or something to include in your signature. TL;DR - Short, precision landing competition for "standard" aircraft, except the runway is the two helipads on the roof of the VAB. Have fun. You can post entries that don't follow the rules as well, but of course they won't count. My attempt, includes F3 screen to show that nothing fell off after that little slide lol: https://streamable.com/7r7mm
  15. Landing a first stage booster is hard, but this guide will help you with it. The picture below shows what can happen when there is an unsuccessful landing attempt. Picture above show that during landing, the rocket can run out of fuel. This picture shows when the landing attempt failed. So the rocket crashes. before we start. you need to know how to: Get to sub orbital trajectory. Get to orbital trajectory. Know how to use fast vessel switch ( using " [ " and "]" ) and map switch. ready? let's start! here i'll leave a rocket.so you can download it . https://kerbalx.com/Jeronimo/Dragco (p.s. i'm too lazy to add pics.) So now that we have an a craft. let's Begin! Ok. when it's on the launch pad. check the staging. after all stages checked (showed in the pictures below), you should launch the rocket. When you reach the speeds of around 100 m/s. start turning from ~90° (degrees) to around 80-70° Keep the throttle at maximum throttle. Note, you need to be sure that you'r sub-orbital Apoapsis doesn't go beyond 110,000 Meters. after you reach ~100,000 M above Kerbin . Put the throttle at 0 power. Switch to rocket mode view Decouple the first and the second stage. After you decoupled, press "[" or "]" to switch to the second stage. Put the throttle to the first line on the throttle-meter. Then when it reaches a safe enough distance ( 20 m above the first stage) put the throttle on full. Fly up until you reach ~230,000 m above Kerbin or more (the reason behind this is that you will need as much time for the first stage). Use fast switch (reminder "[" and "]") or map switch (click on the first stage, then click switch to) and switch to the first stage/orbital booster. After you switched, make a retrograde maneuver node, and make it on the line with the island airport (or a little further, in case of what, you can add Delta-V (short Dv) ). Use RCS. Start the maneuver burn at half the time shown. Ex. if it's showing 18s. burn at T - 9s. After the maneuver is finished, turn the orbital booster prograde. When finished turning. open the A.I.R.B.R.A.K.E.S by pressing the brake button (or "B"). When the rocket is at 70,000m above Kerbin, adjust the landing position so the end of the trajectory will be a little in front of the space center (where the Airport island is located or the water near the space center) We do several landing burns to slow down the rocket, after what we will wait until it's time to do the "suicide burn" which slows down the rocket to landing point. This part isn't going to have a lot of pictures, eyeballing will help ( in case eyeballing isn't gonna help, use landing lights, so you can see how close you are to landing, preferred to use MK1 landing lights). Next, try to eyeball the landing, here i can't give any advice except try to keep the throttle down no more than half of the throttle, so right before landing, you could put as much throttle needed to bring the rocket to full stop. Also, important, do not turn of RCS at any point in the flight after turning it on. When you land, do not turn off the RCS, until you sure that the rocket is stands stable. Result you might get. Now, when we finished landing the first stage, we go to the map, and using the map switch, we switch to the second stage. Next, we turn on the throttle on and get the second stage to orbit. Congratulations! You landed the first stage back to Kerbin, and got the Second stage into a Kerbin orbit without quicksaving. Special thanks to one and only moderator : @Vanamonde
  16. I think I found an American landing site on the mun. It's a large obliesk with an American flag with a small lander. Anyone know the history of it, why its there? Thanks in advance :) Also to confirm finding it was an accident. I've never heard about it before, and happened to stumble across it on my second mun landing
  17. Hello All, New to this forum and would like to suggest a challenge. So, I looked for videos of anyone that has landed on the Mun on the default "To the Mun" training/mission and couldn't find any! (share link if you know one)This one guy tried it and successfully got to the Mun but exploded on landing,... as have I multiple times now. Now, the mission may seem like quite a simple one to the more advanced players,... and it might well be. But i think maneuvering with limited fuel for the landing might present an added challenge. It could also be a great contribution for novices like me to learn from, and for the person who does it, to flaunt their awesome skills and be hailed as a hero by the community for their awesome accomplishment So without further ado, I challenge anyone to: Land the Landing Module on the default "To the Mun - Part 1" training/mission, and post a link to the video on this thread God speed and good luck!
  18. In this thread, you can post your first ever Mun landing, your proudest Mun landing or any landing of that type. RULES: - It has to be a manned vessel. - You have to have an image. - It has to be YOUR photo and landing Listen, this thread was not made for me as no matter how hard I try, I either crash on the Mun or do not have enough fuel to return... I wish I could land on the Mun, and maybe someday I'll be able to, but for now, this thread is for the amazing Kerbal Kommunity and not me. Some people might know about my tries, such as @Orb8Ter , @Monkey Taylor and @Eveeloo , two of which have left the forums. Hope you all enjoy!
  19. Does anyone have a table or list of calculator with the upper limits of the Delta-V require to go from say a 50-100km orbit to a safe landing. I get it wrong too often. I just landed a base segment on Minmus with literally 10 times the Delta-V it needed. I ended up just throwing away all that fuel because it was late at night and I had to get to bed. It would also help if the resource you supply me with also listed optimal acceleration figures for landings. That's been on of my problems in these 155 years too. Help me improve my game, please.
  20. I really want to know how to decelerate efficient for landing. example, landing to mum, If I decelerate too early, my vessel will drop down, and I have to decelerate again, this will waste some fuel. If I decelerate too late, It's dangerous to crash. so, How to know, what altitude is best to decelerate can save fuel? I see MechJeb didn't have this Item that can display this information. But I use its auto landing function, I see its operation, it's good, very efficient. no more redundant action. But, I don't like auto-operation, I like to control by myself hand
  21. I wish to land near a supply depot that I landed before on the Mun. The problem is, no matter how I try, I land some 3 kilometers away from the target. How do I land within a 100m of the target?
  22. My stubby little plane bounces like crazy on the front wheel. I've tried numerous combinations of spring strength and dampening, and I cannot solve this. Ironically, I've had a bit better luck with the rear gear (though it is also problematic), and considering it is really oversized for this aircraft, I would assume I would have more problems with it than the medium one on the front. The video is with the front gear a 1.3 spring and .9 damper, but I have tried extremes at either end and cannot seem to tame it sufficiently. Thoughts? I realize this is a light aircraft and my approach was a little steep, but this seems a bit over the top.
  23. **Before I start, a little about me; I've played KSP for a long time, I can't remember exactly which version, and I got into it thanks to Robbaz' YouTube series. I've restarted several playthroughs and been a part time lurker on these forums, but now that's changing. With this career I've decided to become more active, particularly with the Mission Reports and general conversations, I might even take on a few challenges within my career. In my entire time with this game I haven't left Kerbin's SOI, but again, I'd like to change that. My mission reports may be inconsistent in their formatting and style, but one thing I'll try to keep throughout is a track of the money earned from each mission (space exploration is a business, after all), and the science earned from each mission. Without further ado, here is the first instalment, landing on the Mun.** Mission Report: Year One, Day 16. ** OPERATION MUNSTRIDER ** After the successes of the Space Program thus far, the Kerbin World-Firsts Record-Keeping Society has allocated funding for the next milestone; to land on the Mun.The recent flybys and sightseeing launches have piqued interest in the planet's closest natural satellite, and it's time we landed on it and returned safely. Mission Objectives: PRIMARY - Land 3 Kerbals on Mun's surface and return them to Kerbin safely. - Gather scientific data by performing every available experiment we have currently developed; Materials Bay, Mystery Goo, Barometer, Thermometer, Surface Samples, Crew Report and EVA Report. SECONDARY -Proof of concept and test run of a reusable lander, able to land on the surface and return to orbit capable of docking with another craft for refuelling. -Plant flag for FLOOYD Dynamic Research Labs. We've been allocated a 70,560 advance in funding to develop and construct the lander and launch vehicle. The launch vehicle and lander came in a a total of 54,353. *Mission Updates* - Launch went off without a hitch, and Bob, Bill and Val settled into an 85km orbit, before burning out towards Mun. - An uneventful transfer between Kerbin and Mun, tensions began growing as Mun grew bigger. - Orbital insertion burn to Mun was nominal, and the ship settled into a 20km orbit. - Landing Sequence began, targeting the western edge of the East Farside Crater. - Bill reported concerns regarding fuel levels, we ran the numbers and there was cause for concern. - Touchdown on Mun! - Bob took samples from the crater, performed an EVA report and planted the flag as per the mission objectives. Bill inspected the craft for damages and areas of concern. Val's mental state deteriorated, Bill's concerns over the fuel pushed her into a state of panic, she refused to leave the cockpit for fear of being stranded. However, she did manage to fill out a crew report of the situation. - Bob decided to go sightseeing, being a surfer in his spare time he decided to visit a wave-like formation at the edge of the crater. Flight Control was not impressed. He retrieved a surface sample and returned to the ship, spectacularly wiping out on the way, proving the resilience of Kerbalkind and the spacesuits. **CRITICAL MISSION UPDATE** Low fuel levels, insufficient for return. Develop refuelling drone to perform orbital rendezvous in Munar orbit. Kerbin World-Firsts Record-Keeping Society provided additional contract and funding to bring the mission home. PRIMARY OBJECTIVE - Rendezvous and dock in Munar orbit, then return to Kerbin. - Val managed to get the ship into a stable 8km orbit, Flight assured them that they had a solution for their fuel shortage, and that this was part of the secondary objective, and they could use this time to gather more data from orbit. - Refuelling drone launched into orbit with no issues, sitting at 90km before launching towards Mun. - Bob performed several EVA's in orbit, setting a new record. - Refuelling drone docked with Munstrider with no issues, a testament to the capabilities of our probe technology. - Refuelling drone undocked and launched itself into the surface of Mun. **END OF CRITICAL UPDATES** - Val brought the crew home, touching down on the deserts of Kerbin. *Mission Summary* Primary Objectives. Moderate Success. Further development of lander needed, fuel issues need solving before further Mun Landings. Science returns outstanding, can use returned info to develop technologies further. Secondary Objectives. Docking capabilities adequate. Current model is unfit for re-use, development required. Flag planted for FLOOYD Dynamic Research Labs. Space Program reputation increased, public opinion tracking at a record high, funding will be more readily available, providing we can continue to push, to innovate, and inspire. **Funding Breakdown** - Initial Contract - Kerbin World-Firsts Record-Keeping Society 70,560 - Advance 332,640 - Reward -54,353 - Cost --------------------------------------------- 348,847 - Total Earned -Additional Contracts -FLOOYD Dynamic Research Labs 69,000 - Advance 191,400 - Reward ------------------------------------------------- 260,400 - Total Earned 609,247 - Running Total -Kerbin World-Firsts Record-Keeping Society 124,992 - Advance 589,248 - Reward -24,985 - Cost ========================= 1,298,502 - Total Earned Official Images: