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Found 76 results

  1. Introduction: In 2010 the Constellation program was cancelled with the only things to show for it was a prototype of the Ares I launch vehicle and a semi developed crew capsule, the Orion Crew Exploration Vehicle. The program had a quite a bit of lofty goals, having to develop new large launch vehicles using the knowlege gained from the Shuttle and Apollo programs as well as creating new crew exploration vehicles that could be used for LEO, the Moon and eventually Mars. It became an extremely costly effort leading to it's eventual demise. Thanks to KSP and a variety of totally rad mods from around the community, here is a somewhat Kerbalized set of events if the Constellation program continued into the next decade and beyond. Mods and stuff:
  2. Welcome to the development thread for Duna Direct! What is it? Extraplanetary lander, habitat and parts pack for Kerbal Space Program - Based on the proposal for Mars Direct by Robert Zubrin and David Baker of Martin Marietta in 1990. Fly the mission! Live the adventure in the custom-made mission Duna Direct: The First Flight! Use of mods requires Module Manager Compatible with the following mods (automatically applied upon mod detection): Module Manager (Required for any other mod compatibility) Near Future Props - Fully furnished interior RCS FX - RCS Flame FX by JadeOfMaar auto-on if Module Manager is present. (Remove patch if dislike) (Special thanks @JadeOfMaar!) Tweakscale - Scaling of all parts B9 Part Switch - Texture swapping on Stage 2 Real Plume - Better engine FX for all engines Breaking Ground (Squad) - Inventory space Near Future Electrical - RTG Decay (thanks @Gordon Dry!) Connected Living Space - Adds passable options Kerbal Inventory System - Adds KIS inventory space RealChute - Changes parachute parameters USI Life Support - Various USI Life Support compatibilities TAC Life Support - Various TAC Life Support compatibilities Kerbalism - Full Kerbalism compatibilities (Special thanks @Sir Mortimer!) Snacks! - Various Snacks! compatibilities Remote Tech - Antenna modifications Confirmed working with the addition of: Cryo Tanks Community Resource Pack 1.10.1 Update Changelog: 1.8.x Update Changelog: Disclaimer: This mod has not been tested with anything other than those listed above or in versions of KSP other than 1.5.1. There is also a lot going on with these parts. Testers have been awesome and I've done everything I can to make it work properly but as usual, if there are any bugs please report them over in the development thread. Thank you! Parts list with 1.8 updates: A very special thank you to all the testers who added valuable feedback and suggestions which led to many improvements over the original goal. Download from Spacedock Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\MarsDirect\ Mission is also available from the Steam Workshop Duna Direct is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  3. The stock game does not have parts to fully enclose a rover and encapsulate a rover during descent. Most people will use the fairings, but the issue is the fairing base will be stuck under your rover and your landings to Mars will not be authentic. There is an outdated mod that did this, but the author has ceased to kerbal. I now will maintain this concept and bring even more parts to the game. In this release I have issued 3 parts to your VAB. This is phase 1 which means I will roll out more parts during which will follow a time-line of events. I think these 3 parts are a good starting compromise. Here is a breakdown of the 4 phases. HIghlighted in red is what phase we are currently on. PHASE 1 = Aeroshell, Cruise stage, Heatshield . All basic parts. Player will need to mount their own chutes and radial engines if need be. PHASE 2 (1970's) = Viking lander is a possibility. Vintige version of the aeroshell design. More texture choices. Radial monoprop engines for the cruise stage. (RO version will use REAL FUELS by NathanKell) PHASE 3 (Late 90's early 2000's) = MER rovers (Spirit, Opportunity) . EDL system such as the terahedron and airbags. PHASE 4 (Present) = Curiousity Rover. EDL system such as the skyscrane You get 3 parts in phase 1 of this pack. There are configs included for realscaled parts to use for RO. Aeroshell "backshell" Includes RSC attitude control thrusters and texture changing so you can use the JPL logo. Parachute not included! Heatshield....you know , to protect from atmosphere devils Cruise stage which includes texture changing for JPL logo, solar panels that will recharge your EC, and has built it fuel tank. You provide the engines of choice*. SPECIAL FEATURES! Aeroshell can thrust jet in flight as seen here: Mars Science Laboratory only requires: 1. Firespitter and Texture Changer - To change the logos 2. Tweakscale if you want more freedom of payload sizes CHANGELOG: 1.0.4 [12-27-2016] *Changed RCS module to the newer stock supported ModuleRSCfx -MeCripp *Collision boxes re-done -MeCripp Cruise stage is in a more appropriate menu category and now acts as a pod -MeCripp *Heathshield is moved to Thermal category -MeCripp *Small rebalancing of some parts 1.0.3 [12-18-16] -Inline-patched to clean up cloned configs and to recognize when player has RO installed -Stock now has attitude jets for backshell -Fixed decoupling when going through strong aero forces, however player must angle craft a bit before ejection to prevent "back splash" of heatshield and/or backshell. The real Curiosity mission had to do this same manuever. -Fixed stock cruise stage to now have resource monoprop. 1.0.2 [12-16-2016] -Fixed issue where VAB crashes when placing cruise stage which was the fault of the RO configs overridding the stock ones when player did not have RF or RO installed. Licence: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License I WANT I WANT !!! SPACEDOCK LINK http://spacedock.info/mod/1119/Mars Science Labratory *This is my first parts mod, there might be bugs. If you report a bug please be patient as it takes a few days for me to have time to tackle the issue.* Credits: MeCripp - Collision work, Fixed Unity pass, Module Improvements JPL - reasons NASA - reasons Yogui87 -Textures from old mod
  4. ► Download Chaka Monkey 161 ◄ Chaka the monkey supports Test Shot Starfish: https://soundcloud.com/testshotstarfish/tracks Chaka Monkey Exploration Odyssey is a space program based on NASA and Boeing proposals for future missions. Part models from a wide variety of authors have been licensed, and new original models made, then combined with all new textures, sizes and configurations, to create craft files depicting the proposed missions. This project is modeled at 75% real scale. ♦ Recommend installing this pack into a clean KSP install for the first time. ♦ Latest version of Raster Prop Monitor needed for IVA function. Link included in download. ♦ Copy everything in provided GameData to your GameData ♦ Copy VAB folder to Ships ♦ Copy Subassemblies to your save (optional) ♦ Please remove any previous version files before installing! Chaka Monkey Exploration Systems includes products commissioned or licensed from the following authors: Winston & Kickasskyle - KW Rocketry https://creativecommons.org/licenses/by-nc-sa/4.0/ Alexustas - A.L.C.O.R. Pod https://creativecommons.org/licenses/by-nc-sa/3.0/ Alexustas - ASET IVA for Monkey Rover and Mk1-2 Pod https://creativecommons.org/licenses/by-nc-sa/3.0/ Bobcat, Ind. American Pack - all rights reserved and belong to BobCat, expressed written permission from Bobcat for American Pack components to be distributed with Chaka Tiberion - NovaPunch https://creativecommons.org/licenses/by-nc-sa/4.0/ Kosmos Spacecraft Design Bureau - all rights reserved, expressed written permission from Normak and CardBoardBoxProcessor for components to be distributed with Chaka Lionhead Aerospace https://creativecommons.org/licenses/by-nc-sa/4.0/ Sumghai - SDHI Service Module System https://creativecommons.org/licenses/by-sa/4.0/ Alexey Volynskov (Keramzit Procedural Fairings) https://creativecommons.org/licenses/by-sa/4.0/ BahamutoD - RS-68 Engine - All rights reserved - expressed written permission from BahamutoD for components to be distributed with Chaka Sumghai / Fustek / Nothke - Habitats https://creativecommons.org/licenses/by-sa/4.0/ LandeTLS - SLS Block I fairings https://creativecommons.org/licenses/by-sa/4.0/ TALISAR - Talisar Large Upper Stage https://creativecommons.org/licenses/by-sa/4.0/ Porkjet - Habitat IVAs - https://creativecommons.org/licenses/by-sa/4.0/ and expressed written permission from Porkjet for components to be distributed with Chaka Blackheart612 - Aerojet Kerbodyne https://creativecommons.org/licenses/by-nc-nd/4.0/ expressed written permission from Blackheart612 for components to be distributed with Chaka Kommitz - Chaka Nuclear Thermal Engines https://creativecommons.org/licenses/by-sa/4.0/ Nertea - Octo-Girder Argon Segment https://creativecommons.org/licenses/by-sa/4.0/ NoOneSpecial - NOS Altair pod and lander https://creativecommons.org/licenses/by-sa/4.0/ Hanson Ma / xxhansonmaxx - CST-100 Parachute, Dock Port, and CST-100 pod IVA https://creativecommons.org/licenses/by-sa/4.0/ CXG2827 - CXaerospace Station Parts - All Rights Reserved (Models and Textures are permitted for modification and distribution by YANFRET in Chaka Monkey Exploration Systems) Chaka the Monkey would like to extend a special thank you to these developers. They worked very hard to make these parts and we have organized them for Monkey Exploration because they are excellent. Also, Chaka wishes to thank our awesome 1.3 beta test team: @Space Kadet , @OV-102, @Jarlgnarök, @davidewei , and of course @MeCripp for putting in many hours of science which made the quality of this release possible. Special thanks to @rsparkyc for updating Procedural Fairings to 1.3! Monkey Rover Wheels provided by: BMW, AG Chaka the monkey supports using Raster Prop Monitor by @MOARdV LICENSE Unless otherwise specified, all materials available for download on this page are copyrighted and released under the Creative Commons Attribution-ShareAlike 4.0 License. http://creativecommons.org/licenses/by-sa/4.0/ Included plugin licenses: Kerbal Joint Reinforcement is licensed to be distributed only with Chaka Monkey Exploration Systems on express written permission from Ferram4 due to specific critical requirements. Distribution of Kerbal Joint Reinforcement from this download is expressly prohibited: KJR License is GNU GPL v3 http://www.gnu.org/licenses/gpl-3.0.en.html For the latest version and updates to KJR, please visit http://forum.kerbalspaceprogram.com/threads/55657-1-0-2-Kerbal-Joint-Reinforcement-v3-1-3-4-27-15 KSPAPIEXTENSIONS is licensed via Attribution-ShareAlike 3.0 Unported http://forum.kerbalspaceprogram.com/threads/81496-1-0-2-KSPAPIExtensions-V1-7-4-Utilities-for-shared-mod-use-1-May CC BY terms (attribution) Procedural Fairings is licensed via Attribution-ShareAlike 3.0 Unported http://forum.kerbalspaceprogram.com/threads/39512-0-25-Procedural-Fairings-3-10-payload-auto-struts-%28October-11%29 CC BY terms (attribution) Animated Decouplers ( Starwaster ) is licensed via Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) https://github.com/Starwaster/AnimatedDecouplers http://creativecommons.org/licenses/by-sa/4.0/
  5. This is a crewed mission to Mars, that I have worked on for almost a year. I used (and still use) KSP version 1.2.2 with Real Solar System, Realism Overhaul and Realistic Progression 0 mods (RP-0, not to be confused with the newer RP-1). The reason why I still use KSP 1.2.2 is because of my 4 year old RP-0 career save (created in January 2016) that is in the very advanced stage of progression. The year in that save is 2029 as of typing this post. It wasn't possible to transfer that save to KSP 1.3.1, because the evolution of RP-0 (called RP-1) that was released for KSP 1.3.1 changed too many things for my old save to be compatible. My long running RP-0 save is also the reason why completing my Mars mission took so long. It's not a 'single mission' save, there are many other missions in progress simultaneously, that need to be attended to from time to time (probe course corrections, moon/planet flybys, station crew rotations etc). More detail about my Mars mission and vehicles that took part in it, can be found here: https://imgur.com/gallery/6J8m9Iz - Mars Cargo Landers launches https://imgur.com/gallery/ArUGAnf - MTV assembly https://imgur.com/gallery/jfTB9sp - Departure to Mars https://imgur.com/gallery/DQkeCoQ - Arrival on Mars https://imgur.com/gallery/A965gZw - Departure from Mars
  6. Original title: InSight 2016 launch SCRUBBED So yea... NASA's next Mars mission, the lander InSight, won't launch in March 2016 becuase of a leak in the vacuum compartment of the seismometer, the main instrument onboard, provided by French CNES. This means at least a 26-MONTH delay. InSight's original launch window was March 4th to March 30th. Press briefing to follow at 1530 EST.
  7. For a college "Exploration of Space Environment" project, (my partner and) I need to discuss the potential tradeoffs of picking a particular landing site on Mars. More specifically: What will we gain AND have to sacrifice from landing at this specific site. For example, when it comes to landing along Mars' equator vs on one of its polar ice caps (yes, I have to specify which one), I'll have to consider: Carrying my own water (and, therefore, more weight) vs converting the ice underneath I'll still have to carry a backup supply, but an ice cap landing and utilization can lessen the amount I need to save specifically for the outpost Keeping the return vehicle at an equatorial (or even inclined) orbit vs having to set a polar orbit. As we all know, we save fuel if we launch our ascent vehicles in the same orbital plane as our target. Regional temperature Will determine how the base will be heated. (For the stock game, I don't know anything about life support mods) KSP fails to address supporting kerbals in environments with low temperatures like those on Mars. Sunlight (and radiation) exposure More radiation protection = more weight = less delta-V More sunlight = more solar power Seismic activity A region with lower seismic activity is preferable Dust storm frequency My partner and I know that it won't tip over whatever ascent vehicle we bring, but dust storms can still cause serious problems such as: Getting inside computers Blocking solar panels I know I'm simply asking for help on a college term paper (whose due date is probably extended due to the coronavirus), but this is also a great opportunity for us to discuss where we would start a Martian base. Feel free to offer your input on where we should put a base, and why. After all, the entire mission plan (base design, approach and departure strategy, surface ops) depends on it. But be aware that, whatever landing spot we decide upon, we'll be sacrificing the advantages offered by other locations. We'll also have to design our base to compensate for lost advantages. Which would ultimately determine how the entire mission would be conducted. That's what engineering is about, exploring the gives-and-takes of our mission decisions. We basically explore this concept every day in KSP, too. adding fuel tanks will mean more delta-V, but also more weight to haul to LKO using a lander engine with higher thrust may mean giving up delta-V Any and all help is greatly appreciated. Thank you. P.S. Source links would be nice. I don't think my partner (let alone my professor) would want me to cite a forum post in the reference page.
  8. It seems like the great big Mars colonization discussion has leaked inside threads that are not really intended for it, so I'm making it a seperate thread. Mods, feel free to merge.
  9. Hey, guys! For the last several months i've been working on my new KSP video. It would be action miniseries of 6 episodes, 20-25 minutes each. Here we go!
  10. Here's a video i made of my manned mission to mars and its two moons i did recently it took 3 days to do.
  11. Since in Mars' thin atmosphere hydrogen or helium just aren't gonna cut it, do you reckon airships using a vacuum for lift would be any good for Mars exploration? Considering that with electric propellers and solar power an airship would have practically infinite range, travelling at a much higher speed than any groundbound vehicle could, I think it would be excellent. I'd like to hear your opinions though Note: I certainly didn't come up with this idea, I just read it somewhere. There's a NASA article on this actually, have a look.
  12. One thing that has always bugged me in discussions about colonizing the moon or Mars is the casual way everyone overlooks the growing of food. I have a fairly well rounded background in agriculture, and I have spent a lot of time learning about the complex symbioses that a lot of plants depend on to survive. I know that NASA has been growing salad greens and some types of wheat in a very small experimental area on the ISS, but I don't think it's enough to get a good picture of what agriculture will look like on space colonies. First of all, any system that has colonists reliant on it for sustenance must be 99% sustainable at a minimum. NASA's experiments have been very closely monitored with sensors giving real-time data on all sorts of parameters to a team back on Earth, and the most they've gotten out of it is a few salads. For a serious system, it has to be somewhat robust, and able to handle some shocks and variation to conditions. It also needs to be able to reprocess all the wastewater produced by the colonists in a safe and efficient manner. These things are very possible to achieve, but they do present some challenges. Growing food is maybe one of the easier ones to handle. The most logical solution, in my mind, is aquaponics. Aquaponics is like hydroponics, but with fish. Turns out that fish poop has pretty much everything plants need to grow, and the plants are great at filtering the water for the fish. This means you only have to figure out how to feed the fish. Initially, formulating food for the fish might require some supplemental nutrients, but over time, it should be possible to stabilize the intake/output of the various micro-nutrients in the system. Probably the best species of fish to use is Blue Nile Tilapia, a fast growing breed used around the world in commercial fish farms. The other challenge to the system is processing the human poop. If composted properly, human waste makes a fantastic fertilizer for plants, but it is illegal to use human waste for growing food crops in the US. This is due to the possibility of spreading disease via unwashed vegetables. This can be avoided in our application, since we aren't growing our plants in soil. We can, however, reduce the possibility of spreading disease by using human waste to grow things like cereal grains and even fruit trees. The cereal grains can be used to formulate food for the fish, as well as for things like bread or beer. Obviously, setting up a self-sufficient system like this will require a large enough population to support it, but the advantages are many. Fore one, you won't have to have carbon scrubbers, since the plants will easily take care of that. Another aspect is the psychological benefits of having green things growing about the base. One of the largest challenges, however, will be maintaining healthy populations of bacteria in the system. Here on Earth, bacteria do a lot of the work in the treatment of wastewater, and in converting waste from both fish and humans into nutrients plants can use. These bacteria are everywhere on Earth, and can be relied on to just show up and start growing where conditions are favorable, but on an off world base, we'll have to bring our own. This could be extremely challenging, due to the high radiation environment in space, and any system on a moon or Mars base will have to be buried deep underground to protect it from radiation. There is also the potential issue of symbiotic organisms that are present here on Earth, that could affect how various plants in the system grow, or don't grow. It is also likely that we will have to introduce some species of insects into the ecosystem to pollinate plants for us. We might also bring earthworms and other species that help decomposition, so we can compost things like food scraps, plant fibers, and solids that settle out of the various wastewater systems. Worms would make great food for the fish, and they are excellent at breaking down fibrous materials. As you can see, the biodiversity of a sustainable life support system is immense and complex, and certainly not possible in a sterile space station. Sure, you could grow only certain plants and feed them with chemical fertilizer, but this would be very difficult to make self-sufficient. Anywho, I'd love to hear other folk's thoughts on the topic, this is just what's been rattling around in my head for a few years now. I'm currently thinking about going to school for engineering and soil science, either as a double major, or minoring in soil science with an engineering major. I've seen little to no discussion of the actual mechanics of "just growing food in greenhouses" and I'm hoping I can kick off a bit of discussion on the topic. I suspect that a lot of the folks into rockets and space travel aren't really into the sustainable farming movement, and vice versa, which might be why the topic is so often dismissed as a triviality or just glossed over by enthusiastic future Martians.
  13. I made a little fan art of mars based on some posters i found, im not sure if this belongs here but i decided to put it here
  14. I'm happy to share with you the first public release of this mod. Most of the parts are done and ready to use and you can now properly replay the Mars colonization mission in KSP. IMPORTANT NOTICE: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/oxygen) and engines don't suffer from ullage and other great features that RO brings. DeltaV stats, Isp, masses and all related parameters are nevertheless more or less correct. PARTS Crew Transport Ship with 4 crew and 100 passenger capacity. Tanker Ship for orbital refueling. Reusable Booster with attachable fins and gridfins. Built-in decoupler, probe core and antenna. Dedicated shielded side docking port. Matches stock senior docking port. Raptor engines for atmospheric and vacuum use. Ship landing legs Deployable Gridfins that act as control surfaces and airbrakes Booster fins Solar Panels, RCS etc. FEATURES Booster has a built-in decoupler for stage separation. Built-in docking ports can be activated in config files (as an alternative). Currently uses Liquid Fuel/Oxidizer mixture but with correct masses for the ship and booster Engine Isp and thrust are set to values given by Elon Musk in his presentation All sizes are as accurate as I could estimate Ship and booster masses are as specified by Elon Musk. Raptor engine mass is estimated based on Merlin mass Tested in KSP 1.2. Backwards compatibility for KSP 1.1.3 and some extra config files for RSS are available on GITHUB Landing legs are missing landing leg module. They are still animated and act as landing legs, and are by default activated by Gears action group. They cannot overstress. CURRENTLY IN DEVELOPMENT Internals IRSU module RSS/RO configuration for proper fuel usage - partly done Configuration for stock KSP that is not game-breaking Split body flaps for the ship VIDEOS! A quick video I made how to assemble the ship: Kottabos review: DOWNLOADS: SPACEDOCK CURSE GITHUB - Backwards compatibility and extra configs are available here. DEVELOPMENT THREAD is where all the important updates and future features, as well as current issues (there are some) are discussed. I hope you will enjoy this mod! It took me a long time to (sort of) finish and I wasn't even sure if I could do it. Because of that, I'm even more excited to share it with you! A big THANK YOU to Marcus House for the support and testing, as well as config adjustments!
  15. We build one base station with a few modules, enough to give shelter to 6 astronauts/cosmonauts and enough fuel to fly to Mars and return to Earth. We add the Mars lander to the station. We send the crew in several capsules to dock to the station. When everyone is there, we send the whole to Mars. When the station is in Mars orbit, some of the astronauts go to the lander, and land on Mars, do their job, and those who have been in orbit help in the analysis of the data. After some time they start from Mars, dock to the station, but do not reject the lander. They are waiting for a transfer window to Earth, when they are again in orbit around the earth, they land on Earth in capsules in which they arrived at stations. The transfer vehicle itself and the Martian lander could be refurbished and used multiple times, and maybe even capsules too I think the real scientist probably figured it out a long time ago, but that was my thought when I played Surviving Mars
  16. You could have made the same argument about any colonization or exploration people have ever made in the past. And it would be wrong in almost every case.
  17. I've been able to turn most of @silentvelcro's DADV-1 mod (Link to the mod here) into a RO-friendly mod, but it needs serious balancing. I did most of the conversions needed(fuel use,engines,RCS, command pod etc.) But things like tank volume and part mass is quite provvisory. Another great problem is in the aerodynamics themselves : the vehicle should be capable to land on Mars by aerodynamic (so stable pitching without too much RCS use) and propulsive means (6x RL-10 engines). Feel free to edit it if it's needed. Code here: Thank you for your help.
  18. Hello, and this will be the dev thread for my upcoming mod, Kerbobulus Space Industries, which strives to recreate near future spacecraft (not to be confused with @Nertea's wonderful NFT mods), such as the CST-100, and Orion (not the nuclear one, the one NASA is currently developing) in a porkalike style. Currently, I am working on the CST-100, and am about 3/4 of the way through with the service portion. Still, you should expect more coming in the near future. Without further ado, here is the current progress! Downloads: Kerbobulus Space Industries - Miscellaneous Parts Division: Spacedock Legacy dev pics
  19. https://www.quora.com/unanswered/I-wonder-what-is-the-reference-system-in-relation-to-the-Martian-landscape-and-more-precisely-the-mountains-on-the-surface-of-this-planet-Mars https://answers.yahoo.com/question/index?qid=20180511212254AAZg1O2
  20. This thread is for the discussion of Aldrin Cycler Ships. First of all, an introduction to the topic- since most readers on this forum are undoubtedly unfamiliar with the concept, and the last time I wrote about it (many months ago) I received a lot of responses from people who clearly had no idea what they were talking about... Please read ALL of the following first, before commenting, I would really appreciate it. None of these are that long, and are only meant to provide a preliminary introduction to the topic: https://en.m.wikipedia.org/wiki/Mars_cycler https://buzzaldrin.com/space-vision/rocket_science/aldrin-mars-cycler/ https://space.stackexchange.com/questions/3880/what-uses-would-the-aldrin-cycler-have And, for more context I HIGHLY RECOMMEND reading these articles: http://www.popularmechanics.com/space/moon-mars/a333/2076326/ https://www.damninteresting.com/the-martian-express/ Please read through at least the first three links, and the fourth and fifth ones if you can, and let me know your thoughts on the concept: advantages or disadvantages, synergies with other approaches/technologies, etc. Regards, Northstar
  21. KSP: 1.2.2 Windows 64bit Problem: Mars entry glitchy. My ship start spining and become uncontrollable after pass 124 000 Km. Mods installed: https://ibb.co/eCHKuR https://ibb.co/jpJg8m https://ibb.co/gZMvZR Reproduction step : Start Mars entry , in any angle it start spining , and become uncontrollable. I've try dozen of ship , with wings , high rcs power. Pod with heatshield are less glitchy. Log : Can't find it sorry Thank you for your time. Ps: Sorry for my bad inglish , i'm French.
  22. I was intrigued with Elon Musk's tweet about launching his Tesla Roadster to the "orbit of mars". I had RSS setup in KSP and decided to simulate such a launch using Shadowmage's SSTU mod to make a Falcon Heavy and a demo payload. I proved to myself that such a mission was possible. I made a video of the result using camera tools: Falcon Heavy Demo Mission Simulation in KSP. Can't wait for the real life launch!
  23. can someone make a curiosity mod like DSL pandora that's up to date with a working skycrane
  24. Hey guys, so I'm having trouble sending a probe to Mars in RSS. I'm using Stockalike RF and Kerbalism as my realism mods instead of RO. The problem I'm having is inconsistent, which is driving me even crazier. So if anyone has any ideas, I'd be very grateful. Basically, when I time warp at high rates for a while in tracking or space center, then go back to the probe, half the time it is in pieces. The engineer's report says there were "structural failure or linkage" between several parts, almost always topped by the jumbo fuel tank and its linkages. Any idea what could be causing this? If it's helpful at all, here's my modlist (KSP 1.2.2): CactEye Telescopes Chatterer Colision FX Community Resource Pack Contract Configurator Distant Object Enhancement Docking Port Sounds Engine Lighting EnvironmentalVisualEnhancements (RSSVE) EVA Transfer Ferram Aerospace Research Flight Management for Recoverable Stages & Recovery Control Heat Pumps (RF) Historical Progression Tech Tree Kerbal Alarm Clock Kerbal Engineer Kerbalism Kerbal Launch Failure Kopernicus Launch Countdown Modular Flight Integrator NavBall Texture Changer NavHud Orbital Decay & Solar Cycle System Precise Node QuickSAS & QuickStart Real Fuels & RF Stockalike Real Plume Real Heat Real Solar System Reentry Particle Effects RSS Visual Enhancements Scatterer Smoke Screen Solver Engines TankLock Texture Replacer Trajectories Transfer WindowPlanner Ven's Stock Revamp Module Manager of course