Search the Community

Showing results for tags 'minmus'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


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

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 52 results

  1. I'm in the rather unpleasant situation of having a Kerbal, his craft and a truckload of data stuck on Minmus. I have pretty much zero monoprop left in the ship - just enough for a 100m jump upwards. I guess that situation's not exactly uncommon, but the problem here is that in order to recover not only the astronaut but also the science, I'll have to dock with the stuck craft (Docking Port Jr. on top, Docking Port below) to transfer the science from the Storage Unit and back to Kerbin, unless there's a way for a Kerbal to transfer 7 experiments (multiple surface samples and EVA reports) into the new ship without docking. The lander in question ran out of fuel for the way home despite refueling in LKO and I'm not sure if refueling twice (at 130km and 19,000km) will help or cost more fuel than I'll gain (both stations have a capacity of 2 FL-T400 tanks each). Attached is a screenshot of my science tree progress to give you an idea of what I'm working with. I'm playing in Science Mode, so KSC upgrades or craft cost don't matter.
  2. (A.K.A. BILL AND JEB'S EXCELLENT ADVENTURE) TL;DR: TODAY I LEARNED THAT "CHECK YO' STAGIN'" APPLIES TO DOCKING PORTS. I am new to Kerbal Space Program and going through career mode. After the crew of my second Mun landing returned to Kerbin with 1,859.6 science on board, I decided to get ... ambitious greedy. I started by unlocking Very Heavy Rocketry, its associated fueling needs, the long-awaited NERV, and Composites. Initially I just wanted to use the NERV as any upper stage, since it was so efficient. But there was a contract for mining ore, and I already wanted to land, so why not try to make a refueling lander? It turned out to be a lot heavier than expected, so I went with 3x engine symmetry (2 would have been enough power but 3 made better symmetry and I was used to high munar TWR from my first two landings), and packed a bunch of the baby airplane fuel cylinders next to the engines since they have the best fuel-to-weight ratio of all the liquid tanks—which also gave me a place to mount landing gear that could actually reach the ground, and a better place to mount drills than some very sneaky girders. Then, since I had the power, I upgraded the converter since the small one's ore-to-fuel ratio is garbage. I didn't have the Gigantor solar panels unlocked yet, but looking at the energy requirements I decided to use the last of my science to do so. I wanted to do a bunch of contracts. I had several around the Mun, for which I needed a rover and a satellite, and I wanted to mount them both on the nose. Hmm. I decided to put clamp-o-trons on the rover and nose, then put the satellite in the middle. I added RCS to the rover so I could, in theory, detach in spaceflight, launch the satellite, and then reattach to the lander. I've never docked anything before, but how hard can it be? (Backup plan: carry the satellite down, drop the rover, launch satellite after takeoff.) Speaking of docking, on this mission I plan to try it for the first time again—ship to ship this time. My middle stage should make Mun orbit, and if the lander refinery works as well as hoped, I can potentially come back up, dock, donate a little fuel (I put modest L+O tankage on the nuke with this hope—contents donated to the middle stage, of course—plus I could refine more ore after docking), then transfer crews, land again, collect science and fuel again, and did I mention both crews still need a Mun landing under their belt? Now all I had to do was figure out how the heck to lift all this junk. Fortunately I had just unlocked the Mammoth. Even so, I still needed to attach some Kickbacks to give me what I consider decent launchpad thrust. For the middle stage, a Skipper might be adequate to the task, but I thought, "Hey, the Rhino gets better ISP anyway, right? And it will keep my burns short. Let's try this sucker out." Plus it let me keep my rocket fatter; this thing is much taller than any rocket I've made before. Looking at what I'd done in the VAB—what I'd done to the VAB?—I named it the Abomination. The fairing covered 45% of the rocket. It's over 100 tons heavier than my previously biggest rocket, which was almost 100 tons heavier than my previously biggest rocket. And it's not too far shy of double the cost, though a lot of this is tied up in stuff meant to be recovered. I had just accepted a contract to test the aerospace decoupler at 51-55km while going 1110-1890m/s, which put some constraints on my flight profile, but it actually worked pretty well with a reasonable gravity turn. It took me a couple of tries to get it right, but I don't feel too guilty about reverting for that sort of thing. They aren't terrible fins—or at least they looked the part. The Rhino performed beautifully, too. It started up well in the upper atmosphere, so I'm sure it was at least as efficient as any other upper stage could have been, and the extra power let me carry more fuel that the main lifter would have otherwise been using (at less effiency). The downside is that if the Mammoth was allowed to use that fuel I was confident of recovery; this way, I didn't even try for this mission, though I may if I find myself with a similar lower stage in the future. On the last Mun landing, I caught a Minmus intercept completely by accident while planning the trip home, but didn't have the fuel to do it. Not this time, my crew thinks. Not this time. As it turns out, the main difficulty of reattaching the rover—other than that I'm terrible at docking—was that it really wasn't designed with docking in mind. First, the lines of sight were very bad, and second, I didn't realize I'd offset the docking port so that a little bit of it was blocked by a girder. The magnetism seems to be holding it in place for now, so hopefully that will hold up until I land. If it falls off upon landing that will just save me the trouble. The satellite was then on its merry way after reaching the correct altitude to turn on its engine to fulfill a contract. I was careful of where the main ship was, after having read many horror stories about inattentive launch collisions! It has tons of delta-V, which is good because it needs to fulfill two orbital requirements; it may have enough to spare to do something useful. Even if it doesn't, three contracts on one small satellite that at worst will be a half-decent Mun relay antenna isn't bad. The orbiter (the Rhino) is another story. By my calculations at the time, it did have enough to get into my preferred capture orbit but it's tighter than I thought back in the VAB when I was doing gross estimation instead of precise engineering. I hoped I would be able to get into my subsequent planned lower orbit. (To make a rendezvous with the mining ship easier—the refueling might be more than a novelty now.) Alternatively I could have just bailed out and tried for Kerbin immediately after the capture, but I wanted to stick to the mission plan. Apparently, magnetism gets weaker during time warp. I wanted to orient my vessel in a certain direction to ensure the orbiter didn't get in the way of the lander's maneuver. I knew that the maneuver node could sometimes move around a bit on you, but I was totally unprepared for one that meandered across a 45° swath of the navball! I can't help but imagine the loosely attached rover had something to do with it, but even so, that was ridiculous. Every time I thought I was close, it dashed back in the direction I came from, sort of like the way SAS autocorrects. Speaking of misbehaving maneuver nodes, apparently the satellite was small enough, and the antenna big enough, that the engine was significantly offset from the center of mass. At least, that was the hypothesis I formed as the thing bucked like a bronco for the nearly two minute burn despite the fact that I was only packing a Spark. Or perhaps too much of the weight was in the back? I will keep this in mind for more important future missions. The rover, in the meantime, had gotten loose again. Fortunately I cought it before it had gone more than a couple meters. I was becoming concerned. I wondered how it would behave under deceleration. At least, I reasoned, it would be only compressive forces, not pulling the clamps apart, but it's off center—that's the whole problem. But although the clamps are off center, the center of mass (as I eyeballed it) looked like it should be right over the center of the rocket, so maybe it would be fine. I had plenty of monopropellant, even without being able to transfer any from the ship. As long as it waits until landing—or perhaps even the final approach—to wobble off the ship, I'm golden. But, a pessimistic voice whispered, if it's not docked then you can't undock it. what if it sticks through the landing and doesn't want to go? Will the monopropellant be enough to push it loose? Almost certainly yes, I thought. I was glad I thought of the possibility, but I was sure it was not a true concern. After another repetition of the rover escape and a couple more times it seemed to be threatening to, I think I've figured out the behavior. Whenever "normal activity" is suspended, either from time warp or from leaving the area (to adjust my satellite's orbit) the half-on, half-off docking port starts to freak out. Possibly the game is trying to make it fit correctly, but running into a conflict with the girder that's in the way. It wasn't a problem when it was built that way but it looks like detaching it was a one-way trip, at least for this particular rover. There seem to be one of two "resting states": one where the clamps are together but offset as in the picture above, and one where the clamps are perfectly aligned but being held apart by the girder. If I leave the area when it's in the first position the rover wants to go to the second position, but if I leave the area when it's in the second position then it wants to lose the connection and drift away. Anyway, I lined up the target on the ground, giving it a little lead for rotation and overshooting a bit on purpose because I usually end up short of the planned line. In this case I had to stick to the plan more than usual once I got close to the finish line because if I turned the ship too fast the rover would definitely lose its connection, and I didn't want to do that too far from the actual landing zone. After what is by far the most fuel-wasteful deorbit I have ever done (possibly partially because of the unusually steep orbit I'm coming down from), I was slowly decelerating into the landing zone, and I noticed I was drifting a little bit. As said before, any sudden course corrections would cause the rover to get squirrely, which is a complication I didn't need, so I quickly switched to it at a couple dozen meters up, mashed the RCS, and just let it fall to the ground, where it bounced very nicely without exploding even a little. I eased myself down in the most cowardly possible way, RCS blasting, secure in the knowledge that as long as I made it to the ground intact I would be taking off with full tanks. The eagle-eyed may have spotted earlier that in addition to the Gigantor solar panels there were a bunch of smaller ones. Did I simply forget to remove them after upgrading? Yes. But everybody pretended that the Gigantors were far too important to be deployed for measly in-transit operations. I'd like to say Jebediah had a fine old time roaming around the countryside on the rover, but it turns out Bill neglected to install any seats. Not that that little detail would stop Jeb, but unfortunately his crewmates managed it. OKTO sighed a little sigh and dutifully went off alone in search of temperature readings, and maybe love. Well, like many would-be lovers, OKTO forgot which way was forward and went 20 kilometers in the wrong direction. But the detour didn't cost much more time than it took for the mining and refining to finish completely. Then I just burned for orbit, trying to get one that was easy to match to the orbiter (I went polar because of the landing zone, so rotation was a factor.) Getting into AN obit wasn't so bad; getting into a MATCHING orbit was a little more of a chore. But that, I think, is a mission report for another day. TO BE CONTINUED...
  3. NewtSoup

    Going to Minmus

    It looks like it's time for me to set up a Minmus Base, I wasn't planning to but I went and accepted some Minmus contracts and one of which was to return a sample of ore. Easy enough I thought, clicking away. Now Babylon K is in orbit of the Mun and has it's own mobile mining base I thought I'd revisit the Minmus contracts. I've already got a station in orbit and a survey sat out there. Errr, that Ore Requirement - I'm sure that said 50 units of ore not 3050 units! I'm going to need a bigger boat!. So like I say I am going to have to build a full on Minmus Base. Me being me I can't do anything simply and I've decided on a modular, expandable form for the base and I've already done a little bit of research right here on Kerbin. As you can see from the picture. It's based on a cross shaped module made of a micronode, girders, docking ports and wheels. Each Module is a rover in its own right and the docking ports, when modules are arranged in a grid do indeed interlock!. An amusing side effect is that the entire base can be driven like a rover itself. I may need to unlock a few technologies before continuing though - Rovemax M1 Wheels might be better. I thought about waiting until I could unlock the HubMax Multi Point Connector but I believe the micronode and strutting will suffice.
  4. Hello, I have launched my fourth vessel to Minmus getting there successful and doing everything i wanted. Now because i wanted to dock with a space station i put up there earlier, i corrected my orbit into a polar orbit. I did so and now i'm trying to get back to Kerbin. I got loads of fuel left but there is one problem i have: My controls got really strange so that i turn to and away from minmsu with q and e whcih are normally there to just turn the vessel. By that any maneuver nodes are impossible, because i don't know in what direction to turn the vessel for it to work. Also when thrusting, the vessel randomly starts turning around in all directions and the manevuer node moving with no end aswell. I got an andvanced reaction wheel to control it, an antenna and 2 Kerbals on the ship. It also has tons of batteries and 12 solar pannels(The vessel is pretty big with only 2.5m parts). What can i do about it? I tried getting back a million times but i either crash into minmus or make my orbit even worse. (Once i also somehow managed to get out of minmus orbit somehow into a kerbin orbit but the controls were still broken making my orbit even worse when trying to get it down.
  5. Hello fellow KSP Players, I am relatively new to this game. I've play about 40 hours and just completed the rendezvous contract/mission. The last thing i got before the docking contract was the Mun landing contract. Now after completing that contract i got a new one saying to do the same thing on Mun. But when am i going to get the Minmus mission? In all tutorial series on youtube they've all gotten the Minmus Mission right after the Mun mission but i'm just not getting it. Is there any reason for that? Thanks in Advance!
  6. Ksp v.1.3.1 every time when exiting minmus soi I take a huge fps hit is this a common issue? What mod could cause this? Switching vessel and then returning fixes it just a little annoying.
  7. Not sure if this is the right place for this query as it's more about the KSP universe than a gameplay question. On a celestial body that has no water, an altitude of 000m would be the mean altitude of the planet/moon. But, the plains of Minmus are (as far as I know) the lowest points on the satilite and they are surrounded by mountains that rise up around them. Why then are the flats at 0m? Am I missing something or is this just a design quirk? It's also odd how, after many many hours of game play, it's only just occurred to me!
  8. In my Youtube series "Operation Minmus Landing" I sent the lander into low Minmus orbit the docked the return vehicle to it but it wouldn't even show the option to undock the the lander, does anyone know a solution to this (that doesn't involve destroying the docking ports)? here's a picture of the two joint spacecraft in minmus orbit with no option of undocking on either of the docking ports:
  9. So here I go... My first Elkano Challenge. Going to Minmus, since I've heard that's a bit easier to manage on the first one. I'll be keeping notes with progress on the challenge, along with screenshots from key parts of the mission. For reference, here is the thread for the Elkano Challenge, including the rules to complete this one.
  10. So, to my shame, I've lost a couple landers and rovers on Minmus. (Minmus? It's really easy to land on Minmus!) It's my own fault, really - they come down @<12m/s, bounce, and SAS (set retrograde) flips them over. Then they're tall (Rockomax-64s), and have a high center of gravity, so the noses smack into the ground, or they roll down a mountainside, and SAS/manuevering can't keep up. Now, obviously it's better to land in the flat plains, and I can (and have now) designed landers to be wider and lower. (Radial X200-32s instead.) I'm also turning of SAS along with the engines when I'm within a couple seconds of touchdown, so there's no unexpected rotation. What i"m curious about is how to avoid the bouncing in the first place. Is there a maximum speed that is "no-bounce" for different planets? I would assume it varies with gravity, but does it vary with the ship or the number of legs? Or is there another recommended method? TIA On a semi-related note, is there a way to tell what the strength of connections and components will be? (It seems like some fuel tanks are more likely to fall off on impact, etc.) I'm sure there's some mod that makes it obvious, but I'm vanilla at this point.
  11. I'm wondering how much design can vary for for a given set of limits, for example, a quick design experiment, Make a rocket that lands on Minmus and then back with a surface sample home to Kerbin. Limits: * Must be based on Mk1 command pod * Have real parachute/parachutes * Have solar panel/panels And the maximum part count is 14 . Maximum weight is 11 t. Would be very interesting what you come up with! :-) ! UPDATE ! ----> Kerbal Space Agency has rewarded Skystorm with a gold medal for achievement in RRD (Rapid Rocket Development) and for the very cool Minmus Rocket "Tiny Too II". KSA is still interested in some more rocket designs. But development and budget concerns has suddenly emerged. For ease of shipping and handling we would like to purchase 10 or more rocketships if the following specifications are met: * Must be based on Mk1 command pod * Cost must be lower than 10.000 * Maximum height is 6 m. * Maximum part count is 13. * Weight must be lower than 10 t. * Stock parts only * Parachutes and solar panels are optional. <----
  12. sevenperforce

    Tiny Minmus Sample Return

    Can you get a surface sample from Minmus, with a command pod, with a launch vehicle less than 10 tons, shorter than 6 meters, with less than 13 parts, and cheaper than 10,000 credits? I daresay I can. Done for this challenge: I present: the Magnificent Micro Minmus Munchmobile! Weighing in at only...wait for it...5.815 tonnes! No part clipping (although the ROUND-8 tanks place very closely, which helped). As you'll see, I didn't use any decouplers; this saved me weight, part count, cost, and height. I plan to use explosive decoupling to get rid of the booster, and hopefully I can blow off the tanks on a re-entry just steep enough to overheat them but not so steep that the pod can't survive. All the ROUND-8 tanks, as well as the Mk0 LF tank, are full. I drained the command pod of monoprop, and I only filled the lower FL-T100 about half full of oxidizer to give myself a bit more LF right before the RAPIER loses its airbreathing thrust. Speaking of which, I disabled manual mode switching and programmed an action group to close the intake when I switch modes, to cut drag. I toyed with drop tanks, but the part count, cost, and drag losses were prohibitive. Lifting off! I'm monitoring a lot throughout the flight so I locked a bunch of the windows open. This takes a very specific pitch curve. It'll make orbit without trouble, thanks to plenty of thrust on the Spark, but making orbit with enough dV is the tricky bit. I'm keeping an eye on the RAPIER's thrust as well as the lower fuel tank. It's set to drain after the Mk0 tank so I'll know when I'm almost out of LF. This ascent was tough, because if I did the gravity turn early, I burned through all my LF waaaay too low in the atmosphere; if I did the gravity turn late, I would be going too fast to turn efficiently. I didn't want to throttle down, though. So I tipped my nose over early and then pitched up hard, so that once I needed to turn I could just drop from SAS-hold to prograde and take off. Supersonic and rolling over. This places the differential drag from the intake on the top of the craft, helping me to keep my nose up during the early acceleration phase. Starting to drain LF from the FL-T100, so I don't have much airbreathing time left. As planned, excess LF is bingo just as the RAPIER thrust starts to drop precipitously. Now, things start happening FAST. I can tell I'm almost out of fuel on my booster. Explosive decoupling is always hairy... And I'm starting to lose fuel in my top tank (see top left), so it's time to blow the fairing and ignite the Spark to decouple! Bam. There goes the booster. Jenton looks appropriately horrified. Thankfully, I've already got a good ascent. I tried doing this with the Ant, but the thrust just isn't enough, and the isp losses make it barely worthwhile anyway. Not at full thrust...I don't want to push my Ap too high. The numbers on that resource tab are awfully low! It'll take about half a minute to circularize. Almost there.... And I made orbit! With quite a bit of dV. Is it enough to go as far as I need to go? Well, we'll see. To save propellant on the Minmus injection burn, I'm going to take a loop around the Mun. Gotta wait for it to line up, though. Ignore all the tracked objects on the left; this is my challenges save that I'm also using for the Orion Style challenge. Setting up the slingshot. And here's my slingshot into Minmus's SOI! This burn is going to use almost all of my fuel. And there you have it! Looks like I'll need to make a correction burn during the Mun swingby. Set up the swingby. Burning gingerly. I'll take that! Coming up on Minmus... Uh oh. Did I really send an engineer on this mission? Crumbs. Oh well, gotta wing it. Capture burn. That'll do it! looks like I have enough fuel to get home, but not enough to make the landing on Minmus. What to do? Well, I'll just lower my apoapsis to around 240 km... ...and hop out! Just a tiny, miniscule RCS puff to lower my periapse below the Minmusian mountaintops. Warping down. This will be touch-and-go. Starting the RCS braking burn. Still braking hard. Timing has to be perfect. If I'm right, I think I can hit the surface with quite a bit of residual velocity and let friction bleed it off. Not this much velocity, though. Steady as she goes... I think 20 m/s is just about the cutoff. Ouch! But hey, I made it! Nommmmmmmmmmmmmmm! No time to waste. Without the ability to set nodes (or even thrust prograde, really), I have to use the ship's velocity vector as my guide. Can't afford to wait for another orbit, either, because I'll be out of the path. Set up the target. Liftoff! Burning up and forward. I just wanna barely clear these mountains. Aiming to have my Ap just reach the ship's Pe. Really disorienting when I reach "orbit" and it switches targeting modes. Closing as carefully as I can. And there's my orbit! I didn't expect to get a rendezvous on my first go-round, but at least I got a nice coelliptic orbit. Figuring out exactly how much of a burn I'll need to line up for an intercept. Fuel is going to be very, very close. Made the burn...I have less than 1 unit of monoprop remaining for the rendezvous. Matched speed! Looks like a good intercept. And here we go! Of course, I managed to come in on the wrong side and had to swing around. Aaaaaand I got the ladder! With 0.04 units of monoprop remaining. You better believe I've got that surface sample added. Burning at Pe would send me out of Kerbin's SOI, so I'm swinging around to Ap. Escape reached! Will I have enough prop to lower my Pe into Kerbin's atmosphere? Once-more-around and finding out. If I have to, I can use a Mun assist to get back home. Nah! Here we go! No turning back now. Here's where things get REALLY dicey. If I come in too hot, I'll burn up the engine, the tanks, AND the capsule. Too cool, and the tanks and engine will survive. Which will throw off my CoL/CoM balance and turn me into a lawn dart, making my chute useless. Getting an overheat indicator; that's good. Transferring fuel to my lowest tank in an attempt to keep my CoM forward. Definitely past the point of no return now. Overheat indicator dropping. I'm a little worried. Going to burn retrograde to make my entry steeper. That should be enough! This'll be hotter. Aaaand there's the tumble! Perfect! The tumble ripped off the engine and tanks. How's that for cheap decoupling? Capture complete. On my way home! Made it through re-entry. Down to chute-safe speed, so I'll waste no time. Away goes the chute! It's opened up fully now. Aaaaand... Splashdown! We made it.
  13. rl90599_ksp

    KSP in algodoo?

    I made a algodoo scene called Kerbal Space Program? and it was a tiny bit similar. Screenshots: After that, share your photos to me after you built your rocket.
  14. For the first time ever, I took an SSTO to mine for ore on Minmus. I had to refuel once in LKO and once on the surface of Minmus. I then flew to the North Pole to mine. Once full of ore, I flew back to Kerbin, and somehow landed on the runway too. Mods: -tweakscale -mj -p-tanks -mk2 expansion Enjoy.
  15. MultiFrapser

    Heavy Ore Extractor

    Hello! Today I made something that I thought was impossible, I made a very high part count (yes it's laggy from time to time) ore extractor meant for low-gravity planets such as the Mün or Minmus. I'd like to share a few screenshots of it for you. Extracting ore Demonstrating the ore extractor on the launchpad It works even at night!
  16. Due to busy schedules, @TheEpicSquared has given me permission to reboot the Minmal X Prize! So, without further adieu, this is how I'll score the challenge: Players would have to use Kerbal Construction Time, and the build+rollout time of their rocket and spacecraft would be added to the MET after all the mission requirements have been completed. Shortest total time wins. Unfortunately, due to fact that the MET clock resets when undocking, I'll have to ban the use of docking ports. Sorry guys. completing the optional "prize purse" challenges would earn the player a set amount of time deducted from their total time - so for example, visiting a monolith (the Apollo Heritage bonus prize) would take off a certain amount of time from the total time Mission requirements Land safely on the surface of Minmus Mobility The real LXP states that the craft must move at least 500 meters from the landing site. Hard enough in real life, very easy in KSP. Therefore, a suitable mobility requirement would be to drive 25 kilometers from the landing site. However, you should use Bon voyage mod Mooncasts The real LXP states that two 8-minute pieces of video must be taken by the vehicle, one directly after landing and one after the mobility requirements have been completed. Instead of this, I think one video documenting the entire process of launching, landing on Minmus and completing the mission requirements would be good. In this video, the KCT build+rollout times would have to be shown, along with the MET after all the requirements have been completed. Payload use nanokube to make a tiny kubesat. Private funding 50,000 kerbucks for the vehicle only (the rocket, supplied by me, would not be included in the cost) Deadline May 31. heres the rocket: Prize purse In the real LXP, the first team to complete all the mission requirements gets $20 million, and the second team gets $5 million. Since this is KSP, and there's no significance in money, completing these bonus objectives will result in a specific time being deducted from the total time (these times are of course subject to change based on feedback). Apollo heritage bonus prize (1 kerbal day - 6 hours - deduction) For this one, instead of visiting landers, the player could visit monoliths instead. Range bonus prize (2 kerbal days - 12 hours - deduction) Instead of having your vehicle move the required 25 kilometers, travel to the highest elevation on Minmus? Not sure where that is, though. PS. Use Bon voyage mod. Water detection bonus prize (3 hours deduction) Instead of water, the vehicle would have to detect for ore instead. If concentrations above, 7% (subject to change) are found, this bonus objective had been accomplished. Team/Player Requirements The real competition required teams to acquire launch contracts by Dec 31 2016. Of course, in KSP there is no need for this; you can just build your own rocket in a few minutes. Therefore, I'm thinking (bear with me, this is complicated) that we have a limited number and design of rockets, just like in real life. I would provide these rockets, which would have different payload capacities to LKO (100x100km), different costs, different KCT build times, etc. It should be noted that when doing the mission, you are only allowed to use the rocket to get you into a 100x100km orbit around Kerbin. At this point, the rocket that got the submission into orbit should be discarded, and any further maneuvers should be completed under the submission vehicle's own power. Spacecraft communication Every submission vehicle should have an antenna with a range capable of talking to Kerbin from Minmus. Also, the vehicle has to be in contact with a Kerbin ground station at all times. I would set up a (half-decent ) relay network around Minmus, so it would be in contact with Kerbin even when direct line of sight is occluded by Minmus. Other rules 1. Complete all of the mission requirements. 2. All the team/player requirements must be met. 3. Only stock parts and aerodynamics, apart from the KER and Mechjeb parts (I'll add a separate FAR category if people want that). 4. KER and Mechjeb are ok for informational use, but Mechjeb cannot be used for piloting. 5. No autopilot mods. In this challenge, you'll be flying by hand, the good old-fashioned way. 6. No Alt+F12 menu, hyperedit, or any other shenanigans. 7. Commnet must be on throughout the mission, with both occlusion sliders set to 100% (I know I'll be providing the save file, but the Commnet settings can be changed from within the save and I want to make sure nobody does that). 8. Multiple forum users can be in a "team" and work together on the same vessel (I don't know why people would do that, but I'm just putting the option out there). 9. All submission vehicles must be uploaded to KerbalX, Dropbox, etc. As per the forum rules Mediafire isn't allowed due to ads. 10. The rocket will only get the vehicle into LKO. The trans-Minmal injection burn and other maneuvers will have to be completed under the submission vehicle's own power. 11. All submissions must be ready by the deadline (haven't thought of one yet, but will be in the format of MM-DD HH:MM:SS (month-date, hour-minute-second), time zone GMT (probably). 12. All missions must be completed using the provided save file (not provided yet, I'll make one when I have time). 13 and onward. Any other rules that I might come up with (I probably definitely will).
  17. Ricokoster

    minmus bypass

    Challenge: For this challenge, you will need to make a Rocket (No SSTO's or space planes allowed) that goes to minmus an back to kerbin, but you cannot a 'stable' orbit, what i mean by this is that you have to do this all in one go. Expert Mode: do everything else but fly past the moon on the way out and on the way back in! Steps: 1. Build Rocket 2. Fly to minmus (you can orbit around earth first, you have to go straight for minmus) 3. loop back to kerbin (Again, no orbits around minmus either, you have to go straight back) 4. land near the KSP (near as in that you can still see it) 5. Celebrate!!!! Rules: 1. No cheats 2. No Mods 3. Only rockets, no SSTO's and space planes 4. no 'stable' orbits 5. no refueling at a space station, rocket etc. Try making your Rocket as small as possible Have Fun!!!!!
  18. I'm running a heavily modded (178 mods) installation, and lately I've been having an enormous hit to performance (both FPS and physics rate) on and around Minmus. Everything else in the Kerbin system is fine. With this particular ship (a Garage Hangar from @allista's hangars mod, with a return vessel and launch vehicle attached, a Feline Utility Rover and Trailer from @Nils277 in the hangar, but unloaded until touchdown), I get about 40 FPS and 80-90% physics rate during launch. Once I get to orbit, it goes up to 60 FPS and 98% to 100% physics. It stays there all the way to Minmus SOI. Once I'm in Minmus SOI, I'm okay until high-detail maps start to load. At that point, it drops to about 30 FPS and 70% physics, and then progressively gets worse and worse the lower I go, despite shedding more and more parts. By the time I'm near touchdown, I'm down to maybe 25 FPS and 50% physics. Then I launch the rover, and drop to 20 FPS and 40% physics. Then I launch the trailer, and drop to 15 FPS and 30% physics. The thing is, I can run this exact same setup on the Mun, or on Kerbin, at smooth framerates and 80%+ physics rate. Plus the part count is fairly low (<90 at launch, <50 for landing, ~50 for the full rover and trailer, and many of those are science parts). It's Minmus specifically that's tanking it. I read in an ancient forum post from like, 2014, someone who found (I think with @RoverDude's help) that a certain robotic arm from a certain mod had changed the physics range to 100 km, and thus the entire moon was in physics range, and that was the culprit. Could it be something like that? How would I check for that? What kind of config file would change physics range globally? I run an FX-8350 and a GTX 970, with 16 GB of RAM, so I'm quite sure it's not lack of horsepower. Something's going wrong... Mod list (All installed via CKAN (except for Kerbin Side, which was installed manually), all up to date according to CKAN and AVC)
  19. UranianBlue

    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]
  20. WanderingKid

    Minbase Scarlett

    Background: In my recent career game I restarted for 1.2.2, I was originally working out a tutorial series for Hard Career that was reasonable to follow. Then I got distracted, as I'd never built a significant base on land before. Between that point and the beginning of the career, I'd picked up the updated Camera Tools mod that @BahamutoD started and @jrodriguez has been able to recently maintain for us fellow Kerbal Lovers. Go both of you guys, you rock! So, in playing with Camera Tools, and then starting to build a base, I decided I'd try and make a fun story about the process and see if I can chase @Nassault630 a little bit in his cinematic adventures while showing off some rockets. That's for you guys to decide, but I'm having fun trying. On future attempts, as this is all already recorded, I'll have to not use auto-position so often when flying and use part lock instead of CoM locks... Anyways, without further ado, here's Part 1!
  21. Hello! I decided i would create a sped up version of my 2 hour mission to dump a rover on Minmus for later (MK3 SSTO with a base payload will send up a communications tower on Minmus). But something went wrong..... ENJOY!
  22. Was pondering this question and thought it might be interesting to pose to the forum. What's a more efficient planetary grand tour: going to the Mun first, or going to Minmus first? The way I see it, there are two moderately-high-efficiency routes. Minmus first Burn from LKO into a Mun flyby to get a gravity assist to Minmus Capture and land on Minmus Launch and orbit Minmus Burn from Minmusian orbit into a Hohmann transfer to the Mun Capture and land on the Mun Launch and orbit the Mun Burn from Munar orbit into a Kerbin aerocapture Mun first Burn from LKO into a Hohmann transfer to the Mun Capture and land on the Mun Launch and orbit the Mun Burn from Munar orbit into a Hohmann transfer to Minmus Capture and land on Minmus Launch and orbit Minmus Burn from Minmusian orbit into a Mun flyby to get a gravity assist to a Kerbin aerocapture For the sake of the question, we can assume the entire trip uses a single stage starting from a 100km circular Kerbin orbit, and that TWR is high enough to make gravity drag negligible on launch. Is a Mun-first approach more efficient, less efficient, or equal to a Minmus-first approach? Would it be different if the Mun was the same mass as Minmus?
  23. (This is my first mission submission, so please bear with me. Also, I'm not completely positive this is an original idea. I couldn't find an identical challenge, but it is entirely possible that I saw it earlier and it was planted in my subconscious only to surfacelater seeming like an original idea. Please let me know--or don't) Ballistic Return from Minmus "You only get one shot" - Eminem Your mission is to design a theoretically reusable rig that will return a Kerbal from the surface of Minmus to the surface of Kerbin. ("theoretically" because I won't ask you to prove it.) Rules: All forces on the returning Kerbal/vessel must be imparted while still on the surface of Minmus. Returning Kerbal/vessel may be controlled (aero, chutes, etc.). Launcher may move to assist launching. Launcher must remain safe on Minmus. Provide evidence. Rankings will be based on cost of returning rig, not cost to get it there. Get your rig to Minmus however you want, no proof needed. No part mods, no gameplay mods. Maximum g-force experienced will be noted in the records. (Thanks for the tip, MaxL) Categories for rankings: Startup Cost = Least expensive overall rig (launcher plus launched) Marginal Cost = Least expensive consumables (everything that leaves Minmus or explodes. Evidence or remaining launcher must be provided. Submission: Screen shot of entire rig in VAB or SPH showing cost (Just the rig that will be on Minmus. Also, empty your fuel tanks, we're assuming unlimited fuel available on Minmus for relaunches) Screen shot of launched/exploded vessel Video of launch from Minmus, safe return, and proof of reusable vehicle safe on Minmus. An Imgur album will be accepted if that is your only option. Videos are better. Good Luck, Harry Leader Board Category 1 - Start-up Cost 1.) 2.) 3.) Category 2 - Marginal Cost 1.) 2.) 3.)
  24. Hello everyone! I just wanted to share a little SSTO I made for fun, I call it the Banana Twins. It has two separate landers that can independently land on Mun/Minmus and return to the main craft. So really, this is 3 separate craft in 1. All 3 craft contain a probe core so they can be controlled remotely. 100% reusable design, nothing is lost except fuel. If you can manage to land it at KSC, it's even possible to refuel and do more missions. It's a bit tricky to fly, but it's perfectly balanced and provides just enough punch to get into orbit. The trick is activating the NERVs at 15,000m (while going close to 1,400m/s) and then switching RAPIER modes at around 20,000m. The Whiplash engines provide nice economy for transport and landings. The landers throw the main craft off balance when they deplete their mono-propellant, so there is extra mono-propellant to top off the landers when they return to the craft. It's capable of unpowered landings as well. 100% stock, v1.2.2. Enjoy! Image 1 Image 2 Craft File
  25. SpaceDirt

    SSTO Lammergeier

    This is my first spacecraft exchange, i have have always wanted to share my SSTO with the world. SSTO Lammergeier Specifications: Part Count, 93 Mass, 68.362t Height, 4.5m Width, 20.5m Length, 19.7m This my SSTO, the Lammergeier, seen here on Minmus Here it is in the SPH, and you can see its interesting wing shape. Here it is back on Kerbin after its voyage to Minmus, it has made the trip a couple of times and hasn't failed me yet. Thank you.