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Found 34 results

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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).
  6. 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!!!!!
  7. 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)
  8. 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]
  9. 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!
  10. 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!
  11. 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
  12. The Great Thread of Mun & Minmus Landers In this thread you can post pictures or videos of Mun and/or Minmus landers, bases, satellites or space stations. You are also allowed to post pictures of you doing a fly-by of the Mun and/or Minmus. Hope to see them!
  13. images here My first minmus landing was awesome sorry for missing rocket on launchpad screenshot i will add them later
  14. Hi, So I built my first rover.... Its rather wide so I had to transport it to Minmus slung under the lander. I tested everything, well almost everything on Kerbin. Dropping the lander and driving it away using the built in probe body worked fine so I launched and landed on a slope just short of one of Minmus' flats. I dropped the lander, but when I tried to drive it the Kraken struck and everything exploded into bits of exploding rover, lander and terrified Kerbal. I tried to move the rover repeatedly but every time - Boom. The only way I could get around this was to use the landers RCS and hop it away from the rover. I could then drive the rover fine. The other issue I have with this rover is that Kerbals get fired vertically out of their seats several metres every time they try to get out of the seat. I have not played KSP for some time, but don’t remember that happening in previous versions any ideas? On the plus side I was able to visit Minmus’ Lesser flats, Slopes, Lowlands, Midlands and Poles all in a few hours of driving which gave well over 1000 science points Has anyone else had these problems?
  15. Hello, fellows! Today I share my trip to Minmus, it was kinda risky and fun. My Rocket: (It is my Mun lander) Engineer's report: totally overengineered. The Lower Stage: It's a Mainsail with 3 Skipper Liquid Fuel Boosters, which are connected to the main part. On top of that, there are 3 Thumpers. The Upper Stage: It's the mighty Poodle Engine(!!!!) with 2-and-a-half X200-16 Fuel Tanks. The Lander: It's a Mk1 Command Pod with some Material Bays, 16 (Yes, I said 16) Mystery Goo Containers, an Inline Stabilizer, parachutes, moar science stuff etc. aaaaaand the Terrier with a flat Rockomax Tank (Patent Pending). The album: http://imgur.com/gallery/8NlzB ( I forgot to take the pictures before the landing, basically the Liquid fuel Boosters ran out in the high atmosphere and I had an AP of 100km. With the full main part, I orbited, changed Inclination and did 3/4 of the burn to Minmus.) Hope you liked my first report of a mission. Let's hope for me (13,from Germany) that there are no grammar or spelling mistakes. (I know that I can't reveal my age if I'm 12 or below) DarkFighter Thanks to the moderator who approves this
  16. So I've finally returned to the game after a few months hiatus, blazed through career and updated to 1.2. In Celebration of this I built a neat little Minmus base that serves to purpose but to look cool. I send over the core unit, a mobile scientific rover, a expansion craft to dock it with 2 modular solar arrays, a rover to ferry around said arrays, and a bigger rover to ferry around the bigger parts. After that I decided to dock up the rover and start piloting the abandoned fuselages I used to land out of the 2.4k range, least to save performance. After moving 2 I switch to the one closest to the base and lo and behold the physics take over and rip my base apart. No matter if I turn out cheats the base still freaks out and does a little kraken dance, ripping out the solar arrays, the rovers, and the general structure of the base falls apart. I'm not sure what's causing it but the running theory is that it has something to do with my compact little rover, maybe the fact that it's made out of mostly small panels and ant fuel boxes is making the rover lose it's mind, upon watching the base rip itself apart it seems that my rover's panels meld together and the game has no idea as to what it Should look like, or something I don't know. I would love an answer to this problem as I have spent the last 12 hours meticulously making sure that every single component of this base fits, both rovers are able to move stuff around, and making sure that I still have room to expand this base after this expansion is done. So please let me know, I'm basically open to all interpretations and hints as to a solution to this problem.
  17. Has anyone managed to get a nice figure of 8 in planned burn? or is minmus just not massive enough
  18. Hi, in this thread, i want you to post modules that would be appropriate for a minmus base. i have started with 2 hab modules and a refueling platform from ace space pilot challenge. you only have to build the modules, the heavy lifter will be my job. Thanks
  19. Hey guys, I'm just wondering which moon i should visit first. Mun or Minmus? I haven't been to either in my own game. So which do you think i should go to first?
  20. Can't understand this; I have a probe scanning Minmus on a nearly perfect polar orbit (see MechJeb window) but the tracks it is doing on the ground while scanning are inclined like 30-45º... I have checked the Wiki and can't find any mention of Minmus axis having any inclination. Any ideas?
  21. So about a year ago, maybe a bit less, I circumnavigated Gilly. Back then I was a relative amateur at KSP, and the entire thing was shoddy, but nevertheless successful. However, looking back, the reason I chose Gilly was because I was worried about doing damage to the wheels. Once I got there, I was more worried about making orbit by accident. While I don't trust myself to create a ship capable of reaching Pol, the 2nd smallest body in the game, I do feel confident to go to Minmus. I'll submit several 'Chapters' in the form of IMGUR albums to showcase this. So, without further ado, I present Chapter 1! Apologies for no info on the album, I'm not sure how to add captions to each bit, any advice is kindly appreciated.
  22. After countless fails, anger at aerodynamics and restarts, I present my first SSTO capable of going to anywhere besides orbit. I also show off a very efficient way to get back from Minmus to use very little fuel but alot of time.
  23. The most fun I've had in this game is building minmus hoppers in career. In 1.0.5 I got a couple thousand science and it took me three days of hopping to get all the biomes
  24. Hey everyone! This is my first topic on the forums, so let's get to it! This is the place for players to share images, advice, and tales (successful or not) of their Minmus missions. Why Minmus? I chose Minmus because of how accessible it is, but still requires some skill to get there (Minmus is also my favourite celestial body to visit in KSP). The low gravity also allows for some very impressive structures to be built. Unhindered by strong gravity, you can build bases that reach up into the sky. The low gravity also means that even at altitudes that are just high enough to scrape above the highlands, orbital speeds are fairly low, meaning that satellites will gently fly by, instead of whizzing by at thousands of meters per second. Minmus is also the perfect place for testing and experimenting. The flats allow for easy landings, or horizontal run-ups to orbit, the highlands have points high enough that you need very little delta V to get into orbit, and the slopes are steep enough to roll or cartwheel down at incredible speed. Minmus is also just far away enough from Kerbin for you to think you are far from home, unlike the Mun, where Kerbin takes up a fair-sized portion of the sky. Anyway, enough rambling, Let's Begin!
  25. Hi guys, I've read a few posts regarding this subject, however I've failed to understand them. First. I'll explain what I am trying to do and why. I am using antenna range in lieu of the 1.2 KSP update which is alleged to add something similar. I currently have a probe landed on Minmus that loses connection when it cannot "see' Kerbin. I wish to place three satellites in an equilateral triangle formation which should be able to provide a constant connection. I have worked out that the minimum altitude required for this is 60km with 120 degrees of separation. I plan to put the satellites into a higher orbit than this to provide additional clearance for the signal from the surface of Minmus, I believe a higher altitude also provides longevity in terms of resonance between the three satellites. The three satellites are currently attached to a single vessel which is in an orbit of (or about to be in an orbit of) 60km x 20km. I understand the first satellite can deploy and burn prograde to 60 x 60 at any time. My questions are; What is "resonance" anyway? How do I work it out/alter resonance characteristics? And how do I work out when to deploy the second and third satellites from their given orbit into the desired orbit? I hope this all makes sense and my objectives are clear. I'm not an uneducated individual, however my maths skills are pretty poor, so terminology may need to be explained - though I did manage to workout the height of the orbit by simply constructing an equilateral triangle within a circle/orbit which is twice the radius of the given body (Minmus R = 60km. 2R = 120km. Altitude = 60km). Though please correct me if I have misunderstood this method. Thanks everyone!