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Found 15 results

  1. Hello, B14TC1-1 Just kidding, i'm currently planning a Jool 5 mission, but it's no ordinary Jool 5, it's a "no docking, no refueling, no MechJeb" landing mission, now i only got Tylo landing and return Stages here. the Laythe stages are too big so i had to return to this state, any suggestions that should keep the mission in this way ??? order type : Pol-Bop-Vall-Laythe-Tylo
  2. Does anyone have a table or list of calculator with the upper limits of the Delta-V require to go from say a 50-100km orbit to a safe landing. I get it wrong too often. I just landed a base segment on Minmus with literally 10 times the Delta-V it needed. I ended up just throwing away all that fuel because it was late at night and I had to get to bed. It would also help if the resource you supply me with also listed optimal acceleration figures for landings. That's been on of my problems in these 155 years too. Help me improve my game, please.
  3. ^Model is not actually 8-bit After lots of research, lots more math, and lots more tinkering, I am proud to present this 3D model (version 2.0!) of the KSP solar system. This tool provides accurate visualization and measurement of KSP’s celestial bodies with respect to one another using GeoGebra, a free and open-source graphing software. Sure, it’s pretty to look at, but its real strength is that you, the user, can use it to model and/or measure just about anything in-game. All planets and moons are represented accurately in terms of scale, eccentricity, orientation, inclination... all of it. The base state of the model has all bodies located where they would be in-game at UT=0, and can be run forward from there to 1000 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). ^Applet screenshot All stock planets and moons are represented accurately on their orbits. Semimajor axis, eccentricity, inclination, longitude of ascending node, argument of periapsis, orbital period, phase angle, body size (including atmosphere), and sphere of influence are all modeled. All bodies start exactly where they would at the beginning of a game (UT=0), and can be run forward from there to 500 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). Some of the data have been extracted directly from KSP (v1.2). Everything else is calculated within the model using that raw data. See below for the code used for the extraction. To use: To use the base tool (a version that is not easily modified or customized), follow this link to view and use it in the GeoGebra web app. You can get the customizable version at this link. It is strongly recommended that users download and install GeoGebra to their computer, as it’s faster and more stable. You can download the source file for the model by navigating to the appropriate link above and clicking in the top right corner of the applet. Full Instructions on using/customizing the model are available at the wiki. This project was very much an adventure for me, so I would not be surprised if there are (still) things I've missed, inaccuracies, etc. Please don't hesitate to bring them to my attention, along with suggestions for how to fix them, if available. I'm also open to ideas about additional features. Licensing: Because I've published the model on geogebra.org, it is subject to the Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) license. Keep in mind that Geogebra is something altogether different. I have had no part in developing it, and it is subject to its own licensing, terms, and conditions. Updates: 05/20/2017: Major update with updated/streamlined calculations, fixed mathematical errors, improved accuracy (thanks to a script for the direct extraction of data from the game), new basic/customizable versions, and a wiki! 04/08/2017: Addressed crowding of AN/DNs & Pe/Aps by replacing the checkbox for each with a drop-down menu, allowing users finer control over what is shown/hidden. Added hide-able stats pane for body in focus, displaying orbital/physical parameters and time to AN and Pe. Changed auto-zoom levels to depend on body in focus. Original 2D model updated/converted to 3D. Known Issues: Body in "Focus View" drop-down often needs to be selected twice in order to display the target body at intended zoom level. Suggestions welcome. When focusing view, viewVector should orient camera to particular angle. It does not. Commented out for now. Discrepancy between JS syntax accepted by the web app and desktop versions causing error in customizable version's web app at launch. Not sure of reason, no "proper fix" at this time. Works fine in desktop version. Simple workaround is here. ^Joolian system
  4. Steve Kerman

    Landing Tips

    This is where you browse for useful information for your planet/moon and some helpful tips to not die. Please share your own useful information, that would be so great!
  5. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Ever get bored with the stock system and wish someone would just move things around to make it (slightly) more interesting? That has become a reality with MoonReorganizer. A small Kopernicus config compatible with 1.3.x (at least) moves Minmus to Duna and renames it. It also puts Gilly in Jool orbit. Eve and Laythe swap, and Eeloo is moved to a binary relationship with Dres. Pol becomes a tiny moon to the Mun. All visual mods working with stock KSP should work with this- they are still the same planets, just moved. Please note that I am unsure whether this will work with saves where your ships are landed on Minmus. If you do not want to risk it, make a new save. One more thing- I have the bad habit of not testing mods before I release them. As such, this mod may have unknown bugs(of which, as far as I know, there aren't any), so be cautious and back up your saves. Seriously, a parts pack deleted my career save once. I was mad. And now, the moment you've all (or at least those of you who chose to stick around) been waiting for: Screenshots Album On Imgur (sorry, I tried to embed the entire album, it didn't work, and I'm too lazy to redo it now) Download@Curse: Download Link Dowload@GitHub: Download Link Download@SpaceDock: Download Link Also available on CKAN Recommended Mod: SigmaBinary SigmaBinary is made by @Sigma88 and will allow the binary relationship between Dres and Eeloo. Legal Information License: MIT This mod bundles Kopernicus, the mod required to modify the planetary system. Kopernicus is not licensed as MIT, and its license can be found here. Hope you like it! For Support: Either post in this thread or email me at mrcarrotksp@gmail.com. Include the following: What version of MoonReorganizer you're running What other mods you're running and what versions Which version of Kopernicus you're running which version of KSP you're running
  6. I got this idea from watching a E sized asteroid get an encounter with Minmas, the Mun, and obviously Kerbin all in one pass by of Kerbin. This put it's orbit to where it could make contact with Jool at some point and it did. It actually ended up becoming captured by Jool by making a close pass by of Jool, then Tylo. The idea it gave me was instead of having several premade moons orbiting the gas planet of KSP, it would be more interesting to see randomly generated asteroids (possibly larger than the ones we have in game now) orbiting Jool as pseudo moons. With Jool's IRL counterpart (Jupiter) having 60+ moons and most of the being very small bodies this would make sense. it could also be neat to see Eeloo have very small moons (smaller than Gilly even) to have analogs for Pluto's moons Hydra and Nix. I actually decided to visit this new moon of Jool. I named it "The odyssey". I was super afraid of it being ejected from the Jool system so I moved it's orbit past that of Tylo's and below Bop's. It also was extremely annoying to visit as it orbits in the opposite direction that Jool rotates and the other moon's orbit. Also ignore the cloud mod I have for Jool in the 2nd image, I did not install any mods that changed the asteroids to spawn around Jool.
  7. In the Kerbal Grand Tour, you are to land on as many planets and moons as possible, and circumnavigate them on land/ocean/water. For Jool, an atmospheric circumnavigation is sufficient. Rules. All Stock parts except Vens stock revamp. (FAR, mechjeb, KER, and other informational mods allowed) KSP 1.2+ Video is recommended, although photo albums with enough pictures to document essentials are allowed No Alt-F12 or other cheats/hacks. No exploiting Krakens/bugs/glitches. Use part clipping only for decorative parts(lights, ladders, science parts, etc.), not for fuel tanks, engines, command pods, etc. Must be manned with at least 3 Kerbals. No external command seats. Up to 10 Quickloads, and 5 reverts are welcome. No more than 3 launches. Any other suggested rules, ask here! Points +6 per every planet circumnavigated +3 per every moon circumnavigated +10 points if no nuclear/ion engines are used. +5 points if no ISRU drills are used +5 points if no ISRU converters are used +10 points if your vessel cant hold ore +10 points for not using 3.75m tanks and engines +15 points for using only 1.25m tanks and engines. +10 points if 5+ crew are carried -5 points per Kerbal killed -5 points if a detachable rover is used for circumnavigation
  8. The Kerbol system alone is a bit boring. It's also relatively easy to get as far as Moho or Eeloo. We need a new challenge.
  9. Werner : "What do you mean, 'Inventory Problem' !" Gus: "One of our warehouse staff caught a bag of Nachos with his bar code scanner by mistake. Turns out they use the exact same SKU codes as the Rockomax Conglomerate. Threw our stock control all out of whack." Werner rolled his eyes. "So what do we actually have?" "Well doctor, we've just finished the manual audit. Four NERVs, two Rapiers, Two Whiplash, a Panther, and a Poodle, also", said Gus, rustling through some papers, " we found a some Twitch motors in the creche facility. They were being built into some kind of toy, but they still look serviceable". Mortimer pulled out his credit card, "What's the Rockomax sales number again? 321-800-800-?" Gene : "No time for that Mort, launch window in three days" Werner : "Well, that's it then. We'll just have to make do with what we've got. Tell your boys to keep everything small and light, if we follow good maths it should be possible" Gene : "We'll need a spaceplane for Laythe" Werner : "That too, just for goodness sake keep it light. The smallest wing you can get away with to reduce drag. Simple and quick to build". "At least they'll have plenty of Nachos" added Gus. The following morning, Gene stepped into the hangar with Werner. It took his eyes several seconds to focus on the towering leviathan in front of them. He read the stats off the sheet, "255 parts, 187 Tons.." Werner stood, ashen-faced. It seemed like an age before he spoke. A pen fell from his hand in slow motion, bounced once, then clipped through the floor and disappeared in a puff of smoke. He knew that near the singularity of a black hole, time itself was slowed by the intense gravity, but this is the first aircraft he'd seen to have that effect on its surroundings. "You'd better give the launch to Val", drawled Werner, his voice sounding like he'd just inhaled a balloon of sulphur hexafluoride, "She's been spending some time in the Kessna, and just got her PPL". "Private Pilots Licence?", replied Gene. "What about instrument rating, multi engine?" "Won't need it, clear skies forecast. And we're not planning on having any engine failures. Separations, maybe, but those are much easier." "I'll tell 'em to pack", said Gene.
  10. I was playing KSP yesterday and flying an probe to Jool (I called it Tekto), but because I can't get probe further out than to Minmus, I used infinite fuel Recent Juno Jupiter approach movie inspired me to do the same thing and take some print screens and then stack them together. Here it is: https://www.youtube.com/watch?v=-ttNNhgNe04 Then I changed my orbit a lot of times to flyby different moons: First Tylo flyby: http://i.imgur.com/SBJmggz.png First Vall Flyby: http://i.imgur.com/s2eDEtD.png First Laythe Flyby: http://i.imgur.com/QdPIXDR.png Pol Flyby: http://i.imgur.com/88VgNAl.png I didn't do Bop flyby yet, so here is my best image: http://i.imgur.com/UOIHa7D.png I used HullCam mod for photos, Bop was shot at biggest magnification I could get with KerbPro.
  11. I believe that KSP needs more moons than they have currently. It gets boring after a little while, and I already have OPM installed. I believe a potatoroid moon for Duna, a volcanic moon for Jool, and maybe a small ice and dust moon for Dres. That's just my opinion, though.
  12. A few members of the KSP community have been asking for new planets for a while, but the discussion was always around improving the old planets vs adding more. I personally would like to see both, however I'll get back to that. Currently, Kerbin has no clouds or weather patterns of any kind, which are a very real thing in the actual Spacecraft and Aircraft industry, launches are often cancelled or delayed due to poor weather conditions and planes have to take wind and turbulence into consideration when taking off and landing. Also I think weather would make a great visual difference to the game. The space center (and whole of Kerbin for that matter) always look the same, light or dark with the occasional sunset and sunrise, imagine what I'd look like with rain and thunderstorms. I'm not saying add tornadoes that damage your space centre or anything crazy, just weather patterns which make for variety in every launch. The weather system could then be applied to all planets and moons with atmospheres, imagine a probe trying to make a pin-point landing through a Laythe thunderstorm, a rover in the thick of a Duna dust storm, a probe measuring the intense winds in Jool's upper atmosphere, or even a space plane having to land on the KSC runway when dealing with freak wind conditions. And weather isn't the only thing planets could be enhanced by, geological features on far away worlds are what differentiate them from each other. Volcanoes on Io and Venus, moving ice sheets and subsurface oceans on Europa and Enceladus and aurora at the poles of Jool and Kerbin. What I'm trying to say here, is I think there should be more to do and more rewards for landing worlds far away, expending thousands of m/s of Delta V. Now I've been talking a lot about enhancing the current celestial bodies, but there is also the question of adding new ones. For a while a second gas giant has been proposed for the Kerbol System, along with possibly another large terrestrial planet in the outer solar system. The second gas giant would be an analogue of Saturn and have rings and an extensive moon system. This was discussed a while ago, and I hope that Squad is still interested in this implementation. While planet-packs are great and interesting to play around with, a stable, In-Game Saturn analogue and Ice-giant analogue I think is in order for a number of reasons. 1. A planet as far out as these two worlds would further encourage players to learn the concepts of gravity assists, which would be mostly necessary because of the Delta V requirements 2. A planet that far out would also encourage players to establish more permanent fuel outposts and mining establishments. From my experience, manned missions to Laythe's surface and back are possible with SSTO's and a greater challenge for Delta V requirements would, I think, boost the number of people using space stations and mining bases. 3. Rings are gorgeous, and would add a great visual element to the game. No-one can deny that a ringed gas planet in KSP would be beautiful and I think this planet would become the screenshot central of KSP 4. Rings also offer more opportunities for Science gathering 5. Two more worlds makes for more diversity. Those far away worlds make for a new class of long-haul mission that I think could be inspiring for new players and challenging for the older players. I fully acknowledge the planet packs out there that many people work long hours developing. I have tried them and had a lot of fun, but the stock planets, the ones which come with the game I download I think are incomplete in scope and in depth. I don't want just some coloured balls to plant a flag on, I want other worlds. Worlds which are wondrous, beautiful and unique. I want to send robots there to do Science, I want to set Kerbals on their surfaces so they too can take one more giant step for Kerbal kind. I know that Squad puts lots of time and effort into developing this game and every update has come with exciting things for me and so many others to enjoy. I have loved computer games before I went to school and I love Science and Astronomy with all of my heart and seeing those two things combine has been an awesome experience for me. I hope Squad will read this and get something out of it. As for the forum user who has read through this whole thing (thank you), what is your opinion on this topic? Are the celestial bodies detailed enough? Are they numerous enough?
  13. More Planets In The Kerbal System? I think there should be more planets in the Kerbal System, Zeng and Rhota, which will have there own moons like all the other planets. Zeng will be a little planet like Pluto, and Rhota Saturn. Maybe on Zeng there will be plant life?, which would be interesting. Rhota should have rings like Saturn which will make it hard because the rocks, ice and dirt of the ring will explode you. Zeng will be a very icy planet, as Rhota... You would need loads of fuel but it will be possible to get there. Zeng will have an atmosphere that takes 10 seconds at 45 mp/s, and Rhota an atmosphere that takes 90 seconds at 455 mp/s. Maybe these planets will be in the next version of KSP...? These are the moons of Zeng: Ulo. And these are the moons of Rhota: Cerv, Hita, Gope and Flie. . Pics: NOT HERE YET .
  14. https://www.youtube.com/watch?v=At0w3pnIVgc It's all the major moons and planets of our Solar System in scale to one another. For KSP reference, Kerbin is about the size of Eris (give or take a itty bitty bit).
  15. So, I bet you have been in the situation where you picked out a perfect landing spot, made a maneuver node, executed it perfectly, and then the moon/planet turns, and you miss it. This is the solution I came up with: Get into an inclined orbit that will go above the selected landing spot. *VERY IMPORTANT* When above landing site, switch your speed to Surface mode, and thrust retrograde until velocity is zero. (not most fuel-friendly) Land! This can actually help you land on that fast-spinning moon in the planet factory mod...