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Found 105 results

  1. it'll be my first time going there, and i was wondering which i should use.
  2. I am designing my first Mun Lander. I am using Kerbal Engineer Redux and I've had a look at the dV chart. I've decided on a 3 stage 2 Kerbal mission. 1) The lifter - Carries the two other stages to LKO ~ 3500dv 2) The transfer / return stage - Carries 2 Kerbals Lander will be docked with this. ~1500 dv 3) The Lander - Carries 1 Kerbal - has a materials bay, goo, temp, barometer, and seismograph. 1400dV (600 dv land 600dv up and 200 spare for orbit maneuver and docking ) If I'm understanding this correctly then I need about 600dV to reach land on the Mun from LMO and presumably the same to get back up plus a safety margin for docking? And I use KER set to Mun to calculate my total dV?
  3. 16th July 1969 was the launch of the first crewed lunar LANDING mission. Exactly this day, 48 years ago. Due to the anniversary I decided to recreate Apollo 11 lunar landing mission in STOCK KSP (KER was used to help with orbital data). NOTE: This is not 1:1 accurate, I was limited by the stock ksp parts and physics. Thanks
  4. I cant seem to reenter without everything exploding, i face retrograde with a standard heasheidl but it does not help. Here is my situation and im really low on fuel. What can i do?
  5. so I got this mission on a reentry course with 3 units of fuel left. just wanted to share
  6. 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.
  7. Mun Flyby After the spectacular success of the Daredevil Pilot who went to space in his plane cockpit using nothing else than solid boosters, there has been increasing pressure on the KSC to be less hesitant and more daring. The work on a liquid fuel engine had numerous setbacks and the public is growing impatient. So a special group has been tasked with the design of a Mun flyby probe using current technologies. The lower to the mun we can get, the better for appeasing the public. The challenge Your challenge, should you accept it, is to reach an periabsis as low as possible above the mun, under the facility upgrade and technological limits described below. Ranking is done by periapsis. For those who reach a periapsis below 10km, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to periapsis. Periapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, other facility upgrades are allowed) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, etc.) Engineering101 node, use the "Alkaline Fuel Cell Mini" to provide EC when lower than 10% capacity Structural Parts node Stability Node, the "Place-Anywhere 1 Linear RCS Port" can be used as an engine The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, so that you dont have to worry about a RemoteTech connection. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: https://github.com/linuxgurugamer/RCSBuildAid/releases 6. Visual mods are allowed at your own discretion. The ranking By periapsis above the mun: 1. @Yemo with a periapsis of ~11,667m above the mun My entry for the challenge:
  8. Finally got to the mun just to realize i had no power left because my panels are somehow "blocked by aero shielding" what does this mean? The panels worked before i got to the mun, it said status "direct sunlight" but once i got further it gave me that error
  9. This mission completed for submission to the EM1 Mission of the Doing It Orion Style challenge. Only mod was TweakScale. I went a little overboard trying to match all the elements of the real SLS + Orion, down to the count and placement of the RCS thruster blocks. Definitely pleased with the final product, though! View from the VAB. Standing tall on the pad. Igniting the SSMEs first. Booster ignition and clamp release! I always love these kinds of shots. I don't much like the SLS myself but it is a nice-looking rocket to be sure. Look familiar? Halfway through the SRBs and just now supersonic. Not going to get rid of the launch tower until after the solids are jettisoned. Really starting to get some heating now, right at burnout. Gees will drop soon, though. Booster staging aided by some sepratrons clipped into the nosecones. Boosters receding; about half my launch fuel and pulling two gees. Throttling down to fine-tune my ascent. Fairing and LES jettison! Now I just need to go a little bit further... MECO in a disposal orbit. Separating the core. Nice shot of the ICPS here, compare to this. Extending solar panels as the core recedes. Circularizing. As you can see, I have 13 cubesats mounted around the ICPS decoupler. Orbit circularized. Testing out my RCS blocks. Note the placement is identical to here. Really good view of the ICPS. Went ahead and threw an antenna on here since it is unmanned. Extending the antennae on the KubeSats. KubeSat 1 away! These each consist of a probe core, an antenna, and an instrument of some kind. I plan to deploy them in low Kerbin orbit, kerbostationary transfer orbit, Munar free-return, and Munar orbit. I only brought 13 KubeSats because that's the number of adapters on Orion's Stage Adapter. Deploying a few more KubeSats: Let's see, where were we? Planning Munar Free Return. ICPS reignition! TweakScale is almost perfect, but it didn't adjust exhaust plume length. So it looks a little weird. Deploying another KubeSat with a slightly higher apoapse. Yet another. You can see the orbits of the individual KubeSats. Deploying KubeSat in Kerbostationary Transfer Orbit. There it is in KTO! Throttling down to finely adjust the free-return. And there's my free-return! Got a pretty good Munar Periapsis for a free-return. Releasing more KubeSats now that I'm in a free-return trajectory. Nice shot of the service module here too, along with the large battery to show I have backup in case the solar panels fail. Approaching cismunar space. Nice shot of the loop around the Mun; you can see that the KubeSats I released have spread out nicely. One of the KubeSats is on an impact trajectory, the others are not. I went ahead and used the ICPS for this burn so I could save some KubeSats for deployment in Munar Orbit. Deploying! Finally separating the ICPS and Orion is flying free! Nice swarm of KubeSats here along with me. Let's head a bit closer to the Mun. Tightening up that orbit... Much better! Did a few orbits until I was lined up to head back to Kerbin. Getting ready for the return burn. This is the first really good shot of Orion by itself. Starting the burn. And now my periapse is below the surface! This will be hot. Farewell, Mun! Earth approach. Separation from the Service Module. Hope I don't overshoot and come down on land. Very warm. Hitting the drogues immediately to try and get a splashdown. Popping the mains. This is gonna be close! Dropping the heat shield. Cut the drogues. Aaaaand... Splashdown!
  10. As the title says, this mission is a circunnavigation of Mun for the Elcano Challenge: However, for my crew it doesn't mean going in a straight line from A to ... well, A again the long way. The plan is to collect science from all the biomes, mark anomalies and complete as many surface missions as possible (career mode). The rover is quite light under 10T, so i simply attached it as cargo to the nose of a ship used to carry fuel from the Minmus refineries to LKO and equipment from LKO to Minmus and Mun. This is a new design i'm using to replace my old transports, it's pretty much the same, but with big docking ports for cargo stability, better solar panels and upgraded comm gear. It also carries a little bot to move cargo to stations and to move the big heat shield under the ship to the rear docking port, to speed up the aerobreaks when returning to Kerbin. This is not the original launch, i forgot to record it so i recorded it again and left a second rover in a Mun equatorial orbit in case it was needed. Jebediah Kerman, director of operations and explosions of the KSP, and badass in general, personally selected Elixie and Jean as the crew, based on very strict criteria. (i.e. they were aboard a ship in LMO when the rover arrived and had the right professions ) DAY 1: This is Mun base Alpha, a simple base with a few oudated vehicles, and starting point of the journey. There used to be ore just below the base, but suddenly one day it was gone. (game update to 1.2.2) The scientists keep studying the sudden dissapear, but orbital surveys still show big ore deposits in the area, and to locate them is going to be the first mission. Flag time for Elixie: And there they go! Finding ore was actually very easy, and as soon as they approached the nearby canyon, less that 1 km away from the base, the scanning module began beeping. And the science-o-meter also began beeping for the new biome. This crater was a nice opportunity to collect science from the lowlands and midland craters... ...and to mark the first anomally, a monolith. What strange species planted this structure here and why? Do they have tasty snacks to share??? Next, the flat area north of Base Alpha was perfect to test the rover speed. 45 m/s seems about the top (safe) speed. Faster than that and the "small jumps" are not so small, and the "landing" not so smooth. Anyway, the travel to Farside Basin was quick. Keeping the north heading, a pair of surface experiments to complete a contract: Surprise! And this is the reason why the rover has two thrusters below, because of the ninja craters hiding behind hills! The ability to orbit / deorbit is just a side effect (but very welcome). Don't try this at home! Jeb will be proud of these two kerbonauts... Unfortunately, the next barrel roll didn't go so well, and this is the sorry state the rover had after. Energy generation was all but gone, with only the small solar panel on the top still remaining. The docking port on top was gone too, and the RCS tank connecting to the cockpit didn't look good either. Also, the direction was damaged and the rover had a tendency to turn to the right. However, the science was intact and the kerbonauts alive. With 1000 EC the rover was able to reach the other side of this big hole, the first sign we are near the north pole. But after that last effort the batteries were empty. By the way, this biome is the highlands, so more science to carry! So, time to deorbit that second rover. The burn to send it near the north pole required a lot of fuel, but that was not a problem for the transport: The rover handled the landing without problems too: A few km later, the kerbonauts were rescued, and passed all the science and the remaining RCS to the second rover. All the RCS was stored in the side tanks, and it really helped with the barrel rolls. The CoM is a lot lower and the rover is more stable. Since both rovers were docked, the first one was left with full batteries, and i think the direction damage fixed itself with the change of scene (the RCS tank is again in line with the others), so trying to bring it back to Base Alpha is a possibility. Next biome: Highland Craters. The long shadows near the poles can be a problem for an electric vehicle, but 3000 EC should be more than enough to keep going. The sun is still high in the sky when we reach the north pole... but it won't last long. And the terrain is becoming more irregular, increasing the energy requeriments and decreasing the speed. It's not a problem yet, but up north it's full of peaks and valleys, not the best place to drive at 40 m/s. Home over the horizon! The marker on the map is the first patch of polar lowlands according to the orbital survey, so that's where we are heading. The map data appears not to match the terrain, so we picked a deep hole and went down to collect some tasty science... but turned out this is not polar lowlands. After another try in the same area, the only choice appears to be to keep moving north and aim for the deepest rift. This one should do the trick: EC is becoming a concern. The mix of deep dark valleys and high peaks where the batteries can be recharged are making this part of the journey quite slow. Not to mention the constant danger of driving in the shadows and falling into one of the valleys. The next rover will include moar lights for this type of terrains. Then, in a routine climb for energy Jean checked the biome... yep... polar "low"lands. I guess the SCANsat data was fine, but it doesn't make much sense to have the lowlands on top of a mountain. In the words of the on board computer: Not computable. The crew was eager to leave this polar nightmare of mountains, valleys and darkness, and there was still some sunlight available in the mountains, so they managed to reach the border of the polar crater and finished the first part of the mission. Biomes visited so far: Midlands, Canyons, Lowlands, Midlands craters, Farside Basin, Highlands, Highlands craters, Poles and Polar Lowlands. Anomallies discovered: 1 monolith. Contracts completed: 1. Rovers lost: 1 (still semi-functional).
  11. The Grus III is a long-range SSTO capable of Mun landings, though according to my Delta V calculations it can easily go well beyond that. It can get into orbit very easily due to its high TWR while using its Rapier engines. Its (roughly) estimated Delta V in LKO is about 4,270 m/s. Specifications: Part Count: 97 Mass: 80.545t Height: 5.8m Width: 22.8m Length: 25.6m Here it is on The Mun. It can make the trip easily as it was designed for bigger missions. It is also equipped with four science experiments, located on the belly of the craft. Here it is in the SPH. Some (kinda) strange features are its extra pair of engines. While very helpful during the initial ascent, extra reaction wheels are needed in space to prevent the Grus III from flipping all over the place due to the weird Center of Thrust. (At least this isn't the case with the nukes, though. That would be bad.) The Grus III completed the Mun trip with quite a bit of fuel left over. I am currently taking it to Duna, and I plan on finding out just how far I can take it. (Gravity assists, here I come!) Download here: https://drive.google.com/open?id=0BwpycuAS_53bcXdYMDl1MEhBV2s
  12. Jeb is on a trip to plant another flag to Mun. But oh no, the engineers forgot his descent engines! The lander has only ascent engines, which of course don't work while descending. Thankfully the engineers installed a cubic octaconal strut and strut connector dispencer in the lander pod. All Jeb has to do now is to install as many struts and cubes as needed to land the space craft intact. And that's your job! Modify the craft to save Jeb. Don't be intimidated by the rules and instructions, all in all it's just a couple of clicks and you're good to go. Instructions: -KSP must have excactly one mod: Hyperedit. -Get my savegame file from here (download button is on the upper right corner!): https://drive.google.com/file/d/0B6dKP8U7SGK7dUd5QWxoNHVOQzg/view?usp=sharing -Extract the zip to your savegame directory (in my case it's C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves) -Load the game, switch to craft "Jeb's Trouble" and see how it crashes. It should go in a crater and hit the downslope of the crater quite gently. -Go to VAB and load the craft "Jeb's Trouble" -Use as many Cubic octagonal Struts and EAS-4 Strut Connectors as you like to protect Jeb. -Add one small OX-STAT solar panel. -Do not modify the craft in any other way. Yes, the bottom tank is supposed to be empty! -You can only attach the parts to MK1 Command Pod and to each other. -Take note of part count. -Rename and save your craft -Go back to KSC and reload the game "Jeb in trouble" -Go back to space center, go to VAB, load your craft and get it to launchpad. -Open Hyperedit and click the following buttons: Orbit editor -> currently editing: Select -> Active vessel -> Rendezvous -> Target vessel: Select -> Jeb's Trouble -> Apply -Be warned: Do not use time warp now! At least my game weirdly stuttered a bit and the lander missed the downslope of the crater. -That's how we pretend that Jebediah is making the modifications in-flight. Instructions with pictures: Rules: -Pilot must survive -Before the craft has stopped, you are not allowed to use ANY thrust, nor go to EVA. -Exception to above: you can be a wuss and apply thrust after your craft has bounced off Mun's surface and you'll to go straight to Kerbin. Points will be reduced! -Plant a flag on Mun, and/or get back to Kerbin alive in the same craft. -If your craft stops upside down, you can do whatever it takes to flip it upright. Without any cheating of course. Send a rescue vessel to push it, if you like. -No cheating of any kind. Use Hyperedit only as instructed. Scoring: -Minus one point per part added (original craft is 12 parts) -Landing on mun safely: 100 points -Planting a flag on Mun: 1000 points -Landing back to Kerbin alive: 500 points
  13. Ok so I need some help. I have been sending lots of missions to the Mun (R.I.P. Valentina Kerman), and I keep tipping my lander over. I use a service bay to fling me back up, but how do I avoid tipping it in the first place? Also, on re-entry to Kerbin my first mission worked but the second one I almost instantly exploded. Any help on that?
  14. About to land my (odd looking) lander probe which will do research of the craters in the Mün.
  15. This is my Report in my Mid-Early Carrer and Late-Early Carrer, about my exploration of mainly focused on Mun. Some of mods i used are MechJeb, SCANSat, KER (Not used in main missions), KIS (not used in main missions, Charter (was testing, Rarely may find) and Stratergia, Contract Configrator, Taiser Space Tech, Dmagic's Maneuver Node Extended I was first determined to recreation of original Appolo Program and Gemini Program, with extension of SkyLab. But later, I found it Time consuming, Costly and very InEfficient so i Later Droped the Idea and Used the originally Abonded Plans, which was Effective and Less Costly. The Mission Starts with First Munar Probe, Muna-1, a Sputnik with 4 panels and 4 HG-5. Send to mun flyby on A experimental NERV. 2nd mission (Some are not Included, as Probes) Include A Direct Descent Lander, with experimental Spark. This is first Manned Kerbin Orbital Mission, After a Failed orbital try, which re-enter after a few mins. This is first time a planned launcher, JOOL-I, Launcher was planned To be SSTO, but reached only 200 M/sec Delta-V of 100×100 KM circular Orbit. It was to send to Mun Cis-Lunar Orbit but, It had 10% fuel left to be later, used to Rendezvous and Docking. This is First Space Station, Kalyut-1, This was used to Practice Rendezvous and Docking, JOOL-I, docked Kalyut-1 in two mission and the Whole monolithic Station was docked, Reentered and Recovered. A Expansion of JOOL-I, with Additional Boosters and A Transfer stage, JOOL-II, made it possible for Manned munar mission, Crew Capsule however was not ejected but it needed to get in. It had first EVA, Orbit and Returned after gaining A LKO. JOOL-II launched three times. With a Mockup Test of Delta-II (Vidhyoot-II) with Lander Probe my Second launch send MUN LAB-1 Station (Monolithic), in 50×50 KM mun Orbit, its temporarily Turned OFF due to operational Cost. JOOL-II launched twice, Docked and Transferred Crew, Jeb alone. Vidhyoot-II launches the Kalyut-II as a Power House for Landers, Docking at Kerbin, stages fill the EC, MonoProp and A Bit Fuel. Transfer crew, Gergich/Valentina (Pilots) and Bill/Bob (Enginner at 1st and Scientist on Second), Transfer and docks Mun Lab I. Where Jeb enters and Gergich Takes us as Mun Lab-I Lead. Mun Lab-I Mun Lander-1 lands somewhere on 1 year, 5 Day, 4 Hrs, I did use time carefully, It took no Science but Crew Report, EVA Report, and Surfce sample, Its Ascent Stage docked Mun Lab-I, Lander was Destroyed by KIS Explosives. Vidhyoot-II launches another Kerbin Station, which is first time a Modular, later launches Mun Lab-II, which docked Mun Lab-I and renamed whole station as Mun Lab. Originally not to be modular but time makes us to rush. Mun Lab-II Mun Lander-II was heavy, Science Lander near Dark, Cratered South temperate, with all science, no Seismic sensor. It was Solar Power, All before were Fuel celled, Stations were Solar and optional Fuel Celled. Research started, JOOL-II ferred till, i consumed almost all funds on Station and Probe Exploration of Kerbin System. Now, Research is stopped, Stations Turned OFF, And planned 3rd Landing Cancelled. I will recover this soon, as i accumulated enough funds for lots of landings, stations, ferries and Exploration. JOOL-I, Vidhyoot-II are still operational, while JOOL-II is holded for MUN LAB Activation. I don't know how to put images directly to Forums, it dont work and My Imgur is Lost, I'm trying to reconnect and put some pics and expand the mission further. Plz help me putting some Images here.
  16. I just started using the KerbalNet to look for Easter Eggs. I went here to see if it was listed in wiki and it was not. (http://wiki.kerbalspaceprogram.com/wiki/List_of_easter_eggs) Mun - Schiaparelli's Impact Latitude: -9.83569712969825 Longitude: 25.9216365170866 Altitude: 1470.4854433143 Images located here: ( http://imgur.com/a/Jbtfl )
  17. Good Evening all, hope you're having a pleasant night. I was wondering, in all of your opinions, what is the optimal altitude above the Mun that you should start your landing descent?
  18. Yo, lads! I'm Maland, a new dude on these here forums, but CERTAINLY not new to KSP! I've been playing KSP for quite some time. (Why I'm just joining the forums now is beyond me.) ...Anyways, I just wanted to share this video here, my 50 sub special! I made a rocket, and flew it to the Mun. And, I didn't die! (It did take a few takes, though.) Hope you enjoyed, and I'll see y'all around. Glad to be here.
  19. So I made a rover and I would like to take it to the UFO on the Mun to see it for myself but I can't find any coordinates online, can someone help me?
  20. Yaaay! I landed on the Northwest Crater! Uuuuuuuuh... wait "East Farside Crater" (cf minimap) Uuuuuuuh... Yep, definitely not the Nortwest Crater... Okay, here's the real story: I'm currently elcanoing the Mün, and my next stop was the EFC. However, as I came close, I saw on my minimap a "wrongly labelled" patch. Intrigued, I decided to come closer. Turns out, it wasn't a glitched spot, but a genuine, tiny biome! Upon closer inspection, there seems to be quite a bit of these tiny patches around all the large craters, especially the south-west of the EFC. I've found no less than 4 incorrect biomes in a relatively small area, creating a 7° square with no less than 8 biomes on it (EFC, Midlands, Highlands, Canyons, Northwest Crater, Highland Craters, Farside Crater and Northwest basin), and all of the incorrect biomes are absent in a radius of more than one hundred kilometers, or more. This is pretty much unbeatable to grind some science with a rover. The next post is a sample of the various incorrect micro-biomes you can find, along with their coordinates:
  21. Hi everyone, lately i've been working on the lunar portion of the constellation project. I was inspired by someone's constellation ship pack, and so I decided I would do so too. I made a few mistakes, like letting the lander go before we left the mun's sphere of influence and managed to destroy the landing gear on touchdown, but i think it's good and I hope you like it! Here the test orion seperates from the second stage of the Ares I The Altair lander takes off and heading for orbit (below) Heres the whole stack, waiting for translunar ejection The perfect view from EDS of Altair/Orion in munar orbit. (I kept it until then because I was worried about fuel. Just after this picture I deorbited it). The triumphant photo of Jebediah on the mun! (I lost the landing gear on touchdown even though i was going at 4 m/s on touchdown i think it's because of the weight.) (below) Orion with Bill and Bob in low mun orbit. The triumphant docking of the two spacecraft, ironically this happened right over the landing site in the 'farside' crater (below) edit: on docking I had a little accident with altair and lost one of my solar panels. The orion reentry (on it's second pass because I was too shallow) above (above) success! (ironically I had too much fuel)
  22. Hello All. Enjoying my time with KSP very much. I have learned a lot. However, I am currently stumped on a contract I can't get in position for. I am trying to measure temperatures while in space flight above the Mun, but I cannot seem to get into position. I plan a maneuver that appears to line up with the zones needing measured, but when I come around my orbit where I thought I would be above the correct positions I am always off, and not by small amount, but several degrees off. Any pointers on this matter?
  23. whats your lighest vessel to go to the mun and bring crew back safely? my entry 2.498 Tons i spent quite while shaving 10kg's here 20kg's there for the past day or two, so i hope there isnt an obvious way to go any lighter without ladder exploits, best of luck
  24. In an exercise in precision landing and both over-engineering and micro-engineering, I go to the mun and back THREE times in a single launch without using any docking, mining, refueling or gameplay mods! A lot of testing and work went into this video so I hope you enjoy it!
  25. Well, title says it all. Picture is linked below. I'm getting the message that I'm entering the zone in question and the message that I'm exiting the zone, but I can't seem to get the little checkmark telling me "hey you measured the temperature there good job". So far I've tried measuring it and storing the information and measuring and transmitting the science back to Ground Control; neither seems to have worked. My altitude at both attempts was below 9 km. Could someone please help with this?