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Found 145 results

  1. A redo for a challenge I put out a while back. Ok layout: Your challenge is to go to the Stock Kerbal Mun as many times as you can in a single launch vehicle without ever recovering the craft. Rules:. -No mods (except informational, cosmetic mods are allowed) (Feel free to ask if certain mods are ok) -Be creative -no cheats (debug menu [F12]) -no engine tweaking (say changing fuel consumption or thrust) but thrust limiting in the editor is OK of course. -No Kerbals should die or get stranded -no prebuilt craft -NO mining -No use of Eva packs exept when you forgot the ladders -Minumum of 1 Kerbal How to Start: Takeoff from the KSC runway or launchpad and get to the Mun anyway you want (without cheating) land on the Mun plant a flag return to Kerbin then plant a flag then just repeat over and over until your craft is completely out of fuel then submit your entry, the person with the most times going to the Mun AND back to Kerbin will win my.....uhm.....gratuity? {Please suggest rules or scoring idea's if possible}
  2. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  3. so i got a contract to get an unmanned space probe into an equatorial orbit around the mun, but it wont complete. it says my apoapsis must be 232,000m and periapsis 211,000m and i have met these down to the nearest 100m and my inclination must be 180° which for all i can tell it is, give or take 5°. any help is much appreciated, thanks.
  4. To heavy for liftoff

    After getting the space 1999 eagle mod I found one called Eagle One and it came with a landing pad like on the show. My question is how to get that sucker up on the mun? It's way too heavy for any boosters or combo of boosters I have and it's all one peace. So far it's stuck on the ground. For that matter once we get to the mun, how are we going to land it?
  5. Interstaged LEM Mun Landing.

    So let's see If Ah'v got this reight lad.. Tha wants to send t' lander wi't' command pod? Aye gaffer. Dithent fret, Ah'v got it sussed! Allreight, Let's have a skeg then. Wot's tha got? That's grand lad.. grand.
  6. Okay, so I wanted to build a little funding before starting bigger ventures and I was in the mood to head someplace close to home, so I picked up a contract to rescue a Kerbal and their part from the Munar surface.* It looks like the part in question is a two meter by two meter object, so I am trying to think of the best way to get this thing secure and returned to Kerbin. There will obviously be some Advanced Grabbing Unit shenanigans involved, but how exactly I will perform this recover is tumbling around in my mind. I want to crowdsource some potential solutions to this contract. What ideas have you experimented with and found functional for contracts of this nature? * Yes, I know contracts of this kind are not necessarily the most reward-efficient thing to do, but I thought it would be fun and give me some good practice for a future Mun base project I have in mind.
  7. Hello there felow space explorers. I´m pretty new to this forum however not so new to KSP. Now to my problem. In screenshots below you can see a rocket. By my design (inspired a little byt by Scott Manley). And there are few problems with it. When I launch it in around 4-8 km it is almost uncontrolable. It starts to swing around and so on. When I successfully arrive at orbit I don´t have enough fuel to get me to the Mun and back I always end up with only fuel in lander. And when I land on Mun I don´t have enough fuel to even get to orbit of Mun. So any suggestions ? I know this downstage can get me to the Mun because I used it for launching 2 satellites around Mun with almost same weight as my lander on this rocket. So will you help me with this particulary hard quest for me ? screens: https://ctrlv.cz/fFRm https://ctrlv.cz/hOeQ
  8. Insane Science in Career Mode?

  9. hey guys I present my mission in mun with two ssto's being one of them v-tol and another, in fact it's strange the cockpit is a Lander just watching ... sorry for the long video of 7 minutes and many docking I've been a long time without playing. .. need opinions for new ships and missions
  10. Hello fellows I'm playing through a career and have almost finished all the biome on Mun with the help of [x] Science! Mod. I've however bomp inot this question: I can't find "Northern basin!!!!" which appeared on the science list! After some struggle with the orbit, It seems that the "Northeast basin" is used by all experiments and kerbnet system. "Nortern basin" is used by KSP wiki and the [x]Science! https://imgur.com/a/ZC1WI I know it's probably a small thing, just post it here incase anyone have the same question. Are there anywhere I could report this typo?
  11. To the Mun - under 500 tons.

    Hi there, I've poked my head into the KSP forums a few times, though have omitted a formal introduction as such. So here I am. I'm an engineering school dropout and had been lusting for a game like KSP ever since I had spent weeks on end playing "Buzz Aldrin's Race into Space". I've been playing KSP (badly) for a while, sandbox only. It's one of very few computer games I can still play, as I've lost most of my vision in a traffic collision a few years ago. Consequently, when I bought my present computer, I hadn't expected to play any graphics intense games again, ever. Consequently, not the hottest graphics card. Which you can see in my first KSP video. Well, more like my seventh KSP video. Just the first one that is even remotely watchable and that I didn't have "Eraser" scrub from my harddrive. What you see here: A mission to the mun. On rockets under 500 tons. Yes, the plural. I'm dead certain somebody else has done this, probably when the game version was still below 1. But here's how I did it. No engine with ISP over 310s, so in the Apollo-era ballpark. Rockets weighing about half what the RSBstock Saturn V brings. I don't play career mode, but if you have to make a Munar landing happen with smaller rockets, here's an option. The mission profile: Jeb flies to the Mun, alone, in a 2-seater spacecraft with plenty of ∆v to spare. In case something goes wrong. What would go wrong would be part of Valentina's flight. On a second rocket, carrying the actual Munar landing craft. After flying to the Mun and landing, she goes back up with the ascent stage, and then heads to rendezvous with the waiting Jeb. The rest of the mission should be obvious. Not so obvious, until I flew it for the video: Taking off from the Munar surface, Valentina had enough ∆v left to make it back to Kerbin without Jeb and his big rocket. So I might use the hardware from this video to try a direct ascent flight in a later video. If such is desired, please do let me know. Anyway, here's the video. Caution: The title is no joke. Clumsy is, also, not something you do with your hands. It's a state of mind. So even where I had the right idea about how to do something, I certainly did it in some way that will make you cringe so loud, your neighbors will file a complaint. So don't watch this if you don't wanna deal with being subpoenaed over noise pollution.
  12. I finally got to da Mun, but stranded Jeb, Bill, and Val. Should I send a colony or a rescue ship? Or something else?
  13. Okay, I have googled, and I have searched the forum, yet found no answer. Here's what it is: I play only sandbox, and I build funny little ships that I fly to the Mun, mostly. When I set up my return trajectory, I can see where it will hit Kerbin. But Kerbin will, of course, keep rotating. So I often end up burning huge amounts of ∆v in a last-minute course alteration just so that I can hit an ocean. If I don't use such huge amounts to first circularize and then set up a nice reentry. I can build my craft so that I'll be lugging quite enough ∆v for all of that. But I don't wanna. I don't need to hit an ocean. I know I can land on land, no worries. I know it was once undesirable to hit an ocean, if memory serves. But I am of the firm conviction that spacecraft that don't have landing gear go in the water. That's how I roll. Or splash and bob, as the case may be. So. What part of the game have I totally missed learning about? What mod did I not find? What is the trick? From what I understand, the Apollo spacecraft didn't exactly first circularize and then set up reentry. But were put on the right trajectory, right from the Moon. And even came down near the right aircraft carrier. If those pinkskins could do it, I'm sure the Kerbals should be able to, also. Problem is how to get me able to do it, also. I'm sure it's elemental, trivial, everybody knows about it. I suspect there might be something in the game I just have failed to learn about, inexcusable as that may be. So, as humiliating as this may be for me. Please somebody explain to me how I can aim for an ocean from the Mun. Thanks.
  14. Big Kerbal Rocket, to the Mun!

    Hello everyone! Here I am with my second challenge. My first one didn't do so well, so it's time to add another seed to the plot! The Challenge: Get a stock BFR-based rocket to the Mun, and back. Points: Hey, it worked! | Get off the launchpad = 100 points It's getting hard to breathe... | Get into thin air = 500 points Spaaaaaaace!!! | Get out of the atmosphere = 1,000 points A huge gray ball in the sky... | Encounter the Mun = 2,000 points I'm running circles around you! | Orbit the Mun = 3,000 points That's one small step for a kerbal... | Land on the Mun = 5,000 Home sweet home! | Return to Kerbin from the Mun = 5,000 points The booster has landed, where? | Land the booster on Kerbin = 500 points Hey, there it is! | Land the booster near the KSC = 750 points The booster has landed. | Land the booster back on the pad = 1,000 points Hey, we're back! | Land the main ship on Kerbin = 1,000 points I can see my house from here! | Land the main ship near the KSC = 1,500 We're back! | Land the main ship on the pad = 2,000 points Good thing the booster is coated with Power Musk... | Land the main ship on the booster = 5,000 points One step closer to a multi-planetary species. | Re-use the entire thing = 10,000 points Just in case! | Refueling capability using ISRU = 1,500 points Let the professionals do this. | Refueling capability using other crafts = 1,000 Bonus! A huge ball of snacks! | Encounter Minmus = 3,000 points Let's land, this is making me hungry! | Orbit Minmus = 3,500 points Let's feast! | Land on Minmus = 4,000 points Reddy or not, here we come! | Encounter Duna = 5,000 points Duna if we should land or not. | Orbit Duna = 7,500 points Hopefully this tastes like the bars. | Land on Duna = 10,000 points There's a starman, waiting in the sky... | Do a Grand Tour = 100,000 points Why use the ground and air, when you can use space!? | Use the BKR as a Kerbin-Kerbin transport system as well. = 2,500 points It's 2017, why didn't we have a Mun base before? | Make a Mun base = 20,000 points Shake hands! | Dock with another craft = 1,000 points Back to the roots. | Release some cargo into it's destination as well = 1,000 points Of Course I Still Love You | Land the booster on a barge = 2,000 points Just Read The Instructions | Land the main ship on a barge. = 2,000 points Rules: Don't go any farther than Minmus. That messes with my head. Unless you're doing the bonuses. Then that's okay. The rocket must resemble the BFR somehow. The mission must be fully possible in stock, so no part or part-changing mods. Notes: Unlike my previous challenge, altitudes do not stack.. Let me know if anything seems out of proportion. The brave kerbals taking upon this challenge: Mukita12 = somebody (once told me) do the math for me
  15. Getting a massive rover up there

    Hey guys! So I'm back from a long break, and I have this question begging to get answered: I see large rigs like the stock Crater Crawler, and I wonder to myself, how the heck do you deploy something that huge? It doesn't fit the biggest fairings available, so what gives It's not even assembled in LKO, there's no docking seams! So tell me: how do you (in vanilla KSP) get something really huge up there and working?
  16. Apollo 11

    Hey KSP Forum! I am, quite simply, looking for a pre-built Saturn V replica to fly. That's just about it; I've just installed MechJeb2, Hyperedit, and a sick transfer window grapher, and I want a nicely complicated mission to test all the new swag out with, plus show the game off to a few friends and maybe get them interested. Whatcha got?
  17. Everytime I try to make a manuver noee to the mun it always has the mun escape thing.
  18. it'll be my first time going there, and i was wondering which i should use.
  19. 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
  20. 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.
  21. 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?
  22. 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:
  23. Well, this is close

    so I got this mission on a reentry course with 3 units of fuel left. just wanted to share
  24. 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?
  25. 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