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Found 30 results

  1. List the parts in your posts.
  2. After the squad introduced us 1.2 with its new communication and relay system, we discovered many new possibilities. It was interesting to revive old probes, connecting kerbals that are separated by billions of kilometers from each other and making every meter on any planet or moon, a place, with great connection. But we often forget about relay, sometimes people don't even launch it, they simply use antennae attached to their craft. But what if we took the opportunity, and made a challenge out of it? I present you the “Butterflies and Hurricanes” challenge! Despite that you might think that it is an easy and boring challenge, you may face a lot of interesting situations, and discover something you didn't know about relay. I will start from rules because they will affect the whole challenge. 1.You have only 80 500 funds and If you will spend more, you basically fail the challenge (reusable rockets are allowed) 2.Using mechjeb and other calculative mods is allowed, though no cheat mod can be used in this challenge (Alt+f12 counts as a cheat). And if mod adds some kind of infinite propulsion it is also considered cheating. 3. If you made the whole challenge with some money left it means you are a cheater it means that you have completed the challenge, quite well. Back to the challenge itself. You have to put 6 satellites in 170 000 m orbit (a bit lower or higher also counts). Into orbits with different inclination of 30,-30,0,50,-50 and 90. They need to have the RA-2 antenna The final step is to put 2 satellites into a very high orbit of 7 000 000 m orbit (higher or lower also counts) You have to design these 2 satellites to have powerful antennae like RA-15. After you've set up all the satellites you have to perform a first task of your relay system- you need mark all anomalies and space centres (like baikenbanour and etc.) You will end up with a relay covering the whole kerbin surface. In case that you've already made a relay around kerbin try to do so with other planets/moons. In such case orbital altitudes may be random, but inclinations must be done according to the challenge. Send your screenshots! Have fun! Invent cool relay designs! Now to the scoring system: I made it different from many other challenges. Here is it: There is factors that will make up your challenge: Launcher design (reusable, SSTO, launch from water, launched via plane, lifted with air balloon) Relay design (more than 10 parts on the satellite, decorative use of other parts for looking good, a copy or an analog to the real relay) Perfectionism (ideal orbits, ideal inclination, ideal landmarks) Fund economy (lower than the certain amount given in the challenge, reusablilty) Perfect funding (the given fund amount is spent perfectly with 0 funds left) Other planets/moons ( add 2 to your score if you visited other planets, add 1 if it is Kerbin's in moons) Visited at least one landmark that you've made during the challenge (each visited location is a factor point) The more factor points you have, the better you did the challenge. Leaderboard itself 1. 2. 3. 4. 5. 6. 7. 8. ... This thread may be necroposted, but I think I edited enough of it to be clearly different to the previous one. If this is out of forum rules,I ask moderators such as @Vanamonde, messenge me, so I could edit it enough. Please don't lock this.
  3. Daredevil Satellite Launcher While work on crew capsules for spaceflight is progressing slowly and cost overruns are common, the recent probes prompted a debate on whether it is cheaper to simply stick to an unmanned spaceprogram for now. Fearing for their future opportunities, a few daredevil pilots brought about the idea of reusable planes as a means to launch small satellites. The idea is, that a manned plane launches one or two mini satellites, and then safely lands back in the vicinity of the KSC. While more economically thinking kerbals call the concept a wasteful publicity stunt without any benefit, some politicians recognized it as an opportunity to shift public scrutiny away from their own performances. So the idea was quickly approved. The challenge Your challenge, should you accept it, is to launch at least one mini satellite (essentially just a probe core) from a manned plane into an orbit around kerbin (periapsis above 70km). The plane must be over 5km altitude above sea level when you launch the satellite. Thus you can use an air breathing plane and launch the sat at 5km altitude above sea level, or a rocket plane and launch the sat at 75km altitude. The plane must then land back around KSC. Note that the FMRS mod is now part of the mod recommendations and should be used to switch between the plane and the satellite. Ranking is done by non-recovered mass per satellite. For example in my entry below, I started with 8455kg mass (8555kg minus launch clamp 100kg), had a mass of 3312kg when landed and launched 2 mini satellites into orbits around kerbin. This results in a mass expenditure of 2571.5kg per mini satellite. Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, showing KER readouts roughly when launching the satellite(s). Must be over 5km altitude above sea level. 3. The satellite in flight, showing KER readouts with periapsis above 70km. 4. The plane, landed back on kerbin with KSC visible in the background, showing KER readouts, espcially the vehicle mass when landed. HINT : The Small Hardpoint functions as a separator. If you adjust the ejection force to 0, it does not mess up the vector of the launched object. 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 parachutes, reaction wheels, etc.) basicRocketry node provides a basic liquid fuel 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: 6. Visual mods are allowed at your own discretion. The ranking By spent mass per mini satellite: 1. @Yemo with a spent mass of 2571.5kg per mini satellite to kerbin orbit (8455kg launch mass, 8555kg minus launch clamp 100kg, 3312kg mass when landed, 2 mini satellites launched into orbits around kerbin. Thus a mass expenditure of (8455kg - 3312kg) / 2 =2571.5kg per mini satellite. I went for the rocket plane / high launch concept. Ejection force on Small Hardpoints set to 0 for a clean launch:
  5. SP-1 MISSION Payload SC-Relay 1 (type: Relay) aboard the Arrowel rocket. Launched date: June 9 2017 Screenshots: Rocket Arrowel on Launchpad Liftoff Maximum Aerodynamic Pressure No screenshots for Main Engine Cutoff and Stage 1 Separation. Orbit Burn Stage Two Engine Cutoff Payload Deploy Payload SC-Relay 1 successfully deployed 400km above ground at t+ 1hour 23m with 424 remaining fuel left.
  6. All of my contracts are either rescue someone from orbit or to launch a satellite in some incredibly specific orbit. The satellite part seems impossible at my current tech level so im left with rescue contracts but im not sure where to even start.
  7. Everything works fine until I try to make my gravity turn and it tilts north and goes out of control. Ive tried throttling down as I ascend but it still happens.
  8. I made a SpaceX's Falcon 9 launch simulation with the deployment of a dummy satellite and the recovery of the first stage on the drone ship. I always love seeing the lives launches from SpaceX and I just wanted to do it in KSP so we can see it from a better angle. I used some mods like : - SpaceX Launch Vehicles crafts - Environmental Visual Enhancements - Distant Object Enhancement - Stock Visual Enhancements - PlanetShine - Camera Tools - MechJeb
  9. Your mission, should you choose to accept it: Take an asteroid and put it on a collision course with Kerbin, then send up another space ship to redirect it. I'm kidding. All you have to do is just put a small, energy efficient satellite into orbit. RULES: You can use mods. You can use any way of transportation you want (SSTO, Rocket, HyperEdit, F12, etc.) You CANNOT be void of any source of power. It MUST have a power source of some kind. For extra humour, use the nuclear engines on your rocket. You're reducing energy but causing a slight fallout. For proof, you must take a picture/video. Not that typed confirmations are wrong, it's just that I'd like to know if you legitimately did it or not. Your satellite must be small. That's the only limit. Rocket size, plane size, orbit size, those don't matter. The satellite size does. Can't wait to see what y'all did! Most importantly, have fun! (...but if you do the asteroid one, let me know.)
  10. Hey, it's me again! (Hopefully I didn't multi-post this time...) Got anotha' video for y'all. Link is here. I launched a small, environmentally-friendly satellite into orbit around Kerbin with a large, powerful, slightly unnecessary rocket! Enjoy!
  11. Hi guys, So I saw this contract and it would gave me a lot of money, so i accepted it. The agency wanted me to make a satellite and send into a specific orbit around the mun. I am now orbiting the mun but the inclination is terrible. How can I change it? I tried Normal and Antinormal maneuver nodes but none of them worked. Delta V=2251m/s Bye for now. EDIT: Lol nope i figured it out.
  12. Mission Briefing JoolSatTM (Werner said we needed the TM to make us sound more serious, and not ludicrously stupid with this mission) is a mission about placing orbital surveying satellites around Jool, because the moons weren't enough. Call it overkill, I sure did, but in this mission three satellites must be consecutively launched. Without refuelling. From an SSTO. And the satellites must form a pentagonal shape because here at the KSC we have OCD, and a variety of other acronyms we pass off as qualifications to make us sound more... qualified. Mission Objectives Build an SSTO capable of holding 5 satellites that can perform orbital surveillance. Or at least try, we don't really mind. Take off, and survive the ol' spinning-out-at-25000-meters-and-crashing scenario, or avoid it completely. The latter is a better choice, I guess. Reach Kerbin orbit. From here you can go anywhere, but we want you to go to Jool. Or die trying. (We aren't responsible for any deaths). Go to Jool, and reach low Jool orbit. Avoiding the thick, hot atmosphere of Jool is advised. We don't want the SSTO returning home half melted, or not returning at all. Deploy the satellites, all three of them, in the shape of a triangle. (Summoning the Kraken is optional, the shape is a gift, he won't mind. I think). Return home, and land at KSC or the airfield next to it on that island I can't reach with my helicopter. If possible, post an image or a video of it. This is optional too, Jool is camera-shy sometimes, and so am I. The Rules The only mod you may use to assist you is the Mark 4 Spaceplane mod. Nothing else. Reason being, the Mark IV Spaceplane parts are BIG and have BIG engines. Really nice. The height of the satellites in relation to Jool should be 300,000m high. All three satellites must be in working order. We'll try our best on the ground to build them that way. You may make good use of gravity assists. Or die trying. No cheats allowed. That upsets Werner. How do I win? Get your satellites as close to Jool as possible (300,000m above the surface to be precise), and as circular in orbit as possible. Should you succeed, post your apoapsis and periapsis with a screenshot (or video, those are fancy). There are two leaderboards, one for the most circular orbit, and another for how close your satellites are to the target. Good luck, and try not to blow anything up! JoolSatTM Leaderboard for Most Circular Satellite Orbit 1. 2. 3. 4. 5. JoolSatTM Leaderboard for Closest Satellite Orbit to Target (300,000m) 1. 2. 3. 4. 5.
  13. someone tell me how to launch a satellite properly and what maneuvers to do to have it orbiting kerbin for stupid people
  14. Soooo,i made this mapping satellite,and i want to share it with the whole KSP community! The satellite: The rocket: (feel free to copy the satellite and the rocket,but dont forget to give credit) Launch in 3..2..1 LIFTOFF! SPACE! LATER... Yaaay,a successful orbit! Look how much ore there is!
  15. So you wanna learn which antenna is the best,huh? Well take a look at this chart! Part Radial size Cost () Mass (t) Max. Temp. (K) Tolerance (m/s) Tolerance (g) Electricity (⚡/Mit) Net transmission speed (Mits/s) Relaycapable Communotron 16 Tiny 300 0.005 2 000 7 50 6 (20.0 ⚡/s) 3.33 × No Communotron 16-S Tiny 300 0.015 2 000 7 50 6 (20.0 ⚡/s) 3.33 × No Communotron 88-88 Tiny 1 500 0.1 2 000 7 50 10 (200.0 ⚡/s) 20.0 × No Communotron DTS-M1 Radial mounted 900 0.05 2 000 8 50 6 (34.3 ⚡/s) 5.71 × No Communotron HG-55 Radial mounted 1200 0.075 2 000 7 50 6.67 (133.3 ⚡/s) 20.0 × No HG-5 High Gain Antenna Radial mounted 600 0.07 2 000 8 50 9 (51.4 ⚡/s) 5.71 ✓ Yes RA-2 Relay Antenna Radial mounted 1 800 0.15 2 000 8 50 24 (68.6 ⚡/s) 2.86 ✓ Yes RA-15 Relay Antenna Radial mounted 2 400 0.3 2 000 8 50 12 (68.6 ⚡/s) 5.71 ✓ Yes RA-100 Relay Antenna Radial mounted 3 000 0.65 2 000 8 50 6 (68.6 ⚡/s) 11.43 ✓ Yes It shows which antenna is the best,got it? Good! BYE!!!!
  16. This mod provides the player with a new line of probe models called the K-Sat series, with integrated power (storage and generation) as well as buildt in antennas. It is usable in stock KSP, but it truly shines when used alongside Remote Tech, where the buildt in antennas can be put to good use. Alongside the probe cores the K-Sat series also includes some accessories, such as structural pylons, fuel tanks, stand-alone antennas and science equipment. It also comes with a brand new engine made specifically with satellites in mind. All parts are balanced to work equally well in all game modes. The probe cores may seem a bit costly in career, but the cost is taking the nuclear generated power into account and is actually a bit low compared to the stock nuclear generator when measured against charge per second. Mass has been calculated by comparing all integrated functions to stock parts. Download the mod here: SpaceDock -=::::::::v::::::::=- So how does it work? Just use the parts provided to build satellites. The upside compared to stock probes is that all K-Sat probes come with integrated power storage and generation and buildt in antennas. In a stock game the antennas are regular data transmitters, but when used with Remote Tech the K-Sat probes will provide several options for building various com networks. You can also use the new engine to get a bit moire Dv for your satellites, as it is has a very high Isp in vacuum, and you have a selection of structural pylons to choose from. If you so choose, you can also equip your satellites with the new inline science part that comes with all four sensors buildt into one. The K-Sat Series also includes a fuel tank, a stand-alone dish and an inline battery bank capable of storing 500 units of electrical charge. Can it be used in KSP 1.1? Yes. But Remote Tech has not yet been updated, so for the time being playing in 1.1 will only provide you with the stock functions. So integrated power and data transmitters, but no RT antennas. I think part A should do thing B instead! Balancing the gameplay has been trying since I have done it alone. Input and suggestions are therefore very welcome, please post your thought and I will take them into consideration for the next build. I found a bug! Good. Please share it in a post below, and I will look into it. Pics or it didn't happen! -=::::::::v::::::::=- Installation 1. Locate your gamedata folder in your KSP installation. For example, if you are a Steam user it should be something like Steam/steamapps/common/Kerbal Space Program/GameData 2. Double click on the downloaded zip file ( to open it up. 3. Drag and drop the folder named 'PanzerLabs' into your GameData directory. 4. If asked, allow windows to overwrite content (In case you have other PanzerLabs mods installed) 5. For KSP 1.0.5 drag and drop 'ModuleManager.2.6.18.dll' into your GameData directory. 6. For KSP 1.1 drag and drop 'ModuleManager.2.6.21.dll' into your GameData directory. 7. Have a Gin & Tonic and enjoy the game. License This work uses the Creative Commons Attribution-ShareAlike 4.0 License. For a full legal text, go to: This means that you can: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material for any purpose, even commercially. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. This work is distributed along with Module Manager, as permitted by the license of that particular work. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: -=::::::::v::::::::=- Changelog 1.0 -Lowered the heat production of LFE-808 "Bolt" by a significant amount. It should no longer cause critical overheating of parts attached to it. -Changed the name of the tripod girder from "K-Sat Structural Support A" to the correct "K-Sat Structural Support C". -Changed the description of the tripod to differentiate it more from the regular structural support. -Added cross feed toggles for all Structural Supports. 0.9 -Initial Release.
  17. EDIT: THIS MATH IS WRONG. I don't know what's inaccurate in my math, but it's outright wrong. I can't even get 500km satellites to work in a triangle and talk to each other. I'll work on it when I get some time but if someone beats on this and figures out where I made the mistake, please let me know. So I spent a bit trying to get myself figured out on what is the minimum altitude for a triangular comm sat system on Kerbin and sat down with all the math I needed. Attempting to do that I realized I needed a picture. While I was at it, I figured I'd make it pretty so I could share it. A LKO Comm Sat network needs to roll at a minimum of 281 km orbital height. Punch this up to 350k and you should be golden. If you're not concerned with atmospheric distortion, anything above 200km will work. The outer network (assuming MG-5s), to stay in comms with each other, can fly at most 3,799 km orbital height with 1 MG-5, 7,598 km with dual MG-5's. This isn't to say they can't reach Kerbin with that giant ground based DSN, but to be able to relay to each other. Hope this helps. Edit: Almost forgot to add the actual final equation if you need it for another body. Rp is the Radius of the Planet you're orbiting, Ra is the Radius of the planet + atmosphere (Ie: Kerbin is 600km radius, + 70km of atmo, so Rp = 600 and Ra = 670), Rs is the satellite's final orbital height. Can't get the radical sign to show up so SqRt(3) is the square root of 3. Rs = SqRt( ( (Ra * SqRt(3)) ^2 * SqRt(3)) /3 ) - Rp For Max Network intercommunication, the equation is (Max Comm Distance = Mc) Rs = SqRt( ( Mc^2 * SqRt(3)) /3) - Rp
  18. You can put any booster you want on there, but i provided one that can get it out of kerbin SoI. Check the fairing release settings. If it's only 2 parts it may bump the satellite. More to come soon from the kerbnik (unmanned) and kermnik (manned) family of spacecraft! Enjoy! - Andy
  19. This now took me 1 hour to almost perfectly align my satellite orbit to this contract..but: +-10.000m on a 15 Million Kilometer Orbit... is this game serious? This isnt enough??? Any help? Is this really that absurd, that orbits have to perfectly align, at this orbital speed, where 0.1 m/s makes 10.000m Orbital difference? Holy. Im in career mode and need that money from that contract :/
  20. This isn't quite a rocket exchange thread, so I think this fits in more here. Looking for some inspiration on communication satellite carriers. I like having junior docking pockets on my satellites, so at later times, I can fly out to them and refuel and/or greatly change their orbits at need. Especially useful with some contracts stating an existing satellite needs it's orbit altered. Or you're just docking an upgrade to it, expanding it's capabilities. But that docking port usage tends to mean my generally sleek rockets have these ugly, lumpy sticks extruded at somewhat random intervals and I just can't seem to design something that does the job, without looking like my satellite emplacers have cancerous tumors. Note, I also usually play with RemoteTech mod, although sometimes I turn that off, so Im looking for inspiration on manned carriers, or something I can modify into manned.
  21. Hi, guys! I simply love KSP! I already read many things here, but i can't find a good answer to position a satellite. That is my first post around here. I have this contract, that I must position a satellite in a geostationary orbit around Duna "in line sight x". I can't find a good tutorial or calculator to do this. The orbit is quite simple to achieve, but I must do in a way that when the probe arrives at the apoapsis (in a Hohmann transfer) it must be at the line of sight. That is my problem. I know that should have a balance between the orbit radius and the "ejection angle". I found tutorials to do this in Kerbin, but i'm quite curious with anything and/or the mathematics. In my example, i'm at 238km and should go to 2880km. I don't know how to calculate where my relative angle to the sight area burning. Any one could please help? ps - without mods, pls
  22. So I installed the RemoteTech mod and started doing the satellite omni network tutorial here: Then I ran into this bug while trying to set the orbital periods: The omni network tutorial I linked above states that the satellites' orbital periods have to be quite exactly synchronized. I'm totally new to this mod and therefore I have to ask if it's still possible to sync these satellites' orbital period so that they don't drift out of contact even with the decay bug present? Or am I just wasting my time with this for now? I'm thinking of doing the savegame editing that's explained in the bottom of the tutorial, so that their orbits decay at the same rate. I read somewhere that the decay was dependent on part count or craft mass somehow. Therefore I assume this should work assuming that the satellites are identical?
  24. *** Recommended: BDA to function as intended Trajectories for easier orbital aiming *** Guys look! I made a video for it! Download this gloriousness from here CurseForge or SpaceDock (^Will be updated more often here^) What is planned? Why? Wanna see it? Thanks to Mr. Manley for being awesome and playing with this mod back when it was in its "hay-day"(?) and was actually maintained by the original dev. lol Log
  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!