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Found 52 results

  1. So I've built a station, and I want it to be in a 120km orbit. Yet i'm not sure what a solar orbit is. I have a infrared scanner on it and when i put it on a normal orbit, it says it needs to be on a solar orbit. Whats a solar orbit?
  2. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. [ ] Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... NOTICE: 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. Download links Updated to 0.8.2 on 2019.07.31 NOTE: If upgrading from earlier than 0.7.1, there is a slightly changed file format. It will update automatically from an earlier version, but you won't be able to revert. Please take a backup of your saves before installing. GitHub SpaceDock CurseForge On CKAN as "Nehemiah Engineering Orbital Science" Changes from 0.8.2 (Full Changelog) Recompiled with KSP 1.7.3 (but should be compatible with KSP from 1.4.x to 1.7.x). Hotfix-release for bug #46 - unable to run KEES experiments without Kerbal Alarm Clock. Known Issues Reporting new issues If running with mods, try to reproduce the issue without any mods. Please supply steps on how to reproduce the issue. Attach your log file (KSP.log, found in the KSP game directory) and optionally a save-game which can be used to reproduce the issue. Ideally raise the bug report on the GitHub tracker. Mod Incompatibilitiers Kerbalism: Reports of NEOS (specifically, KEES), contracts unable to be completed when Kerbalism is installed. Fixed by Kerbalism team - use Kerbalism 3.0 or later. General The "interior overlay" is not displayed properly for parts which have an IVA. Overview This set of mods consists of 3 main components: Kemini Research Program (KRP) - early-game orbital science experiments for the Mk1 command pod. requires ModuleManager compatible with a range of third-party command pods. Kerbal Environment Effects Study (KEES) - mid-game orbital science experiments for your first orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods Orbital Station Science (OSS) (Was: OMS/KLS) - end-game experiments for large long-duration stations, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KRP and KEES are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run the experiments in the background while performing other missions. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials NB: From v0.7 onwards, this set of mods also has in-game KSPedia entries showing basic usage. Kemini Research Program Kerbal Environmental Effects Study Orbital Station Science
  3. Hi there everyone! Raidernick, who is the maintainer of the KOSMOS SSPP mod, was kind enough to give me permission to join the Kosmos Team to help. I'm currently in the middle of rebalancing the SSPP parts for KSP 1.0.5-1.1.2. This will be release 0.16 when complete. To be clear, this pre-release should work with KSP 1.0.5 and is definitely intended to work with KSP 1.1.2, 1.1.1, and 1.1.0. You can find the dev branch of my fork at https://github.com/Bezzier/KOSMOS/tree/dev where I'm looking for people interested in testing the stock balance of some proposed changes. It feels right to me, but now I'm at the point I would like to see some people using Kosmos SSPP with stock to look at it and see if they're happy or not, before we proceed with another release. The direct link to the pre-release is at: https://github.com/Bezzier/KOSMOS/releases/tag/v0.16-prerelease.3 The official released version (currently 0.15) of the KOSMOS SSPP mod is and will continue for the foreseeable future to be released at https://github.com/raidernick/KOSMOS, but there is no new release thread in the forums as of now. Changes are: Added tags to parts for editor searching gave APAS-69 the size apasSize1 instead of size1, so it won't try to dock with the stock CoT removed animation from APAS-69. This results in the fins constantly being deployed ready to dock, and also in fixing the docking axis problem that has plagued the part since the mod was released. Hope to re-integrate this animation and add a soft-dock animation in the future, but at least now there is a working docking port Added a functional radiator to the TKS monopropellant tanks adjusted drag/strength values for parts to be inline with stock adjusted entryCosts, and techNodes to more closely match stock adjusted maxTemp, cost, mass to keep maxTemp about 200K above stock Brought monopropellant engines slightly closer in Isp to stock monopropellant engine Adjusted monopropellant quantities in tanks to match volume of tanks ***** THIS IS A MAJOR NERF OF MP CAPACITY Added MP tanks internally to FGB and TKS Command Section to attempt to claw back some capacity for TKS/VA and TKS-derived ships (MIR/Zarya analogues) Changed FGB's always-on-generator to a switchable monopropellant fuel cell Adjusted center of mass for VA Command Pod downward Please give me some feedback if you think the balance needs work, or if you think you can suggest a fix for the animations on the APAS-69. KOSMOS SSPP and KOSMOS URM and their derivatives remain the property of the KOSMOS Team, and are, as always, distributed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported license. You are permitted to redistribute the parts in their original form, so long as this disclaimer is bundled with them. You may not modify Kosmos parts without verified permission from Kosmos Team, and you will not be permitted to sell Kosmos-derived work. For more information on this license, please visit this page: http://creativecommons.org/licenses/by-nc-nd/3.0/ Thank you all in advance for the help. I'm looking forward to a bright future for Kosmos.
  4. based on freedom space stationand the lunar getaway stationi will use a space craft called orionis
  5. first module getting ready for space. you are welcome to give away your own modules
  6. Hello I decided to build a space station and send it to duna in order to finish my science tree in career mode. I already had a shuttle built, so I wanted to build the station in multiple parts and transfer the whole thing to duna rather sending one giant station. First part was the science module which consisted of only two mobile processing labs. The next part was electrical (batteries and solar panels) as well as the main engine and mono propellant (so no command module). After decoupling from the shuttle, it is being shown as debries and I can no longer track it to dock with it or to at least destroy it! https://i.imgur.com/UCNZXDY.jpg Is there anything I can do to save that or is it a lost cause?
  7. Where do you build your stations for non-Kerbin SOI locations? If it is a multiple launch platform do you build it in LKO and then send it all the way to its destination? Or do you send each part on its own to the destination, rendezvous and complete the build at destination? I'm working on a standardized station platform that I can send to each of the planets and am debating how I'll go about it, pros and cons either way.
  8. Nehemiah Engineering Orbital Science Development Thread This is Micha's development thread for the Nehemiah Engineering Orbital Science mod collection originally by @N3h3mia. This thread will continue until such a time as Nehemiah is able to resume work on his mods. Please use this thread to discuss ongoing development, raising bugs, and testing pre-releases. The release thread is probably better to discuss the current stable release and general gameplay questions. I hugely appreciate people testing these builds and posting any bugs, feature requests, balance suggestions, or contributions in this thread. The pre-release builds are only available via Github. Releases on GitHub (KSP1.7) Link to last KSP1.2.x Version Resources @N3h3mia's Original Thread - contains original mod information, video tutorials, and more. Micha's Release Thread - contains current release information (duplicated here) Source Code on GitHub Version History From 0.7b3 onwards, only major changes are listed here. For a more detailed set of changes, please see the Changelog on Github.
  9. Hi all, wonder if anyone can help. I've made a MASSIVE LKO refuelling base (it's almost the size of the SPH), and I've found that once it's in orbit, some of the components seem to break, but stay connected. Is there any way to stop this happening? A few points that may provide clues.. I have everything strutted to 'grandparent part'. Everything has 'rigid attachment' set to on. I had to cheat it into orbit, using the F12 menu. I installed the Kerbal Joint Reinforcement mod to stop everything wobbling and collapsing when on the runway. I got some advice to switch off Rigid attachment, which I did, and relaunched, but the problem persists. I Cheated the new version to orbit with the 'visualise autostruts' setting on and all was well. However, I switched to another vessel in LKO, then switched back, and again the breakages appeared as soon as I switched back.What's also weird is that when I switched back, half of the autostruts seem to have disappeared. Can anyone advise how to get over this issue? Thanks to anyone who can help... It's taken HOURS to construct this station and I don't want it to go to waste!
  10. Here’s the challange: build a base on the Mun, and put a space station into orbit around the Mun. Scoring: Score levels Basic Build a Mun base in only one launch, and have nothing fancy max of 3 Kerbals orbiting station is basic, and one piece. Rather Basic Multiple launches, but base components aren’t docked max of 5 Kerbals Station is max of 3 launches. Good Base is multiple pieces, and they’re docked Max of 7 Kerbals Station is capable of ISRU refueling passing ships Amazing! Base has a rover, and also a science area, complete with surface samplers and experiments. max of 10 Kerbals sation has a ring and can seat 10 Kerbals *dies of shock* Base is at the polar areas with steep mounatins Max of 15 Kerbals Station’s ring spins and also has a full Comm array. I will allow mods, but not any that add pieces specifically for bases. No motor mods for the station’s ring, either. Visual mods are acceptable and so are ones that make the game harder. No cheating/HyperEditing please. Screenshots are a must, and videos are better. You don’t have to send a video, but please try.
  11. I just made a ring station with the Kerbalism mod parts. I assembled it in orbit using the Cormorant Aeronology Space shuttle. I attatched the final part with the Canadarm 2 and undocked. The shuttle moved like 5 metres away from the station but it wouldn't move,, except roll. Same with the station. So even though it was seperated from the station, it was stuck in that place next to the station. I tried everything to move away from it but it won't move an inch. Then i loaded a quicksave from 10 mins before but then almost everything, including kerbin "disappeared and you could see everything like a ghost, because they were transparent. I got really annoyed and went back to the space center. Then i found out the center was like a ghost as well, everything was transparent. I clicked on the VAB and the game crashed. Any ideas of what is going on? I did a lot of stuff in that world and i don't really want to do a re-install or anything... thanks
  12. It's safe to say that everyone has built a station in KSP. but has anyone built an entire station in a single launch? Now, here are a few rules: 1: the station must have at least 5 seperate modules excluding escape pods. 2: the station must have enough escape pods for the entire crew 3: No planes! Not sure how one would do this, but no space plane launches! 4: minimum crew of 2 kerbals, delivered at the same time as the station 5: No BD Armory! Not a fan of military stations 6: In order to submit, post a screenshot of the launch vehicle, the finished station, and, if you want, post a video of getting it into orbit or post a craft file 7: One small tug per submission, and by small I mean 2 radial rcs tanks, the smalest radial Batt man battery, and a small probe core. 8: I assumed, this would be obvious, but NO HYPEREDIT EVER UNDER ANY CIRCUMSTANCES!!!!!! 9: No warp drive launch vehicles... See the above statement on hyperedit... Weekly Winners: Week 1: Tiber9 Sorry for the hiatus, nobody seemed to be posting, and Emiko Station kept drawing my attention... ! I am declaring that this thread is in stasis until a new station crops up, B advised! Thanks For Uploading! If possible, post A picture of each module. if it is on insufficient size to be considered a module(It depends on the station) it will be discounted. If you feel a ruling is unjust, please protest the decision. It may or may not result in a changed verdict, but you never know. Every week that I can I will select a champion, but don't be upset if I miss a week... All Mods are A-OK for now (excluding BD Armory, Hyperedit(Duh) And warp drive mods), but That may change in the future. Consider this an eternal challenge, Keep posting as long as you want...
  13. So I wanted to start a discussion. On realistic designs and have a good collection of pics.centerd around station builds. And to add some challenge I want it to be completely in Stock KSP parts.
  14. My First Space Station, and Misadventures Related Thereto PART 1 In which mistakes are made I was waiting for various maneuver nodes to come up on my first manned trip to Minmus, initiated almost at the same time as the consummation of my first unmanned trip to Minmus (my first mining-refining vessel, on the Mun, decided to have some mission creep). In the meantime, I decided to accept a bunch of contracts regarding putting a space station into orbit, which I had never done before intentionally. (There was an early-game derelict spacecraft—a crossfeed error made it run out of fuel unexpectedly and I had to rescue the pilot via EVA—but other than that I had never put any kerbal carriers into permanent orbit.) There was one for Kerbin (10 kerbal capacity, research station) and one for the Mun (5 kerbal capacity). Additionally, I already had a contract for docking two vessels on or around the Mun, but it turns out that a lander returning to an orbiting mothership doesn't qualify. (Perhaps it was that the vessels had to be launched separately.) I thought I could kill three birds with one stone if I launched a space station with a shiny newly unlocked Clampy Senior, and then launched a lander-miner-refiner Mk.II capable of pushing it to the Mun. I decided to give the station a dedicated lander (capable of potentially ferrying tourists to and from the Mun) and a couple of escape pods (partly for fun, and partly because of an "orbit Kerbin" contract that I didn't feel like carrying to the Mun). Soon I was launching Alpha Space Station into orbit. It clocks in at almost exactly 50 tons, counting 27 tons of fuel and monopropellant reserves, and seems to have more than enough battery to last through a night-side orbit while still researching. [edit: TinyPic is dead; long live Flickr. Original link for insanity posterity: http://i63.tinypic.com/2a8jlnk.jpg ] Moving and re-docking the lander proved conclusively that I am genuinely bad at complex RCS maneuvering. I can sort of handle translating in the cardinal directions, and pitch/roll/yaw aren't too different from doing it with reaction wheels, but any attempts to control any two impulses at once degenerate quickly into hopeless, hilarious failure. Nevertheless, I managed it. I noticed that I forgot to put any solar panels on the lander, so my tourists had better not dawdle on the surface before coming back up. 150 electricity should be enough for the command pod reaction wheel on a trip like that, right? Just gotta remember to turn off the SAS when I'm not using it, like after landing. [ http://i68.tinypic.com/90y5fp.jpg ] Recovering the second stage brought the total launch cost down to 59k. Not great by some standards, I'm sure, but not too bad for something I hope will see lots of future use. Next up, launching the propulsion vehicle. It's a spiffed-up version of my previous mining vessel. Since the last one is still in the field with all its onboard science, I didn't have enough to unlock everything on my wish list (large ore tank), but this is still a big improvement, largely because of the 2.5m-1.25m quad adapter and better thermal dissipation. It also has its own research facility and houses a crew of 4 (using the 2-man can to fit a Clampy Senior on top). Four-way symmetry should help my RCS control a little compared to the Mk.I's three-way. I think I'll call it Prospecting Unit/Lifter/Lander. Kind of a mouthful, but it does a lot of stuff, I hope! The team slapped on a PPD-10 to add a few last-minute Mun tourists to the itinerary, and a small manned probe hopefully capable of making polar orbit, and then blasted off! No second stage lifter needed here—the package to be delivered can do its own work after the initial boost. If I need extra fuel to get to the Mun I can borrow from the station. Cost of lifter: 46k (69k less 23k recovered) for putting 70 tons of craft in orbit (less perhaps 5 tons of fuel I used from the nukes to get to the rendezvous). Without further ado, mission A.S.S.-P.U.L.L. was a go! About 115 tons put in orbit between station and miner/tugboat for a slightly smaller number of kilocredits. PART 2 In which Bob thinks he can pilot a ship, but is wrong. It didn't take too long for Mission Control to realize they had put a scientist in a ship with no probe. Well, I guess old Bob could use the practice. Also, I put the tourist who only signed up for Kerbin orbit into an escape pod with Valentina (so I could have at least one kerbonaut holding down the fort at home; I cleaned out the place for these launches) and pulled the trigger. Up until now there had been thirteen (13) kerbals aboard the A.S.S.-P.U.L.L. mission, which is by far the most I've had at once. To be fair, I've never combined two launches into a single mission before. Meanwhile, it turns out that the lander attached to my A.S.S. is throwing off the balance—the reaction wheels aren't able to compensate enough to keep the ship straight at full thrust. Perhaps if I emptied out the fuel? But I only have spare tankage for the liquid, not the oxidizer. My A.S.S. is still just too fat. I could nurse the thing along at half throttle, but it's already a long burn. In doing so, I might even briefly drop out of space mid-burn, not that it's dangerous to be at 69km or whatever, but to heck with that! I have tons of monopropellant and even if this isn't what RCS is meant for, it's sure good enough to do the job! [ http://i68.tinypic.com/209j0ic.jpg ] And after repeating the same ridiculous scheme at the Mun capture burn, I'll be ready to land and rejuvenate all this stuff I've been burning. But first, what about Bob? He has the opposite problem: too much control. His unsteady hands are capable of doing a full rotation when only a modest adjustment is needed. After locking the engine gimbals and setting wheel authority to 50%, though, he's starting to feel like a real pilot. Now let's get some polar orbital contracts/science! Literally eleven minutes (game time) before entering the Mun's SOI, I get a contract offer to "return or transmit scientific data from space around the Mun". Well, I'm not going to say no to that! Speaking of our Mun burn, the fuel is running lower than I expected, but fortunately I lifted off with full ore tanks to refine more fuel with en route, which I've been converting to liquid fuel. And a little extra monopropellant, which I was shocked to find in danger of actually running out. But, after all, it was just for convenience, not a mission requirement, although I'm resolving to hang on to some for "real" usage. After a routine circularization burn, other than continued RCS abuse, I detached the miner-lander and proceeded to a landing that was completely ordinary, including my continued ability to pick a landing zone that is too steep for comfort but not quite steep enough to prevent landing. [ http://i65.tinypic.com/2589y8k.jpg ] The miner comes back up to dock. I'm a bit worried that I STILL won't get credit for the docking because even though this includes hardware from two different launches it came to the Mun in one piece. Additionally, I left one piece that was originally part of the lander with the station when it detached. Will this count? Or is the contract's secret requirement that two vessels dock FOR THE FIRST TIME in the Mun's orbit? Nope, this doesn't count either. But I haven't given up all hope yet; I can still detach the PPD-10, land with the Mun tourists, and come back up to dock two vessels that don't have any pieces of each other in them yet. The miner/refiner refuels the station but the modest ore hold isn't enough to completely refill both the liquid in the station's LFO tanks and the prodigious amount of monopropellant that we burned. Oh, gee whiz, what a tragedy to have to land back on the Mun for some more. As it happens, when I finish refining my ore I'm very close to an equatorial Canyons biome passing underneath. Sounds good to me! I quickly detach and kill most of my orbital velocity, lining up my remaining path with the canyon. ... it turns out that canyon floors look really nice and smooth, and they are smooth, but not flat. Had to burn a lot of fuel changing landing zones twice to achieve a mere 15 degree tilt, which I think is my steepest yet with these disconcertingly tall landers. [ http://i64.tinypic.com/2ijl0xy.jpg ] When I undocked, the name changes gave me hope that this time the contract will work. The station got its old launcher name back, and hilariously the lander got bequeathed the station icon and name. So yes, KSP says I have a space station landed on the Mun. OH COME ON The docking was an exercise in frustration; after the second bounce I went in with a perfect plan, only to have the docking ports stabilize without completing the docking. Why do you hate me? A short expenditure of RCS later (by the station, since it's lopsided and probably lighter anyway) and I'm finally docked, and yes, the contract finally completed. What replaced it? Well, turns out I need to get "scientific data from the surface of the Mun." Does it count scientific data I've already collected even if I'm no longer on the surface? Yes. And now, time to go home. It turns out I did not sufficiently think that part through. It was easy enough to carry over a dozen kerbals to the Mun with this space station, but bringing them back without bringing the space station back is trickier. In the end, the two scientists volunteered to man the station's lab, and the ship left while the engineer was admiring the view from the station's cupola. My Mk.II miner was a modest success, and maybe it's the sunk-cost fallacy but I don't quite feel like deorbiting the thing, so I slapped together a 10-kerbal SSTO ferry (8 returning from the Mun, 1 pilot, and 1 LKO rescue) and took off, after sending it back from the launch pad for a last second addition of a stored-science-retrieval kit. I had to research the Klaw for this vessel as tourists cannot EVA. That solution seemed easier than designing the ferry to include a Clampy Senior. This thing really jumped off the pad, so Valentina decided to try a much shallower ascent path than usual to minimize gravity losses; we hit 70km apoapsis just as the speed was threatening to fry the solar panels so she coasted up and circularized. [ http://i64.tinypic.com/p0emc.jpg ] As the Mun tourists returned to Kerbin, Mission Control didn't want the ship to go too deep into the atmosphere for fear of breaking the satellite dishes, and gentle airbraking was way too boring, so the NERV engines were put to good use again doing most of the work. The miner sidled up to the waiting Klaw ship and the tourists and data transferred over. KSC was drawing near, and there was a fair amount of fuel remaining, so a hasty deorbit put us reasonably close (by my lax standards). No sooner had we landed than new contracts came in asking us to use our brand new Klaw, to rescue kerbals and objects around the Mun, no less! Looks like the engines on my P.U.L.L.er will barely have time to cool off. END OF MISSION
  15. I have a mun station all setup on the moon, but whenever i try to aproach it with a rover that i made, it keeps randomly shaking and ripping it self apart. It also happens when i just land with a lander next to it, It isn't happening directly when i land, I happens like 30 seconds / 1 minute later. I dont know if this is a bug, i use a modded install but before, i didn't have this poblem and i didn't install any mods after it. I use Windows 10 64 bit and use a modded installation of KSP
  16. Ladies and gents, allow me to present Haven Station! Click for larger image: Damn, I guess it's been a long time since I shared anything here. I used to be a much more active contributor but life happened and reddit seemed to be easier to access in my limited free time. I've been sharing craft and producing videos and imgur galleries very sporadically since then, but I'd like to start posting content a little more frequently if I can. Haven Station is an ongoing project. It's already been built in the VAB, and I've hyperedited it into space run simulations a few times to make sure the design is viable. So far I've only sent up a few pieces, but I'm trying to properly document each launch in a short YouTube video. Let me know what you think and how I could improve:
  17. In my ongoing career, I've had a number of brushes with the Kraken when dealing with space stations. There are three scenarios in play: Docking. The Kraken strikes immediately after docking. The giant invisible tentacles wrap around it and shake shake shake until it falls apart. Undocking. As above, but on undock, and only one craft is directly affected (although the other might get damaged by flying pieces of rocket). Fuel transfers. This starts with a tiny insidious little vibration as fuel is transferred from one craft to another. Sometimes it stops if I quickly stop the transfer, at other times not. If I'm connected with the Klaw, setting Free Pivot may or may not help. Some hypotheses I've come up with: Scenario 1 happened with a long skinny station when I docked another long, skinny, but heavy craft to a port near its centre. Even though the docking event was at a low speed (0.6 m/s or so), the bump appears to have induced an oscillation along the length of the station, which then amplified into a full-scale Kraken attack. Possible solutions: don't make long skinny stations? If you do, don't dock heavy craft near their centrepoint? Scenario 2 happened repeatedly when undocking a heavy spaceplane from a station, or when undocking a cargo module from a heavy spaceplane. I believe I traced this down to excessive use of Autostrut to Heaviest Part. When I undocked, the heaviest part was removed, the autostrut reconfigured itself, and the rapid changes summoned the Kraken. Possible solution: don't use Autostrut to heaviest part, or only use it sparingly? Scenario 3 happened repeatedly in scenarios where I had a heavy craft docked to the station orthogonally and was transferring fuel between the two, which shifted the CoM laterally. I'm not quite sure what the contributing factors to this are, except that Autostrut to Heaviest Part certainly makes it more likely. What techniques are you aware of that would make stations less prone to summoning the Kraken, apart from being very careful when using Autostrut to Heaviest Part? Which geometries are more Kraken-resistant? How do you configure a station that has lots of docking ports to accept different kinds of incoming craft, but doesn't summon the Cosmic Dread Lord when large craft dock with it?
  18. I recently put a space station in orbit of the Mun, along with a few relay satellites. The next time I launched my game and went to the map screen, they weren't there. They were in high, stable orbits, and the icon list in the tracking station says that I have no stations or probes available. Using 64 bit KSP. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 USI Tools - 0.8.17 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BetterTimeWarpContinued - 2.3.7.4 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CSIFreighter - 0.1.7 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.4.6 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Joint Reinforcement - 3.3.1 KerbalAtomics - 0.3.5 Kerbal Engineer Redux - 1.1.2.8 Kerbal Foundries - 2.0.1.5 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.4.15 Infernal Robots - 2.0.10 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Kerbal Alarm Clock - 3.8.4 TweakScale - 2.3.4 UbioWeldingLtd-Continued - 2.5 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.23 [x] Science! - 5.6 Logs: https://db.tt/GQW6xaOhqk https://db.tt/XRlo7zAxNm https://db.tt/pqGoFyzmye
  19. 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?
  20. I'm closing down the project. If you are looking for the observation save, click underneath here: Hello all. This was a continuation of @DMSP's thread as the leader of the project since he has resigned due to personal issues. If you want to look back, here is the original forum thread: http://forum.kerbalspaceprogram.com/index.php?/topic/146267-stock-community-space-program-looking-for-people-to-take-the-torch/&page=1 Everything in this thread will be preserved that is no longer in use under this spoiler here. Latest pictures of the stations: Art for the project: We have made a wiki as part of the program containing details are missions that took place in the past. Over time, this will be updated with more recent information: http://kspstock-community-space-program.wikia.com/wiki/Stock_Community_Space_Program_Wiki Scientia1423.
  21. I launched my first RO/RSS station. (It was granted, monolithic, but still...) https://lh3.googleusercontent.com/0Gd65vtFQNI4JeoXX7PmQJWmu4G95S39fCxkL9PmFwMCrHH-Q16JyKWnJyXXvpahaa1ArebKGjV0sNmvSQxm0JZXdvnqTzkmHmvxhnxxUisfqpbhnDMptYiuxSpTED5if20ajv-r So yeah!
  22. Craft on KerbalX: https://kerbalx.com/Marschig/Fuel-Station Initially i built a simple refueling station at Minmus. But more and more options were added during constructing, and, as a result, i got this: It has almost everything, that can has craft: 20 crew, docking ports (every size), science modules, research lab, solar panels enough to power up lab at Eeloo, full set of ore scanners, mining equipment, antennas with a total rating 383G, and so on. And it can reach, land and take off from every planet (except of Eve, of course). Also station has a rover, docked to the bottom of the Ore Tank. Rover has it's own set of science modules, so you can explore nearby biomes. And, with 504 t of fuel and 180 t of ore, it still can be used as refueling station In VAB Station is loaded with 90 t of Ore. On low orbit it has dV about 50 m/s. Converting ore to fuel makes possibe landing on Minmus, refueling and departure to any place with dV 5254 m/s After landing you can explore nearby places using Rover: And, if you want, climb on the Mun's Arch Craft can complete each contract's condition for station, outpost, mining. "The outpost must be on motorised wheels" too, simply retract landing struts: And you can return about 600000 credits, if you land near KSC: That's all, sorry for short notes and not native English
  23. Good evening. I was looking over a contract for an orbital station being placed in a solar orbit. One of the requirements is 6000 units of liquid fuel aboard the station. My question is can you add on to a station once in orbit, and if so, how is this done? I know you can dock with a station and transfer fuel, or leave them connected, but what I am wanting to do is construct one in orbit, kind of like the ISS. Are the docking ports used for connecting pieces or can pieces be added with out "blocking" docking ports?
  24. So, I've been playing KSP for almost a full year now and have always loved building space stations. When I first started the game, my first big goal wasn't actually to land on the Mun, but to build a giant space station. The first one I built had no particular purpose, I just made it to look cool and have something to brag about. It wasn't until much later that I actually started using them for a purpose. I placed a relatively small station out near Duna before I sent my first manned missions there. Its purpose was to be able to act as a lifeboat in case one of the missions went wrong. It had a decent amount of fuel onboard that would hopefully allow a stranded crew to be able to come home. The next time I built a station for a real purpose was when I started my first "science mode" save. After sending about 6 missions to the Mun to collect me some science, I decided it would just be easier to have a small SSTO lander attached to a large refueling hub in orbit around the Mun. I would periodically send missions out to the station to refuel the station itself (I hadn't unlocked ISRU yet), take home science, and transfer crew. I guess my whole reason for creating this post was to ask what other people use their space stations for and create a place for people to share any space station tips they have that could be of help to both newbie Kerbonauts, and veterans alike. ...psst... I love pictures, so by all means... post away. Cheers!