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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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Earth orbit first. There's a flight plan here: https://nssdc.gsfc.nasa.gov/planetary/clementine.html "Clementine launched on a Titan-2(23)G [Star-37FM] expendable launch vehicle from Vandenberg Air Force Base into Low Earth Orbit (LEO) in January 1994 togethe with the instrumented Interstage adaptor (ISA)." from https://space.skyrocket.de/doc_sdat/clementine-1.htm If you do want to do direct ascent (like Surveyor) it's quite doable, especially in JNSQ where there's no inclination issues. You might just need a couple hints since there's a little timing involved. Happy to help if you want to message me outside the thread.
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The zip file you get from Github isn't a regular release zip file, so you'll need to locate the GameData folder within the zip file. Once there, you want the contents of that zip folder (which should be just more folders) to go into your GameData folder. In this case there will be 3, and one of them will be GameData\Coatl Aerospace. The other two are dependencies. You'll also probably need modulemanger if this is your first mod.
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The LM landed 2.5km away, and the science controller says stuff on the screen that it detected it, but it wasn't "enough" to generate any science points. The 3 impactors landed much closer, but are much lighter, so literally same thing on each - detected but no science yield. It's also possible I have no idea how to use them. Just getting that on the table. edit: in my own defense, yes 2.5km is a big miss BUT, I just did the deorbit burn, then switched to the science stuff so I could watch the LM come in hot and go boom. Totally worth the miss for the view. i gotta learn to do both.
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Thank you! OK so until you guys get to its numbers, it makes a very nice lunar impactor. I loaded 3 of them into the sim bay, then landed the LM and put out all the deplorable deployable seismic/science goodies. Once back at the CSM, we deorbited the ascent stage right next to the study site, and then the 3 probes , each on successive orbits. Of course the MH/BGwhatever science stuff was just zzzzzz the whole time and couldn't be bothered, but it was still a fun idea.
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I'm fascinated by this mod and the possibility of making use of it. I have a trillion questions that I've narrowed down to two. If you had a moment to share your thoughts it'd be very much appreciated - I'm attempting to count the cost, as they say. I'm using KSRSS, scaled up 2.5x. Will I be able to give your tool the solar system data it needs for calculations? To complicate things (or maybe it doesn't matter) there's Kronometer and SigmaDimensions involved doing the scaling and calendar witchcraft I guess. I'm nervous about your tool and KSP maybe speaking different time/date scales? Once the tool is happy, I would love to be able to reconstruct a Pioneer 10/11 type mission, where a Jupiter encounter leads to a Saturn encounter. Is that type of thing even possible in KSP? Clearly the real mission timing/parameters don't translate into KSP, but would your tool be able to do something with high level parameters like that?
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- ksptot
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[1.0.5 ] KSC Floodlight (24.02.2016)
OrbitalManeuvers replied to Divico's topic in KSP1 Mod Releases
jinkies! i've been using this mod since last year, placing the floodlights along with other KK statics, and I didn't even realize that it comes with instances. Since I'm on KSRSS, I'm fairly confident they're not doing anything, but out of paranoia for what KK might be doing with those errors I've renameleted the two configs in question. As a suggestion, if you're ever messing around with the folder structure, maybe creating an Instances folder would be a good idea? Not a big deal obvs. -
are you choosing the correct size on the umbilical arm PAW?
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- launch pad
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Yes. https://gitlab.com/ksrss/KSRSS Next to the clone button there should be an unlabled download icon. Inside the zip you get there will be a KSRSS folder, and that folder goes into your GameData folder.- 1,971 replies
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- totm mar 2022
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[reaching into the void of Unsupportedland] I'd love to get the extras patch for linking brakes to SafeSolid shutdown to work, but it's currently having no effect. The grammar in there is a little beyond me. Anyone messed with this? (I figured out the boo-boo in the OGO rover patch, so I'm 1 for 2 today so far)
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Throwing in my 2 cents for more data. Just tested this and had no issues, so here's my specifics: KSRSS @ 2.5x, Friznit-approved build of Thor/AgendaD, except the wiki says to use "Fenris-MCA Structural Adapter + Belle Interstage" which I did not find to be correct, only the Belle interstage is needed to connect the Agena to the tapered 600 tank. RL79 set to 218 "Odin". 4 fins. Mechjeb: Classic, 250km, Limit Accel 35m/s. (none of the color mods you guys have mentioned). Here's my ascent path which seems like the thing to edit if you wanted to flip a rocket: start turn 100m/s, turn end alt 75k, final angle 0, turn shape 74% This profile results in the steering reticle staying well within the prograde circle until 17km alt, 608m/s, mach 2.1.
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My 2 cents, from playing strictly Science mode and using this mod for the last few years. In Stock, Collect All is implemented as a PAW item and runs on a single part. It's illogical for the command to be run on multiple parts. It should move all science data to a single endpoint, just like it does when you use the PAW - which it does when there's only a single part that is capable of storing science. So, if you have multiple parts that can contain science, use an Action Group on just one of them and don't use the Collect All button. If you have a single part that can collect science, then the Collect All button works great.
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If you learn how to do it the right way - a MM patch that lives in your own custom folder and targets just that part if it's installed - I'd love to see your solution. I did it the wrong way because I was in a hurry and just needed to film/test something. The wrong way is to edit the part cfg file directly, which is what I did at the time, and then overwrote it when I grabbed the latest changes from github. I think in the end I had a value that was like 3x the original value, but that's not a calculated value, that's a "I just need more for now" value. Balancing real-world hardware for KSP seems like a nightmare to me.
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Does anyone have info about the lunar sample return mission, such as maneuvers and separation events? I'd like to fly the mission as closely as possible to the real mission, but there are some stages I'm not sure about. E.g. if the RD-212 can't restart, then I'd do a single burn to LEO like a Titan. And I'm guessing the RD-58 does both the ejection and the lunar capture burn? Then I'm guessing the lander's engine has to have at least a couple restarts, and it probably did the de-orbit burn? So much guessing! Anyone have these deets? screenshot tax ... had fun with this one too:
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- totm march 2020
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I don't think the original balances for this mod were done with 2.5x in mind, as I had the same experience. My solution was the increase the amount of fuel in the SRM. Here's me doing it in JNSQ.