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  1. A.S.E.T. Industries presents a work in progress [Pre-Release] the ALCOR capsule, "Advanced Landing Capsule for Orbital Rendezvous". (v. 0.9.7) (clickable) It is loosely inspired by the Apollo landing module, and uses a lightweight frame-based design with very thin walls. It is meant to be used for both single-stage and two-stage vacuum landers that fit in 2.5m+ fairings as part of an 1.25m stack. Made from the finest cardboard composite materials, no effort has been spared in making an attractive, sensible and very flimsy container for your victims pilots, packed tightly between computing and scientific hardware. TOTAL MASS - 1880 kg! Warranty void if subjected to atmospheric reentry, hit particularly hard or sneezed at. A.L.C.O.R. Advanced IVA (clickable) Extra Part: External Camera (Radial-mounted, vertical) You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type "AG<number>=<text>" where "number" is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won't fit on the label.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ARCHIVE VIDEOS HERE ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- IMPORTANT: You NEED to delete the old version before installing this one, or you get a mess you aren likely to sort out. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- mods dependency ALCOR 0.9.7 required: none recommended: Module Manager 2.7.5+ supported: KIS KeepFit CLS ALCOR Advanced IVA 0.9.7 required: ALCOR v 0.9.7 Module Manager 2.8.0+ RPM v 0.29.2+ ASET_Props v 1.5+ recommended: MechJeb v 2.6.1+ ScanSat v 18.2+ VesselViewer Continued Docking Port Alignment Indicator v 6.7+ Astrogator v 0.7.8+ supported: TAC - Life Support USI Life Support Kerbalism ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Downloads: ALCOR 0.9.7 (Spacedock) ALCOR Advanced IVA 0.9.7 (Spacedock) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation: - Install into “/Gamedata/ASET/" ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Made with Mihara's research and support. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Many thanks to the group of testers for their help with this release @nukeboyt @imerg @StevieC @Plecy75 @ISE @holodmer @chimpbone @Dragon01 @lazar2222 @simtom @Zapo147 @lennie @PhantomC3PO @Chaumas @Mecripp @panarchist @Ghosty141 @Lo Var Lachland @sebseb7 @harrisjosh2711 @Falco01 @>The Amazing Spy< Special thanks to @MOARdV, @Mihara, @DennyTX , @nukeboyt , @Dragon01 and @linuxgurugamer for their help and support with the mods development. And all the forum users who support and motivate me to keep working on my mods. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Like what I do? Want to directly support development? Consider donating via Patreon or Paypal! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "ALCOR" and "ALCOR Advanced IVA" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: 26/11/2017 - v 0.9.7 ALCOR: *optimization and various improvements ALCOR Advanced IVA: *All switches changed to new modular ones. *Revised instrument layout. *Greatly extended MechJeb support. *Added CommNet, Astrogator, Kerbalism, USI-LS and Chatterer support. *Added the ability to adjust seat height for female Kerbals. 08/02/2017 - v 0.9.6 ALCOR: *overlay mesh is added *interior model is improved, now it completely matches the exterior model *the “ModuleAnimateGeneric” module is used instead of the “ModuleKrAnimation” *support for the KAS, KIS, KeeplFit and others is made with the separate MM-patches *minor optimization of the textures ALCOR Advanced IVA: *the new power supply panel *solar panels and fuel cells control *throttle limit *G-force monitor *exterior cameras image gain feature *breaks control and stress indicators for the landing gear *emergency radio beacon 22/07/2015 - v 0.9.4 [B] 0.9.4 update[/B] DDS textures [B]IVA Patch:[/B] [LIST] [*]Navigation lights was reworked. Now strobing light works as it was intended. [*]Little changes in the IVA. [/LIST] [B] ASET_Props:[/B] [LIST] [*]All props working algorithms was reworked to match the last RPM 0.21. [*]Now all instruments stops working if the g-force is higher than 8 g (with dramatical flickering animation:D) [/LIST] [B]New props:[/B] [LIST] [*] [*]Temperature indicators [*]Throttle control buttons [*]Buttons for the new MechJeb Smart A.S.S. functions [*]“Engine Flame Out†indicator [*]Special separate display for the TAC Life support [*]Fixed the bug with the sound disappearing after switching props lightning. [*]Fixed the configs that used old resource names. [*]Ground Proximity Warning System (GPWS) now can be turned off, I added buttons to control it. [*]Altitude Voice Annunciator System (AVAS) now can be turned off, I added buttons to control it. [*]Low Altitude Warning is now can be setted for the different altitudes (100, 200, 300) or even be turned off. [/LIST] [B]MFD[/B] [LIST] [*]New “Landing†page, look to the User Manual for the additional information [*]New page “Graphs†[*]PFD was optimised for the RPM 0.21 [/LIST] - Removed separate MM-patch to support plug-in "Reflection". 05/05/2015 - v 0.9.2.3 [B] 0.9.2.3 update[/B] [B]External:[/B] - Nodes fixed - Attribute maxTemp changed - Changed the textures of the external model - Reduced Reaction Wheel Torque - Dry weight of the pod has been increased to 1800 kg - Added separate MM-patch to support plug-in "Reflection". Now you can make ALCOR even more beautiful by adding reflections on the windows and other elements. [B]New in ALCOR IVA:[/B] - Added SAS control modes - Changed layout of the middle (pilot's) panel - Completely redesigned layout of the the panel of flight engineer - Refined cabin interior, added a few new props - Materials has been optimised - All devices and tools now require electricity to operate. Without electricity cabin becomes entirely "Cold and Dark"! - Changed work logic of many indicators - Added indicator "MASTER ALARM " - Instead of a single indicator "RCS" now has two indicators: "RCS ARMED" and "RCS ACTIVE" - Added gauges for all stock kinds of resources: LF, Oxodizer, Solid, Monopropellant, Xenon Gas [B] MFD:[/B] - New main font for all MFD - Finalized the design of MFD pages - Added support for DPAI plug 30/06/2014 - v 0.9 [B]0.9 update[/B] [B]External:[/B] Collider has been corrected so it no longer falls through planetary surfaces. [B]New in ALCOR IVA:[/B] - All props updated to work with RPM 0.17. - All external lighting (NavLights, Docking port spotlight, Airlock lights) will now consume Electric Charge. - Emergency power generator added. It consumes 0.1 units of Monopropellant to produce 1.5 units of ElectricCharge. - Small improvements to the interior and certain props. - New notifications for GPWS added, but the problem with volume levels remains. [B] MFD:[/B] - FLIGHT/LNDG page can now select between onboard ALCOR cameras and exterior camera number 1 (ExtCam1) - 'Standby' page now displays the current version of RPM. [B] Third party mod support:[/B] Active Texture Management, Connected Living Spaces and Timmers’ KeepFit are now natively supported. 19/04/2014 - v 0.8 [B]0.8 update[/B] Capsule exterior: [LIST] [*]Diffuse and NormalMap textures has been improved. [*]New Nav lights setup [/LIST] IVA: [LIST] [*]MFD interface has been improved. [*]Many MechJeb functions are now callable directly by clicking buttons. [*]Vessel View 0.4 plugin is supported. [*]Stage lock switch now actually manipulates the global UI stage lock. [*]Engines of the current stage can be turned off with a button. [*]Reserved resources (i.e. the ones with flow toggles in the rightclick UI) can now be unblocked. [*]'Clear Nod'e and 'Clear Target' buttons. [*]Internal cameras are now switchable between horizontal and vertical orientation. [*]For use of the capsule in a rover, there is now a ‘brake’ switch. [*]Voice notifications of current radar altitude for 10, 20, 50, 100, 200, 300, 400, 500, 1000, 1500 and 2500 meters. [*]Capsule interior has been redesigned and is now (partially) textured. [*]Numerous new props. [*]New internal lights setup. [/LIST] 11/02/2014 - v 0.7.5 [B]0.7.5 update[/B] Capsule exterior: [LIST] [*]A completely new collider that precisely follows the visible shape of the capsule. [*]ReactionWheels power reduced to 7 [*]Exterior model now has more detail. [*]Builtin exterior lights: Docking Spotlight Airlock Floodlight Strobe signal lights (currently won’t actually strobe, but hopefully will with the next RPM version) [*]A new texture for the exterior model. [/LIST] Interior: [LIST] [*] [*]MFD models and page configurations have been updated. [*]More autopilot functionality (requires MechJeb to work) [*]Improvements to the central panel. [*]New gauge -- Propellant monitor, which shows the current propellant resources for the current stage and in general, the propellant expended per second, and dV (only reliable if MechJeb is installed) [*]A new Terrain profile monitor page (on the right monitor with the keyboard) displays changes in terrain relief underneath the lander. [*]Internal lighting improved. [*]Interior model improved. [/LIST] 10/01/2014 - v0.7 A huge update! The most important change is that from now on there is only one pilot seat. The pilot sits in the middle of the cockpit, to improve the view of the flight instruments. The positioning of the instruments has been completely redone. The other two kerbals are now just passengers. The windows on the internal and the external model now match exactly. Lots of new indicators and new display data were added: [LIST] [*]Satellite map. [*]Orbital map [*]Targeting, reference part selection (the one that you select when you “control from hereâ€Â) and undocking menu. [*]Certain autopilot (MechJeb) functions are supported if MechJeb is installed. [*]MFD monitors are improved and now have even more buttons. [*]Reference information about planetary bodies -- the same kind you would get in the map screen when you press the ‘info’ button -- is available on one of the pages. [*]Visual and sound alarms indicating various dangers (danger of tipping over due to lateral velocity being too high, ground slope too high, collision with ground too fast) as well as expected touchdown speed. [*]ALCOR now has builtin external cameras providing full 360-degree visibility -- two new cameras on the sides were added. [*]Most cameras can now pan and zoom. [*]You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type ‘AG<number>=<text>’ where ‘number’ is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won’t fit on the label.) [*]Current stage only resources are displayed. Warning, KSP likes to lie about those. [*]Full information about the temperature and internal atmosphere of the pod is now displayed. [*]Like the 0.23 stock capsules, the pod now has 20 units of internal monopropellant storage, which increases start mass to 1680kg. [*]Doubleclicking on the airlock will make the currently controlled kerbal EVA right from IVA. [*]The pod has a mission flag prominently displayed both inside and outside. [/LIST] 25/12/2013 - v0.6-0.23FIX ( Maintenance release ) The outdated version of RasterPropMonitor plugin has been removed from this package while the previously published patches to enable SCANsat support in the monitors have been included. 24/11/2013 - v0.6 - Added more equipment in IVA (indicators, MFD/PFD, Alarm-lights) - Added sounds ( ambients, alarm, click) - Re-arange internal layout - Added new Part - 'External Camera (RV)' - Added 2 Displays for viewing custom external views 12/11/2013 - v0.5 - Crew capacity increased to three -- total dry mass increased to 1.6 tons - Added five monitors of two different sizes , a set of buttons and switches to control basic functions like RCS, SAS and custom action groups and cockpit lighting are now included - 'RasterPropMonitor plugin' is required and included in the package 25/10/2013 - v0.4 - Added part to the research tree (see http://i.imgur.com/50U3cwm.png) - Node fixed __________________________________________________ __________________________________________________ ___
  2. If you need to launch a craft when the station gets to a certain point in orbit on Kerbin, how do I rendezvous after returning from the Mun? I'm doing Science mode and launched a mobile processing lab for more science, and I want to flyby the Mun with another craft to get some science, dock with the station, and have a lot of science points, how does one do this? Or should I launch another station around the Mun?
  3. In the last question (Name: Science) was kinda solved when I am running out and I couldn't do a mun flyby. But then I found out I already have a exploration contract - Explore Kerbin. I'll need to rendezvous 2 capsules together to finish it. I obviously cannot do that by myself as I suck at it and don't understand the tutorials so I relied on Mechjeb. I need cargo for my one-segment (should be 2 but the second one wasn't launched yet) space station - there wasn't solar panels. Right, I loaded up my needed cargo and used mechjeb. Everything was good at first, good staging and stuff like that. But then it started to get off course - it wasn't in a circular orbit. But it is still a good orbit - Still enough to rendezvous. So I went into the next step - Rendezvous. It automatically got under a 250km distance but then suddenly went on a large suborbital trajectory - 500km apogee and -500km perigee. And splashdown! Nothing, didn't rendezvous with the station! [Snip]
  4. Basic Docking and Rendezvous | How To Kerbal | KSP Tutorial
  5. This is how I dock around celestial bodies, but other guides are very helpful, too. When I want to rendezvous with spacecraft, but don’t wanna wait for their ideal location in orbit or don’t know it, just launch straight away! Enter an orbit lower than you target. It depends on the target’s orbit and the celestial body, but usually 2-3 km is best. If an orbit below is impossible, then just go above. Then, the waiting game. Plot a maneuver mode and press next orbit until your nodes are the closest possible. Then close and reopen it, and mess with the maneuvers until you have a rendezvous of .3 km or less. Then, when you commit the burn, it may be helpful to close it and do the rest yourself. Once you get to the rendezvous, Set Navball velocity to “target” by clicking where it says orbit/surface if it hasn’t already been set. Align yourself to the yellow “retrograde” indicator . Once you pass by and start losing distance, throttle up until your velocity says 5 m/s or less. Once within 200 meters, select the docking port of your choice. Now set the little icons to the bottom left of the screen to docking mode(the blue one with the circle). Now, engines will no longer be used. Turn on RCS and set the mode to LIN not ROT. Align yourself with the docking port with liberal use of RCS, then at good alignment kill your velocity to .0 m/s. Align with the pink “target ” indicator on your navball. Puff forward, then align the yellow prograde with the target indicator. The continue puffing forward, staying aligned. It depends on the docking port, but stay below .4 m/s Let the magnets do their job!
  6. Hello, things that I would really like to see in KSP 2 are surface fixed reference frames, let me elaborate: There is this mod called principia, it models n-body gravitation and has an option to manually change reference frames, one of the options is a surface-fixed one. This one is really useful for analyzing how a satellite drifts in say a geostationary orbit, or even a Molniya orbit, and is really nice for fine tuning orbits like that. Here is an example how this would look in a RSS KSP 1 system in a geostationary orbit: Here you see a satellites history as it moves into GEO (using RSS + principia). It is clearly visible that at the final trajectory, the satellite has very minimal movement with reference to the fixed surface of Earth (in map view). In principia there is also this other reference frame, where you can select a target, and the target becomes the center of the reference frame (like the visual effect you'd get when you get an encounter with another body), this is way more intuitive to look at than 2 closest approach markers as we would have in stock KSP 1. I would really enjoy these features in KSP 2, if possible.
  7. Hey! So, I got my station core into orbit, and then my Comms / Science module up there - only problem is, I have to stick them together. In space. https://steamcommunity.com/sharedfiles/filedetails/?id=2507377161 There's an image of my problem. I've circularized my orbits, and the closest I get to the station is there. I quick-saved here so I can try any maneuver I want. The separation is 12.4km, relative speed 32.7m/s. I feel really stuck...
  8. Hey guys! I'm about 200-300 hours into my first KSP career mode, and I recently got a contract to take a surface sample from a comet my Sentinels found. Like most comets (from what I gather), it's really far away and in an inclined, eccentric orbit. What I've been doing so far to plan my missions is a basic DV chart - here's an example of one that worked (just to see how it's *supposed* to work), and then my attempt for this comet mission: Minmus Ferry/Recoverer Mk1 Start End dV dV + 15% Stage Kerbin Surface Kerbin LO 3200 3680 I Kerbin Surface Kerbin LO 200 230 II Kerbin LO Minmus Apoapsis 930 1069.5 II Minmus Plane Change 300 345 II Minmus Apoapsis Minmus LO (10km) 160 184 II Rendevous & Capture 200 230 III Minmus LO Kerbin Capture 160 184 III Minmus Apoapsis Kerbin LO + Aerocapture 300 345 III Stage Totals I 3680 II 1828.5 5508.5 (I/II) III 759 Total 6267.5 Tanner Comet Lander Mk1 Start End dV dV + 15% Stage Kerbin Surface Kerbin LO 3200 3680 I Kerbin Surface Kerbin LO 200 230 II Kerbin LO Kerbol (Sun) Apoapsis 950 1092.5 II Kerbol (Sun) Apoapsis Inclination Change 250 287.5 II Comet Rendezvous & Land 2350 2702.5 II Comet Rendezvous Transfer to Kerbin LO + Aerocapture 1000 1150 III Stage Totals I 3680 II 4312.5 III 1150 Total 9142.5 Originally my stage 2 was ~2700 m/s delta-V, which I realized after a few launch attempts wasn't going to be nearly enough, so I upped it to the 4300 it's at now, but I still don't seem to have enough fuel to make the rendezvous. My biggest issue troubleshooting this is not knowing if I'm doing the maneuvers inefficiently causing me to need more fuel, or if I just need more dV. That reason is why I started doing these charts in the first place, but when I'm not navigating between bodies listed on the kerbal "cheat sheet" where the dV values are roughly known, I'm a bit lost at what dV values to put in my chart. For instance, once in a solar orbit, the inclination change takes ~1000 m/s at the AN/DN on the way to apoapsis, but only ~400 m/s if I wait all the way until I hit apoapsis and come around to the other AN/DN - which is right? If I do this sequence of burns, I run out of fuel: Leave Kerbin LO (~2000 m/s to get apoapsis near comet's), Inclination change so AN/DN=0 (~1000 m/s), then prograde/retrograde burn about halfway from last node to apoapsis (~600), gives me about 800 m/s left to rendezvous, but my relative speed is still usually 700-800 m/s, so I burn all the rest of my fuel just to stay within, say 200,000 km of the comet and can't get any closer. These dV values are from my maneuver nodes I've set up during these attempts. Is it best practice to launch into an inclined orbit from Kerbin, or just do a standard 90? When I've tried launching into an inclined orbit, I can't figure out the relationship between Kerbin LO inclination and solar inclination, so my Kerbin inclination attempts of 10-45 degrees all resulted in a solar inclination of ~5 degrees. My target comet has around a 10 degree solar inclination. Also, *when* do you launch to intercept a comet? I think I want the comet to be about 15-20 degrees behind Kerbin at launch but would appreciate some confirmation. Last, just some notes on my chart/design for the comet lander - the 3400 for Kerbin LO is split up so I dump a stage ~68km and then fully reach orbit with my second stage - not leaving junk in space is a big objective for this career. Since there isn't a planet to crash a booster stage into around here, I designed the lander to leave the second stage attached to the comet and just detach the third stage to return home (though I have absolutely no friggin idea how much dV that'll take). Also, what engines would you think to use for this mission? Thought about using six xenon engines for second stage & a single terrier for the third stage, but I couldn't really get my TWR above 0.6 with the xenon's which I figured would make a rendezvous difficult. Thanks for any help guys!
  9. Maybe not the most interesting thing, but for a newbie like me that barely knows how to land on minmus, this was exciting for me.
  10. I'm building up my first space station (named LKO-1 for Low Kerbin Orbit One), and I've had a recurring problem of having to orbit a few times before I can get a good intercept. So, I'm coming here for help: what position should LKO-1 be in when I launch to intercept? It orbits at ~115 km.
  11. This one is strictly for the Alt F12 menu, but... As a slight tweak to the 'Set Orbit' menu, add a 'Rendezvous with Target' option. Basically a shortcut to the targetted vessel rather than having to scroll through the list. And also, as a bonus, enable the 'Rendesvous with' feature to work with landed craft.
  12. When rendezvousing with another craft I cant seem to get the markers to show up. I get the approach markers but then when it comes to the EVA step even with the ships 100m away from each other I cant see it and there are no markers around it. They are like 4 little yellow L's that make a box around the target. Please advise.
  13. There being no "Modded KSP Questions" subforum, I figured I'd go here. I have done many things in my time as a KSP player. I've sent a rocket to Eve. I've sent a helicopter to Eve and realized that an ion engine plus the propeller wouldn't get my kerbal back into orbit. I've sent more missions to Minmus than I can count, built spaceplanes, explored the poles, and tried to figure out Interstellar. But one thing I have not been able to do for the life of me is rendezvous (unless the other object has a sphere of influence). I decided to try out MechJeb's rendezvous autopilot, but determined that it simply did not work. "Auto-Warp" was a complete bust, unless "auto" here means "only allow 1x". Moreover, it was creating maneuver nodes but then not executing them, which I'm pretty sure is the bare minimum you'd expect an "autopilot" to do. I'm not sure what was going on, but I'm willing to bet that I screwed up something rather than MechJeb is inherently screwed up. Now, if it was just "MechJeb isn't very good at this; I should see if I can get better at it," I'd just work at my own rendezvous skills. But when I have such a profound failure, I just can't help but wonder what the heck is going on.
  14. Hi friends, Ive finally got a contract to land Kerbals on another planet, namely Duna. But a component of the contract, along with planting a flag, is to dock two vessels in orbit. I was planning to do an Apollo style mission - where a lander will detach from the CSM, perform a landing, and then return to dock. But would that satisfy the contract? Or would the fact that the lander and CSM originated from the same vessel void that? The guys and gals standing by the drawing board sketched an alternative direct landing, with a stop off at an orbiting refuelling station that would be sent to Duna from Kerbin earlier as a separate mission... but that would be far more expensive. I’m open to ideas.
  15. It took me a while but my autopilot is finally finished. Download file here: https://github.com/Toukie/KSP/tree/master/GAPAPOV
  16. Wondering if anyone has a fix or has encountered this issue. On rescue missions to retrieve kerbs from orbit, in previous versions I was able to target the cadet, and when I got close enough they would remain highlighted, which made it much easier to adjust velocity and rendezvous with them. The most recent missions I have been on, they are no longer highlighted even when I matched orbits and came within 1k meters. Any assistance here would be appreciated, not the greatest pilot so trying to link up with black space and not being able to see the target felt impossible. Thanks all.
  17. I understand that at least 90% of my KSP forum posts are complaints about bugs, but this one is particularly annoying. Let's start at the beginning: I built and launched a simple space station. Lacking creativity, I named it Station One. After a few in-game years without trouble I decided to retire Station One. To service the station during its final missions and to assist in the construction of a new station, I built the Space Shuttle Kollumbia based of @ShadowZone's excellent 1.4 design (as console recently got the rough 1.4 update equivalent, the design worked perfectly: the shuttle completed a rigorous shakedown mission without fail). Problems started as soon as I rendez-voused with the station. Using the RCS jets, I maneuvered close to Station One's docking port. I decelerated to a halt. Suddenly, I began to accelerate in the radial out direction. My orbital velocity stayed the same, but my relative velocity was changing against the station. I checked the map view and my orbit was elongating. I switched off my RCS and engines, but I kept accelerating. I ended up reverting the flight. This spontaneous acceleration now occurs during about 50% of my docking attempts (and only during rendezvous, nowhere else. Can anyone help?
  18. The challenge is this--perform a successful rendezvous and docking DURING THE LAUNCH INTERFACE. For bonus points, perform the docking while AT MAXIMUM DYNAMIC PRESSURE (Max Q). For the ultimate challenge--de-orbit a second stage vehicle, intercept this vehicle with the launch vehicle and dock during launch, then drop the first stage and use the docked second stage to continue launching into orbit. If even that isn't enough--achieve this on another planet--particularly Eve or Tylo.
  19. I had sent a mission to Ike. It consisted of a lander and a return vehicle launched together. I un-docked the lander and went to Ike but upon returning to the vehicle in orbit I did not get a contact completion for a rendezvous two vehicles in orbit around Ike. Does this kind of contract require 2 different vehicles to be launched separately?
  20. KSP 1.9.1 Windows 64 bit Problem: The small broken square with distance shown, seen in flight mode when closing to rendezvous, is missing. Mods: Kerbal Engineer, Kerbal Alarm Clock, Automated Science Sampler -- latest version of each. Reproduction: Nothing special. I just attempt a rendezvous or docking as I normally do, but with 1.9.1 I no longer see the target indicator in flight mode. I must use data from orbit/maneuver window and KER to be looking in the right place. So far this works fine, but I would like to see the indicator back. The following is not my picture but shows what I mean. In the top right quadrant, the yellow box with 12.5 km below it is what I'm missing.
  21. I know it's very unlikely, but it happens to me a year ago. I was launching a satellite into an ecuatorial orbit. During warp time, it collided with an LKO orbital station.
  22. Three methods of orbital rendezvous 1. Direct Transfer - Uses some techniques previously illustrated by Snark here: https://forum.kerbalspaceprogram.com/index.php?/topic/189763-illustrated-guide-to-docking/ 2. Maneuver Nodes 8:26 3. Sphere of Influence 17:36 Efficiency Results (leftover): 1. Direct (1627 m/s) 2. Maneuver Nodes (1875 m/s) 3. SOI (2212 m/s) MODS: "ClickThroughBlocker" "ContractConfigurator" "ModuleManager" "Toolbar" "SCANsat" "Trajectories" "ZeroMiniAVC" "PersistentRotation" "InterstellarFuelSwitch" "KSPInterstellarExtended" "FilterExtensions" "PhotonSailor" "BetterBurnTime" "HideEmptyTechNodes" "InterstellarFuelSwitch-Core" "TweakScale" "CommunityResourcePack" "HeatControl" Music: “Algorithms” (edited for length with fade-in/fade-outs around cuts) Chad Crouch / Podington Bear soundofpicture.com License: https://creativecommons.org/licenses/by-nc/3.0/
  23. Is there an easier way to switch to a closeby target in map mode without going to the tracking station? If two crafts are anywhere close to each other, it’s hard to get the mouse to highlight the correct target to click in Map Mode and “switch to” controlling them.
  24. Hi Kerbonauts, dont know where correctly drop my question, which is and dropped here: Is there any way to increase the range of 200 meters that grip at rendezvouing in orbit? Would like that large stations begin to spin to adjusted alignment much earlier. (Say 500 or 1.000 meters) Now i have to move into the 200 meter bubble, wait minuted till station align and then start docking. Docking at moving/spinning/rotating stations is a harrasment. Persistent Rotation dont help cause it work only at vessels, their reaction wheels/rcs can handl their weight. (And not at 800 or 1.500 tons stations...) Thanks for hints, tips or declaring. Alex.
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