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guys do you know what joe orbital is? here's an example: i think theres this universe based around a space station called joe orbital, and the wars pitting the joe empire and bruh alliance but thats all i know. can anyone help explain this to me? if so post some more joe orbital gifs
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I was recently having difficulties with converting hours to Kerbin days with the orbital period since the website resonant orbit calculator goes up to double digit hours compared to the 6 hour days. Is there a way to figure that out? Thanks in advance.
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Ok So I am new to KSP (only about 100 hours or so) and I’ve spent the last few building a orbital refueling base around minmus and gong back and fourth from the surface of minmus to my orbital refueler/ore processor. It has all of its fuel tank full and are ready to begin exploration of the Kerbol system. BUT HOLD UP!. I was just about to burn my first ship from an LKO to minmus and refuel there but then a thought came to my head andI paused my game and I was thinking the very thing that you are about to read: Would it be better/more efficient to just straight up burn from and LKO to Duna (my version of an LKO being 100,000km) or from what I think burn to minmus, refuel, and then escape Kerbin’s SOI from there because Kerbin's SOI is pretty weak all the way out at minmus, therefore taking less Delta-v to escape Kerbin’s SOI all the way out there and plus have extra fuel because you just completely refueled your tanks at the orbital minmus refueling station? please somebody get back to me with a correct awnser and thank you for reading this I AM CONFUSED
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Landing a first stage booster is hard, but this guide will help you with it. The picture below shows what can happen when there is an unsuccessful landing attempt. Picture above show that during landing, the rocket can run out of fuel. This picture shows when the landing attempt failed. So the rocket crashes. before we start. you need to know how to: Get to sub orbital trajectory. Get to orbital trajectory. Know how to use fast vessel switch ( using " [ " and "]" ) and map switch. ready? let's start! here i'll leave a rocket.so you can download it . https://kerbalx.com/Jeronimo/Dragco (p.s. i'm too lazy to add pics.) So now that we have an a craft. let's Begin! Ok. when it's on the launch pad. check the staging. after all stages checked (showed in the pictures below), you should launch the rocket. When you reach the speeds of around 100 m/s. start turning from ~90° (degrees) to around 80-70° Keep the throttle at maximum throttle. Note, you need to be sure that you'r sub-orbital Apoapsis doesn't go beyond 110,000 Meters. after you reach ~100,000 M above Kerbin . Put the throttle at 0 power. Switch to rocket mode view Decouple the first and the second stage. After you decoupled, press "[" or "]" to switch to the second stage. Put the throttle to the first line on the throttle-meter. Then when it reaches a safe enough distance ( 20 m above the first stage) put the throttle on full. Fly up until you reach ~230,000 m above Kerbin or more (the reason behind this is that you will need as much time for the first stage). Use fast switch (reminder "[" and "]") or map switch (click on the first stage, then click switch to) and switch to the first stage/orbital booster. After you switched, make a retrograde maneuver node, and make it on the line with the island airport (or a little further, in case of what, you can add Delta-V (short Dv) ). Use RCS. Start the maneuver burn at half the time shown. Ex. if it's showing 18s. burn at T - 9s. After the maneuver is finished, turn the orbital booster prograde. When finished turning. open the A.I.R.B.R.A.K.E.S by pressing the brake button (or "B"). When the rocket is at 70,000m above Kerbin, adjust the landing position so the end of the trajectory will be a little in front of the space center (where the Airport island is located or the water near the space center) We do several landing burns to slow down the rocket, after what we will wait until it's time to do the "suicide burn" which slows down the rocket to landing point. This part isn't going to have a lot of pictures, eyeballing will help ( in case eyeballing isn't gonna help, use landing lights, so you can see how close you are to landing, preferred to use MK1 landing lights). Next, try to eyeball the landing, here i can't give any advice except try to keep the throttle down no more than half of the throttle, so right before landing, you could put as much throttle needed to bring the rocket to full stop. Also, important, do not turn of RCS at any point in the flight after turning it on. When you land, do not turn off the RCS, until you sure that the rocket is stands stable. Result you might get. Now, when we finished landing the first stage, we go to the map, and using the map switch, we switch to the second stage. Next, we turn on the throttle on and get the second stage to orbit. Congratulations! You landed the first stage back to Kerbin, and got the Second stage into a Kerbin orbit without quicksaving. Special thanks to one and only moderator : @Vanamonde
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I am getting a disproportional amount of orbital drift for each vessel I launch into space. After restarting the game with that vessel in orbit, the orbital drift goes away permanently for that and any other vessels currently in orbit if they had any. It makes satellite contracts and rendezvous missions completely impossible. Log: Mods:
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only rule: be creative! even alcubierre drives will do!
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Hey everyone this thread is dedicated to the Ironmongers of Kerbal Space Program. Submarines, tanks, strike aircraft, gunships, artillery, real life recreations, fantasy replics or something of your own making. If it can make the KSC go boom post it here! I'll post first. https://kerbalx.com/GillyMonster/Manticore-Rocket
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Once I recieved a tourism contract that required to build a space hotel capable of holding up to 50 kerbals... 50 KAAAARL! I started to try various superb station parts pack, but was not satisfied by any of them, as none contained parts that were capable of holding at least 25 kerbals in one part. And also none looked like "hotel" (of course, these are space station parts ). The only mod that looked close to what I wanted was "struggling to survive" Civilian Population. And eventhough Civilian Population is cool I personally wanted to have it's parts with stock only functionality. That's how I created Orbital Structures. Contains Apartments, Administration Deck, Science Deck, Biosphere Gardens and some structural Elements. Things to note: Assets Taken from original CivilianPopulation Fixed texture references in every model files Some textures were missing just duplicated from existing ones Parts Structural parts taken from latest CivilianPopulation Configs Following parts have internals commented out ApartmentsSmall.cfg ApartmentsLarge.cfg ApartmentsMedium.cfg TODO convert all textures to dds modify mu files to use dds MM patches Taken from latest CivilianPopulation All credits go to: A collective work of... @Pamynx that can be found here. @trafalgar that can be found here. @michaelhester07 that can be found here. @rabidninjawombat that can be found here. @GGumby that can be found here. License: CC BY-NC 4.0 Download:
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Since cubic octagonal struts are incredibly light, they can be accelerated to insane speeds. Jettisoning them from your ship using the strongest decoupler in game will acelerate it to 6000m/s. Firing it with engines even increases this speed. So can we use this technology to shoot at really faraway things, like other planets? THE CHALLENGE: Hit various moons and planets with cubic octagonal struts by firing them from cannons in kerbin orbit. THE RULES: -No modded/hacked parts that give insane thrust or have zero mass or anything like that. Orbital telescope mods are allowed, however, so that you can aim at faraway planets. -Your projectile must be a cubic octagonal strut and NOTHING ELSE. You can fire multiple cubic octaginal struts at once if you wish, however. -Your cannon must be in an orbit around kerbin no higher than 1000km -You must post a picture of your orbital cannon and a picture of the octagonal strut at its destination -Scoring will be separated by which planet/moon was shot at -Scoring will also be separated into highest/lowest final velocity -getting into a planet's sphere of influence is acceptable, but will automatically be ranked lower than all shots that actually hit said planet -HAVE FUN! My attempt: LEADERBOARD: Mun - @icantmakemodels, impact, v=3193m/s Minmus -Quasarrgames, SOI, v=21558.1m/s Duna Eve Jool
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I suggested in a post to my blog that solid rocket motors available to amateurs working in high power rocketry can be used as the basis for constructing orbital rockets that are within the capabilities of most universities to build: Orbital rockets are now easy, page 2: solid-rockets for cube-sats. http://exoscientist.blogspot.com/2017/08/orbital-rockets-are-now-easy-page-2.html Comments on its feasibility are welcome, especially simulations using Kerbal, i.e., via Realism Overhaul. Bob Clark
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Hello everyone, I want to share screenshots of flying aircraft carrier with bomb bay that carries spaceplane under it for testing purpose. The purpose of flying aircraft carrier is to ferry any space craft to above 10,000 meters high, have space plane detach from flying aircraft carrier and fly toward orbit. Here are screenshots and any comments are welcomed!
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I have been developing a method to automatically calculate the orbital elements of a spacecraft with a Texas Instruments TI-84 Plus calculator. My script, which has been posted below, does not need (but can use) the apsides of an orbit to continue, operating on the Vis-Viva Equation. All that is needed is a reference altitude and velocity, the radius of the current body, and the Standard Gravitational Parameter of the current body. After only a week, the script has reached a high level of development, and can calculate Gilly's orbit with a 2%-13% error. As such, I feel it is ready for release and testing. Feel free to change the program however you feel, as I want this script to be the greatest external orbit calculator it can be. NEEDS: A Texas Instruments Zilog Z80-based calculator (or the means to emulate one) A way to transfer scripts to said calculator BOSH. Google Drive Link. Plain Text Code:
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Hey Kerbals! I have finished my Duna Colonial Transporter, capable of taking 10 kerbals from low kerbin orbit to Duna surface and back, with USI life support. The rocket requires some infrastructure. Namely, it needs to refuel after the first launch and every trip in LKO by two rockets. Then, refuel in Duna surface for launch all the way to LKO (although some refueling might be needed in LDO). The duna refueling station will have all propellant already made and two Duna SSTO tankers by the time the Transporter arrives, so it's a pit stop really. However, I need help with the trajectory. How do I set up a trajectory that enables me to make a short stop and continue to meet Kerbin? I was thinking about launching it with an apoapsis a little over Duna's orbit, in order to intercept on the way up (from Kerbol), land refuel, launch, and return. But I'm having trouble with the return window. I don't want to have the Transporter waiting on Duna surface, as there will be a station there. Anyone have ideas? I will post a photo of all the transporter and infrastructure as soon as everything is ready.
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Is there a mod that adds orbital decay effects by : Atmospheric drag, Tidal forces...? like this : https://en.wikipedia.org/wiki/Orbital_decay
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This is for new people who need help with orbital maneuvers and transferring to your first celestial body! It took me a long time to understand at first too, so I hope I can at least help someone along! Enjoy it, worked on it while I was bored! https://drive.google.com/open?id=0B0K8gNf10roUVTZOZnl6SUF6eG8
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I really need help with orbital stuff, i mean i can get stuff of the launchpad and can land and dock but i really need help with orbital stuff. I just can't do it! The manoever thing does not make sense, and i don't get what all the slidy bits mean. I also do not know what "Delta V" Or perapsis/ apoasis mean.I just really want to know because even MechJeb does not have help with orbital stuff. So, if someone could show me a good tutorial i could get a lot farther in the game.
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Lets start with the light cruiser or some may call it capital ship. It is unarmed consist out 790 parts Test flight results : Slow and laggy af. How to get it in space? Hyperedit ;-) https://kerbalx.com/applepie/_Light-Space-Cruiser-V178 Ultility craft. made out of 82 parts unarmed test flight : flies pretty good B-) https://kerbalx.com/applepie/_Utility-Craft-V178 Q1: Why are they unarmed A1: too lazy A2: excrementsty laptop Q2: Why havent you tested both of those planes A1: too lazy A2: excrementsty laptop Q3: Can i improve it and reupload? A1: Yes, please give me credits i worked hard for the light cruiser. (also post the craft file so i can use it) Q4: Why these simple names A1: Cause i'm a simple man. Steamprofile: http://steamcommunity.com/id/applejuicecakepie2/ top kek
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Hi guys, i need some help. after launch rocket, in the orbit map view, it tell me exactly where my rocket gonna go by showing the rocket orbit. anyone know how to figure out the orbital ? or any article referent this ? by figure out, i mean the physics formula or mathematic formula. any thought will be appreciate.
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I'm planning to put to orbit a space station/orbital habitat/refuelling station. I want to ask, what would be the most optimal altitude to put my station in... I also use MechJeb if that helps... Many thanks.....
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So i tried to make the rocket as depicted in the KSP logo. I have finished it. this is the result. It IS possible to get into orbit with this rocket.
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Stewardship of the VOID has passed to Toadicus -- please visit the new thread or SpacePort page for current discussion and download links. Thanks!