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  1. New bug affecting existing ships When I load up onto my science lab bearing space planes I get explosions and the F3 reports that XXX struck the launch pad. These are ships that have been in orbit for days and one is even on a trajectory to leave the Kerbin sphere of influence. The parts being broken tend to be wings. As these are spaceplane labs intended to land their science this is a mission failure. It is on at least two of my save games and two of the in flight ships. When I loaded on other nights had no problem I say again ships flying in orbit and accessed over various times are now reporting in space they are hitting the launch pad Recent updates done to Kerbal Alarm Clock but I dont think that would do a thing to the launch pad edit: Backed game up to the main menu and loaded again. An earlier save still had all the parts and so far no explosions. So this is a problem that isn't always repeatable. At least I can keep flying for now.
  2. This is a persistent problem with parts mods - any mod i use with parts, which is I don't get all the parts from the pack. I put the folders in game data as told or as a second try put the parts in the parts folder but some parts just won't appear in the VAB or SPH or work with prebuilt ships. I do have a mac if that makes a difference. Does anyone else have this problem? What am i doing wrong with the install?
  3. I'm looking for a mod that expands the current roster of available wing and elevon parts. Thanks in advance.
  4. I've started a new sandbox game and with inspiration from @ZooNamedGames, I've begun a space program for the United Kerbin Republic... As I was preparing to compose mission objectives for each of the missions in the initial program, I decided to take a page from NASA/NACA and actually set early goals for a specific number of orbits. During the first flight, I discovered something for the first time - KSP does not count the number of orbits around any body within the game! So, it's another suggestion by me so feel free to ignore it; I think that having a counter that can be toggled to count orbits when around a body within the Kerbol System would be a tremendous help...
  5. If there is a mod that can make the game have weather system it will be very great, It can make the game have rain and snow doesn't matter if the rain or snow is just the effect. If feels good when you driving a car or a plane that you build by yourself in rain or snow
  6. Here's my F-16 (.3) built for BD Armory Download: File-Upload.net Required Mods: - BD Armory - BD Landing Gear - Procedural Wings Features: - Flaps - Air Breakes - Chaff / Flair
  7. This has probably come up before; It's a fairly obvious use of the KSP UI, so I'm probably not the first one to stumble across it. But it provides a way to set up a simple, equidistant satellite array, using just the KSP User interface, without having to calculate orbital periods. As I understand it, the typical method for, say, spacing four satellites in a circular orbit is to do the following. Launch all four satellites on a single bus vehicle, reach the desired circular orbit, and circularize. Release the first Satellite. Based on the period of the original orbit, calculate the semimajor axis of a new orbit that has ¾ the period of the original orbit (5/4 also works, but we'll use ¾ for the example) and burn to put your bus in that orbit. Go around that orbit once. When you return to your starting point, recircularize. Assuming you used the ¾ period orbit, you will now be at a point 90° ahead of the original satellite. Release the second Satellite. Repeat steps 3 through 6 for the other two satellites, then head home. What we'll be doing here is eliminating any of the calculation of step 3: As long as your initial orbit is circular, you can use KSP's maneuver node and close-approach UI to evenly space out your satellites, without calculating delta-V, and without calculating the details of your phasing orbit. To do this, we have to come to realize two things; KSP's Close-approach markers are /always/ shown based on your presumed orbit after the last maneuver node on your path. By right-clicking on a Maneuver node, it will pop up a pair of buttons marked - and + that allow you to advance or retract a node one orbit at a time. What this allows us to do is the following: Deploy First Satellite and Target it. Create Node 1 to Roughly Estimate Phasing Orbit. Create Node 2 at 0.0 m/s for manipulating Closest Approach. Use Node 2 to Advance the Phasing Orbit. Fine-Tune Node 1 to refine the close-approach. Execute Node 1, Phase, and Recircularize. So here's an example, beginning to set up a four-satellite constellation using the above method. 1. Deploying the first Satellite Once the spacecraft reaches its target circular orbit, deploy the first satellite. It is then necessary to set the first satellite as a target in the KSP UI, so its close-approach markers can be used. 2. Create Maneuver Node 1 Create a maneuver node far enough in the future that you are comfortable manipulating it without catching up to it. I believe the one I've created here is about 10 minutes ahead of my spacecraft. Adjust the PRO and RETRO handles on the maneuver node to create a phasing orbit that has /approximately/ the phasing you want. It's fine if it's a rough approximation, because we're going to refine it later. 3. Create Maneuver Node 2 (0.0 m/s) Now create a second maneuver node further along the path of the phasing orbit. This maneuver node will have a 0.0 m/s value, and will be used to help refine Maneuver Node 1. 4. Use Maneuver Node 2 to advance the Closest Approach After placing Node 2, the Close-Approach Markers in the UI will show the closest approach after one orbit. Activate Node 2, then right-click on it to bring up the Orbit-advance buttons. (Upper-left image). Since we're doing 90° spacing, We'll want to click on the advance button three more times (Upper Right, Lower left, and Lower right) to show the spacing after four rounds of the phasing orbit. 5. Fine-Tune Node 1 to refine the Close Approach Now go back to Node 1 and adjust its Prograde and Retrograde handles to fine-tune the close approach. By doing this, we're adjusting the period of the phasing orbit to get it closer to ¾ the period of the target orbit. Once the markers match up, you're golden. 6. Execute Node 1 and Phase. Now you're ready. You can kill Node 2 now if you so desire; it's still at 0.0 m/s. Execute node 1 to enter the phasing orbit, go around once, and re-circularize when you reach the starting position. Once done, things look like this: The red and green lines solid lines are actually generated by the AntennaRange mod, here, they also serve to highlight the final positions of the Bus (where the green line crosses) and the fisrst satellite (where the red line crosses.). The bus is now 90° ahead of the target. You may now deploy Satellite 2, and repeat. And that's basically the method there. Note that I haven't checked the periapse or apoapse altitudes of the phasing orbits, everything was just done with the maneuver node UI. This method can similarly be used to space any number of satellites; If I'd needed to space five satellites, after placing Node 2, I'd crank it forward four more orbits in step 3. For Six, I'd need to crank Node 2 forward five more orbits, and so on. This method will also work if the phasing orbit is /larger/ than the target orbit; If I'd done the method above with a larger phasing orbit, I'd wind up putting the second satellite 90° behind the target. It also has its utility for Rendezvous; Make your orbit cross the target orbit. Place Node 1 where your orbit crosses the target orbit. Pull prograde or retrograde to spend as little delta-V as you feel comfortable using, and use node 2 to crank the intercept forward orbits until the close-approach markers are close enough, then go back to adjust Node 1's Prograde and Retrograde handles. Execute Node 1. On the orbit where Node 2 now exists, you'll have your close-approach. Hopefully, this has been helpful. Any questions?
  8. New Development Thread Check out what we do and what we are creating Overview of all MMI Mods, thx to Stimpy! Watch & Subscribe! ------------------------------------------------------------------------------------ Team-members of MMI Dani-Sang - Creative Side (Concept, Modeling, Texturing & Animations + Founder of MMI) Kulesz - Plugin Developer Barie - Dedicated Tester / Balancer JohnnyD - Creative Side (Modeling & Texturing) We are not recruiting anymore ------------------------------------------------------------------------------------ --DOWNLOAD-- CURRENT VERSION: BETA 0.1 - 15th of August 2012 - Created by Dani-Sang & Kulesz Note: Always remove old Parts and Replace them with newest version!!! Required Plugins: MMI_Kethane(included with the file) - Sourcecode THX TO DDAVIS FOR THE WONDERFULL VIDEO!!! Kethane is a gas based on the idea of Methane, however within this game we are changing it and make it a universal gas. We are planning to do a lot of stuff with it. Such as making it a special fuel which works diffrent then Liquid, up to maybe terraforming planets? Who knows? In the next paragraphs I will tell you the process of finding Kethane and making it usefull for you. Kethane is in abundance at Ninmus and at the Mün and there is little at our home planet. Kethane is generated randomly for every user and with every restart of a persistence file. In order to track it down you would need atleast a "Controller" and a "Sensor". Like ISAMapsat you send out a satellite to the celestial object and start looking for pockets of Kethane. Ones you have found Kethane, you can send miners to the specific location to gather Kethane for personal use. Currently all Kethane pockets have a depth of 2m but that will change in the future ones we incorporate more miners. Sensor will also indicate the depth of each of those pockets. Kethane pockets will eventually dry out and you would need to move to a new pocket if you want to mine more. But what can you do with this Kethane? Currently Kethane can be pumped to other vessels for which then can convert their fuel into RCS or Liquid Fuel (with a Converter obviously). In the next patch we will have also a Engine that runs on Kethane. So go out, find a pocket, setup a remote mining base and refuel your rockets with the awesome power of Kethane. Kethane parts: Controller (the brains) - You need to use this part or other parts won't work. Medium Sensor Medium Converter Medium Pump Small Miner FuelTank External (for now they are empty) FuelTank 1m Regular (for now they are empty) Small Engine (not included in this version, upcomming version it will) RCS & Liquid Fueltank CANNOT be refueled when they are drained empty. We cannot fix issue, this is part of the game. RCS bar indicator does not update properly like the liquid fuel tank. To fix this you need to give a RCS thrust pulse and it will be updated. We cannot fix issue, this is part of the game. There can be a bug that something is not working properly, whether that be the pump, sensor, miner or anything else. Leave the vessel by going to the spacecenter and then go back to your vessel. Most of the time the issue will be fixed. (However this barely happens) If you restart/delete a persistence file, then also remove the drawn maps + deposits.dat (which you can find within PluginData/mmi_kethane/) or there is a chance that the mod won't work properly. If all above does not describe your problem or bug, then please a proper bug report so we can replicate it AND fix it. "invalid part configuration" happens when you don't have a Controller fitted OR have more then 1 of the following: Sensor & Converter. Don't have 2 controllers fitted at the same time, they will work against eachother. There is a bug where you have to redraw the maps, this is a bug that ISA mapsat has too and we are looking into solution. There is a possibility that the Kethane Scanner & ISAmapsat & Mechjeb are interfering with eachother and making the game unplayable. (This doesn't seem to be a issue of plugin but the game itself) ------------------------------------------------------------------------------------ --DOWNLOAD-- CURRENT VERSION: 1.01 - 19th of August - Created by JohnnyD No plugins required. http://www.youtube.com/watch?v=YC1FtN0dbY4&feature=youtu.be Payload Commentary Payload pack gives you the ability to create a wide variation of different payload fairings with the a small amount of parts. Pack Contains: 1m -> 2m Adapter 2m -> 2m Adapter 2 Side Fairings 3 Top Fairings Payload fairings don't seem to be able to have symitry option availible. We are looking into this issue 1.0 First Release 1.01 Symmetry bug release ------------------------------------------------------------------------------------ --DOWNLOAD-- CURRENT VERSION: 1.0 - 8th of August - Created by Dani-Sang Note: Always remove old Parts and Replace them with newest version!!! Required Plugins: PowerTech + MuMech Solarpanels & MuMech (MechJeb) Notice: Satellite Pack is not being build upon more and won't be updated for future versions. Most of it's models can be found back @ Kethane pack or external resources such as Kreuzung's energy plugin. This pack will remain downloadable but take in count that it will drop off the face of the earth ones new patches come in and making this pack obsolete. If solar panels don't work please check this post: http://kerbalspaceprogram.com/forum/showthread.php/13692-Mechanical-Mouse-Industries-Kethane-Payload-Packs-Released!!!?p=271183&viewfull=1#post271183 Whats in the Pack?: - External Fuel tanks: RCS, Liquid & Battery Energy - 3 Different Bare hulls - Solar Panels - Satellite Dish - Ion Engine - Satellite Command Module Since v1.0 - Landing Legs - Small Liquid Fuel Hull - RetroThrusters - If solar panels aren't working, You are forgetting the Powertech-Mumech adapter plugin. Direct Download link --> http://www./?99l9b9w291idg9g - "This part type isn't available in this version of KSP" ---> you forgot to download plugins. - In order too make the External Liquid Fuel Tank work is to put a fuel line on it and then to a hull. No solution available atm. I'ts how the game works. - For everyone that doesnt see the glow effects on the parts, try turning off fallback part shaders in the game settings menu(it needs a game restart to take effect) - Batteries "Die" when they are drained empty. No solution at this moment, its an issue of the plugin. Can't fix it. - Don't block the path of the landing engines or make other stuff intersect with it, you will make your vessel crash! ------------------------------------------------------------------------------------ License: Nobody is allowed to copy models in anyway or modify them for their own use. We will have a specific opensource thread (link above) about what you are able to use and what not. Plugin(s) have a different license based on GPL and can be found within the sourcecode of the plugin(s).
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