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About me



  1. Have you thought that Eeloo was still lonely even with the other Trans-Joolian Objects? Not anymore! Eeloo has two moons now! Body list: Telsa: A small inner moon that orbits Eeloo in an S-type Binary System. Sar: A large binary partner to Eeloo. Image Spoilers: Download here!: https://spacedock.info/mod/3447/Eeloo Moons NOTE: Requires Niako's Kopernicus Utilities. License: MIT
  2. I'm back again with a new mod! This one updates the lonely Eeloo!! It adds and changes some things so let me show you!! It adds 2 new Moons to Eeloo! The bigger one is Navel and the smaller one is named Netis!! Navel Netis Netis is farther out but is smaller so it may be a bit harder to get to but I believe in you!! Navel is closer to Eeloo which seems to have slowed Eeloo's rotation down which means they always face each other! So you may want to land in the right spot to see Navel in the sky! But while looking up you can get a good look at the new atmosphere for Eeloo!! It is rather thin but still noticeable! (It does have scatterer support as well! :DD) But that is what it adds, Also with a slightly changed texture map for Eeloo!! I hope you enjoy it and please be safe everyone!! :DD It has compatibility with: Scatterer EVE Planet Shine Distant Object Enhancement Parallax SpaceDock Link!! https://spacedock.info/mod/3468/Revamped Eeloo! New Moons and Atmosphere Needs Kopernicus! :0 License: MIT
  3. It would be nice to have big elevators for ksp2 colonies, especially for the Dres canyon, Eeloo and maybe Vall.
  4. Normal mode: assemble a space station in Kerbin orbit and send it to Eeloo orbit. Hard mode: do the normal mode and have a surface base in one of the scars of Eeloo.
  5. Celebrate 1.12 by completing a ground circumnavigation of either Pol or Eeloo. Or both. 1.12 is planned to be the last major update to KSP. Two celestial bodies received texture updates in 1.12, Pol and Eeloo. Why not take a drive around them to celebrate 10 years of KSP? The rules: For those not familiar with the Elcano challenge, you basically drive a rover or other ground-based vehicle around a planet or moon. The long way around.. More complete rules and explanations can be found on the Elcano Challenge page. For this challenge, you must have an entry accepted on the Elcano Challenge pages, circumnavigating either Pol or Eeloo. Please note that this challenge is not for the faint of heart. The challenge has been around for years, currently in it's fourth iteration. The list of players who have completed the challenge on any body is quite short. The list of players who have completed the challenge on Pol or Eeloo is much shorter. Exactly two players have completed the challenge on every CB in the stock KSP system. While the Elcano Challenge is a heritage challenge, and isn't going away, this sub-challenge is time-limited, to celebrate the release of 1.12. I'm thinking I'll accept entries for about two to three months. Entries should be posted on the Elcano Challenge pages (referenced above). I also currently manage that challenge, and will post successful entries on this challenge as well. Good luck!
  6. The challenge was to make an entirely rocket based SSTO that launches vertically. I added another element of challenge which is that I only used 1.25m parts. This means that I can't get the same performance as if I used a Mammoth and a cluster of nuclear rockets, but this approach keeps part count and mass down. The rocket consists of a Vector engine for Kerbin takeoff and landing, and two Nerv engines for everything else. Inside the fairing are a command seat, reaction wheel, battery, and a bunch of Mk 0 fuel tanks. This rocket is very aerodynamic so I take a shallow ascent profile. At 1500 m/s I shut off the Vector engine and let the Nervs continue. I'm not using all the oxidizer here because I need it for the landing back on Kerbin. In Kerbin orbit I use the same sequence of Mun assists that I always use for an Eve transfer. Mun assist brings me into an orbital resonance that gives me a better assist three orbits later, which brings me into an orbit that gives me a final assist 3/4 of an orbit later. This flings me onto a 6:5 resonance with Kerbin, where I intersect Kerbin for another Mun assist, which drops my orbit down and gives me a plane change, where I get an intersection with Eve's orbit. I don't have enough Eve relative velocity to do a Kerbin-Eve-Kerbin-Kerbin-Jool route. So I do a Kerbin assist, followed by another Eve assist, to get greater Kerbin relative velocity. This gives me a Kerbin assist that puts me onto an orbit intersecting Jool's orbit. I need to intersect with Jool's orbit at the ascending node of Eeloo with Jool, but Jool is in the wrong place. So I swing by Kerbin one more time to adjust my orbital period. My problem now is not too little energy, but too much energy. I have to eject from Jool in a nearly prograde direction in order to reduce my Eeloo relative velocity, but that would put me on an escape trajectory. Instead, I use a Laythe assist to bleed off velocity relative to Jool and also do a plane change to line up my descending node with Eeloo's apoapsis. Doing this reduces the capture burn significantly. Laythe assist Only 35 m/s to capture around Eeloo. That's quite good In low Eeloo orbit, and I've got plenty of fuel to land and take off again. This rocket is tall so landing was a bit of a challenge. I had to quickload a bunch of times. Eventually, I found a flat enough place to touch down. The question is, is 1403 m/s enough to get home? Eeloo ascent In Eeloo orbit with 820 m/s remaining. This should be enough, as long as I remember to save enough liquid fuel for the powered landing on Kerbin. Jool transfer. As you can see, I can't get a Kerbin transfer orbit directly from a Jool transfer. Instead, I use a Tylo assist to build up relative velocity to Jool. The problem with this is that I can't eject from Jool at the right angle. Closeup of Tylo assist. 570 m/s left. I definitely have enough to make it home at this point so I accept a less than optimal correction burn. I solve the problem of ejection angle by setting up a second Jool assist at a better angle. Kerbin encounter plotted. I use Kerbin and Eve to slow down, and thanks to the double Jool assist I have more than enough energy to do so. Using the body lift of the near empty fuel tanks to slow down Terminal descent using the last of the oxidizer. Landed back on Kerbin.
  7. Just a biggest antena... My discord server: https://discord.gg/4d7PSyG
  8. Flew on Eeloo as Americans on the Apollo. No comment. Music only! Addons used: Astronomer's Visual Pack, CameraTools, Distant object, EnvironmentalVisualEnhancements, RealPlume, Reentry Particle Effect, Scatterer, TextureReplacer, MechJeb2, ModuleManager, Phoenix Industries (suits only) Thanks for watching!
  9. So, first: I know it is kind of selfish this thread, so I think that when you answer my question I will delete this, second: I wrote this here as I guess it fits well with "questions and gameplay" I guess. So, here there is what is happening: I need someone to calculate an absurd amount of Delta-V. And with absurd I mean a grand tour (actually not really "grand") of the kerbol system: a flyby of Dres, Moho, Kerbin, maybe Eeloo, and maybe maybe maybe a Moho lander. All in one. Without mining. I know, it is crazy, but what I just need the Delta-V, the craft I'll do it. Well, if you ask the reason I can tell you that is a long story. Well I hope someone answers... Oh yeah: I only have one month. Yep, I won't make it probably.
  10. I'm planning building one with mk4 parts to hold 16 kerbals in it, but all I know is you need rapier engines that can get you to LKO, and then just nuclear engines to the rest of your flight... though should i calculate the delta-V with that little community map? or just test if the rapiers work, and then just off we go? I really would like to know if I would need to make any calculations with the nuclear engines...
  11. BILL KERMAN'S MISSION LOG: Y16D120 - 4H15M Perhaps I should start this log with some context. After Orange Squadron and their wingmen returned from Dres, I had the guts to propose to Val. Okay, I lied, Val proposed to me before we landed on Kerbin. I was surprised at first, as it was tradition for the male to propose to the female. However, Jeb warned me that I shouldn't be surprised that Val's doing it. After we married, we hopped on board the Pluto 1 and were in-transit to Eeloo for over three years. The two of us stepped out of the lander craft as soon as we touched the ground and did our EVA and surface sample runs. When we hopped back in the lander to warm ourselves up - we have two big boxes of plutonium for that (as solar panels are useless here), we realized that we had a major problem WE DID NOT HAVE ENOUGH FUEL TO RETURN - OR EVEN AEROBRAKE We immediately notified Mission Control of our situation and they agreed to send a rescue craft capable of refueling itself. Below are the coordinates of our craft. It will take a few years and a refueling stop at Jool, but the current plan is to get the lander in orbit and have the rescue craft grab the lander and extract the science we collected while Val and I board. We then dispose of the lander since it's useless at that point, then we're on our way back to Kerbin. To anyone who reads this log, I hope you all have other ideas to save Val and I. I know we want to stay warm here, but I don't want it to get "too warm" between us while we're on a remote planet with no way to get back home. In the meantime, the Chyna rover on the other side of the planet should transmit some sweet science for us.
  12. I have a launch window for Eeloo coming up in about 120 in game days, and I am considering sending a mobile ground base all the way out there. The question is would it be worth it. I've noticed there are a few new biomes that I haven't observed yet, and the dwarf's terrain is flat enough to make long range drives worth it, but the distance from Kerbol makes solar power useless. So to power the electric wheels I'd need either a metric f*ckton of NUK's and fuel cells, or need to experiment with alternative propulsion methods. As I'm typing this I just thought of using NERV's to push it a long the ground, like I do with et engines on my boat bases. So anyway, does anyone think its worth it to send a mobile base out there? I'm probably going to do it. I like the idea of a nuclear rocket propelled ground vehicle. That makes me smile.
  13. I made this mobile base a while back that could take seven kerbals along Eeloo's surface and get some sweet science points. As small as the base itself is, the delivery craft has the delta-V to make it all the way to Eeloo and safely land the rover on the surface. All I need to do is get some scientists to process the data gathered on Eeloo, and we're cooking.* * ironic since Eeloo is practically a giant snowball. Craft file: https://kerbalx.com/Mars-Bound_Hokie/Eeloo-Mini-Mobile-Base (Also comes with cargo slots)
  14. Original Text After one thread (Which shall not be named) started the Eeloo, fake, society, I've decided to prove that Eeloo is not evil! Eeloo and Dres! We love both! Appreciation!
  15. *Minor Notification • The author is very unlikely to be familiar with English, so grammar is likely to be destroyed. • More than 95 percent of this article has been translated into Google Translator. •This article was uploaded during the writing due to a mistake by the author (;;;) ***Important Notification • I am not the "original author" of "this Craft" and the "original Korean text" of this article. The "original author" was a user named "HoDeok(호덕)" of Korean KSP Forum, and this article is translated into English with permission of the original author. • The author of this article are not familiar with the Western forum system. If there is a problem with this article (?) It will be deleted or modified immediately. • "original auther"s message : This rocket was made by mixing two rockets developed by Turbo Pumped. ______________________________________ <Light & Powerful! Eeloo and back with 2.3 ton tocket> World Record! Eeloo is the planet of Pluto in KSP. The distance is so long that we need a big rocket on the roundabout. Because it is so difficult, I did not go there for half a year, So I decided to go there today. Of course, I'm bored if I just go., let's try mixing some rockets developed by others! 1.7 ton minmus rocket by Turbo Pumped + 2.7 ton Eeloo rocket by Turbo Pumped FUUUUUUUSION!! Creating a spaceship is easy, is not it? It took only 8 hours to fuse properly. The weight of this spacecraft is 2.3 tons, and when it is astronaut, it is 2.394 tons. Wait, Kerbals are 90 centimeters tall, 94 kilograms, it's obese. Maybe it's because of the weight of the spacesuit. Liftoff! This plane can speed up to 700m/s with only two J-20 Juno engines. It's an engine that's normally used for low-speed airplanes, and it's amazing how fast it is. At full speed, slowly raise the nose and ignite the 48-7s spark engine at an altitude of 10 km! Take off the used fuel tank and keep moving! Using an ion engine to make the final acceleration, LKO Reached! I don't want to get too long, so I'll just write it down. First, get out of Kerbin, get help from Eve's gravity, Get another gravity assist by Eve, I went into the Jool System and got gravity assist from Jool and Laythe. It's been a long time since I've been on the Orbit for Eloo, so I've had a lot of trial and error. It took 41 years for the Kerbal time. But it's better than not getting there. Approcahing Eeloo! Eeloo is about five times farther from the sun than Kerbin, making solar panels less efficient than 1/35 or 1/36. So, the ion engine that eats a lot of electricity is often turned off. Turbo Pumped solved it by taking a huge battery! That's a great idea! Touchdown! It's been seven months? It's been a long time since I went Eeloo! It's been a long time since Kerbal put a flag on the frozen ground! I think Kerbal misses home a little. Forty-one years is a really long time no matter how happy a creature is. Good. We don't have much to do here, so let's go home. Two small solar panels have charged up electricity, so getting to Orbit is a piece of cake! Low Eeloo Orbit Reached! Keep accelerating, make an orbit that meets the jool, With two gravitational help from Jool, Go to Duna, KSP's Mars! I came here because I thought my head would explode if I got more gravity assist. It's been more than five hours since i started the game. So i took a less fuel-efficient but easier way to get back to the Kerbin. As shown in the picture, a single collision in the upper atmosphere of the Duna, can create an elliptical orbit of the Duna! Hahah. It's the best way to save 1500m/s. Final Burn To Kerbin! Kerbin in 84 years! REEEEENTRY!! Many parts were smashed, but the spacecraft managed to decelerate safely! Kerval's parachute for the last time, Landed safely? He is ALIVE! Phew... It's been a long time since I've been a Eeloo mission. I've had a lot of trial and error. It's the longest mission I ever had. *Crying* Instead, I got a sense of how to do Gravity assist, so I got a lot of things. Turbo Pumped's Youtube Channel: https://www.youtube.com/channel/UCrfWUNq3XCKoAo_E8JMJpfg Craft File: https://steamcommunity.com/sharedfiles/filedetails/?id=1651455293
  16. I'm planning on flying to Eeloo, landing there, and coming back home when the next launch window opens. I realize that I cannot send just one ship if I am to leave my mark and return; after all, I plan to leave some things in orbit before I leave, like: A space station A weather satellite An "Ultimate Relay Antenna" Below is a list of items I will send at the next launch window. I consulted this website and this one after I got my ships into orbit, checked my "Delta-V Gauge" with MechJeb, and I can reasonably say that the ships in these photos are gassed up and ready (except for one - the rover). As for the nuclear-powered return pod, my space station has plenty of plain liquid fuel in reserve just to fill it up. U.S.S. Defiant: (Yes, I'm aware that's it's not loaded with crew yet - that will come later). It can hold up to 7 Kerbals at once {1 viewing cupola, 1 lab (and I also carry all science but the telescope and ore scanner), 1 hitchhiker}, has 12 Mk. 2 docking ports and 12 Mk. 1 docking ports, 8835 charge, and ~4,216 m/s worth of Delta-V in the tanks when I get to 92 km above Kerbin. Signal coverage won't be a problem, as it has 4 RA-100 relay antennae. I also have 7200 units worth of pure liquid fuel in reserve for when the return pod comes by to pick up the crew. (Note: Crew will consist of 2 pilots, 2 engineers, and 3 scientists) Interplanetary Weather Satellite: Will put up in polar orbit around Eeloo and scan for rich ore deposits around the equator. Once I find a spot with a satisfactory minimum concentration (let's say 30% cutoff), I will set up a waypoint there and put my rover and lander there. I also carry some reusable scientific instruments on it. Ultimate Relay Antenna: Originally intended to be left in Kerbol orbit (honestly, I don't care if it gets to Eeloo as long as the relays work), it has 1 RA-100 and 4 RA-15 relay antennae. The final stage has 3 ion engines and 11,400 worth of xenon (and over 8,000 m/s worth of Delta-V), so I think it's good for Eeloo. What do you think? Interplanetary Moon Lander: Capable of carrying up to 3 Kerbals at a time, has some science on board, and 5,180 m/s worth of Delta-V at the time of LKO. I plan to rendezvous with the Defiant when I arrive at Eeloo, then pick up three Kerbalnauts (pilot, scientist, engineer) before sending it down to a designated landing spot. Then, I shall refuel the ship using a small rover and send it back up to the Defiant. Note: Be sure your spot is rich in ore deposits BEFORE landing Return Pod: A nuclear-powered beauty, driven by pure liquid fuel (main stage has 6,400 units of it), designed to follow the fleet unoccupied to Eeloo and remain in a standby orbit. When it comes close to the return window, I shall rendezvous the pod with the Defiant and pick up the crew - and not forgetting to refuel it. After the window opens, I will launch the pod out of Eeloo's sphere of influence on a return trajectory to Kerbin - leaving the Defiant unmanned until the next crew arrives. Mini-Bus (PENDING REDESIGN): Capable of carrying five Kerbals at a time (but will send unmanned), it will carefully land on a spot along Eeloo's Equator that's rich in ore deposits and start mining ore. When the lander gets there, I will use the claw and dock the rover with the lander before refueling it - it may take a while, but I can't risk running out of fuel during the lander's return rendezvous with the Defiant. DISCLAIMER: This video (that I made all by myself) is just a demonstration of what the rover is capable of when landed. I currently don't have Delta-V to get to Eeloo's surface. What do you all think? Do all my ships have enough Delta-V to get to Eeloo safely? Am I good for the first Eeloo fleet, or am I missing something besides the rover? Speaking of which, any ideas on how to get it all the way to Eeloo? Your input is greatly appreciated. Thank you.
  17. So, say that i have a lander/surface base on Eeloo. Outer planets mod moves it so it becomes a moon of Sarnus. Would my craft just be moved with it, would they dissapear or would it corrupt my save? Has anybody tried that yet? Help, Lusbax.
  18. I have a launch window for Eeloo coming up in 39 in game days, so I'm preparing three relay satellites for launch to the frozen dwarf. These sats all have 36 Nuks and 7000 battery storage, but I still feel compelled to outfit them with 5 or 6 gigantor solar arrays. Satellite just don't look/feel right without them. Does anyone else include useless solar panels on extreme deep space craft?
  19. Got a comnet with complete coverage on Eeloo and planet is inspected. Im ready for the spacestation insertion. On jool system i use 14 xl solarpanels (bit overkill) , what is needed for eeloo to run 1 science module at furtest distance from sun. Ill add a lander and a ore craft aswell.
  20. even though it's cold out here, there's plenty of room for a base. Regular Challenge: send any kind of base to Eeloo that can return to Kerbin if needed. Difficult Challenge: send any kind of base to Plock (OPM) that can retuern to Krbin if needed. Extra Challenge: exactly what you'd expect. impress me.
  21. Here's my SSTO to Eeloo with some passengers. I hope you guys enjoy. For mission planning and getting that K-E-K-K-J transfer, I used Flyby Finder and followed @PLAD's posts about Eeloo and Jool (without Mun assist or Jool aerobrake). For Kerbin ejection burns I used Precomputed Low-TWR Interplanetary Transfer Burns by @Red Iron Crown. Thank you both!
  22. Try to get to Eeloo... for less than 50,000! I tried, trust me. you may see a crater near the equator. that was my launch crash location. HINT:
  23. Have to go and rescue 2 orange suits from the surface of Eeloo, after a Kraken attack mid decent. Wanna see if I can do it? http://twitch.tv/tosclive Two Orange suits stuck here.
  24. Since Pluto has a thin atmosphere, why shouldn't Eeloo? If there could be one, I would suggest a really thin one, thin enough where you can't just land by parachute, or thin enough that you can still see stars from the surface. Anyways, still a suggestion. Also, isn't there a mod that adds one? It would still be nice in the stock game.
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