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Have you ever wanted to worry about the consequences of jumping just a bit too high? Well here's your answer! This mod does one thing: make Gilly habitable! DEPENDENCIES: Kopernicus Niako's Kopernicus Utilities (included in the mod) SUPPORTED MODS: Environmental Visual Ehancements Scatterer The game had a real bad time when I tried putting the KSC on gilly, so no homeswitch for now. Licensed under the MIT License DOWNLOADS: [snip]
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This week we added rocks to our terrains. We're living out our Apollo 11 fantasies as we spend precious delta-v flying sideways to avoid boulder fields! Seen here, a few shots of Gilly, Mun, and Pol.
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Gilly Plus is a mod that remakes Gilly to be blue, fixes the timewarp crap and adds craters! just in case you ever suffer from Gilly-is-boring-and-not-blue-enough-itis! https://imgur.com/gallery/PEFIMGV Pics for Clicks Download: https://spacedock.info/mod/2046/Gilly Plus Kopernicus is the only dependency Also, this does remake Gilly's surface, so any spacecraft on Gilly should be launched into a stable orbit before downloading this mod.
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Hi guys, I was playing some career mode and my recent, rather time and funds consuming mission, doesn't seem to be paying off. Every point of the contract except of "everything completed" is checked, though I feel like I did everything according to the mission requirements. Any ideas there? https://imgur.com/a/iWe62x3
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Does anybody have the coordinates for a flat landing spot on Gilly? I tried to land an ore transport on an old landing site (using MJ landing guidance), but it kept bouncing. I don't care about the ore concentration. I just need a spot that I won't keep bouncing off - regardless of ore concentration (I have the big drills) This is especially crucial for manned landers. The last time I landed someone on Gilly, I lost two engines and a panel. Thanks.
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Some remarks: I always wanted to to a Eve and return. So I grabbed some contracts (put stations in Eve and gilly orbit, plant a flag on Eve etc) to help in funding. I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I have a heavily modded install, most important for gameplay is propably the usage of USI-Lifesupport: [x] Science! Continued (xScienceContinued 5.22) Action Group Manager Renewed (ActionGroupManager 2.2.4) ALCOR (ALCOR 0.9.7) ALCOR Advanced IVA (ALCORIVAPatch 0.9.7) Antenna Helper (AntennaHelper 1:v1.0.6) ASET Agency (ASETAgency 1.0) ASET Props (ASETProps 1.5) B9 Part Switch (B9PartSwitch v2.7.1) ClickThrough Blocker (ClickThroughBlocker 0.1.7.1) Community Category Kit (CommunityCategoryKit 4.1.0.0) Community Resource Pack (CommunityResourcePack 1.1.0.0) Community Tech Tree (CommunityTechTree 1:3.3.7) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator 1.27.1) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.4) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 8.0) Custom Asteroids (CustomAsteroids v1.7.0) Custom Asteroids (inner stock system data) (CustomAsteroids-Pops-Stock-Inner v1.7.0) Custom Asteroids (outer stock system data) (CustomAsteroids-Pops-Stock-Outer v1.7.0) Custom Asteroids (stockalike config) (CustomAsteroids-Pops-Stock-Stockalike v1.7.0) Custom Barn Kit (CustomBarnKit 1.1.19.0) DMagic Orbital Science (DMagicOrbitalScience 1.4.2) Dynamic Battery Storage (DynamicBatteryStorage 2:1.4.2.0) Firespitter Core (FirespitterCore v7.12.0) Firespitter Resources config (FirespitterResourcesConfig v7.12.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.1) HullcamVDS Continued (HullcamVDSContinued 0.1.12) HyperEdit (HyperEdit 1.5.8.0) JX2Antenna (JX2Antenna 2.0.5) Kerbal Alarm Clock (KerbalAlarmClock v3.10.0.0) Kerbal Attachment System (KAS 1.3) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.6.0) Kerbal Inventory System (KIS 1.21) Konstruction (Konstruction 1.1.0.0) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.7.0-1) KSP AVC (KSP-AVC 1.3.0.3) MechJeb 2 (MechJeb2 2.8.3.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.5) Mk1 Lander Can' IVA Replacement by ASET (Mk1LanderCanIVAReplbyASET 1.1) 'MK1-2' IVA Replacement by ASET (MK12PodIVAReplacementbyASET 1:0.3) Mk1-Cabin-Hatch (Mk1CabinHatch 0.2.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.6.0) Near Future Electrical Core (NearFutureElectrical-Core 1.0.1) PlanetShine (PlanetShine 0.2.6.1) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.1) Precise Node (PreciseNode 1.2.10.2) Progress Parser (ProgressParser 10.0) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.6) RCS Build Aid Continued (RCSBuildAidCont 1:0.9.7.6) SCANsat (SCANsat v18.10) Science Revisited Revisited (ScienceRevisitedRevisited 1.7.1) Sigma Binary (SigmaBinary-core 1:v1.7.0) Sigma Binary - Duna + Ike Binary (SigmaBinary-DunaIke 1:v1.6.11) Surface Experiment Pack (SurfaceExperimentPack v2.7.1) TAC Fuel Balancer (TacFuelBalancer v2.20) Toolbar Controller (ToolbarController 1:0.1.6.20) Trajectories (Trajectories vKSP1.4.2-v2.2.0) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) UbioZur Welding Ltd. Continued (UbioWeldContinued 2.5.3) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2) USI Core (USI-Core 1.1.0.0) USI Life Support (USI-LS 1.1.0.0) USI Tools (USITools 1.1.0.0) ) Now the actual report: Since my kerbals did already an expedition to EVE (only orbit and Gilly landing and return) the newest goal is to go to Eve, land and return. Since this is a highly risky mission engineers and scientists debated how to get maximum science in one mission (there are rumours, that funding will be cut and then only a Jool5 will safe the program). Since nobody wants cut funds because of dying kerbals ( there are so many outer planets to explore, plus Moho etc), failure is not an option. So following mission architecture is used. There is a first launch window, where the EveAscentVehicle plus two space stations (one for Eve, one for Gilly) are sent to the Eve system: Launch and transfer of EveAscentVehicle and Eve/Gilly stations (imgurl) This was successful, since the Eve station and the lander are now deployed to their place in Eve orbit and on Eve surface. The orbit insertion of the Gilly station used all fuel, so it needs a supply mission to move it‘s orbit. Originally no ISRU was included in the design. Since I got following contract for mining ore on Gilly I decided to send a fuel tanker and a miner to Eve ASAP: Gilly Mining Package (imgurl) With their help the gilly station will be moved to it‘s final Gilly orbit. The next transfer window after sending out the miner/tanker will then be used to transfer the crew transfer vehicle (I will refill and reuse the mothership of a Duna expedition still in Kerbin orbit) and the EveExpeditionRover to Eve. The idea is to land near explodium seas, deploy science packages and drive to the lander. Then transfer to Eve station. After the habitation time is out on the station, the crew will transfer to Gilly station for further exploration of Gilly and science mining. In this way it should be possible to get science for 2-3 biomes, depending on the route of the rover and the available snacks and habitation time. Finally the Duna Mothership will be used to return to Kerbin. Originally I planed to use SurfaceExperimentPack for the deployed science packages. But since this mod is deprecated the parts of the BreakingGround DLC will be used. Until the DLC is released and I purchased it my program is paused (aka I'll start a Kerpollo Challenge run in a new science safe with less mods)
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So today I built a delta iv heavy-like craft and sent a kerbal to eve's moon gilly. Where can you take it? (Download it, then show me!) Delta IV (Heavy): https://kerbalx.com/JohnsterSpaceProgram/Delta-IV-Heavy Here are some images of what I did with it: Nothing in the fairings yet, lets put a gilly lander! This should be succificient, its a ion engine/liquid fuel engine craft, with room for 1 kerbal On the launchpad, ready to launch After booster separation, when the central fuel tank is refilled Many days later... Approaching Eve Now I prepared to do the Eve Orbit Insertion Burn, which is shown below And lastly, here are some images of gilly after arriving at it What can you do with it, post images or tell me below!
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Yesterday, i launched a scientific unmanned mission to Gilly. The mission was a sucess, and i transmitted to Kerbin science of the space over Gilly and of all of the (only) 3 biomes of that small moon. After the end of the mission, i started to think one thing: I started to think if Gilly was made propositally by the devs to make a perfect contrast with Eve. I started to think that after i see the caracteristics of Eve and Gilly. Eve is really big (is the biggest rocky planet of the game). And Gilly is really small (is the smallest body of the game, with the exception of the asteroids). Eve is the planet with the biggest gravity in the game (1.7 G). And Gilly is the body with the smallest gravity in the game (0.005 G) The SOI of Eve is big (85,109 km), but the SOI of Gilly is very very small (126 km). And the last thing: Eve have a big and thick atmosphere, and Gilly dont have nothing (obviously because of his size). So, Gilly was made to make a contrast with Eve? Let your opinion here.
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This should be a straightforward bug report, as I do believe I've been given an impossible mission to test an engine in Gilly orbit between 120km and 130km altitude. Thing is, I couldn't establish any orbit higher than 113km altitude, and thus not satisfy the contract parameter. Looked up the Gilly characteristics, and looks to me like the max altitude at which you can orbit Gilly is indeed 113km. Am I missing anything? Thanks!
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The mission is aimed for exploring 2 asteroids and 1 dwarf planet with an unmanned craft This is the craft you need: it needs scientific instruments ,an individual engine and powerful antenna ,just try to make it as small as possible,okay? Your first stop will be an asteroid You must flyby 15 meters above the surface of it Next step is to flyby Dres .Your periapsis must 75 000 m above Dres. And the last place to visit is Gilly ,you need to establish an orbit around it with periapsis of 55 000 m The difficulty varies in type of propulsion you use! Ion propulsion is hardest, Liquid fuel propulsion is normal,and non individual (another stage with engine) is easy. And remember kids NO CHEATS!!!!mods that dont brake the challenge can be used ,it is not considered a cheating!You can still change route if you want so....But you still need to visit all 3 of them!GG have fun
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Note: This challenge requires skill be warned! Gilly, among other things, is small, really small. Making a city there will be really hard, because of the very poor gravity and high inclined orbit. But it's possible! What you have to do to win the challenge: A functioning solar power station (No more than 50 solar panels) A hotel/dormitory holding at least 35 Kerbals. Fuel Tanks SSTO Fueling Station landed on gilly (Needs to be having an Advanced Grabbing Unit and has connection to the fuel tanks) Mining Station Have it connected to each module (Optional, Needs Kerbal Attachment System) A flag (Optional) A SSTO landed and successfully "grabbed" onto the SSTO Fueling Station (Optional) What mods are recommended? Distant Object Enhancement (If you made a gilly orbital station then seeing it from the ground would be cool!) USI Life Support (Or any other life support you prefer) ModActions Mod B9 Aerospace USI Kolonization System MechJeb (Embedded Universal) So... Is there any banned mods? Any other mod that is not under "Recommended" or "Required" are banned! Leaderboard!
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Hey everyone! What kind of landers have you made for the low gravity worlds? Ion and RCS Craft encouraged, unorthodox designs get rep!
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I'd be interested in seeing what others are doing regarding mining on Gilly. Pictures would be ideal if you have them.
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I have went and created the Single Most Epic Mod Ever. Ok, maybe you would believe it's an Absolutely Epic Mod? A wonderful and useful Mod? All right, I admit. It's a lame Kopernicus mod by someone who can't Kopernicus properly... For a while now, a few things in KSP's planet setup have bothered me. I usually use @CaptRobau's incredible Outer Planets Mod, so my KSP solar system is a fairly good match to the real one. Unfortunately, this illusion is most broken by- Ike- It's huge mass is in no way a proper analogue to either Phobos or Demios. No Asteroid Belt- All we have is Dres, and it is a sad and lonely space potato. It needs it's neighbors, and I just couldn't seem to find a mod that added them to my satisfaction So I made this slightly less than ingenious mod, using Kopernicus, to fix these problems. It adds a number of new bodies to the Kerbal system, almost all of which are clones of Gilly. After due consideration, I decided that some of you might actually enjoy playing around with it, and so I uploaded it. The new planetoids are as follows: Duna System- Tafy- Providing a Kerbal analogue to Demios, Tafy has low gravity, a grey-brownish texture- and has been accused of being a Gilly imitation. Adlai- In Ike's original orbit, this analogue of Phobos has low gravity, a grey-brownish texture- and has no similarity to Gilly. None. Whatsoever. All right, it's literally a copy of Gilly. Asteroid Belt- 1 Dres- I can take no credit for this planet. I just thought it would be clever to stick a "1" in front of the name, creating a consistent naming scheme for the entire belt, and reminding people *cough*myself*cough* who kept getting confused about which planet was an analogue of which asteroid. 4 Ike- Named after the supposed moon of Duna, 4 Ike seems to be the one honest planet in this part of space. It is the closest asteroid to Kerbin, and should be one of the easiest to get to. Yep, I just flung Ike out into Vesta's orbit, and stuck a "4" in front of the name. 2 Blorg- A remarkably large asteroid, 2 Blorg wanders the space near Dres, trying to look friendly. We don't think it actually is. It's actually another Gilly copy, and I think everyone knows where the name originated I actually knocked the inclination down a bit from the real 2 Pallas, but it's still really, really tricky to get to. Seriously. I dare you to land a probe there. 10 Splork- A remarkably small asteroid, 10 Splork is one of the primary reasons the space near Dres is Not to be Trusted. It's another Gilly copy, stuck into an orbit that's an analogue to 10 Hygiea. Spacedock This mod requires Thomas P.'s Kopernicus mod, which can be found here:Kopernicus Change-log: Licensing:
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I got a contract to build a station around Gilly, so I made one. All components were lofted to orbit via SSTO spaceplane and assembled there. After that, I raised the orbit to around 550k, where I refueled and sent it on its way. The craft was not suited for aerocapture, so I braked the conventional way. I dropped a probe on the shallows of Eve, then parked into Gilly orbit. The only major issue I had was that the heaviest spaceplane I built -- to loft the booster and refueling modules -- flips out of control on re-entry, even though CoM is well ahead of CoL empty (and with all remaining fuel pumped to the forward tanks). I was able to regain control at very low altitude and wrestle it to a near-intact splashdown, but something's clearly not right with it... or, perhaps, 1.2-pre aero. Got nearly a million funds as completion reward, and will max out my tech tree what with all the science the lab is churning out. Gallery: http://imgur.com/a/DgqBZ Highlights:
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Welcome to the Ida/Dactyl Challenge! This challenge is meant to be a difficult quest for, well, making an asteroid have its own moon! But not just any asteroid... GILLY This challenge is to give Gilly a Moon(s) of it(s) own! Now here is the Inspiration for this challenge. The Ida/Dactyl system was first discovered by the Probe Galileo in 1993, being one of the first Minor Planet systems that comes to mind. This system was an excellent discovery, showing that even objects with extremely small amounts of gravity can still have their own Satelites. Ida measures about 23 Miles across, while Dactyl is about 1.5 miles across. Dactyl orbits at about 96 miles above Ida's surface in a Prograde orbit. Now enough of the science, (Even though we all appreciate some amount of it), lets get to the Details! Your objective is to [For the Normal Difficulty] to get a class-C to E asteroid in orbit around Gilly, the very similiar in size hunk of Carbon. The end result of this is Gilly having a Trojan moon! [A moon of a Moon] The rules: 1.The use of Hyperedit or any other mod that does things similiar is strictly prohibited. Your craft gets attacked by the Kraken? No exceptions. 2.The only mods that are allowed are Graphical, Shader, utility [Kerbal Alarm clock], and a small list below. 3. You are not allowed to mine from this asteroid, sorry, but if you feel like bringing an extra one for fuel, go right ahead. 4. This can be probed or manned, but if manned, you must bring the Kerbals back. [If probed, destroy the Evidence of it so Conspiracy Kerbals don't get suspicious...] 5. Any mode is allowed for this, but for difficulties higher than Medium, Career mode is required. 6. An orbit in between 16 and 47 is required for a passing mission. This is to make it look more like the real thing. [Km is the distance] 7. If the asteroid somehow manages to crash into gilly, you gotta bring it back up and into place. No getting a new one. [For those hardcore Challenge beaters, Quick-saves can override this rule!] Mod list:[For mods that didn't fall into parameters above in rule 2] KIS, KAS, OPM, Kerbal Planetary systems [Dunno why, maybe a Fuel Base?], Asteroid Day, Any Life support Mod [Again, just for future clarification] OUTLAWED MODS [Shoot on sight with Flea boosters] Tweakscale, any Future Tech Mod [CURRENT TECH PLS], any part modifier unless listed otherwise [Like KIS or KAS] Difficulties: Easy: For you people that want a quick, easy job, but dont care for the fun of challenge All class Asteroids allowed, Any Mode, Allowed to take Ore from Asteroid, Probed or manned, Outlawed mods are *Sigh* allowed, only 1 Asteroid is required Normal: For those people that want a fun challenge, but without the glory or hassle! Classes C, D, and E are allowed; Any mode, Not allowed to take ore from Asteroid, Probed or manned, NO OUTLAW MODS, only 1 asteroid required. Medium: For those few who want a nice, hard challenge, but without the Unnecessary Hair Pulling of the ones above. Classes D or E allowed, Any mode, Not allowed to take ore from ANY Asteroid, Probed or Manned [Probe has to be Destroyed at the end, manned has to return home], no Outlaw Mods, 2 Asteroids Required Hard: For those that don't mind doing the occasional fit of rage or passing out from exhaustion... Only Class E allowed, Career mode only, No refueling from Asteroids or Moons; Major body fuel only, Probed; but has to return home for Specialized Deconstruction; manned; bring back home in area surround KSC, 3 Asteroids Required [Getting crowded up here...] Very hard: You asked for it buddy; don't blame me if your computer dies, breaks, gets punched by angry owner, or gets thrown INTO space. Only class E allowed, Career mode only, No Refueling from out of system; only Eve Fuel is allowed for refueling, Manned only; has to land within KSC property OR on the Abandoned Island, 5 Asteroids Required. Rage Quit mode: WARNING, DO NOT PLAY THIS MODE IF YOU ARE SUFFERING FROM: High Blood Pressure, Strokes, Anger Issues, A recent Break up, Depression, or Heart Attacks Only Class E allowed, Career mode only [Hard Mode for game], No refueling PERIOD, Manned only; only allowed to land within KSC grounds [The Cement or upper grass areas, or Runway], 5 Asteroid Required [Felt like 5 was the upper limit people can handle, didn't want to overwhelm people], Orbit Threshold LOWERED to between 8 KM to 15 KM; Lowered to JUST above surface; made not to be accurate, but for the SHEER challenge of it. If any of you have any questions, just ask, I will always be available after 4 PM on weekdays, and from 10 AM to 9 PM on Weekends unless stated otherwise. Happy Orbiting
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Where should my next SSTO go?
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I'm keen to learn from the experiences of anyone who might have attempted drilling on Gilly (moon of Eve). My drill rig has 3 drills but they are not on an action group, so they have to be deployed consecutively. I'm worried my rig will topple over? My only Plan B right now is to keep the lander on the rig and use SAS and RCS to stay vertical and possibly provide some downforce... Clues anyone, please?
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Hello, I am going to do the elcano challenge for Kerbin, but in the future, I'd like to make a Gilly rover. If you think it is impossible, don't clog the tubes. Thanks!
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I have what's proving to be quite a difficult mission in career mode to save a Kerbal who's in low orbit of the sun. I designed a refueling station as part of the rescue operation, with the intent of landing it on Moho as a "last stop" gas station before heading inward. However after studying the Delta-V subway maps a little further, I'm wondering if Gilly might be a better spot to invest the resources for a fuel stop (due to it having far less dV requirements to land / orbit / escape). Any thoughts?
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It is 2018 on Kerbin and space travel is all the rage, but the planet Kerbin has reached a predicament, they have mined out almost all usable resources needed to make space craft. And due to debris exploding, crashing into Jool or being stuck in a ridiculously bizarre Kerboliocentric orbit they can't get much for salvage. They have already scrapped everything in orbit and salvaged the most they could from interplanetary bases. However there is still hope, on the recent mission to Eeloo named "PARTY BUS Mk 50" they met a strange race of creatures whom they invited aboard for drinks. They exchanged phone numbers and departed. Right now on Kerbin Jeb has phoned the aliens and outlined their predicament, they can't get ore back from other planets because they cant reach their interplanetary bases. And the aliens agree to help, on the condition that they land on Gilly and return. Jeb asks them why they can't just help out a friend and the aliens just respond with a vague gurgling sound before hanging up. The KSP has now decided their obvious course of action, build the lightest, cheapest craft to be able go to gilly, land and then return. Or else they'll just have to settle with kerbin. Rules 1 Any form of craft is allowed, space plane, rocket or something that I haven't even heard of. 2. Any method of control is considered fine, except for command seats. 3. Must be a single launch. 4. Mechjeb is allowed All mods except for hyper edit and part mods are allowed Scoring Everyone starts with 10 points, just as in golf the lowest score wins, yes negative scores are possible Score= (10+Weight of craft at launch(in tons)+(Price/1000))-(Bonus points.) Bonus opportunities. Kerbifest destiny: Do the mission manned, conserve that weight to make room for your kerbal! 20 points Nuclear option: Use NERV engines to transit to gilly or to transit back, conserve weight elsewhere. 30 points Prehistoric: Use a mammoth engine to help you escape the atmosphere, slim down everything else. 250 points. Horned beast: Use a Rhino engine to assist your escape from the atmosphere, slim down everything else. 150 points. Aerodynamic: Do not utilize parachutes for reentry, conserve weight to pack room for a slow down stage. 50 points. Techno-phobia: Do not utilize mechjeb. 50 points. Electrophobia: Do not utilize ion engines. 30 points Vertabrate: Do not utilize spider or ant engines. 30 points Huff-Puff: Do not utilize Puff mono propellant engines 30 points. Twitchy: Do not utilize twitch engines. 30 points Sparky: Do not utilize spark engines. 20 points Aerophobia: Do not utilize air breathing engines 100 points. More to come. SCOREBOARD None so far... Will you be the first?
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Is this terrain bug newly added in or was it there before? I'm not too sure it was in 1.0.4. It still behaves like a terrain bug however. After I saw it and zoomed out half of Gilly Disappeared. Coordinates: 35° 12' 10" S and 45° 5' 52" E