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Showing results for tags 'recovery'.
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When you press the recover button and then look at the crew roster in the VAB, the kerbals you recovered arn't there anymore, meaning you can only fly kerbals once.
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Hello everyone. I'm currently in a rather awkward situation after putting my first spacecraft into an orbit around Kerbin. Since i did have a crew pod along with the spacecraft that was to be deployed in said orbit, i'm now in the undesireable situation of having 3 Kerbals stuck aboard a crew pod in that same orbit. I know i made a huge mistake (but realized it too late). The mistake being the fact, that i've forgotten to add any engines to the crew pod mentioned earlier that would've enabled me to de-orbit that pod. So i've found myself with a crew pod that i'm not able to get back to kerbin. Any recovery craft i've built so far have faile by either flawed structural integrity or by simply falling short of the desired orbit and encounter point. If anyone has any kind of solution to this problem, that would be much appreciated. Thanks in advance. Edit: the capsule in question is just a capsule with an inflatable heat shield (which is deployed). Also, the orbit it is in (just like the spacecraft that was to be deployed) is elyptical with its apoapsis further away from Kerbin than the periapsis. Here's an image of the Orbit the pod is stuck on (yes, the 2nd orbit is the one, my recovery crew recently got stuck on)
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Hi , I made a new small mod for heat shield tiles , But the files got corrupted and I lost the mod. I want to start again but I have problems with the textures , mu , and some other files needed. I'm making the models in blender , the extraplanetary launchpads way , Can someone help me in making a good texture , the mu file and if extraplanetary launchpads even work with the blender way ? Help is appreciated.
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So I’m playing a 1.8.1 version of the game with 71 mods. When I land my vessel and try to click on the Recover vessel button nothing happens. I also can’t save , load saves, quick save, exit the game, go to the space centre. Mac OSX Launcher. Physics are in GameData/ModuleManager.Physics Here is the log if anyone needs it
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i already know about FMRS and how to use it, but when i try to land a booster, it flips over head-first and no matter what i do i can't recover it, also how do you balance the fuel/twr ratio? can i see some of your designs for inspiration?
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With the SM Marine mod seemingly defunct, a lack of other civvie ship mods, and a burning desire to bring "Death to the Green Button" (Credit to @RealKerbal3x for the idea), I've decided to start building ships capable of bringing crew capsules back to the KSC. However, I haven't a clue wher to start. I've never built any stock vessels capable of water transportation (not well, anyway), much less pick up a capsule and carry it home. I have an idea of the basic requirements: Bouyant parts (for floating) Non-bouyant parts (far not floating too much) Engines and air intakes (for moving while you float) Some sort of crane system, most likely modded (so the thing can pick up a capsule) My question is, how does one build a ship with a large enough cargo deck for a crew capsule? What are some tips for proper balance, effecient construction (low part count), and general things to keep in mind for seagoing vessels? I've noticed a thread or two that may help greatly with this, namely some of @Triop's circumnavigation threads. Any threads that may serve for good inspiration? Are there any mods I'm missing that may help with the whole ship thing? Moderators- Feel free to relocate this thread if it belongs elsewhere. I can't tell if it's at home in the questions subforum, or the spacecraft exchange.
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The part failure node doesn't seem to work on probecores or command modules. I don't know if this was purposeful or an oversight, but it's a funtionality that I think is missing. I've found a way around it that somewhat accomplishes the same effect but, after doing it more than once in the same mission, it starts to look like exactly what it is; a contrivance. Of course, the Part Fail itself is a contrivance as well but, for storyline purposes during a mission, it works well. Recovery of a Kerbal, or even a ship, seems to be completely disabled for some reason. It says it's been disabled by the mission creator, but there doesn't seem to be any way to do that (or undo it). Since this is an easy way to signal the end of a mission, it definitely hurts not to have the ability. There are ways around this too, of course, but it makes things tougher. EVA's have some issues, as well. An EVA check doesn't seem to register in orbit or when flying. There's also no way to check if a Kerbal has popped his parachute without resorting to other methods. The Take Kerbal node could help, but it doesn't register unless the Kerbal is onboard a ship (Vessel is one of the parameters). This somewhat limits the usefulness of it. Also, although there's an Activate Stage node, there isn't a node to activate a specific part or action group. This would be useful in certain circumstances, so I hope it'll be considered as an added function bat some point. These are some of the issues I've run into and ideas I've had while using the Mission Builder thus far. I'm sure there were others than I'm not thinking of, and so I'll post them if they come to mind. And, I was wondering if anyone had any ideas about any of this. For instance, if one of the issues here is just because I'm doing something wrong, it would definitely be helpful to know that.
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Okay, so I wanted to build a little funding before starting bigger ventures and I was in the mood to head someplace close to home, so I picked up a contract to rescue a Kerbal and their part from the Munar surface.* It looks like the part in question is a two meter by two meter object, so I am trying to think of the best way to get this thing secure and returned to Kerbin. There will obviously be some Advanced Grabbing Unit shenanigans involved, but how exactly I will perform this recover is tumbling around in my mind. I want to crowdsource some potential solutions to this contract. What ideas have you experimented with and found functional for contracts of this nature? * Yes, I know contracts of this kind are not necessarily the most reward-efficient thing to do, but I thought it would be fun and give me some good practice for a future Mun base project I have in mind.
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I am not a Mod maker, Don't even have the first clue how to begin and no programming experience. But I have what I think is a cool idea for a Mod if anyone wants to take a stab at it. From what I have seen of other mods and what's been done, it shouldn't be too hard and not too involved. There are mods out there that work with the stock recovery and change it. I saw one which limits your recovered funds and such only if you land within X range of a beacon, etc... Other Mods work with the recovery process itself such as Stage Recovery and others. What I envision is a mod which will make you take care that your discarded stages are not dropping into populated areas. What it would do is penalize you in funds and reputation if your debris strikes certain areas. In a Stock Game this would be: No penalty hitting water. Penalty if your debris strikes land. This would be for anything labeled as debris (No Crew or probe core), or has become uncontrollable (Out of power or no parachutes) Config settings could let you allow/disallow the penalty by Biome. After all, what is there to hit in the Desert or Ice Caps? It could be limited to only penalizing for Grasslands and Shore, etc.. A Hard mode would set the safe drop area to offshore only by X number of km (outside of territorial waters/shipping lanes), thus limiting you to drop only in deep open ocean waters (no inland lakes either) With certain Mods, this Mod could be seriously enhanced. Mods like EVE or Stock Visual Enhancements... Those which add City textures. In this case there could be different levels of penalties depending on where you hit. Hitting land by itself results only in a small penalty, but dropping one in the middle of a city results in a severe penalty. Right now, every Mod dealing with recovery only deals with trying to get a little back. If you don't oh well. If you have a recovery mod and don't recover... nothing happens other than you don't get some funds back that you would not have gotten anyways. This would force you to take care where your unrecovered boosters and other debris winds up or get penalized. Anyone remember SkyLab? We don't want Kerbstralia suing Werner Von Kerman and the KSC now do we? Whatcha think?
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We have a small problem The seas off of the Kerbal Space Center is getting quite cluttered with spent stages and solid rocket motors that have splashed down into the ocean. Lately some of the higher ups in the research and development offices have had a radical idea: "What if we recovered our first stages?" After so heated arguments with the engineers who said it just can't be done, they have turned to you! The Challenge: Recover the first stage of your rocket (this means SSTO's don't count). You can do this however however you see fit, whether you want to land the first stage on a barge in the ocean, have it glide its way back onto the runway, or do something completely crazy! I want to see your ideas on how to recover a first stage, the Kerbal way. Points for this challenge are awarded as such one point: your craft is able to land its first stage safely two points: your craft is able to land the first stage near the KSC' three points: your craft is able to land the first stage on the runway/ launchpad four points: your craft is able to make the first stage land on the island runway five points: your craft is able to land the first stage on a barge/mobile landing pad you have put somwhere BONUS POINTS you will be given an extra 3 points for each of the following you are able to land your second/third/fourth ect stage/stages as well as your first you land your first stage using only SRBs you land your first stage using propellers you refuel your first stage and have it meet back up with the second stage or whatever stage is in orbit you recovered not only the first stage but any liquid/solid boosters that assisted it Hope to see some cool designs Leader Board 1: sevenperforce 11 points (two for landing near the KSC, 3 for recovering second stage, and considering how he refueled and rebuilt the ship I am giving him 6 points there) 2 3 4 5 -AtomicSnails
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Hey all, been playing with Real Solar System (plus mods like KSC Switcher and FMRS) and have recently been doing the SpaceX style first stage boostback with a chute assisted powered landing and man, it's a lot of fun. I've gotten to the point with one particular design where I can land it within visual sight of the KSC fairly regularly, though I haven't managed a landing on the runway or pad yet. One thing I've noticed when recovering vessels in RSS (even with KSCS) is that it says they are over 3,000 km away from KSC, even when I can SEE the VAB on the horizon. Wouldn't over 3,000 km practically put the recovery locus on the next continet? BTW, I'm flying out of Kennedy, but I get similar results flying from Vandenburg. Is there a mod, or a way to modify the mods I have to alight the recovery locus to the currently selected launch site? Or at least to a specified point, like Merritt Island?
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KSS Ocean Master KerbalX .craft download I've always wanted to circumnavigate Kerbin, but the clumsy-glitchy nature of rover tires has always sort of turned me off to the idea. The KSS Ocean Master was designed to be able to circumnavigate via water, and also to recover crashed down debris. Uniquely included, is a stock recovery crane on the rear of the boat. I've built upon my previous "ball-joint hinge system" to increase reliability and reduce part count. Stage to set the crane onto the boat and use the "Free Pivot" option to give yourself free range of motion to recover debris. Utilize the ore balancing system to pick up heavier debris efficiently. The engine pack on the back can push this boat along at a cruising speed of 38 m/s, and a speedy 48 m/s on afterburners. At cruising speeds you will have 4 hours of fuel, with plenty of room to add more fuel if you'd wish. **Only 232 parts!** KSS Ocean Master also has the equipment to act as a mobile Relay Station that can go anywhere on Kerbin, though admittedly I have not tested to see if it actually works that way! As far as boats in KSP go, KSS Ocean Master is extremely reliable and capable of full speed FULL time warp turning. You will need SAS activated to maintain correct roll orientation, however. Controls: 1. Main engine Toggle 2. Main engine Afterburners 3. Toggle left turn engine (for turning while stationary) 4. Toggle right turn engine "" "" 5. Toggle Reverse Engine
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I made a SpaceX's Falcon 9 launch simulation with the deployment of a dummy satellite and the recovery of the first stage on the drone ship. I always love seeing the lives launches from SpaceX and I just wanted to do it in KSP so we can see it from a better angle. I used some mods like : - SpaceX Launch Vehicles crafts - Environmental Visual Enhancements - Distant Object Enhancement - Stock Visual Enhancements - PlanetShine - Camera Tools - MechJeb
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In my recent career save, I tries to recover everything w/o disposable parts - separators, fairing, and heatshield. To achieve this, I usually design fully recoverable launch vehicles. e.g. I'm curious about how many of you plays like this - Have you played like this once? Is your playstyle involved with reusablity? Or would you rather dispose of anything you don't need?
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I mean, anyone remember of the ideas of using the main shuttle fuel tanks left in LKO to make space stations? We'll should be easy enough to do. The graphics shouldn't have to change at all. Also, the only part needed would be a re-purposing module, like five tons, it could even use the hitchhiker container at first. Just saying, I have been thinking of something like this for a while, hope I somebody can do it.
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---the boring intro, feel free to skip--- I'm returning to KSP after a good year of a break. I had reached a point where my old PC just couldn't handle the constructions I was making on regular basis, I kinda burned out, completed the tech tree without really leaving the Kerbin system, my Duna mission, a huge train, was so crapping out on my old PC I just gave up. Now I got a new one. I've started from scratch, and playing more Kerbal style: no planning to last detail, no extreme redundancies, Just Do It. And it pays. The Mun landing was great, as I ran out of fuel barely reaching Mun orbit, and had to send rockets to give my craft a push. Then time came for Duna. With about half of the tech tree still missing. ---end of boring intro--- The mission would be moderately sized. Three craft: an orbital base, with a lab. Piloted by Jeb, with two contractor scientists in the lab. A lander, "diagonal start" style (jump off a hill ridge to start), piloted by Valentina (with 3 stars of skill, instead of Jeb's one), and Bill and Bob in the crew compartment. And a craft consisting of a "garden chair" style lander for Ike, and a bunch of monopropellant which was a prerequisite for a base around Duna from a contract, and which I had forgotten to add when the base was launched. The trip went mostly without a hitch. Some dangerously wobbling gigantors on the base, a little tight on fuel budget for the base, but way over budget for the lander, which I had planned to use to land in several biomes. Also, some shortcomings. Like, Valentina had to get out if Bill or Bob had to go on EVA, e.g. to collect data from the instruments or do some makeshift construction/repair... Or the fact the lander had two docking ports. One in Valentina's inventory, another in Bill's. KIS/KAS. No good ideas for good port placement. Or that I forgot RCS for left-right translation/rotation. Well, the first was a nuisance, but not a serious problem. Especially, that with no probe core, and no pilot, the craft would keep drifting while Val was on EVA. Which made Bill's work harder, as he would work first to attach the docking port to one of the external fuel tanks, then another to that monopropellant carrier drone, which happened to be just the right spot to dock to the station. Also, Bill stripped the drone of most of its RCS ports (3 4-dir, and 4 place-anywhere), and put them on the lander, to allow horizontal translation at last, and dock. I transferred spare fuel to the station, leaving just enough to circularize right above atmosphere and begin aerobraking; I left one of the external fuel tanks (the one with the port) docked to the base, discarded the other in the upper atmosphere of Duna. Descent went well. The parachutes deployed okay. The engine braked the last few meters to land smoothly. Then the craft fell onto the front wheels - and the small, crappy wheel on the rear exploded. The first sentence from The Martian was what I uttered then. Well, the crew gathered what science was there to gather, planted the flag, picked the samples, and began planning how to get out of that place. The first few attempts at "dragging the tail" ended up badly. RCS wasn't enough to keep it off the ground, and I just couldn't jump high enough. There were no parts that could be used as a sled. Long gone are the times when the radial air intake could be used for speeding 80m/s over Minmus flats. This craft would not start horizontally. But how to set it upright? Then it was decided some The Martian style engineering was what was needed. Bill detached all the RCS ports from the back, middle, or pointing backwards. He slapped them on the nose of the lander. 4-directional on the sides, unidirectional below. Try one. The spaceplane groaned, wobbled, the wheels rose off the ground, but when the engine came in contact with the ground, it stopped. "We need to lose weight", said Valentina. "We're not coming back to the surface again, or flying home in this thing. We just need to reach the orbit." And so, Bob collected all the science that could be collected, stuffed it in the cockpit, and Bill went Mark Watney on the hull. Bang, came down the airbrakes. A few violent kicks sent the expensive scientific instruments flying. Thirteen parachutes littered the ground. The solar panels rained down, leaving an empty box which refused to budge. For a while, Bill seriously considered removing the wheels and the fins, but he didn't want risking damage of the ports, and the fins would be needed on ascent. Val got out, to let Bill through to the passenger compartment, then she got back behind the yoke, crossed her fingers, activated RCS, and pulled up. Slowly, the nose lifted. When the angle was over 60 degrees, she floored the throttle. They arrived into the orbit, did the rendezvous, and began moving to the base. Bill left the craft last. He patted the hull tenderly, and switched the lights off on his way out. Then one last problem became apparent. Base: 3 seats in the command pod (1 occupied), 2 in the lab (both occupied). New arrivals: 3 kerbals. One seat short. "Somebody will need to stay behind," said Jeb. "We should draw lots." "Oh, we are drawing lots, alright," said Val. "But we're all coming home. There's one more seat on this ship, which you forgot about." Jeb drew the short one.
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Hello, when I try to launch a rocket via a stratolauncher, this stratolauncher disappear when the rocket reach 20 km from it... This make cost in carrer mode, and the kerbals inside the stratolauncher dies... Anyone have a solution ? Here is an example of a crewed startolauncher : Thanks and regards...
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After trying 13 times, I finally land a F9 on the drone ship! I have to say, it is REALLY HARD. Good job SpaceX .
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I have had many broken planes hopelessly plummeting toward Kerbin, and I wished the Kerbals inside had EVA parachutes. Not the round parachutes, but the parachutes that most everyone uses anymore. I believe that type is a parafoil, right?
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Hello all I recently started playing this game, and I must say that it's amazing, even though I feel it's not yet 'finished' (and hopefully it will never completely be). One big thing that has been bothering me is how vessel recovery works. When you land your ship safely on Kerbin, you click the big recover vessel button and you get some money for the parts. However, i think it would be much more fun if instead of only having those parts in money, you had the parts themselves (maybe stored somewhere around the KSC?). These are my suggestions: Have a sort of inventory for parts at the KSC (a 'part hangar', or something like that). When recovering a rocket, send all the used, but safely recovered parts to this part hangar. You don't get money for the parts (maybe just for fuel?) When building new rocket choose between old, used parts (which may be not so stable anymore, adds an extra dimension of difficulty to the game) or new parts. Be able to sell old parts for money. (sort of salvaging) I'd like to hear what you guys think about this, and maybe what you have to add to this
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Is there a mod that adds a zone to KSC from where you can click recover, but outside of that zone you can't click recover?