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Dr. Jet's Chop Shop (CHOP) Dr. Jet's ChopShop is an eclectic collection of special parts for Kerbal Space Program. Parts are mostly self-explaining - either in Imgur album or in game. By zer0Kerbal, originally by @Dr. Jet Here is what you're generally getting: Deployable skycrane in two sizes. Easy to use modular parachute system. Solar panels. Double-axis Multistage Lander tank systems. Tiny electric impeller for atmospheric drones. Rover Family both manned and unmanned Also a fix for stock rover body orientation. Mk2 spaceplane extension parts - mostly butts and some noses. Primitive unmanned soil sampler. Antenna replica. CubeSat double-dipole Real world 2.5m hubs. Aerodynamic blisters. Opening heatshield, allowing protection for your bottom docking port. Small tweakable weight to finely balance your tiny probes. See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by GrunfWorks Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager Module Manager /L On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Connected Living Space Community Tech Tree Engeneering Tech Tree as a temporary patch until it's GitHub source is updated NEAR-FAR is supported. (Hopefully... haven't checked it for years.) JSI Advanced Transparent Pods Either: Modular Fuel Tanks Real Fuels RealFuels is recommended. Either: MOARdV's Avionics System RasterPropMonitor RemoteTech Textures Unlimited red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Dr. Jet for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal see Notices.md for more legal mumbo jumbo Original (0) - Author: @Dr. Jet How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
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so imagine in the very far future, either we or another civilization decided to capture the entire output of the sun with a Dyson sphere. very cool. but what if you wanted to build your own star? I'm not talking like building a reactor on earth and creating a "mini-star", but rather i mean like collecting the gasses from gas giants and pooling them together onto a gravitational core like a dead planet till you had enough material that it would start the natural process of fusion? OF COURSE I know it is possible and probably not at all necessary for any purpose realistically, but I can imagine in the far future some super powerful species decides to build its own solar real-estate in the middle of interstellar space. just some shower-thoughts I had
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How to reach a ship in Solar Orbit?
maddog59 posted a topic in KSP1 Gameplay Questions and Tutorials
I'm trying to figure out how reach a couple of ships that in a solar orbit that's slightly higher than Kerbin's, and I'm having a difficult time trying to get a good intercept. I figured I'd use the alexmoon launch window planner, but when I go to the 'add a body' window to add the vessel information, I don't know where to find all of the information it's asking for; some of it is clear in the Orbit Information widget (or whatever it's called, lower left corner under the staging icons), but other info is a mystery to me. If anyone can point me to where I'll find the following (or which fields in the Orbit widget has it), I'd be very grateful: Semi-major axis; Longitude of Ascending Node; how to correctly calculate the Time of Periapsis passage. Alternately, if there's another planner out there that will make this task easier, I'd appreciate hearing about it. Thanks! -
Kerbal kind needs to know how long there sun will last. So they have chosen YOU to build and pilot a craft carrying a M700 Survey Scanner. (Stock, Stock+dlc) Requirements to complete Easy: get a craft into a polar orbit around the sun. Medium: get a craft into a polar orbit around the sun. Then return and recover said craft Hard: get a craft into a polar orbit around the sun. Then return and recover said craft WITHOUT ion or nuclear engines. Pretty much impossible: build a station in the polar orbit. By station i meant 3 separate parts (launched at separate times) docked together in polar orbit around kerbol, and powered through the entire orbit. (requiring you to use either enough batteries to hold you over until you get closer to kerbol or rtgs) with room for at least 5 kerbols. Brownie points to those who impress me. Note: you can NOT use (hyperedit, Alt+12, ect.)
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- stock+dlc
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Previous thread. This new thread was necessary because of loss of my old email, forgotten password, some source files, and hosting site (you will be missed, Kerbal Stuff) Salutations! May the sunlight always be upon you! *Update v1.1.0: New Sound Effects and Realtime solar images! Update v1.1.1: New licensing, preparing for a handover to @zer0Kerbal. Check for his thread linked below. Check the changelog for more details This small mod adds a couple new scientific instruments (such as the one pictured here) which do science specifically around the most wondrous body in the Kerbol system. Both of these instruments are based upon instruments currently aboard the SOHO and STEREO spacecraft, and when experiments are run, real, recent images are displayed. It also adds a few new flags. To install Like most other mods, simply download the file (Linked at the bottom), unzip it, and drop the folder it gives you into Kerbal Space Program>GameData. Notes: The Source Code, models, textures, and sounds are provided. These are in .cs, .fbx, .png, and .wav formats, respectively, and are all found in the folder Solar Science > Source. By the license, you can do anything you please with them as long as you don't profit and you give credit to me. Preferably, this would amount to mention of "Snoopy 20111." Remember to Praise the Sun! Screenshots: Review from KottabosGames (v1.04): Changelog: Roadmap (???) Download here on Spacedock Curse mirror Google Drive Mirror (Solar Science v1.1.0) This work is licensed under the MIT License.
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Is there a mod/way to make solar panles less effective? It's just that is sometimes feels like cheating because you don't really need panels that much.
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After learning how to make propellers in stock KSP, I wondered if it was possible to make a solar-powered aircraft, like Solar Impulse or the NASA Helios. The problem is, all the propeller engine designs I've seen require the engine to be physically separate from the aircraft, preventing electricity from wing-mounted solar panels from reaching it. Is it possible to make a propeller engine that isn't physically separated from the aircraft, or somehow "beam" electricity into the engine? If not, are there any easy code fixes that can allow either of those things?
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I've been exploring a lot of new things like the payload devices and Xenon engines, struts and using group actions. Got those things running pretty nice. My rocket is moving much more smoothly, higher speeds, lower, faster orbits. I've circularized orbits within a couple hundred kilometers, got my RCS working pretty well. I even matched my orbit somewhat to Eve's orbit and at no point did Eve's orbit cross my orbit. I had to tip my orbit pretty radically to be able to touch Eve's. Then I tried to get it even closer but I'm working from such a tiny circle compared with the distance and I'm just lining things up by eye with the sun in my eyes. This is from Kerbin orbit. Is it possible to go from Kerbin orbit to Eve orbit? Or is it required to hit all the objects in between? The orbital lines don't reach. I always get stuck orbiting the sun if I can't get an orbit with a node, but it seems like it should be possible with enough fuel to go from sun orbit to orbit another planet or at least make a tighter sun orbit. I've got quite a bit of Xenon fuel and 26 gigantor solar units for my 26 xenon engines. They can run for a very long time without running out of electricity. I did manage to get a descending or ascending node with Eve. Is that the point where I put another node and... I don't know. Sometimes with this game my brain just freezes up. Am I nuts to be trying to orbit these outer planets just by eyeballing things? Can I go from Kerbin to Eve or even further? If not what should I do first? I'm proficient at going to Mun and Minimus and back. Is there a way to make those orbital lines stretch out further or is there some other trick to know if you've got a chance to rendevous? What do you think of my long range space traveler with 26 xenon engines and 26 gigantor solar? Got rid of struts and am using the strut system that comes with SRBs. Attaching to grandparent. Does this method cause less lag or am I imagining? Which mods should I use and where are the best tutorials for those mods? I'm using Xenon for the phenomenal ISP. I think I managed to lift off from Minimus and get back to Kerbin but Minimus is very low gravity. I might have problems lifting off from bigger bodies like Eve and so I might have to complicate my landing vehicle eventually with stages or docking devices. I might even have to take things apart and put them back together again in space but that sounds like quite a formidable but attractive task. On the other hand getting to Eve and fiddling with the nodes just turns me off sometimes. Too much to go wrong and when you fail you have to go way back to the beginning.
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- long range
- deep space
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Im not sure whats changed since i last played on 1.2, but i updated all my mods, and for some reason i cant deploy solar panels. I can click on them all day long and no window shows up, and even when i go into actions in the VAB and select them, theres no option to deploy them, just the panels name, zero options. Did the way the work change, or is something broken in my game?
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So here's the thing. I decided to go ahead and mod my install, after seeing some of the wonderful things that exist via Scott Manley. So I went around and picked a few mods that looked interesting to me and installed them. None of them said that they would have any problems with existing games, so I loaded into my career save that I've been playing on, and everything was going great. No problems, just smooth sailing-- or whatever the space equivalent of "sailing" is. But after a while I noticed that my probes, bases, and ships were running low on power. I though, 'that's odd', and looked into why. Turns out, none of the solar panels in my game work anymore. I'm pretty sure that they still worked after installing the mods, so it must have somehow happened after that. For reference, here's a list (raw copy/paste from AVC) of the mods that I currently have installed: KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Community Category Kit - 2.0.1 Community Resource Pack - 0.7.1 DynamicBatteryStorage - 1.1 Extraplanetary Launchpads - 5.8.2 Kerbal Attachment System - 0.6.3 <b><color=#CA7B3C>Kopernicus</color></b> - 1.3.0.5 KSP-AVC Plugin - 1.1.6.2 NearFutureElectrical - 0.9.5 NearFutureProps - 0.1 NearFuturePropulsion - 0.9.4 NearFutureSolar - 0.8.6 NearFutureSpacecraft - 0.7.3 Kerbal Planetary Base Systems - 1.5.1 TweakScale - 2.3.6 So one of the symptoms of this problem is the solar panel parts not having any part info. In the R&D center: https://imgur.com/PKyVQsa Same panel, in VAB: https://imgur.com/qYLWL3T One from Near Future Solar, VAB: https://imgur.com/kykOKLQ Stock retractable panel, VAB: https://imgur.com/Qp3QNtI And for reference, one of the stock batteries, WITH part info: https://imgur.com/SamNSWg To top it all off, I can't actually right click the panels like I should be able to while during a mission. This is a bit harder to show in a picture, so the closest I can really get is just highlighting the panel: https://imgur.com/BZhoSmP Sorry that last one's a bit dark, I should honestly have waited for Minmus to rotate, but I was rushed with the screenshots. If anyone has any idea as to what might be wrong here, that'd be great. I looked around on the internet and I couldn't find anyone with a similar problem. And if nobody knows what the heck is going on, I guess I'll just backup my saves and do a fresh install and see if that fixes it. And yeah, that's about it.
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I am wondering if there's a way to make solar panels deploy automatically (or retract automatically) when my current electric charge storage reaches a certain point. I've not found any mods that can do this nor any in game way but if someone can point me in the correct direction etc then i would be very much grateful.
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Hi there, One thing I noticed when building larger stations is that solar panels, especially those found on space stations are hugely overpowered, generating way more power than is being consumed by the ship / space station / whatever. I suggest doing a general rebalance of the whole electrical system. IIRC real-life space solar panels produce power in the kilowatt range. The ISS needs those huge panels to keep all their systems, labs etc. working. KSP crewed and uncrewed parts should be assigned a general baseload electrical consumption according to their function, e.g. an MPL consumes more power than say a small probe core. But still a probe core should still require even for the base load a reasonable amount of solar or other power to keep working. Now for manouvers, for executing science experiments etc., a peak load comes into effect, which could be covered either by sufficient power production or ample supply of batteries. If I have a space station or a space ship with crew on board, power consumption should also be a function of the amount of crew on board. Like when no crew is present, the base load applies, the more crew you have, the more power is being consumed for heating, cooling, pumping supplies around, ventilation etc. I know that this system exists in general, for instance mining takes power or running certain experiements, but in the above mentioned base load scenario, space craft are IMHO way too "energy efficient"...
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Travel the world in an electric plane! The challenge is based off of the Solar Impulse 2 plane which traveled around the world without using any fuel. This is challenging you to do the same in KSP! Basic Rules: -Start at the KSC, go around Kerbin, and finish at KSC. -Only use electricity to achieve this. (No fuel, not even Dawn propulsion, KAX is recommended) -You can land on islands to recharge batteries. -NO MODS BESIDES KAX (Kerbal Aircraft Expansion) Advanced Rules: -All basic rules apply. -Make it around Kerbin in the fastest time possible, and/or with the most kerbals. -If you do both time and number of kerbals, your time will be divided by the amount of kerbals you carry around in the trip. Basic Completionists: - Advanced Completionists Scoreboard: - Record your progress by taking screenshots, or posting video of your work. A download link to the craft would be preferred. I really look forward to seeing what you guys can create!
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Hi peeps. I seem to remember there used to be an option to fix solar panels into one plane like the solar panels on JUNO... But look as I have, I cannot find any solar panel that doesn't follow the sun and the option to make them fixed no longer is there. Am I going nuts?... Do I have a bad memory (yeah)?... Does anyone have a clue where I can have resizeable FIXED MOVEMENT solar panels? Help me Kerbiwan Kernobi. You're my only hope.
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I was migrating to 1.1.3 along with my ton of mods, and I noticed a nasty issue: even in Direct Sunlight, solar panels have flux and energy generation of 0.000; this is confirmed for both reskinned stock parts, Ven's small panels, and Nertea's large ones. I have no idea where this can even originate. Mod list courtesy of AVC: Log file at https://1drv.ms/t/s!AmlSZuL0ax7C0Ac5y3Zem-13Vq1w
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This code is for Solar Science, which as of now doesn't actually do science because it refuses to run the experiment. Instead of calling ModuleScienceExperiment, my parts call this instead. It functioned properly in at least .24 through at least 1.0, but now simply fails. Asked for help from #kspmodders IRC and all we determined is that "public new void" should work just fine. Also determined that public new void DeployExperiment() and public new void DeployAction(KSPActionParam p) weren't firing. //Make sure we're using all available stuff using System; using UnityEngine; namespace PraiseTheSun { //Inherit ModuleScienceExperiment stuff public class SolarExperiment : ModuleScienceExperiment{ // Check if you're around the Sun and height from the surface, and if false post the message public bool checkBody() { if (vessel.mainBody.name == "Sun" && vessel.mainBody.GetAltitude(vessel.CoM) <= 10000000000d) return true; ScreenMessages.PostScreenMessage("This experiment only operates closely around Kerbol (the Sun) !", 2, ScreenMessageStyle.UPPER_CENTER); return false; } // If deploying an Experiment, check the boolean and act accordingly public new void DeployExperiment() { if (checkBody()) base.DeployExperiment(); } // If doing an action, check the boolean and act accordingly public new void DeployAction(KSPActionParam p) { if (checkBody()) base.DeployAction(p); } } } Anybody have any ideas? SOLVED: Silly me, I forgot to use .NET 3.5. Still haven't understood why the previous script (which was built using 3.5) stopped working as it was the exact same code, however I'm not going to look a gift horse in the mouth. Thank you everybody!
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With a Jool transfer window coming up in a few days I've decided that it's time for me to send a mission to Jool. Actually six missions, one for Jool and one for each of its moons. Additionally, R&D has determined that it would be really great to get surface and ocean samples, so they've requested two Laythe landers as well. The ocean probe is pretty simple, but I've decided that I want a rover for the land. The problem I'm running into is that I don't have large solar panels unlocked yet, nor RTGs or fuel cells. So my question is, are solar panels feasible sources of power all the way out at Jool with the nerfed solar panel curve? Or should I hold off on the rover until I can find a better source of power?
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I know this may sound silly, but there should be some way, to get xenon from some sort of air intake or something. Also, maybe some different solar panels/ ion engines? I love all of these things. I love efficiency, can you also maybe add just overall more efficient engines? Oh ,and stock life support if u have time *wink* I understand that it has to be realistic, to me the more realistic the better anyway, thx -Me-
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Hi all. Is there any ISP scaling mod that works with KSP 1.0.5? Back in 0.9, I would install the real solar system mod and an ISP scaling mod (Kerbal Isp Difficulty Scaler) which I prefer to installing realism overhaul since it was extremely complex and requires too much planning that it takes out the fun for me. I remember the ISP scaling mod automatically calculates how much ISP it needs to multiply in order to make it feel like a "normal" KSP game. If there's a mod with this functionality that would be perfect.
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One major reason to mine asteroids and the moon is to get water for rocket fuel in space, rather than having to lift it out of Earth's gravity well. Suppose that you've got to build a generic solar-powered water-fueled rocket for something like an unmanned space tug. You have to budget tankage, solar collector, engine, and associated structure/modules. Assuming that you have access to mined water in orbit at each possible destination, what makes more sense: building a solar-thermal water rocket, that simply uses giant mirrors to focus solar radiation, boil water, and eject it out the back of your rocket (low Isp but very simple), or solar panels that convert solar energy to electricity that is used for electrolysis to split water into hydrogen and oxygen to burn in a thruster?
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- solar
- interplanetary
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