Realistic Mission
I am doing my first Duna mission soon, and I wanna do it realistically (artificial gravity ring, living quarters, modular, etc). I have both DLCs and I've mastered docking. Could anyone give me any tips for this? Anything helps!
I am doing my first Duna mission soon, and I wanna do it realistically (artificial gravity ring, living quarters, modular, etc). I have both DLCs and I've mastered docking. Could anyone give me any tips for this? Anything helps!
I have like 500 hours, but cant figure out interplanetary for the life of me, I can land on either of kerbin's moons, can build whole ass bases, but cant figure out how to get to other planets, I know its a skill issue, but like, how are you supposed to do it?
Edit: JUST GOT TO DUNA, i just straped 4 nervs and an unholy about of liquid fuel in as my transfer stage, idk how to change the tag to solved
I didn’t build this before accepting the contract and sent it in multiple stages. Before each launch I made sure to check the contract to make sure that first one had the green check mark, but once I got all of the parts there and connected it together, everything except for the first one was green.
When I disconnect the rover, it checks off the first item, but then when it is connected back up it goes away. I also tried disabling the naming on everything except and then reattaching but it still didn’t complete the contract.
even after building my planes with symmetry on for every single part, MY PLANES STILL START TURNING A DIRECTION ON THE RUNWAY. I've tried without Stability Assist and with, that doesnt help at all. The only explanation i can come up with is that ksp's physics engine is more precise than the plane builder so when the plane builder thinks something is symmetrical, the more precise physics engine is able to see that it actually isnt. someone please help
I saw someone recommend installing some QoL mods before going for a serious campaign. I only have 40 hours but in my normal campaign I already landed on the Mun and orbited Minmus and saw some gameplay footage showing how things can be run more smoothly and I want to start over. This time however I would like to play with some QoL mods, just for a more pleasant experience.
I've tinkered around with RCS build aid to try to reduce torque as much as possible, but still I know that it's gonna happen especially as the CoM changes. Is this the reason behind the wobble, or is it something else? Is there anything I can do to fix it or will I just have to live with it? Thanks
Failed return from a Duna flyby mission in career mode. Have around 1300m/s of DV available. Any thoughts on how to rescue these brave Kerbals? Or is this a new space station?
I have 22 days until it encounters Kerbin's orbit. I've attempted one rendezvous, but reverted the save after I realized the ship I sent lacked enough DV. Should I try building a ship with more DV to capture it? I don't think the two Kerbals on board could push it enough to get it to aerobrake in Kerbin's atmosphere, but I could be wrong.
UPDATE: Got out and pushed in EVA for about five real life hours. Got them back!
Hello fellow green people. My question is simple: for some reason I just cannot fly in there. I thought if you use minimal amount of dv to just barely touch the other orbit, that way you move at the lowest relative speed. Then at apsis point you do the second burn and inject, if it's close to a planet you save a lot with gravity assist.
However I can't implement this in practice for moho. Somehow when I arrive I move at a straight line at 5kps. I launched in the proper launch window, I didn't overburn to move at higher relative speeds than required to intercept. Why is it so punishing? What did I do wrong?
I'm trying to use drills to mine for ore to convert in an ISRU, But i get "No ground contact" when i deploy it Despite that it is clearly in the ground. Additionally activating the drill gives me ore at an abysmal rate, around 0.042/sec (or is this a normal rate on minmus?), even in a dense area that the m700 is displaying at 80% with ore as the filter. Is there something i am doing wrong here?
I launched my first Mun landing, and used too much dv on the landing so I’m now landed on the Mun with 3 kerbals and only 569ms of dv. The dv map says I need 580 to reach orbit, I know I won’t make it back to kerbin but is there any hope of reaching orbit so I can have an easier time rescuing the kerbals?
I don’t want to use the kerbals jet packs to get to orbit as I know people will suggest as I have the snacks mod installed and so the kerbals might starve to death, they have enough snacks on the landed ship for another 75 days though as I thought something like this might happen
I figured out the issue is parts added with symmetry don't work when inverted, it's a known bug that apparently is not fixed by 'KSP community fixes' mod.
I wanted it inverted such that the KAL inputs would be identical and the tracks could be copied, unfortunately the solution is: 'do not use invert' - and make the KAL tracks and movement limits appropriately.
At the end you can see why it's important I use 2 servos, it doubles the available torque to increase control authority, but more importantly it adds reinforcement, confining the pod movement to one axis, where before it was flopping about as if connected by a ball joint, not a pivot.
I’ve built a payload intended to take a scientist to Minmus Orbit to collect high and low space science -
Goo, Baro, Temp, Materials Bay and EVA Science project. Just one of everything that he’ll reset and collect while orbiting. With the command module, two bays, a small battery small reaction wheel the science bay, a Terrier engine, and fuel capacity for the vacuum Delta V to inject from LKO to Minmus and back home.
I am having a lot of trouble, without copying YouTube videos (so something must not have “sunk in” for me on all the ones I’ve worked through so far) figuring out a way to get this payload with approximately 2+ TWR on my third booster stage. The series I have been watching have recommended approx 1.33-1.5 TWR for pad liftoff, 2.0 for second stage and 2.1-2.2 for final stage. But fuel and engine combos just aren’t getting me there (whether on Vacuum or sea/atmospheric setting). I thought usually we wanted a Swivel engine as the final stage because of the gimballing, but It just can’t get me to that thrust to weight ratio. What am I missing?
i just learnt there was a proposal for a saturn V with stage and a half, and that made me wonder. i always was under the impression stage and a half was done for the atlas due to the unreliability of in flight ignitions at the time, is there an actual advantage over conventional staging?
So I made this geostationary relay network of kerbin, The orbits of the 3 relays are the same (slightly different inclination but that shouldn't effect anything) As you can see they all have a direct line of communication to one another and ground stations on kerbin alike, and they're even communicating with landers on minmus at pretty good signal, so what is the problem here?
Yes the antennas on the relays are actual relay antennas, (2 HG-5s),
No they are not communicating with any more rockets I launch, even with them right above the KSC, dunno why.
Can someone help me out? thanks.
Oh yeah i dont have any mods that effect communication either.
(picture of a ship not having communication with a relay even though its right above it)
Just asking how to manoeuvre to get an encounter with another craft.
Sorry about the odd image list.
I am extremely confused about how this mod works. The stuff I see is different then what the wiki shows, and I lose no heat. Happens with both vanilla AND modded radiators. Am I just doing it wrong? Is it bugged?
CKAN says there are no interference, but still posted the mod list as it could be wrong.
Hello everyone, I’m a newbie on ksp and I don’t understand a fondamental concept: delta v, now I understand that it’s the speed you can obtain with your rocket going from 0mph but I just achieve an lko with only ~2100delta v. I’m on ps5 (enhanced edition) and the rocket you build during the tutorial is almost the same as mine and it is also have 2100 approx. I’m lost cuz I feel like all the delta v map and all the other topics I can find are useless for me since it’s not the same numbers…
My rocket is almost exactly the same as the tuto one cuz I first wanted to recreate it from memory to understand better what I was doing (so my boosters are limited to 50% and my swivel to 65 just as in the tuto)