New answers tagged kerbal-space-program
When you perform an interplanetary voyage, it saves you a lot of fuel when you wait for the planets to be aligned in a way that you can reach your destination with a simple hohmann transfer. In the case of Kerbin->Eve, that would be when Eve is about 54° behind Kerbin (there is a handy online alignment calculator for KSP). When you enter the Eve planetary ...
You're right, that setup wont get you to Gilly and back, for a variety of reasons. Here are four ways you can improve your game and make for yourself a rocket that will perform that mission. Use Kerbal Engineer. It has no gameplay effects or flight computer, it just does a lot of calculations for you, including dV. Click here to get it from Kerbal Space ...
There is no stock way, as of 0.23, to save which or how many Kerbals are assigned to each mission.
You're probably using jet fuselage parts instead of rocket fuel tanks. Jet fuel is just that: just the fuel and no oxidizer. Chemical rocket engines work by performing a controlled reduction-oxidation (redox) reaction. When this reaction is energetic, it's communally referred to as burning. You need both a reduction agent a.k.a. a fuel, and an oxidizing ...
Kerbals are currently immune to the ravages of: Hunger Thirst Intense G-Forces Boredom Spacesuit Rupture Sleep Deprivation Loneliness Catastrophic Bladder Malfunction So, in short, you can leave him orbiting indefinitely. For science. You monster. As to retriving him "eventually", you won't be able to dock if the ship doesn't have anything to dock with, ...
Currently, resources such as oxygen, food, or other things necessary to sustain Kerbal life have not been implemented (except through mods). He won't even die of old age. Since you are in a stable orbit, your Kerbal is effectively immortal, so long as you don't touch him or his ship. Getting him back will be a bit trickier; to get the science he has, you ...
Since version 0.23, the Mystery Goo Containment Unit and the SC-9001 Science Jr. can not be reused after you transmit their science data, unless you have a Mobile Processing Lab on the vessel (or dock with one which has). The MPL can "clean out" these experiments so they can be used again (It can also "process" any science data so you receive more science ...
Where the quad couplers are, I don't think you need those, if you want them you should at struts between the two couplers and some to the rockets.... Suggestion though!
Science in Kerbal Space Program knows five corridors: On the Ground Lower Atmosphere Upper Atmosphere Near Space Outer Space Note that only sub-orbital flights will be considered atmospherical, even if the altitude is inside the given corridor - aerobraking is considered "Near Space" even if below the threshold. That said, the threshold depends on the ...
I found the mod you're looking for, http://forum.kerbalspaceprogram.com/threads/64227-0-23-22-Jan-Smart-Parts-V0-3-NEW-Fuel-Valve-and-Detail-Improvements this contains parts that can control different aspects of detached stages. hope this helped!
I believe the options on a parts context sensitive menus are defined in the mod files. As "shutdown/restart/toggle reactor" are set to EVA only on the fission reactors, you would have to modify these mod files. However this is all compiled into \GameData\WarpPlugin\Plugins\WarpPlugin.dll Also, there is no defined upgrade for radiators, however you can ...
You can create another version but it won't be linked to Steam. Go to your steamapps folder, common, Kerbal Space Program. Copy it and keep it safe (unless you want to reinstall all of your mods) Then delete the KSP folder from your steam directory. Restart steam and try to launch KSP again. It'll start re-downloading all the file necessary since you ...
I've done this myself. When I was wanting to play with FAR, but have a save without it, I just copied the Kerbal Space Program directory from the SteamApps folder to another location on my hard drive, and it runs just fine. I will also note that this was done with .23, so I can't imagine why it wouldn't work currently.
The Kerbals are a very weak species and will die quite easily. I find that 50m is usually a sure death. They can also die from an explosion of the command part (which varying on the part can withstand different blasts).
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