Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've tried adding an unmanned command module to the second stage, but it doesn't seem to work. Adding boosters that fire upon separation do work, but are limited to about 100 km.
If I can't design them to "fall from the sky" on their own, then I see no other alternative than to develop a craft specifically for collecting and deorbiting space junk. What a waste.
https://wiki.kerbalspaceprogram.com/wiki/Tracking_Station
https://wiki.kerbalspaceprogram.com/wiki/File:TrackingStationButtons.png
https://steamcommunity.com/sharedfiles/filedetails/?id=732892664
I launched one of these in my most recent career to remove 2 pieces of space debris left over from before I got the Klaw for crew rescues. I don't claim to be the most efficient pilot, but here is how it went. I burned from launchpad, nosing down gently to the east until my Ap was 120 km at 2 minutes 20 seconds away. I then planned the circularization burn, which the navball told me would take 37 seconds. I waited, and then used up my last droppable stage with 350 m/s left on that burn, discarding it while the Pe was still below ground level. No space debris generated during the launch. I then completed the burn, getting a 72 km Pe.
From that 120 km Ap/72 km Pe orbit, it was a simple matter to rendevous with each bit of space debris, dropping the first one to aerobrake, restoring a stable orbit, then docking and landing the last bit of space debris. For LKO rendevous like this, it helps to know right-clicking a maneuver node toggles its mode, and the '+' button in the new configuration advances the maneuver an orbit.
For higher orbits (above 100 km) something else is required. I tried using bigger boosters, but after a second or two of firing in the desired direction they don't really have any control. The second stage could end up going anywhere.
It should not be too difficult to put together a small unmanned probe with a grappling hook and enough fuel to reenter the atmosphere with whatever it has attached. I was hoping I could avoid going that route.
Unforunately, KSP doesn't seem to like two unmanned control modules on the same craft. Otherwise it would be easy. When I separate the second stage I just take control and fly it back into the atmosphere, while my satellite goes on its merry way. But alas, it is not to be...
This web site displays all the satellites, rocket bodies, and other debris currently being tracked: http://stuffin.space/
At the very least we should be building into each mission a means to recover, or at least dispose of, rocket bodies. Otherwise it is going to get very crowded, and very dangerous eventually.
I have tried to add an unmanned control module to the second stage, so I could control it after separation. However, I was not able to take control of the second stage after separation and I'm not sure why. So I started working on other solutions (like putting small boosters on the second stage to fire in retrograde when I separate the second stage).
I have had collisions like you described, although not by design.
The other planets, moons, and asteroids are less of a problem only because I haven't had as many launches to those locations as yet. If I can't design the mission to recover the components, then I fully intend to crash unneeded components into those planets, moons, and asteroids to clean things up.
I have also included either a small monopropellant or LFO tanks and a small engine on my satellites so that I can eventually deorbit them when I no longer need them.
Thanks for your very useful suggestions. I did notice that there were a lot of SpaceX parts being tracked. They were all on very elliptical orbits, which is the oribit they usually take when they want to place something in high Earth orbit. Usually I will do my circularization burn with the second stage still attached. So elliptical orbits aren't a good option for me.
I had your problem back when I first started playing KSP (alpha 0.20). Back then, there was no career mode, it was just sandbox, and the Klaw didn't exist. I decided I wanted to see if I could get a small satellite into orbit on my own without reading or watching a video telling me how. I actually made orbit on my first attempt, but it was a messy, highly elliptical retrograde orbit with about a 30° inclination. There was plenty of fuel left, so I wanted to de-orbit the launch stage, but when switching to it, I couldn't control it because it didn't have a probe core or power, but being a noob I didn't know exactly why. After that I consulted some sources on proper launch, and it turned out I almost got it right, except for going retrograde.
My next goal was to launch the satellite into a proper orbit without leaving debris, and to make a long story short, it took me 4 more tries before I got it right. Now I had all of these junk spent stages and useless satellites in orbit and decided I wanted to get rid of them.
As I said, this was in the alpha stages of the game pre-klaw, so I had to design my own. I sent up a few single-use prototypes, the first using landing legs to try and grab the debris, but I didn't know that the landing legs used had a known bug of disappearing when switching to the craft. I ended up just nudging the junk out of orbit. That lead to my second design to use a large flat surface and just nudge stuff. I think I got lucky on that first one because this second design I kept having the debris slip off, but I dd finally manage to deorbit it.
Then I decided to build my own catching mechanism, something that could grab the debris without it getting lose. I came up with a design that worked so well that even though it was intended for single-use, I was able to de-orbit two pieces of space junk with it. I then decided to scale it up and make it modular and create a permanent craft that I could leave in orbit to de-orbit the rest of the debris and future debris. It would be able to be refueled and I put the catcher mechanism on a large docking port so I could switch it out if I needed to come up with a better design (which I did).
I successfully de-orbited the rest of the debris, with only one re-fueling operation. I even decided to use it for my first Mun mission. All I had to do was detach the de-orbiter tool, send up a command module and lander to dock to it, and it was just able to get me to the Mun and back.
If you look at my KSP screen shots and scroll to the oldest, the first screen shot was the first ship I sent to attempt to de-orbit something, and it follows my progress through cleaning up and going to the Mun.