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  1. We have oil companies who won't let that happen. And not everyone would be thrilled about potential microwave death beams floating above their heads. Solar power satellites also aren't that practical for many reasons.
  2. filip's Starbase - Boca Chica launch site This mod adds high resolution and realistic Boca Chica launch site to KSP. This is my first ever mod, please dont be harsh I made this mod for all the Starship fans, that finally want to experience having Boca Chica launch site without having to build one themselves. filips's Kerbalized Boca Chica haves custom instances, location and many more Credits Development and build - @filipWithTelescope Idea - @filipWithTelescope Modeling - @filipWithTelescope, @Joep, @Fossilized Configs - @Joep Map Decals - @filipWithTelescope, @StarshipWatcher Alpha testers - @Joep, @StarshipWatcher Beta testers - @Joep, @StarshipWatcher, @ttvim_novacon_., Soloalke, @Fossilized SLE - @SAMCG14 Download: SpaceDock How to install: (For stock Kerbin) 1. Download all dependencies, and open fKBCv3Beta file and extract the entire fKBCv3Beta file 2. Open The gamedata folder inside KSP 3. Copy contents of Gamedata folder into the ksp directory (Kerbal Space Program/Game Data/) 4. now enjoy Dependencies: Kerbal Konstructs (Compatible with KSP 1.2.3) Starship Launch Expansion - v0.4 Beta Optional but recommended mods: KSC ++ Continued Tundra Space Center Aurora Space Center OSSNTR Warnings: 1. Check if you have all dependencies, and installed correctly Preparing/Setup 1. Open your KSP. 2. Locate the boca chica. (Simply go to VAB, place random craft on Boca Chica Launchpad A [Dont forget to open it in VAB using KK menu] and then launch it. 2a. (or Buy the pad using the KK Menu and use the Making history hud) 3. You should be spawned on your boca chica site with all of its beauty. 6. You are all done. Things like hopper, SN7.2 are NOT included, if you build them, you can place them on their respective spaces. 7. Unfortunately due to KSP's restrictions, you cant have both Pad A and Pad B (2) occupied at same time. However you can place one starship on Pad A, and then launch one starship to from orbital launchpad spot. Then use gravity hack and rcs to pad 2. Any issues? Need some help? Join us on our Discord server Some images (NOTE: Starship in the images is from this mod!)
  3. Starship 2021 Design (S20) PERMANENT UPDATE: I have decided to discontinue the mod due to burnout and the high rate of changes to the design IRL, plus I absolutely hate dealing with Unity and KSP modding in general. A lot more work than I really have the patience to deal with, so I'm returning to only doing renders and animations. HOWEVER. . . If you want a replacement, please check @Kari's Starship Expansion Project we've helped each other in the past and I highly recommend it. Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod. First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test: Screenshots: Dependencies: TundraExploration is required for the flaps to function. TexturesUnlimited is required for you to see the shiny metal. CryoTanks are required because of the LqdMethane configuration as of 1.2. (This was an accidental thing, I'll see if I can make it optional for 2.0, alternatively, you can probably delete the tank configs in the Patches folder of the mod) Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. My mod includes a config for the engines and tank contents to be compatible. Waterfall - For the raptor exhaust plumes. HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos. StarshipLaunchExpansion - For the suborbital clamp and launch tower. Kari's Starship Expansion Project - If you need a booster that fits with my Ship until I release my own and you'll also have more Ship variants to play with. Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. On CKAN all you have to do is select and install. I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section. I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent. Features usually get released to patreon first a couple days early and then I will make a public release once all testing is done. The next major update (2.0) will likely be the SuperHeavy Booster. NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design. Download: Spacedock (& CKAN) | Dev Versions: Patreon Roadmap: Trello License: MIT About Me & Mod: I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January 2021 but stopped because I wasn't making progress learning (because quite honestly the documentation for modding isn't.. very friendly or updated for new devs, but that's a rant for another day). Few months later I restarted the project and here we are. I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences. RSS/RO Configs: I'm not planing to make RSS/RO configs myself, but you're free to post your configs on this post and I'll list them here below. I will not test them myself (I'm bad at RO lol) so use at your own risk & let me know, also send me pics on twitter!!: Modder Resources for making compatible mods: Changelogs: Work In Progress:
  4. This is a recreation of Starbase Launchsite made with Kerbal Konstructs for KSP 1.12.x . NOTE: I know the area looks empty and not as well done as I would like but it is the most I have managed to do using Kerbal Konstructs. If anyone has any advice on how to improve it I will be happy to hear it. I will try to update the zone when new updates come out in the Starship Launch Expansion mod, like the Catch Arms and the updated Launch Table. In KSP: In Real life (Credit to @Rgv Aerial Photography on Twitter):: Download: Spacedock Dependencies: 1. Kerbal Konstructs: 2.Omega's Stockalike Structures: 3.Starship Launch Expansion (GSE Tanks, OLIT, Suborbital Launch pads and the Integration Tower): 4.Module Manager: Recommended mods (They are in the pictures): 1. Starship Expansion project (Super heavy and Starship): https://github.com/Kari1407/Starship-Expansion-Project 2. KaioSpace-KSP Starship 2021 (Starship SN20 used in the pictures): 3. Hullcam VDS Continued (For Starship onboard camera): Pics: The mod is distributed under CC-NC-SA-4.0 License. All assets are distributed under an All Rights Reserved license. You may NOT redistribute or re-use these assets without permission from the author. Launch date 11/02/2021
  5. Dragon Rider (Originaly By cBBp) I'm porting this modpack (with permission) to the latest KSP version. Most of this is updating the node attachments, flipping the y angle. There's other problems. Download: https://github.com/macluky/cBBp_Dragon/releases/tag/0.2 Links: Original link: [http://forum.kerbalspaceprogram.com/index.php?/topic/24217-dragon-rider-capsule-023-21414/] Mod Support: * Lazor * Kerbalism * TAC * MechJeb * CTT INSTALL: Unzip into your main KSP folder, delete old versions before that. Have module manager already installed. CONTENTS: * Dragon Capsule * Trunk * Solar Panel Covers * Nose cone NOTES: * The offset of the RCS thrusters is wrong Changes * fixes for KSP 1.8.1 * fixes for KSP 1.2.2 * added mission flags * updated buoyancy profile * updated COL profile * techtree integration * editor search and category integration * generic docking node fits normal and jr clampotron * emergency fuelcell if power drops below 10% * integrated heatshield and insulated capsule * science container and crew report * integrated transmitter CREDITS: * cBBp for original setup LICENSE: https://creativecommons.org/licenses/by-nc-nd/3.0/us/ This pack is originally made by cBBp. This licence does not forfait any original licences. SCREENSHOTS: http://imgur.com/a/isypC
  6. http://www.orlandosentinel.com/news/space/os-expandable-living-space-for-astronauts-heading-to-space-20160318-story.html Bigelow Aerospace is finally getting to send up their module to the ISS in or about April on one of the SpaceX launches which SHOULD include some form of landing attempt. I am pleased to see this day. Anybody got any additional info on the module in question?
  7. I'm happy to share with you the first public release of this mod. Most of the parts are done and ready to use and you can now properly replay the Mars colonization mission in KSP. IMPORTANT NOTICE: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/oxygen) and engines don't suffer from ullage and other great features that RO brings. DeltaV stats, Isp, masses and all related parameters are nevertheless more or less correct. PARTS Crew Transport Ship with 4 crew and 100 passenger capacity. Tanker Ship for orbital refueling. Reusable Booster with attachable fins and gridfins. Built-in decoupler, probe core and antenna. Dedicated shielded side docking port. Matches stock senior docking port. Raptor engines for atmospheric and vacuum use. Ship landing legs Deployable Gridfins that act as control surfaces and airbrakes Booster fins Solar Panels, RCS etc. FEATURES Booster has a built-in decoupler for stage separation. Built-in docking ports can be activated in config files (as an alternative). Currently uses Liquid Fuel/Oxidizer mixture but with correct masses for the ship and booster Engine Isp and thrust are set to values given by Elon Musk in his presentation All sizes are as accurate as I could estimate Ship and booster masses are as specified by Elon Musk. Raptor engine mass is estimated based on Merlin mass Tested in KSP 1.2. Backwards compatibility for KSP 1.1.3 and some extra config files for RSS are available on GITHUB Landing legs are missing landing leg module. They are still animated and act as landing legs, and are by default activated by Gears action group. They cannot overstress. CURRENTLY IN DEVELOPMENT Internals IRSU module RSS/RO configuration for proper fuel usage - partly done Configuration for stock KSP that is not game-breaking Split body flaps for the ship VIDEOS! A quick video I made how to assemble the ship: Kottabos review: DOWNLOADS: SPACEDOCK CURSE GITHUB - Backwards compatibility and extra configs are available here. DEVELOPMENT THREAD is where all the important updates and future features, as well as current issues (there are some) are discussed. I hope you will enjoy this mod! It took me a long time to (sort of) finish and I wasn't even sure if I could do it. Because of that, I'm even more excited to share it with you! A big THANK YOU to Marcus House for the support and testing, as well as config adjustments!
  8. I made RO configs for Tundra Exploration's Starship. I tried to make it work with out a reaction wheel but that was pretty much impossible. It is possible to make it work without a reaction wheel but the fuel balance has to be PERFECT https://github.com/Suyash-Jevaria/KSP-RO-Starship-Configs
  9. Hi, Marcus house had made a kos code for falcon heavy which only works with ksp 1.3 and lower. So i have modified his script and made it compatible with Ksp 1.8.1 and higher . So i will now continue to to update his script . Script is finally complete ,here it is : https://github.com/daiwik-ksp/Falcon-Heavy-Dual-booster-landing- More pic on : https://imgur.com/a/0vaAUyH
  10. Hello, is there a way to play KK‘s launcher SpaceX mod with RO and RSS so that the rockets have the right configuration including size and fuel? And is it also possible to optimize Tundra‘s exploration with RSS and RO too? A instruction with the right KSP version and the settings/codes of mod would be really cool! Thanks and greetings from germany!
  11. hey, i was wondering what mods you guys use for spacex-like parts? thanks!
  12. Hey there, I am new at asking questions so please be gentle. I am a PS4 KSPEE player and I am trying to perfect my landing on the launch pad, now with that being said it is going to require allot of math and I just don't know the formula, I was thinking about how it should include the TWR, the weight of the object being landed, how quick the fuel is being drained, it is kind of like the rocket equation but with added steps and it will lead to a different outcome, if there is someone who could make a calculator I know that not only I will appreciate it but so will the KSPEE players and the stock KSP players alike. Thanks everyone!
  13. I want to make an elevator on a vertically landed spaceship that can lower my kerbonauts and vehicles down to the surface safely, like the artist rendering below of future SpaceX Starship missions. Any ideas on how I can do this? From the mods I've searched, nothing comes close to building something that looks like this, and I'm not much of a modder myself :( Any ideas welcome!
  14. I decided to post my work on BFR, it is not finalized and does not have a connection to RO, since I do not sit in the KSP at all, but maybe he'll need somebody. The package includes: 1. Simplified engines Raptor 2. Two versions of the BFS ship, cargo and manned 3. BFR rocket 4. fins and RCS for BFR 5. Solar panels for BFS 6. Docking port for BFS The manned version of BFS has 4 compartments for the exit the Kerbonauts, two in the payload compartment, one for the EVA (main), another with a built-in ladder, it also has built-in landing legs, a docking port for connecting two BFS ships, and animation glow of windows. The cargo version also has a built-in docking port. All the textures in the .png format, so that every newcomer to Photoshop can change them at will. V1.2 1. Added evelons for BFR 2. Added RO Patch Ship file in VAB works only with RSS/RO. DOWNLOAD: https://spacedock.info/mod/1813/BFR
  15. Miguelsgamingch's First Droneship Landing Landed At Sep 2,2020 5:31 PM GMT08+ After Trial And Error, I Finally Made it On September 2, 2020 I Landed My Falcon 9 Booster ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- More Images: The Landing Legs... Lets Say There Partially Broken. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Video: Thank You For Reading this Thread And Have A Nice Day Mods Used: @EmbersArc's And Now Being Matain By @damonvv KRE Or Kerbal Reusability Expansion Mod - For Landing Legs @damonvv's Amazing Tundra Exploration Mod - Amazing Falcon 9 And Booser @Kartoffelkuchen's Amazing SpaceX Pack - For ASDS And For The One Who Made It All @sarbian's MechJeb2 Mod, With its Amazing And Weird At The Same Time Landing Guidance! Source (Now You Can Do It Your Own, Trust Me Its Like 50|50 Easy And Hard):
  16. KerbX is rocket manufacturer founded by Elon Kerman. I will be playing in 1.10 sandbox mode. Mod List:
  17. 2.0 coming soon 1.4 Media 2.0 License
  18. Now is your time to help SpaceX. We've been waiting for this mission for years and it's finally here. Your task is: 1a) Launch Crew Dragon Demo-1 1b) *Optional* Land first stage booster 3) Rendezvous & Dock with the ISS (International Space Station) 4) Land on Kerbin, alive. Sounds easy? Good, no pressure. Required Mod: https://kerbal.curseforge.com/projects/kerbal-reusability-expansion DOWNLOAD MISSION HERE
  19. Kerbalized SpaceX for KSP1.3.X Want to build the SpaceX BFR crew/cargo, Falcon 9, falcon heavy, etc.... This mod is for you! This mod is designed to help you save on part count big time. Be it docking ports to cargo bay's- every part is integrated with something (or multiple somethings) to help you lower your parts count. HOW TO RE-ENTER WITH THE "BFR" -Kill 98% of velocity on a 55 ton vehicle with aerodynamics only-. (I took a steep angle of attack, and experienced very high G's, with good piloting skills and a lower angle of attack you can limit the amount to under 5g's. This happens during the flip maneuver(You will see). Includes: Pods- Dragon, Dragon V2, ITS Titan, Space Bug, BFR crew & cargo variation. Rockets- Falcon 9 Ft, Falcon 9, BFR Engines- *31 raptor cluster, *3 raptor cluster, *4 raptor vacuum cluster, *9 merlin engine cluster, merlin vacuum, merlin atmospheric. Misc: Dragon 1 trunk, Dragon V2 trunk, Dragon nose cone, Dragon panel Covers, Heat shield, Falcon Legs, Aero Fins. Downloads: Spacedock: https://spacedock.info/mod/1477/Kerbalized SpaceX Curse: https://www.curseforge.com/kerbal/ksp-mods/kerbalized-spacex Real plume config: (Currently not working because new engines) Dependencies: Retractable lifting surfaces for aero fins (included in download) Requires "near future solar" for the solar panels on the trunk to work. RPM and Asset Props are required for any functionality in the V2's IVA. Recommendations: Kerbal joint re-enforcement will make ur life much easier playing with the BFR. Appreciation Section: Thanks to @Mecripp for converting all the textures to .dds and for his help in various other areas. Thanks to @mrtagnan For taking the time to provide some beautiful new engine plumes using the Real Plume mod Thanks to all my followers for helping me keep the ambition to continue the development of this mod! I likely would have stopped with the V2 if it wasn't for you guys. Disclaimer: All rights reserved. 1.3 Compatible
  20. I have been trying to figure out the exact landing burn altitude for my hoverslam script and I can't work it out accurately. I've looked at others' script but does not seem to work well with my script. lock burnAlt to (ship:velocity:surface:mag^2)/(2*(ship:sensors:acc:mag)). This is what I use to determine the landing burn altitude. And my condition is: if trueRader <= burnAlt { set autoThrottle to hoverslam. } else { set autoThrottle to 0. } From what i understand from this condition, the throttle should be never 0 whenever it is below and equal to burnAlt unless otherwise. But that's the problem, the burnAlt decreases as the rocket throttling up. Do I need to use constant to find my landing burn altitude or something else that is more efficient? P.S: This does not account for aerodynamic drag nor that it need to be accounted for as I'm playing stock and not RSS/FAR.
  21. 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?
  22. So I'm trying to create mod of sorts. Well not a mod per say but it's a custom part and it has a lot of functionality. In a nutshell I am trying to create Space-X's Starship. I have created the model etc but I am stumped on the config for it and how to create the functionality I want. I want to have soundFX on a door animation, I want to have deployable landing legs from inside the spaceship(3D Model created), I want to have the wings on the side move for turning etc. And I want to add custom engines and SFX and VFX in general. This is the first time I have created a mod and I can't seem to find any more in depth documentation online so if anyone knows about the internals and how it works then please help me out. I have moderate experience with blender and C#.
  23. TL;DR Is it possible to create a part that has all the functionality I need it to have like and also have deployable landing legs? Long Version I am trying to create Space-X's Starship and I want to have the Starship(the top piece) have deployable landing gear built in to it. I want them to have exactly the same functionality as normal landing legs but I do not want to add as secondary pieces outside. I can build them in the model and create animations in blender for them but other than that I have no idea how to procceed in order to create my idea. Please give me any tips you have and ideas. Any feedback is welcome.
  24. Presenting the SpaceX StarShip Starbase: S.S.S.S. As seen above the basic premise of the idea is to reorient a landed StarShip to the horizontal position Taking a page from the Apollo Venus mission proposal for the 1970's Logistics aside, what are the advantages of an unflyable StarShip As a base/ Starbase? The StarShip is cited as having appx. 1000M^3 of habitable space internally. However this is above the fuel tanks and only accounting for ~1/3-1/2 of the ship volume. If the tanks were drained, you now have approximately between two and three times the volume. Bear in mind 1000m^3 is about the internal volume of the ISS! For further comparison its roughly ~150/ 300 Apollo LEM’s internal volume. Other Advantages, 1. Once horizontal it could be covered directly by lunar soil or have a thin tarp draped over it and then covered providing radiation protection and protection from micrometeorites. 2. Ease of access, instead of having to use the proposed elevator for going to and from the crew quarters the air locks would now be at ground level, though depending on design may be sideways but still usable. 3. For a moon trip in theory SpaceX could get away with just three vacuum engines allowing more cargo to the lunar surface. 4. Prefabricated base ready on arrival, instead of relying entirely on inflatable structures initially crew will have a nice area to work, sleep and prepare for base expansion whether on the Moon, Mars or wherever. 5. In theory the in development fuel transfer system could be designed to be removable within an airlock bulkhead. Back of the envelope calculations for StarShip (These are my guesses only, if you have better data please expand upon this idea) Diameter 9m, height 50m, Assuming cone is ~5m also containing the forward fuel tank V= Pi(r^2)(h/3) area of cylinder Pi*(r^2) *H with draining the tanks V = Pi(4.5^2)*45m + Pi(4.5^2)(5/3) V ~= 2970m^3 Obviously it would be significantly less as 9m is the exterior diameter but even with factoring in 20mm of steel for the hull assuming that floor thickness and tank thickness are similar we still have over 2000m^3 of usable space! Next question, how to orient to horizontal? As the ship is not designed to land horizontally this does pose a challenge but solvable. The benefit of all solid celestial bodies in the solar system that humans have desire to visit have less than one g of surface gravity. On the moon 1/6 and Mars 1/3. In assuming that StarShip has sufficient structurally sound an anchor and winch system could be set up to safely lower the ship without compromising its habitability. There are probably other ways of setting up such a system but in my mind going through the thought experiment you need at least four cables. Two pulling on either side near the top of Starship and two anchors at the base to prevent sliding. Once Starship has tilted sufficiently in the direction you want it to be in you can take away one cable as gravity is now doing the work for you. It will then be a relatively simple matter of lowering Starship to the ground assuming you anchored your winch system sufficiently beforehand. Alternatively depending on the torque that the RCS system can give on the ship it may be able to slow its rotational decent down to a survivable angular speed though I find this unlikely. From Wikipedia, StarShip’s empty mass ~ 120,000kg on the moon that translates to a weight of ~196kN admittedly the forces would be different I will get around to doing proper calculations later but a 45mm (1.75") diameter steel cable would be capable of handling the load. Less would likely be sufficient and admittedly this would eat into cargo mass but considering the advantages it may be a small price to pay compared to shipping a similarly voluminous area for a first outpost. Besides steel is recyclable and the new area we just opened up will need it for dividing into floors, walls etc.
  25. I built a functional Falcon 9 replica. I launched from the desert launch site, made orbital corrections, and landed it at the ksc. It did work, and the rover it launched made it to orbit. Not too many screenshots.
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