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Found 46 results

  1. Launch vehicle for the HOYO CSM. Includes first stage solid rocket booster with 2 textures, J2X second stage engine, liquid fuel tank and decouplers/adapters. This mod is intended for the latest HOYO CSM (ver1.2) link at the end of the post. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections) and FireSpitter (For SRB texture switching). INSTALLATION Unzip and merge with your GameData folder. Be careful if you already have LonesomeRobots mods installed. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, your current GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1314/ARES I-X. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. Firespitter created by snjo. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. If you haven't tried the HOYO CSM yet check the following link http://forum.kerbalspaceprogram.com/index.php?/topic/154088-122113-lonesomerobots-aerospace-hoyo-csm
  2. Star Shooter KerbalX craft File here! So I made this rocket because I thought it would be a fun challenge and I've not really seen anyone do such a thing before. The first challenge came when I realized the "payload" would need to be placed near the bottom of the whole setup for purposes of easy attachment (I didn't want loading the Asteroid to be a complicated task). The 2nd hurdle was that the forward tank and engine nacelle would need to eject FORWARDS during flight and would need to ACCELERATE faster than the ships current speed to get out of the way (trust me it took way more tests to figure that out than probably should have!). The solution to this is to release the Front Tank/Engines when fuel is about to run out. The tank naturally accelerates forward and downwards safely clearing the path for the Star Shooter. During Stage 2 (tri-rocket configuration) you can fly to a stable orbit, or ditch the outer rockets so they can burn up in the atmosphere and continue your circulation burn on the Stage 3 dual Thud motors. I like to fly this rocket at half throttle until stage 2. After which full throttle is just fine. So far I've only tested it with a Class B Asteroid (technically meteorite) that weighed a mere 6.5 tons. I would be confident in payloads up to about 15 tons and of Class B asteroid size or smaller. Try it out and check out the video if you aren't convinced! Let me know what you think of her!
  3. Himalaya is a family of Kerbonian rockets named after the mountain of kerbal mythology, Himalæia. There are four known rockets, with two of them still being built. Some of them sent kerbals to space, others sent satellites to orbit, and others, well. you got me there. They were designed so that the U.S.K would beat the Koviet Union in the race of the kosmos. Himalaya II: The Himalaya II (KZ-59E) was the first of the Himalaya family to be manufactured. It has thirty parts, a height of 36.2 meters, a weight of 198,540 kg and a diameter of 3.75 meters. It costs 102,010, a TWR of 7.44 (max) and a Δv of 6,288 m/s. The length of the first mission was 1h 16m and 45s, and the crew was Jeb, Bill and Bob Kerman. Himalaya III: The Himalaya III (KZ-63B) is famous for launching the first satellite, GRAVIOLI (GRavity, Atmosphere and SurVey IOn-propelled SatelLIte), and was the second Himalaya manufactured. Information Unknown. Himalaya III-B Keverest: Still in construction. Himalaya IV: Still in construction.
  4. Post your Engineering Marvels! Since the genesis of mankind, the human race has observed growth of monumental proportions. Engineers and scientist, invented and inspired others, to create the best solutions, to all of man's problems. That is exactly what we are doing here! Below, you can show the world your amazing creations, an exhibition so to speak. This will show everyone your engineering talents, whilst also providing inspirations to others, to accelerate the KSP engineering !
  5. Welcome to my heavy lifter thread! So far I only have one, but more are planned. DOWNLOADS: DISCOVERY 1: SOON DISCOVERY I I made this craft waaaaay back in 1.0.5, yet it still remains my best orbital booster and Mün injection craft ever. Parts: 135 Mass: 432.024t TOTAL D/v: 2699 M/s Height: 41.4 meters. Payload to LKO: Unknown Uses for this craft: Fuel tug, Mün mission tug, orbital booster Screenshots:
  6. The thread where I will post all my designs and progress of my crafts! (With The Help Of Many Mods Of Course) ISE Dauntless [SSTO] Body, & propulsion systems will consist of parts from [Mark IV Spaceplane System] Wings, & lifting surface parts will consist of parts from [B9 Procedural Wings] So far.... Progress Report I Progress Report II
  7. Here I'll be posting my drawings of various spacecraft/rockets in MS Paint and where you can ask for drawings of other real-life rockets/spacecraft. I drew a Saturn V (image below) and thought, In the comments, tell me what I should draw next. (I'm already going to draw the Mercury Redstone, so don't suggest that.) It has to be a real-life spacecraft or rocket. Also, tell me what you think of them! They may not be the best in the world with detail (I actually forgot the ridges on a part of the Saturn V next to the right fin if you'll notice). Waiting List: 1. N1 - cubinator 2. ITS - TheEpicSquared 3. Gemini Titan - munlander1 4. Apollo LEM - Dafni 5. Apollo Little Joe - munlander1 6. Titan IIIe-Centaur - IncongruousGoat 7. DynaSoar - munlander1 8. Venture Star - Pine 9. Mercury Little Joe - munlander1 10. Open 11. Saturn 1b - munlander1 12. Open 13. V2 Bumper - munlander1 14. Open 15. Apollo 13 CSM (post-explosion) - munlander1 16. Open 17. Orion - munlander1 18. Open 19. CST-100 - munlander1 See ya!
  8. is proud to present.... The Zenit 3SLB launch system! This mod was originally created by the wonderful @stubbles, who at that time created one of the best rocket packs out there. This pack contains the Zenit-3SLB booster, updated for KSP 1.2.X by @MeCripp, who also included support for Animated Decouplers and Procedural Fairings. Unfortunately, after the release of v1.2, meant for KSP 0.23.5, all work on this project was terminated. After a long hiatus, @MeCrippand I are excited to bring this mod back to the KSP Community. The Zenit booster is a medium-heavy launch vehicle, capable of carrying heavy payloads to Geostationary orbit. This Zenit can bring ~10-15T to Geosynchronous orbit. It is compatible with FAR, KWRocketry, MechJeb, and DeadlyReentry. For more information about Zenit: Click here! Download from SpaceDock License: Non-Commercial CC BY-NC Future Plans: Mods included with this download: REQUIRED (If you want to use the craft file; I'll make one without the struts at a later date) Recommended mods (soft dependencies) HAPPY LAUNCHINGS!
  9. Hello Guys, I´ve got a problem with my rockets. No clue why, but the tend to flip over after rolling a little bit. btw. I´m a beginner A time ago I didn´t have this problem, but with the time my rockets kept getting bigger and the problems started. That´s my rocket at the moment: https://www.dropbox.com/s/lnuockbi32q4nxs/Q%26AKSP.png?dl=0 Could you please help me prevent this or improve my rockets? Thank you IRobot
  10. Howdy, This craft sways once it achieves mid altitude. I was hoping that that someone fixes it while I go and eat dinner Any suggestions would be nice. http://www.mediafire.com/file/8x9gxw5evf8nivn/Frostflux+m5.craft Sigh, attachments seem to be very buggy... EDIT: Well I've fixed everything so now it is a working SSTO. Thanks, Chris (Heretic391)
  11. No matter what I try, my spacecraft just won't lift off. When I press space, I get what sounds like a decoupler sound effect in slow motion and then my rocket slowly falls. I think it might have something to do with the lag, since I had 3 FPS the whole time?
  12. I just want to share the design for a rocket I came up with that uses jet-fuel boosters to get its first kick to space rather than liquid fuel or SRBs. I haven't gotten this to space yet; I took a screencap shortly after (actual) liftoff and shortly after the game crashed. Image below" Honestly, I can't believe it even took off. It estimates about 18 minutes worth of fuel. This is a very early modded science mode game, and these are the first jet fuel tanks/engines/air intakes that you can unlock. The intakes and engines were made larger with Tweakscale, and that also increased the output enough for the bigger tanks. I haven't tried this with other engines. Has anyone else done this and, if so, how did it go?
  13. Decided to make an experiment and compile the data for something this basic, yet very important. So, here is it! Craft: stock "Jumping Flea" (Flea booster with MK1), straight launch, variable TWR (adjusted in VAB from data given by KER): TWR 1.2, highest real altitude: 4100 m flameout: 3100m TWR 1.5, highest real altitude: 6200 m flameout: 4300m TWR 1.7, highest real altitude: 7200 m flameout: 4600m TWR 2.0, highest real altitude: 8000 m flameout: 4700m TWR 2.3, highest real altitude: 8250 m flameout: 4700m TWR 2.5, highest real altitude: 8320 m flameout: 4600m TWR 2.7, highest real altitude: 8350 m flameout: 4500m TWR 3.0, highest real altitude: 8350 m flameout: 4200m TWR 3.3, highest real altitude: 8350 m flameout: 4000m TWR 7.6 (maximum), highest real altitude: 8100 m flameout: 2100m Explaination: this means that: at TWR lower than 2, your craft will be burning fuel fighting the gravity, and at TWR higher than 2.5, your craft will be burning fuel fighting atmospheric drag. Enjoy! ## Update 2016/09/30 Quick check with Swivel+FL-T400+2xz1k batts+RC001s+Adv.NoseconeA (2,156 DeltaV) confirms the data: TWR: 1.7, highest real altitude: 87,600 m flameout: 31,000m TWR: 2.2, highest real altitude: 117,500 m flameout: 31,000m TWR 2.2: ## Update 2016/09/30 - 2 In response to criticism, I decided to make a small "usable" 7 tone "payload" (Payload A). The payload has everything to make orbit, keep in orbit and descend down. To repeat, this thread about ideal TWR for first stage / launching stage ### Payload A, first test Payload A config: Protective Nose Cone Mk7 + LCR01 RGU + Srvc.Bay 2.5m(3x Z1k batt, 2x SP-L solar panels, 2x MK2-R radial chutes) + Advanced Reaction Wheels, Large + X200-8 Fuel + LV-909 "Terrier"+Rockomax Decoupler. --- Payload A weight: 7,000 kg This payload will be launched using only one stage - using two ascend methods, using two different TWRs. The methods: 1) direct climb for statistics: SAS on, max throttle, ignition. No Stage 2 disconnect. 2) manual gravity turn: - 0 degree until 2,5km; - course to 15 degree(75 on navball) at 2,5km; - course to 35 degree (55 on navball) on pass 15km; - course to 55 degree (35 on navball) at 25km; - course to 75 degree (15 on navball) at 35 km; (this step was skipped on 2.2 TWR due to atmospheric heat **) - deactivate if apoapsis reaches 80km, wait until T-45s (accordingly, this step was much longer on 2.2 TWR) - burn at horizon line under prograde till end of stage: output stage 1 data - disconnect stage 1 and finalize burn using stage 2: output payload A in orbit fuel left will be also noted: out of fuel/flameout for 1st stage (altitude at; horizontal and vertical speeds), amount of fuel left on payload after circularization at 80/80km. #### Payload A (stage 2) - uplifter A (stage 1) uplifter A config: (Payload A +) Jumbo 64 tank + RE-M3 Mainsail (+3x launch stability enhancer, start only) 3,218 projected stage 1 DeltaV; 6,370 projected total DeltaV ) [ craft file link ] Results: ##### Direct climb data TWR 1.25, highest real altitude: 268,000 m flameout: 72,000m TWR 2.20, highest real altitude: 615,000 m flameout: 69,000m ##### Manual gravity turn data info: TWR 2.20 appears to compress air higher (hidden aerodynamic center) - thus rocket becomes less stable and either smoother transition between nodes (used here) or additional lifting surfaces required. TWR 1.25: apoapsis at flameout: 82,000m periapsis at flameout: -390,000m Stage 2 80km/80km orbit fuel left: fuel - 247/360; LOX - 302/440 TWR 2.20: apoapsis at flameout: 86,000m periapsis at flameout: -22,000m Stage 2 80km/80km (90/90km actually) orbit fuel left: fuel - 340/360; LOX - 416/440 ** apparently there is a room for improvement! "Engine idling on suborbit ascend equals wasted fuel". This case is free to be tested! Probable method: throttle down after leaving atmosphere (~28km). Reason: it looks like with TWR 2.2 atmosphere heat prevents efficient acceleration, requiring higher angle of attack. But according to Oberth effect, lower attitude accelerations are more efficient, thus its better to take it slower below.
  14. So i have been fascinated with the concept of a valveless pulse-jet pretty much since i learned of its existence. Largely due to its simplicity. I've had the thought before that as a inexpensive engine it might work as a 1st stage for a rocket. It's air breathing and as such doesn't need complex oxidizer setups. I made one in KSP with reasonably accurate TWR and a few other things, and mentioned it in my project thread but got very little response (so it probably lacks some accuracy). Question is, what could be done (if anything) to improove its thrust/efficency? I know there was a bit of development in the 60's but it more or less started and ended there. This probably isn't terribly scientific but, any ideas?
  15. Please help! Every single rocket i build slowly slides off to one side, no matter what. Everything is in line, center of mass is in the bottom middle if my rocket, i am using fins, sas is on, and im not touching the engine. I have no idea what is going on and how to fix it. The game is nearly unplayable because i can't reach orbit to collect science so i can't unlock halfway decent parts. Please help
  16. Hey there intelligent Engineers! I took a look at the latest rocket designs and realised, that most of them are using kerosine for first stage, which does emit a hell lot of CO2. Then I thought about making a rocket ECO-friendly, and started looking for a propellant, which would fit my needs. And voila! LH2 and LOX or better known as Liquid Hydrogen and Liquid Oxygen. These fluids put together produce H2O, which is very eco-friendly. Luckily LH2 and LOX engines have the highest specific Impulse, and therefore the highest efficiency. Now I challenge you guys, to build a entirely Eco-friendly Rocket, which can carry a payload into LEO (in RSS ofc.)atleast! The rules are: Eco Firendly fuel, like LH2 and LOX No SRB's No kerosine or any kind of enviromentaly harming/unfriendly rocket fuel. RSS (Real Solar System) Rocket has to achieve a minimum orbit of 180 km. As an example I built an eco-friendly rocket called ECO-1, which can carry around 20t to LEO (approx. 200 km). For the engines I used 6x SSME ( Space Shuttle Main Engine; Aerojet Rocketdyne RS-25 ). Here are some pictures of it: Im excited to see your designs, rockets etc. Thanks for your attention!
  17. Does anyone know an easy way to make a rocket overheat? I need it to for a YouTube cinema type video I'm making.
  18. Hello! Welcome to my hanger of the crafts I made. As by the title these will be replicas. I will be doing planes and rockets. They are all stock craft. These wont be perfect but I'm just trying my best so please give me some helpful criticism. I hope you like these very much! More planes will come soon! List of Planes Lockheed L-1011 "Tristar" DHC-8 "Dash-8" MD-80 "Mad Dog" Cessna 172 Cessna Grand Caravan EX Airbus A340-600 Cessna Citation Mustang Saab 340 List of Rockets V-2 Proton M Titan IIIE "Centaur Planes Lockheed L-1011 "Tristar" The Lockheed L-1011 was a plane made by the Lockheed Corporation in 1970 and entering service in April of 1972. They built 250 aircraft and the plane is still in limited use today. It had 3 engines, 2 under the wing and 1 in the tail using a S-duct design. The plane does handle slowly but it still can fly. Download see Lockheed L-1011 "TriStar" on KerbalX.com DHC-8 "Dash-8" The Dash 8 was a plane made by De Havilland Canada and Bombardier Aerospace in 1983 and introduced in 1984. As of December 31,2015 1,179 planes have been built. It is still in production and service today. Download MD-80 "Mad Dog" The MD-80 was A plane devopled by McDonnell Douglas in 1979 and introduced in 1980.There were 1,191 aircraft built and still in service. Download see MD-80 "Mad Dog" on KerbalX.com Cessna 172 The Cessna 172 is the most successful plane in history with over 43,000 planes built and longevity. The cessna was frist made in 1955 with inroduction in 1956 with many variations over the years. (NOTE) Please switch to the front cockpit in flight. Download see Cessna 172 on KerbalX.com Cessna Grand Caravan EX The Cessna Grand Caravan was a plane developed by Cessna 1982 and intorduced in 1984. Cessna has built 2,500 planes and still in production. It’s still in service today primarily as a cargo aircrat. (NOTE) Be carefull on landing or the gear will explode. Download see Cessna Grand Caravan EX on KerbalX.com Airbus A340-600 The Airbus A340 was developed by Airbus in Mid 2001 and it was introduced in Mid 2002. 97 of this variant was built, this aircraft is still in service. Download see Airbus A340-600 on KerbalX.com Cessna Citation Mustang The Mustang developed by Cessna in Mid 2005 and introduced in Late 2006. Cessna has built 425 so far. The plane is still in service. Download see Cessna Citation Mustang on KerbalX.com Saab 340 The Sab 340 was developed by Saab and Fairchildwith its early first flight in 1983 and intoduced in 1983. 459 planes were built and it’s still in service. Download see SAAB 340 on KerbalX.com Rockets V-2 The V-2 was a missle devopled by the Nazis around 1942. it produced from 1942-1945 but some were built after the war. It’s no longer in use. Download see V-2 on KerbalX.com Proton M The Proton M was a rocket mde by Khrunichev around 2001 and the first flight was in April of 2001. There have been 98 launches with 10 failures. The rocket is still active today.¨This rocket has been tested with a 85T paypoad to a 100 by 100 KM orbit. Download see Proton M on KerbalX.com Titan IIIE "Centaur" The Titan IIIE was a rocket made by Marlin Marietta in 1967 and it’s first use in February of 1974 It was flow 7 times with 1 failure. The rocket is no longer in use.¨This rocket has beeen tested with a 54.5T payload in a 100 by 100 KM orbit. Download see Titan IIIE "Centaur" on KerbalX.com
  19. HELLO ALL This "1 Station 1 Rocket" Idea is essentially the concept of using 1 booster stage that you may not recover by going into the VAB or SPH again. LEADERBOARD: to put a space station into an orbit of any altitude. Station MUST be 3 modules or more, each module must (tbd) contain it's own probe, batteries, it's own way to generate power and must be 1.25m and be a fair size, just... Honor code people, no cheeky .625m Oscar B sized modules. STEPS: - Build a booster stage to get the payload to a point where it can use it's onboard engines to boost it to orbit - Build a fuel truck to refuel the rocket after landing the booster - Build a crane to put the module on the rocket Put the module on the booster however necessary - Pack enough fuel in the modules to assemble a space station using only one rocket ---------------------------------------------------------------------------------------------------------------------------------------- HARD MODE: 1 Moon base 1 Rocket STEPS: - Same thing as station except put it on the moon ---------------------------------------------------------------------------------------------------------------------------------------- SCORING: I will keep a leaderboard of the scores, essentially you will be rated as to the mass of the station and rocket (KGs) minus the cost in funds (station and rocket), just so we have a cheap but large space station. (If you have a better idea plz comment)
  20. Good news everyone! Do you have a hankerin for the good old days? Well now you can fly like they wanted to in the early 1960's Introducing the Farnsworth Dyna-soar. 1.1.3 friendly Back in the early 60's Boeing designed this neat rocket concept. Unfortunately, it never left the ground. https://en.wikipedia.org/wiki/Boeing_X-20_Dyna-Soar Instead of the glider being attached to the side of the rocket like we are accustomed to seeing with the space shuttle, Boeing attached it to the top of the rocket. The space shuttle suffered from some inherent design flaws right off of the drawing board (due mainly to government budget cuts). The main one being that it has the thrust and mass are out of alignment. To compensate for this the designers mounted the SSME's (Space Shuttle Main Engines) at an angle so that the thrust could be brought inline with the center of mass. Unfortunately, this flight attitude brought the orbiter directly under the external tank. The orbiter was pretty fragile and could not handle much fod (foreign object debris)hitting it. The external tank was huge, covered in finicky insulation and was directly over the orbiter during assent. A great way for the orbiter to get hit with stuff... The External tank that was filled with liquid oxygen and liquid hydrogen. Those tanks had lines on them while it was on the pad to boil off some of those gasses that were in liquid form to control the pressure in the tanks. The result was the external tank would get cold enough sometimes for patches of ice to form on the tank out of condensing humidity in the air. Technicians would check for ice before launch but invariably, some would be missed. At launch by the time the shuttle cleared the launch tower it was already hurtling towards space at over 200 mph. Plenty fast enough for a piece of ice mingled with some foam from the external tank to break off and slice through the brittle carbon/carbon leading edge of the orbiter wing. This is the best guess as to what happened to the Columbia in 2003 ...Sorry for the history lesson... Anyways, The Dyna-Soar avoided all of these problems by mounding the glider on the top of the rocket. This however limited the size of the glider. It required the modified Titan rocket to have large fins on the bottom to compensate for the glider moving the center of lift too far up the rocket. So here is my take on the Dyna Soar All stages can take advantage of the "stage recovery" mod if you use it. The glider retains the last stage to use for orbital maneuvers, docking and solar energy. 150k orbits are achievable for crew rotation at your station. Final stage has a Clamp-0-Tron jr docking port to attach to the station. More fun than exploding! Perform your deorbit burn and then detach from the final stage. The glider should enter the athmosphere perpendicular and with the elevators deployed. There is no fuel you can move around. Once the air thickens up, the glider will drop to about 30 deg. attitude. The glider is not a "true" glider. It has two juno engines and 100 units of fuel so if you over or under-shoot your landing there is some adjustments that can be made. The glider flies very well and has an awesome glide slope. This does make it hard to burn off airspeed. Try to cross over the runway at well under 100 m/s and you shouldn't overshoot. Download here! https://kerbalx.com/Dr_Farnsworth/Dyna-Soar
  21. With the same 5150 delta-V you've come to expect, here is the Cyclone Heavy. Capable of reaching Duna directly with some clever aerobraking, the C-H can lift payloads of up to 20 tons to a 100 km orbit and return. It is fully reusable, except for the possible exception of the in-fairing docking port. It is reasonably forgiving, but don't do anything stupid with it. Do not open the fairing at altitudes lower than 55000 meters. Doing so will void your warranty. The C-H can be fitted with a hitchhiker container for crew storage (By default it is unmanned). It has no action groups or solar panels to worry about; the Cyclone Heavy is powered by 4 Radiothermal Isotope Generators and thus does not require external power input. It weighs an astounding 773 tons in the default configuration, with a sea level TWR of 1.58. If you so desire, there is more info is in the KerbalX page. Fly with care, or with mechjeb. It's stable at 3x time warp, and does not fall apart at 4x, but I advise you to stick to low timewarp speeds. (From left to right: Misttrailer SSTO, Cloudstream SSTO, Cyclone Heavy SSTO) https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-MK3-SSTO-Cyclone
  22. BackStory time: The KSC has almost run out of funds but because they were focused on other planets the didin't check the mun or minmus. Challenge: Get to the mun or minmus (which you prefer) flyby or orbit or landing with the least expensive rocket you can Rules: No hyper edit. Can Be Kerbaled. Needs pics or video (i lost my proof in freak accident with hard drive) NO PART MODS. Mech jeb and KER but MJ for readouts only. Sandbox mode. Scoring: Funds divided in half and if gone to minmus x2 and return x #(if flyby then 1 if orbit then 2 if landing and return with kerbals 4) = Score ScoreBoards: 1: @Reactordrone 66215 points / 3107 2:@Signo 1700 points / 4800
  23. If this is on the wrong section of the forums I apologise. Move to the correct sub-section if you wish. Anyway onwards with me request, I have KER (Kerbal Engineer Redux), KAX (Kerbal Aircraft Expansion), KAC (Kerbal Alarm Clock) and finally Transfer Window Planner. So if people haven't already guessed I'm running a modded install and any other requests to add to the above would be much appreciated. I've been considering to add SpaceY but is it worth it alongside the other mods I've installed. Oh and I forgot to mention I also have Texture Replacer but not sure how to edit the kerbals design exxactly. I'm here beforth the kerbal community to ask you to help me, awfulcraftdesigns to create a Duna Rocket or SSTO that is designed by you the community with my input (basically a community rocket that I shall build taking your ideas into account) If I may ask of this relatively simple request, then its much appreicated. I'm looking forward to hearing the ideas put beforth me and I'm much appricated for the community's help. -awfulcraftdesigns, signing out! P.S: I'm running 1.0.5 because 1.1.2 is buggy IMO!
  24. Hi! I still pretty much a KSP beginner, I played a bit before the official release. Now I'm playing on Science Mode and I want to land a Kerbal on the Mun, but I have a problem. I've built a rocket that can easily reach Orbit and even the Mun. But as soon as I add landing struts to the "landing part" I can't seem to launch the rocket from the launchpad straight up. Without the struts reaching orbit is easy, with them I just can't manage because the rocket starts tipping straight away... Is it normal that the landing struts have such a large impact? And what can I do to fix the problem? Maybe I am attaching them wrong, but I tried to balance them out and everything. Below some screenshots of my rocket with and without landing struts. Thanks for your help!! Without landing struts: With 3 landing struts: With 6 landing struts, symmetrical to the tanks below:
  25. Dear Community, Who else agrees with me that the Antares Rocket is super cool looking? Seriously. It is simple, nice, and pretty sweet to put lightly. Until the craft had a launch failure in the 10's. Sweet mod that adds them So rate how you like the Antares rocket on a scale of 1-10