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Found 23 results

  1. Chaka Monkey Exploration Systems 1.3 Collector's Edition Chaka Monkey 1.3 Dropbox Link Chaka Monkey 1.3 Spacedock Link Chaka Monkey 1.3 Curseforge Link Click here to "Get Monkey" 1.3 Change Log: 1) All 1.3 related issues fixed and dependent dll products updated with fresh license verification 2) Procedural fairing issues fixed ( Chaka bases work as normal procedural bases once again ) 3) Excessive torque on boosters removed 4) New upper stage and cryo MTV NTR stage textures and features, including new active radiator function on the tank 5) TAC LS supported on habitation modules 6) Monkey rover wheels re engineered and working great 7) Updated all craft files to work out various rough edges, such as XLS booster detonation after sep etc, etc, etc... 8) Added full support for Jool - class missions 9) Even more craft files and texture fixes 10) IVA raster prop issues fully resolved 11) All new inflatable heat shield for Chaka class vehicles based on squad model ( older inflatable retained for MTV operations ) 12) All new ALCOR Textures Chaka Monkey Exploration Odyssey is a space program based on NASA and Boeing proposals for future missions. Part models from a wide variety of authors have been licensed, and new original models made, then combined with all new textures, sizes and configurations, to create craft files depicting the proposed missions. This project is modeled at 75% real scale. ♦ Recommend installing this pack into a clean KSP install for the first time. ♦ Latest version of Raster Prop Monitor needed for IVA function. Link included in download. ♦ Copy everything in provided GameData to your GameData ♦ Copy VAB folder to Ships ♦ Copy Subassemblies to your save (optional) ♦ Please remove any previous version files before installing! Chaka Monkey Exploration Systems includes products commissioned or licensed from the following authors: Winston & Kickasskyle - KW Rocketry Alexustas - A.L.C.O.R. Pod Alexustas - ASET IVA for Monkey Rover and Mk1-2 Pod Bobcat, Ind. American Pack - all rights reserved and belong to BobCat, expressed written permission from Bobcat for American Pack components to be distributed with Chaka Tiberion - NovaPunch Kosmos Spacecraft Design Bureau - all rights reserved, expressed written permission from Normak and CardBoardBoxProcessor for components to be distributed with Chaka Lionhead Aerospace Sumghai - SDHI Service Module System Alexey Volynskov (Keramzit Procedural Fairings) BahamutoD - RS-68 Engine - All rights reserved - expressed written permission from BahamutoD for components to be distributed with Chaka Sumghai / Fustek / Nothke - Habitats LandeTLS - SLS Block I fairings TALISAR - Talisar Large Upper Stage Porkjet - Habitat IVAs - and expressed written permission from Porkjet for components to be distributed with Chaka Blackheart612 - Aerojet Kerbodyne expressed written permission from Blackheart612 for components to be distributed with Chaka Kommitz - Chaka Nuclear Thermal Engines Nertea - Octo-Girder Argon Segment NoOneSpecial - NOS Altair pod and lander Hanson Ma / xxhansonmaxx - CST-100 Parachute and NDS CXG2827 - CXaerospace Station Parts - All Rights Reserved (Models and Textures are permitted for modification and distribution by YANFRET in Chaka Monkey Exploration Systems) Chaka the Monkey would like to extend a special thank you to these developers. They worked very hard to make these parts and we have organized them for Monkey Exploration because they are excellent. Also, Chaka wishes to thank our awesome 1.3 beta test team: @Space Kadet , @OV-102, @Jarlgnarök, @davidewei , and of course @MeCripp for putting in many hours of science which made the quality of this release possible. Special thanks to @rsparkyc for updating Procedural Fairings to 1.3! Advanced habitat models provided by: Monkey Rover Wheels provided by: BMW, AG Chaka the monkey supports using Raster Prop Monitor by @MOARdV LICENSE Unless otherwise specified, all materials available for download on this page are copyrighted and released under the Creative Commons Attribution-ShareAlike 4.0 License. Included plugin licenses: Kerbal Joint Reinforcement is licensed to be distributed only with Chaka Monkey Exploration Systems on express written permission from Ferram4 due to specific critical requirements. Distribution of Kerbal Joint Reinforcement from this download is expressly prohibited: KJR License is GNU GPL v3 For the latest version and updates to KJR, please visit KSPAPIEXTENSIONS is licensed via Attribution-ShareAlike 3.0 Unported CC BY terms (attribution) Procedural Fairings is licensed via Attribution-ShareAlike 3.0 Unported CC BY terms (attribution) Animated Decouplers ( Starwaster ) is licensed via Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
  2. Since 2015, NASA has publicly released images with an unpainted SLS, which also had beautiful orange and gray stripes on the SRBs. Even before that, they were planning to leave the tank unpainted. But, Squad still left the SLS parts black and white. In my opinion, they should add some sort of texture switch so you can use both new and old color schemes for the SLS. So, my opinion is overall yes. What is you opinion? Vote in the poll above! Also, please explain why you made that choice below in the thread! Thanks, Bottle Rocketeer
  3. Space Launch System Part Pack Base Version: DOWNLOAD Stock Dimension Version: DOWNLOAD Realism Overhaul Config: DOWNLOAD Mod Requiers: Kerbal Joint Reinforcement Mod Recommended: Texture Replacer & Hangar Extender & LaunchPad 39B & Kerbal Konstructs Space Launch System Parts Pack is a modification that adds to the basic game section dedicated to the SLS program. Package contains: SLS Block 1, SLS Block 1B, SLS Block 2 This mod is distributed under the GPL3 license.
  4. Hello, everyone, and this is a continuation of the SLS repaint mod, originally by @nothke, later re-released by @MeCripp, and now re-released by me. What this mod does is adds new textures for the Rockomax parts and adds Firespitter Texture Switch 2 configs so you can interchange between textures on the parts. This is a snippet of my upcoming mod, Kerbobulus Space Program. I added some of my own textures to the mod, like for example a texture that turns the Rockomax X200-16 tank into the ICPS upper tank. So, lets get to the mod itself! KNOWN PROBLEMS: INSTALLATION DIRECTIONS: Install Module Manager* Extract the "nothke-2015_SLS_CDR_textures" and "Kerbobulus Space Program' folders into the Gamedata folder together with "Firespitter.dll" If you find any problems, please report them in the thread below CREDITS: @nothke The original creator of this mod @MeCripp For releasing a 1.0.5 compatible version @TheShadow1138 For making the EUS-style orange texture Licensing: This mod is licensed under a CC-BY NC SA license All dependencies licensed under their own licenses Dependencies: "Module Manager" by @ialdabaoth, maintained by @sarbian, licensed under a CC-BY SA license "Firespitter" by @Snjo, maintained by @RoverDude, licensed under a custom license , which states: ____________________________________________________________________________________________________________________________________________________ * Install MM version that is the right one for your game version, 2.8.1 for KSP 1.3, 2.7.6 for KSP 1.2.2, I WILL IGNORE A PROBLEM IF THE MM VERSION IS FOR 1.3 AND YOU ARE USING 1.2.2 DOWNLOADS: Spacedock
  5. This is a parts pack that adds a stock alike version of the SLS in 5m size as well as a few Space Shuttle specific parts that will allow you to build the Block I SLS with the complete Orion Spacecraft (CM, SM, and LAS), as well as a full Space Shuttle stack with an External Tank and SRBs that are 5m and 2.25m respectively to be in scale with the Mk3 Spaceplane parts. NOTE (1/20/2017): If you are having issues with the Orion Heatshield not creating drag, please paste the following code into the config file for the heat shield located in "GameData/ShadowWorks/Parts/Orion/OrionHeatShield.cfg" DRAG_CUBE { cube = Default, 1.015663,0.4225435,1.65598, 1.015663,0.4225349,1.65598, 7.562591,0.9169528,0.5132632, 7.576575,0.9167223,0.5132632, 1.015663,0.4195348,1.65598, 1.015663,0.4255427,1.65598, 0,-3.500283E-05,8.34465E-07, 3.125,0.41447,3.124999 } Note: Delete your old ShadowWorks Install before installing all Updates. Updated to Version 1.3.2 Changes 1.3.2: ----------------------- * Corrected an issue with _ShadowWorks_RealChutes.cfg that could cause problems if RealChutes is not installed. * Fixed the Odyssey Airlock to actually add crew capacity so that it can be used as an airlock * Changed all Space Station modules to remove the MODEL{} node to help prevent the scaling bug from cropping up. NOTE: The 1.25m base of the PMA is a docking port, you do not need to attach a CBM to dock the PMA to other CBMs Download on SpaceDock: Also available through CKAN (or so I'm led to believe) A review of the mod by @jd9921 (Gemini10 Gamers on YouTube) Texture Revamp Screenshots Space Launch System Space Shuttle Parts Block II SLS and Anhur I & II Launchers Shuttle Extras and Setesh IV Parts Recommended Mods Bacon Labs Stockalike Ariane and More - I provided the Ariane and Vega launchers for this pack, and it uses a modified version of the Shuttle SRBs from this mod Tantares Stockalike Soyuz and Mir - a great mod by Beale License: ShadowWorks is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
  6. One wise kerbal once said, " Reach for the stars, and you will be successful." So, the KSP took it literally and decided to reach for the stars with their "amazingly awesome" spacecraft. The Challenge: Do the Orion missions listed below Orion Command module should be accurate and have 3 seat for stock, 5 seats for modded if possible. Note: You must complete previous mission to continue on to the next one. EFT-1 Badge: Go into a highly eccentric orbit of Kerbin to test high speed reentry Exploration Mission 1 Badge: Build an SLS Block 1 launcher and mate an Orion Spacecraft to it. Then send them to the Mun (Orbit Only). Europa Clipper Build the SLS Block 1B Cargo and launch a probe to fly-by Laythe multiple times. ___________________________________________________________________________________________________________________________________________________________________ Deep Space Gateway (DSG) Mission Objective: Assemble a ship to go to Duna using the SLS in elliptical polar Munar orbit with AP above Munar south pole. Also, develop the SLS Block 2 Cargo and Block 1B Crew. ___________________________________________________________________________________________________________________________________________________________________ MISSION OBJECTIVE (REQUIRED) +50 points ___________________________________________________________________________________________________________________________________________________________________ PHASE 1 EM-2 to EM-5 More Missions Coming!
  7. Done in pursuit of Doing It Orion Style: My three intrepid explorers, preparing for the first crewed launch of the glorious SLS! Pad view. Since this is the first crewed test, I'm starting with a little pad abort... All clear so far... Fairing and LES jettison. Drogues out... Popped the mains. Success! Reverted to the pad. SSME ignition! SRBs ignited; up, up and away. Nearing Max-Q, and... Whoops, aborting again! Couldn't resist doing a max-Q abort. Dropping nicely. Nominal splashdown. All right, for real this time. Majestic to be sure! Quite a clip. Heating up and leaning over. SRB jettison! High enough now to get rid of the LES. If you look closely, you'll see that I used a three-segment fairing. Burning very gingerly now. As usual, the SLS can make LKO easily on the core. EUS separation and ignition! Fairing jettison. Only a tiny burn to get up into LKO. Circularized! Orion's SM has solar array deployment. Now, here's where it gets messy. The current NASA plan calls for the EUS to place the entire stack -- DSG component & Orion + SM -- in a high Earth orbit with a period of approximately 24 hours. After this orbit, Orion will separate from the stack and enter its own free-return trajectory, while the EUS places the DSG component in a lunar flyby. I had to plot a couple of orbits ahead to get the timing right. Burning to raise Ap. Done! You can see that the second node appears, after this orbit. Set up for a free-return. Hanging out at apoapse! Orion separates on the way back in. Lost the old maneuvering node, but that's okay. Putting Orion where it needs to go. Extending solar arrays on the Power & Propulsion Module as I swing around the dark side of Kerbin. Setting up the escape-trajectory flyby for EUS disposal. First clear shot of the Deep Space Gateway Power & Propulsion module. Note docking port for refueling, hexagonal probe core, and "airlock" up top for experiment storage, as desired. Orion flying free with the EUS in the background. Finally back at Pe, and burning for the flyby! Switched over to Orion; burning for the free-return. Free-return complete! Separation from the EUS. The EUS will continue to a munar flyby and escape. Testing the engines on the DSG. In reality, the four smaller ion engines will be on special gimbal arms, but KSP doesn't have that capability. Here's what the current disposal trajectory looks like. Firming up the flyby. In reality, the DSG will be assembled in a halo orbit around L2, but since there are no Lagrange points in KSP, a polar Mun orbit will have to do. The Kermans are excited for their flyby! Setting up my node for munar capture. Thanks to the scaled-up ion thruster, I can do the capture burn easily. Orion is inside the Mun's SOI. Nearing Munar Pe; starting to throttle up. Full capture burn! Capture complete. Closest approach on free return. Goodbye, Mun! Set up a node to fix inclination. Inclination fixed! Getting ready to lower Munar Pe. What a beautiful shot! Reached my terminal orbit. Meanwhile, Orion is coming back in toward Kerbin. Service Module jettison. Starting to get entry heating; SM visible in the background. Took quite a long time, really. Through re-entry; drogues popped. Jettisoned heatshield. Mains popped, drogues cut! Splashdown! That's a wrap.
  8. Hi, can somebody please make an EUS style texture for the small 3.75 m tank in the style in nothke's SLS recoloring mod? Thanks, Bottle Rocketeer 500
  9. Hello, Today I would like to discuss the matter of the Orion program. I have one major question: why spend billions on R&D making the SLS, when there is already a tested rocket, called the Saturn V, which took people to the moon and back? The Saturn V could take more than 120t into LEO, the Block 1 crew 70t, and even the Cargo version can only support 130t.
  10. As a followup to this mission report and satisfaction of Mission III in this challenge, I submit: Laythe Clipper! Phase 1: Design, Construction, and Launch The trickiest thing, other than packing all the correct components onto the spacecraft, was getting it all to fit inside the 3.5-meter fairing. But I managed! Exploration Upper Stage, powered by four LV-T45s and using two separate tanks inside a fairing to match the design of the EUS. A peek under the hood at Europa Clipper itself. Looks pretty cluttered, I know. It has its own propulsion and RCS, two survey scanners, a large relay antenna, assorted instruments, tweakscaled solar panels, four RTGs, heat management, four ion-powered cubesat probes, a large bipropellant-powered atmosphere-skimming probe, and a lander. Yes, I know the current Europa Skipper does not include plans for a lander, but I went with one of the earlier plans. Majestic on the pad. SSME ignition. Liftoff! Nice shot under the engines. Not the most efficient ascent, but I have fuel for days. Europa Clipper and the EUS, though large, are small enough that I could get into orbit on the boosters+core alone. At least it's nice to have a ton of control authority on the engines. Booster separation! Way steeper an ascent than I'd like, so I'm going to nose over quickly and then jettison my fairing. Fairing away! Second star to the right, and straight on till morning. MECO while my periapsis is still low enough for booster disposal. Safe periapsis for disposal! Separation and firing up the EUS. Orbit achieved! That was easy. Honestly I probably could have done this with the ICPS. Shot of the core post-separation -- note the support column for the EUS. Silhouettes are always nice. Back on the daylit side, verifying systems. Closeup of the EUS; note the octagonal thrust structure. All systems go, ready for Jool departure!
  11. With the new SLS in the latest update, I thought it would be boring to not mount the Orion like it should be right in the SLS. So I decided to make a pack that symbolizes the Orion also as a practice of my modeling skills (This is my first modeling project.) I figured that SDHI already has it perfect for the service module so I made this as an extension of it and NASA mission pack. Spacedock Mirror RSS Stuff: FennexFox is working on something related over here Installation: Unzip the file Copy GameData to root folder. Taurus Parts are on TaurusExtras Folder, just remove it if you don't have Taurus mod installed. The rest are just tweakscaled. SAVE BREAK WARNING! You need SDHI along with its dependencies Untested Version! Changelog: Aerojet Kerbodyne 1.0 Initial Release 1.1 Added FX on LAS, LV-900 and HG-10B Added Emissives on LV-900 and HG-10B Rebalance of some parts 2.0 Added and fixed FX for some other parts 2.1 Rebalanced costs Update for 0.24 3.0 Taurus Parts: Complete Remodel -Added Service Decoupler -Added Service Heatshield (Custom fit with Taurus Bottom) -Added Aerocap for Taurus -Added 2-sizes for Launch Abort System Mk1-2 Parts: -Added Service Decoupler (Custom fit with Mk1-2 Bottom) -Added Service Heatshield Tweakscaled Parts: -Added HG-10B-2 Liquid Fuel Engine -Added LV-900 Orbital Maneuvering Engine -Added AK10-118J Liquid Fuel Engine -Added Upper and Lower ICPS tank -Added Service Module to ICPS Adapters -Added ICPS Tank Adapter -Added ICPS Extender -Added LH-KM-2N RCS Thruster -Added Dual Linear RCS Port -Remodel of Previous RCS Thruster Taurus Parts 1.0 Initial Release 2.0 Added Service Module -Launch Abort System Jettison Cone -Launch Abort System Main Motor -Aerocap -Service Tank -HG10-B2 New Engine -S3 Adapter -Tri-Cover Fairing Parts of 3.0 Mostly: License: *Smokescreen in contained in package is made by Sarbian (and the rest of the developers that helped him, credit goes to them) as well as Virgin Kalactic, Firespitter, modulemanager and modulefixer.dll files, those aren't mine. I only take credit on my parts. Thanks: Testers: DasBananenbrot Sippyfrog MaverickSawyer likke_A_boss wasmic Tons of Help: stupid_chris - he made the rebalance! Nathankell Cpt. Kipard A couple other modders Supporters on the development too.
  12. Re-creating the journey to mars with STOCK parts and i need help, ideas, and every craft will be able to be downloaded and will be as real as possible and i will update and post updates and images and videos (possibly) and i also do live in Huntsville Alabama so i do have a huge interest in Space and Rocketry i also space x and elon musk's stuff
  13. This mod is, or will be when it's complete, a set of SLS parts for realism overhaul. Now this isn't the first Space Launch System project for KSP, so to avoid that situation where I spend several months working on the whole thing and then burn out with nothing to show for it I decided to approach it part by part and get the mod out there as soon as the first part was functional. Well here it is! Download: All the parts nessesary for launching are in, although some lack textures. How to launch Block 1B: SLS can be a bit tricky to launch if you aren't used to launching with inadequate low TWR. This video illustrates a proper launch profile for a 40 ton lunar payload. The Orion capsule and service module and spaceX booster setup uses parts from external mods. Orion requires the RO version of Chaka monkey exploration system and the F9 quad booster setup requires LazTek SpaceX launch pack. License: All Rights Reserved
  14. Hey, here's an idea make a SLS rocket that cam perform EM-1 and EM-2 ALL STOCK! must have be able to get orbit to be able to be qualified. Must have launch abort system. EM-1 rules: Must be unmanned. Must gravity assist around the Mün to perform reentry. MUST SURVIVE REENTRY. EM-2 rules: Must be manned. Must be able to intercept an asteroid and return with what would be a sample so strand a kerbal on the asteroid you want to intercept and pick the kerbal up and put them in a chair in a 2.5 meter service bay. No kerbals can die. Must survive reentry
  15. Hello! I have shared this craft on the Heavy Lifters thread, but without the download. Now I want to share it with you! I present: the SpaceY Super Lifter! A slightly modded craft that can easily do 200t to orbit with the Emu engines on the last stage. Surprisingly, even in large payload changes of 100+t the bottoms stage TWR does not change that much. Most of these tests were using an excellent mod called GravityTurn, which I suggest you get to lift larger payloads over 250t. It is an efficient autopilot that can use less then 3000 m/s dv to orbit. To change payloads, first find the Emu engines. Easily done, they are the bottommost engines. Find the separator for that page and save the stage as a subassembly. In the default configuration the Emu engines can do orbit and reach the Mun and Minmus. I tested the dv capability of the ship, which was enough to do a Mun-Minmus-Mun-Reentry round trip. Just watch though, all stages have a high TWR. The ship was originally designed to lift the Taurus HCV with VSR docking ports but other payloads seem to work. The craft is stable in ascent but needs a lot of tilting for the turn due to the wings. Mods used: SpaceY Lifters and expanded Vens stock part revamp Taurus HCV pod Mods highly recommended: GravityTurn KerbalJointReinforcement Download:
  16. I ran some numbers based on data I could find online and some rough estimates. I think that an SLS could be used to send Orion and a 20 metric ton lander to the moon by using a NTR as a third stage. The block 1B SLS will be able to lift 105 metric tons to orbit. I guesstimate that the NTR stage could have a dry mass of about 10 metric tons. An Isp of 850 and the mass of the fuel at 40 tons, Orion spacecraft and a twenty ton lander could be propelled into lunar orbit entirely using this stage. Storage of cryogenic fuels over three days would give a test opportunity for NASA, who could the tech developed for this on a trip to Mars. The lander could be, at maximum, 20 tons. I think this is easily doable for the support of 4 crew during a 14 day lunar surface stay. This would allow for a deep study of the surrounding area on earlier missions, later ones being used to build and resupply a base. Also, it would allow for polar landings, since a new return window opens up every 14 days. The lander would launch from the surface, and dock with Orion in orbit. The lander would be discarded, and Orion could return to Earth under it's own power. 3 days there, a stay of 14 days, and 3 days back adds the total mission time to 20 days, within Orion's planned capabilities. Does this seem plausible for a return to the moon? I definitely had very rough estimates when I couldn't find good info on the mass of a dry NTR tank and engine.
  17. SATURNIANBLUE PRESENTS The Asteroid Deflection Mission (From The Asteroid Sentinels) (First rocket i've released for a long time...) This ship is one i've planned on releasing for a while, but never really got around to it. This is the Asteroid Deflector from my graphic novel, ableit with a few modifications. The rocket itself is a stock replica of the SLS Block IB, and the top is a ship with asteroid day, which can intercept and nudge asteroids out of the harm's way. While the above depict the ship in the series, the released version contains liquid fuel tanks on top, as the main engine runs off liquid fuel, but you will have to pump the fuel manually from the top. Mods-Asteroid Day, though a future version will be all stock. The ship has interplanetary capabilities, and the whole ship weighs around 700mTons, and comes in at 302 parts. DOWNLOAD Enjoy.
  18. Block II SLS is the final evolution of the SLS rocket. Using "Dark Knight" advanced SRBs, the rocket can carry 130T to LEO- however, the Block IB is intended to become the "workhorse" of the SLS for the near future. The Block II, on the other hand is expected to come online by 2028-2030. With SLS lacking money for payloads, the cancellation of Block II could free up money for a payload. However, the production line of the Shuttle SRB segments have stopped, so there are only enough for 6 SLS flights- at the minimum launch rate of 1 per year, the rocket would run out of boosters to use by 2026- leaving a launch hiatus of 2-4 years- a situation made worse if the rocket launches more than once from 2021-2028 in a year. Cancelling Block II would mean creating "drop-in"replacements for the current SRBs. So should/can NASA cancel Block II and use "drop-in" Shuttle SRB replacements, or would it not save any money (even though the new SRBs require new aerodynamic models and R+D?)
  19. A huge meeting was recently conducted by NASA to its employees in the VAB this January, provided an update on KSC's current and future initiatives. There were a few hard truths stated in this meeting- the first being its employment. NASA currently employs about 14,500 people directly- with Software and IT workers making up 22% of NASA's workforces, Aerosciences at 15% (the original NACA section of NASA) and less than 50% being involved in Space. A call was made- "It's time to make decisions, no just collect more data." Also, NASA's workforce is aging- the average age of its employees having gone up from 42 to 49 years old- which can affect its influx of new ideas. To counter this, NASA is now to target new hires out of college, with half of NASA's new hires to be from "GS-11 or below". Another hard truth told was regarding NASA's budget- which is surprisingly in turmoil now, despite NASA getting another $1 Billion in funding compared to last year- the amount of money NASA will need to fund its Congressional obligations (it's "to-do list") has also increased to $3 Billion due to the addition of new obligations, such as the Europa Clipper probe lander, and a new start on Orion HAB work. However, NASA's budget pressure may ease once JWST launches in 2018, and Commerical Crew becomes operational in 2017 (development is more expensive than operation). But for the meantime, NASA is in between a rock and a hard place with its budget. As usual, a large segment of NASA's funding is going to the SLS/Orion (the "Senate Launch System"). Though it has been (consistently) better off in its development than Ares I, it still lacks a manifiest beyond EM-1. Though NASA has created numerous planning manifiests, the public has still been only given the vague "[we are] visiting an asteroid by the mid 2020s and Mars by the mid 2030s"- protraying a future that lacks definition (a major critcism of this program.) NASA has cited this to numerous factors, most particularly funding- something that is a common NASA problem. NASA has also confirmed the ICPS and Block I SLS will not be man-rated, with a desire to use the launch hiatus from 2018 - 2021 to develop SLS Block IB, the projected (at least early) SLS workhorse. This will save $250 Million; however, such a switch has affected the original plans for SLS/Orion. Originally, the EM-2 mission was intended to be a manned repeat of EM-1, a manned Orion/SLS Block I test flight, sending Orion to flyby the Moon before returning to Earth. Now, EM-2 will launch on Block IB, sending a Orion crew to Low Lunar Orbit and back. However, this means another SLS unmanned test mission must be undertaken between EM-1 and EM-2. This mission will be a cargo mission- though an unmanned spacecraft is almost certainly going to hitch a ride as well due to the high cost of an SLS launch. NASA hopes this will be Europa Clipper, but that is still simply speculatory (and in any case, is likely too soon to launch then). Thus, EM-2 will become the 3rd SLS flight, and will now launch NET (no earlier than) 2022. The 4th flight (of the so far confirmed manifiest) is the manned segment of the Asterod Redirect Mission, sending a Manned Orion to a Asteroid Boulder in Lunar Orbit to study it, and return samples. This SLS/Orion Mission is now confirmed to occur NET 2024, as had been suspected for quite some time. One last note is that SLS Block II is not expected to be developed until 2028, with Manned Mars landings aiming for 2039 (something I think is an unlikely goal for numerous reasons). However, even this manifiest is subject to change, as a new political administration in charge next year may (and has, previously) affect plans signifcantly, for better, or for worse. NASA has also stated SLS requires launching at least once a year to be viable- something that is implied to require a larger influx of money (and goals) for the Orion/SLS program. TL;DR: NASA's "budget increase" of 1 Billion has a lot of strings to it. SLS now has a somewhat solid near-term manifest: EM-1: Orion & SLS Block I test, carrying "all up" Orion on a Lunar Flyby Trajectory. (2018) EM-1A: EUS & SLS Block IB test, carrying unspecified unmanned payload. (2021) EM-2: Manned Orion & SLS Block IB test, sending Orion into a Low Lunar Orbit and back. (2022) EM-2A?: (probable, but unconfirmed): SLS Block I, sending Europa Clipper to Jupiter. (2023) EM-3: Asteroid Redirect Mission, manned. SLS Block IB sending, Orion to captured boulder in Lunar Orbit (2024) Speculative: EM-?-?: Lunar Space Station/Long Duration HAB Missions? (2024-?) (NASA got funding and a requirement from Congress to start a commercial competition for Orion HABs, somthing which will need to be tested in Cis-Lunar space. However, this portion is still speculative, as NASA literally just began working on this.) EM-2B? ESA's JUICE on SLS? (2023)
  20. Made a stock version of the SLS and then modified it to carry a command module and lander for a Mun mission. Enjoy!
  21. Hi everyone, After a break of about 4-6 months from playing the game, I've started up again. However, this time around, I've set myself up with the goal of making my space program professional (because why not). The last few times that I played, every mission was met with a custom build. Now there's nothing wrong with that, but this time, I wanted something resembling a real life space program, with a family of different SLS which are re-used depending on the payload. Clearly Squad has done a good job of allowing you to do both options, but here I'm just wondering what the proportion of users are like. To answer this question, I've set up a little survey. Not sure how popular this will be, but here goes anyways. Click for survey Click for results NB: I've also posted the same link in r/kerbalspaceprogram
  22. A page on NASA's site with a bunch of software that can be requested and downloaded. Go nuts!