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  1. Introducing... (Source code is included in the download) License: Code and Configs are licensed under the GPL v3 license. Author: TheShaddow1138 Tester(s): @Puggonaut Here's a spacedock by @StinkyAce that @Puggonaut has been featuring in his videos: https://spacedock.info/mod/1815/USS Nimitz and Drydock A scaleFactor of 0.6 makes the best fit for the NX. A compatibility config is included that creates a copy of the drydock and modifies the included resources to include the resources needed by the NX. StinkyAce's mod must be installed for this config to work. Dependencies: (bundled with the Spacedock download) ModuleManager 4.1.4 B9PartSwitch Community Resource Pack Waterfall Small Trailer for TrekDrive made by Puggonaut This fantastic video was made by @Puggonaut, and you should definitely give it a watch. Change Log: v1.0.3b - Log Spam Hotfix * Updated TrekDrive.dll to remove spamming the debug log with the number of warp coils that are charged. v1.0.3a - Warp Drive Hotfix * Updated TrekDrive.dll * Updated the CheckStatus function to check if the minimum number of nacelles have been charged instead of all nacelles on the ship. Fixes an issue where embarked warp-capable shuttles prevents the mothership from going to warp. * Updated the warp coil code so that coils that are not charged will not try to drain themselves and prevent the ship from going to warp if the minimum number of nacelles are in fact charged. v1.0.3 - The Galileo Seven * Added Type F Shuttlecraft (all parts have two texture variants) * Main Hull (crew capacity of 7) * Impulse Engine * Warp Core * Type F Warp Nacelles (Port & Starboard) * Added warpEffectParent.mu (an empty transform model) This model is in "TrekDrive/Generic" along with usage instructions * Added a WaterfallFX template for the TrekDrive warp stars effect to make it easier for others to add the effect to non-TrekDrive parts. * Added Mirror Universe texture variants and registry/name variants for the Type F Shuttlecraft. * Updated all parts with the SW_ModuleWarpGenertor module to have a warpEffectParent transform to standardize the transform to which the warp stars effect is parented. (Doesn't affect anything, all effects are intact and the same as before.) * Updated all parts with RCS thrusters to use LqdDeuterium, removing MonoPropellant entirely from the parts. To maintain propellant consumption rates all RCS thrusters' ISP were increased by a factor of 25. * Updated surface attach node on NX-class warp nacelles allowing for sane surface attachment. * Updated TrekDrive.dll to apply forward and reverse impulse thrust per-part instead of to the vessel as a whole (thrust vectoring still works). v.1.0.2 - The Original Reborn * Added Constitution-class Starship (all parts have two texture variants) * Bridge Module (crew capacity of 6) * Saucer (crew capacity of 30) * Impulse Engines (includes a docking port) * Engineering Hull (crew capacity of 20) * Navigational Deflector * Nacelle Pylons (two variants: flared and straight) * Warp Nacelles (Port and Starboard) * Starship Registry Variants (present on Saucer, Engineering Hull, and Nacelles [port & starboard] * USS Bonhomme Richard (NCC-1731) * USS Cassie (NCC-1711) * USS Constellation (NCC-1017) * USS Constitution (NCC-1021) * USS Defiant (NCC-1764) * USS Eagle (NCC-956) * USS Emden (NCC-1856) * USS Endeavour (NCC-1895) * USS Enterprise (NCC-1701) - The Default * USS Essex (NCC-1709) * USS Excalibur (NCC-1664) * USS Exeter (NCC-1672) * USS Hood (NCC-1703) * USS Hornet (NCC-1708) * USS Intrepid (NCC-1631) * USS Kearsarge (NCC-1733) * USS Lexington (NCC-1709) * USS Porthos (NCC-1712) * USS Potemkin (NCC-1657) * USS Ticonderoga (NCC-1714) * USS Yamato (NCC-1716) * USS Yorktown (NCC-1717) * Added two (2) new registries for the NX-class and NX-class * Cassie (NX-11) * S.S. Cassie (NX-11) * Porthos (NX-12) * S.S. Porthos (NX-12) * Added Mirror Universe Kerbban Empire Content in "Extras" (content is encapsulated and may be easily removed by deleting either the "Extras" folder, or the "MirrorUniverse" folder inside "Extras") * Kerbban Empire Texture Variants to the following parts * NX-class Saucer * NX-class Engineering Section Refit * NX-class Warp Nacelle Refit (Warp 7 Nacelles) Port and Starboard * Enterprise-era Shuttlepod fuselage * Constitution-class Saucer * Constitution-class Engineering Section * Constitution-class Warp Nacelles Port and Starboard * Kerbban Empire Registry variants for all currently available registry variants on the NX-class and Constitution-class ships * Flag of the Kerbban Empire * Added Textures Unlimited patch - authored by Puggonaut with "excludeMesh" statements provided by TheShadow1138 so that registries appear correctly with this config. v1.0.1 - Thrust Vectoring * Updated plugin to add thrust vectoring to impulse engines. Thrust vectoring is toggleable in the PAW and by Action Group * Added a new parameter to impulse engine CFGs, "maxVectorAngle" a value in degrees to control the amount of vectoring. Default value is 15º. v1.0 - Initial Full Release * Includes: * Phoenix Warpship * Phoenix Warpship launcher * Enterprise-era Shuttlepod (can be docked in the aft bays of the NX) * NX-class starship (has two aft shuttle bays for the shuttlepod) * Added A User's Manual * Added NX-class Bridge IVA and Props * Updated warp stars configs so that they are visible in the Bridge IVA * Updated the plugin to add an ambient rumble sound for the warp core. The sound is customizable by simply editing the CFGs with SW_ModuleWarpCore to give the path to your desired sound. * Added ENT-era Shuttlepod IVA (Stock and MAS versions) * Updated Shuttlepod Impulse engines to have a hover altitude of 1000m * Added ModuleLiftingBody to the Shuttlepod fuselage improving flight characteristics * Balanced the RCS and COM of the Shuttlepod removing most if not all unwanted movement during docking or other maneuvers. * Updated SW_ModuleImpulseEngine to apply Takeoff/Landing forces to every part to provide even acceleration to the entire vessel almost entirely removing the need for RCS or SAS to keep the vessel level during takeoff/landing in atmosphere. Below are the previous WIP Change Logs: v0.99.1w - Spacedock * Added a ModuleManager patch for StinkyAce's Spacedock, available at this link: https://spacedock.info/mod/1815/USS Nimitz and Drydock The patch scales the dock down to 0.6, a near perfect fit for the NX-class, and instead of modifying the drydock that comes with StinkyAce's mod, it creates a new part with the aforementioned scale, an impulse engine (no part, just the module), and produces the resources used by TrekDrive ships. This will be a good refueling station for the NX. * Updated the plugin * Fixed an NRE spam in the impulse engine code while in the editor * Added the ability to select a "forward" or "reverse" mode for the impulse engines. Toggleable in the PAW, and can be set as an action group. * Cleaned up the Waterfall patch by splitting the warp effects into their own patch. * Tweaked the texture tiling on the NX warp effects (both the Warp 5 and Warp 7 versions). v0.99w - NX-class Release * B9PartSwitch is now a hard dependency. (Included in download) * Updated the TrekDrive.dll * Warp speed formula changed to allow faster interstellar travel * OnLoad function updated to not automatically set the warp drive to "Not Ready" if it was in a "Ready" state at the last save. This allows the player to immediately engage the drive after the vessel loads, if the drive is in a Ready state upon loading. * Added NX-class Starship Parts * Bridge module (Crew capacity of 6) * Saucer section (Crew capacity of 20) * Engineering section * Nacelle Pylons (B9PartSwitch variants) * Upper variant (2 upper pylons) * Lower variant (2 lower pylons) * Four variant (2 upper & 2 lower pylons) * Warp Nacelles (Port & Stbd) * Main Impulse Engines (Port & Stbd) * Secondary Impulse Engines (Port & Stbd) * Navigational Deflector (2 variants) - Serves as a transmitter * NX-01 Oval "Mark I" Deflector * NX-02 Rectangular "Mark II" Deflector * Added NX-class Refit Starship Parts * Engineering Section Refit (Includes warp 7 warp core and warp drive, Crew capacity of 10) * Refit Warp Nacelles (Port & Stbd) * Added Custom Waterfall FX model and texture for streaking stars at warp effect. * Updated the warp stars effect on the Phoenix * Added six (6) craft files for the NX-class and NX-class Refit * NXClass_A: Standard NX-class starship (as seen in Star Trek: Enterprise) * NXClass_B: NX-class starship with two (2) ventrally (lower) mounted nacelles * NXClass_C: NX-class with four (4) nacelles * NXClass_Refit_A: Standard NX-class starship Refit * NXClass_Refit_B: NX-class Refit with two (2) ventrally (lower) mounted nacelles * NXClass_Refit_C: NX-class Refit with four (4) nacelles v0.9w - Shuttlepod & Impulse Engine Release * Updated the TrekDrive.dll * All TrekDrive buttons/toggles can now be set as Action Groups * SW_ModuleImpulseEngine Added - automatic takeoff and landing modes when sub-orbital, it will not automatically land from orbit. * SW_ModuleBussardCollector Added - When the collector is activated it will collect at a random rate for a random period of time before choosing another random rate and period of time. Collects LqdDeuterium and Antimatter with LqdDeuterium collecting at a higher rate. Collection will only occur at sub-light velocities. * Updated Waterfall version. * Updated Waterfall effect on the Phoenix Launcher Main Engine to correct a position issue. * Added a Waterfall effect to the Phoenix - visible when traveling at warp; the effect is based on the streaking stars warp effect from TNG - VOY and ENT. * Added Enterprise-era Shuttlepod * Shuttlepod main body - holds 5 kerbals with airlocks on both sides (No IVA) * Shuttlepod Impulse Engine v0.7.5w - OnLoad Hotfix: * Corrected an issue that prevented engaging the warp drive after switching to another vessel, after reloading the game, or any other loading action. Upon switching back to the warp ship, or loading the save, the warp drive will be automatically disengaged and set to "Not Ready" status. Simply clicking "Check Ready Status" and then engaging the warp drive will get you ready to go. Thanks to @Tanner Rawlings for finding this issue and bringing it to my attention. v0.7w - Phoenix IVA release: * Added Phoenix IVA (Stock and MOARdV's Avionics System) * The MAS version replaces some of the central props with MAS props, and replaces the Main Display with a functional MFD * MAS version of the IVA will only be available with MAS is installed. v0.6w - Phoenix Initial release: -------------------------------- * Updated Code: * Added nacelle glow animation capability, giving a visual indicator of coil charge. * Fixed coil charge logic to allow charging a partially discharged coil * Fixed a logic issue with the Warp Field Generator code. Now the "not enough charge" warning will only occur if the warp drive is active. * Moved to LqdDeuterium and Antimatter from Community Resource Pack * Added Phoenix Parts: * Phoenix Crew Cabin (no IVA currently, built-in RCS, no effects yet) * Phoenix SAS (contains Monopropellant and Electric Charge) * Phoenix Fuselage (contains LqdDeuterium and Antimatter) * Phoenix Nacelle (deployable warp nacelle) * Phoenix Warp Core/Warp Field Generator * Phoenix Main Thruster (matter-antimatter rocket engine) * Phoenix Vernier Thruster (matter-antimatter rocket engine) * Phoenix Fairing (to conceal the warp nacelles during launch) * Phoenix Interstage Decoupler * Phoenix Launcher First Stage * Phoenix Launcher Main Engine (Liquid Fuel Oxidizer engine) * Added Phoenix Warp Ship Test craft. * Added Community Resource Pack and Waterfall as hard dependencies (bundled) Inspired by RoverDude's Standalone Alcubierre Warp Drive, this warp drive aspires to operate in a Star Trek-like manner requiring at least two types of parts to operate: warp coils/nacelles and the heart of the drive, the warp core and warp field generator. I have seen in other threads here where people were trying to figure out how to require the use of warp nacelles to get that Star Trek feel to their KSP warp drives, and that's what I set out to do with this, my first plugin mod. Maybe a bit ambitious, but I think it turned out well. Now, on to the details. Technical Aspects: The plugin includes three Part Modules: SW_ModuleWarpCoil, SW_ModuleWarpCore, and SW_ModuleWarpGenerator. SW_ModuleWarpCoil: This module would typically be attached to a warp nacelle part, but could be added to any part for a design that perhaps doesn't use a nacelle, or similar structure. Requires: Warp plasma, which is generated by a warp core part using SW_ModuleWarpCore. Restrictions: Cannot be added to the same part as the SW_ModuleWarpGenerator. This is the restriction that requires at least two types of parts. Example Config: MODULE { name = SW_ModuleWarpCoil warpPlasmaConsumed = 5 // Amount of warp plasma consumed per second during charging and operation warpPlasmaNeeded = 250 // Amount of warp plasma needed to fully charge the warp coil cutoffThreshold = 2.000 // When the charge percentage drops below this percentage, the coil and drive cut off (1 - 100) coilEfficiency = 0.01 // Thermal efficiency of the coil (0 - 1) maxWarp = 2 // Maximum warp factor this coil can safely achieve } SW_ModuleWarpCore: A simple generator module that takes in deuterium (matter) and anti-deuterium (antimatter) to generate warp plasma and electric charge. (Could be replaced with a stock ModuleGenerator I suppose, but it's included all the same). Requires: Deuterium and Anti-Deuterium. Restrictions: None hardcoded. Example Config: MODULE { name = SW_ModuleWarpCore minAntimatter = 0.05 // Minimum amount of anti-deuterium required to operate minMatter = 0.05 // Minimum amount of deuterium required to operate warpPlasmaProdRate = 10 // Amount of warp plasma generated per second ecProdRate = 100 // Amount of electric charge generated per second } SW_ModuleWarpGenerator: The heart of the warp drive that actually moves the ship at warp speeds. Just like RoverDude's Standalone Alcubierre Warp Drive, the drive uses translation, not acceleration, to move the ship through space. Also, like RoverDude's drive, I used a slightly modified version of his gravity braking code (RoverDude's source code including the GravityBrakes() function) so that ships will slow down when they near gravitational bodies. Requires: At least one part implementing SW_ModuleWarpCoil that cannot be the same part implementing SW_ModuleWarpGenerator. This is what forces the requirement of multiple parts. Restrictions: All warp coils must be charged before the drive can be activated, and enough electric charge to run the drive is also necessary. If either of these is not true the drive cannot activate, or will automatically disengage. Example Config: MODULE { name = SW_ModuleWarpGenerator maxWarp = 2 // Maximum warp factor this drive can attain minNacelles = 2 // Minimum number of nacelles required by the drive to operate (must be at least 1) electricityReq = 50.000 // Amount of electric charge that is required per second of warp operation } NOTE: Some part on the vessel should have a container for warp plasma. In the included test parts the nacelles have their own warp plasma containers, but it can be on any part of the vessel. Warp Speed: The ship's warp velocity is computed using a simple cubic function, which was used for the original series and in Star Trek: Enterprise. So, velocity = (warp factor^3) * c In my initial testing, I find that Warp 2 is a good speed for traveling to the edge of the Kerbol System in a comfortable amount of time. I haven't tested higher warp factors, but will install appropriate mods on my end to further test travel times with increasing warp factors before final release. How to Use: I have kept the operation of the drive entirely within the Part Action Windows (PAW) of each part. Follow these steps to activate the drive. All of these actions can be set as Action Groups to somewhat simplify the process. Step 1: Activate the Warp Core by clicking the "Warp Core Status" toggle. Step 2: Charge the Warp Coil(s) by clicking "Charge Warp Coils" in the coil PAW Step 3: Once the coils are charged click "Check Ready Status" on the Warp Generator (combined with the Warp Core Test Article here). The drive will not enter the "Ready" status until all the coils are charged, and will not do so if there are any other active Warp Generators. Step 4: Once the "Ready Status" reads "Ready", click "Engage Warp Drive" on the Warp Generator. This will change from "Drive Inactive" to "Drive Engaged" Once the drive is engaged, any throttle input will move the ship at warp speeds. To return to non-warp operation, simply click the "Engage Warp Drive" toggle in the PAW to disengage the drive, or use an Action Group. Current warp factor is determined as a percentage of the drive's maximum warp rating, based on the amount of throttle: 50% throttle is half of the maximum warp, 100% throttle is maximum warp. E.g. for a drive with a maximum warp of 2, 50% throttle will be Warp 1, and 100% throttle will be Warp 2. The warp factor can also be selected using a slider in the PAW. The slider moves in 0.25 increments from Warp 0.25 to the maximum warp of the drive. The slider defaults to Warp 1. Increasing the slider scales the throttle so that your warp speed does not increase until you manually increase the throttle. The current warp factor is displayed in the Warp Generator's PAW Step 5: Once you have reached your target destination simply throttle to 0%, or use "x" to cut the throttle. There is an "Orbit Mode" option in the Warp Generator PAW that defaults to "Easy", this places the vessel in as close to a circular orbit as possible when the throttle hits 0 after having been non-zero. That is, it doesn't continually change the orbit while the drive is active, only if it had been moving the ship and then stopped. If the Orbit Mode is toggled to "Realistic", it will simply use the vessel's velocity vector to determine the current orbit, in the same manner as RoverDude's Alcubierre drive. Limitations: I tried to implement some limitations to make the drive less "cheaty". I took cues from Star Trek, particularly Star Trek: Enterprise, which dealt repeatedly with the limitations of the ship's warp drive. In the show, most problems occurred with the plasma injectors, but I though trying to code some kind of simulation of the injectors would be cumbersome and place unnecessary computational overhead. Other limitations that come to mind are the stability of the warp field, and the warp coil temperature. I opted for warp coil temperature to place a limitation on time at maximum warp. Warp Coil Temperature: While the drive is active, and moving at warp speeds, to emulate the warp plasma cycling through the coils I have implemented an exponential function that increases the temperature of the warp coil part. The smallest amount of heating occurs at low warp, while the maximum heating occurs at maximum warp. There is a built-in warp coil efficiency that can be used to aid in cooling. The value in the config file is between 0 and 1, and the upper limit is enforced in the code to prevent config editing to make the coils cool themselves at high warp. If a value greater than 1 is used in the config, the plugin randomly chooses an efficiency in the correct range. So, you may get a decently efficient coil, or a really inefficient one. This is also done per coil, so you could have one coil that is really efficient and one that is terrible, which could hamper your warp travel to keep one coil from overheating and exploding (the stock behavior). The maxWarp parameter of the warp coil also plays a role in temperature calculation. A ratio is taken of the active drive's maxWarp to the warp coil's maxWarp to further scale the exponential function. If the warp coil's maxWarp is equal to the drive's, there is not scaling, if it is less, there is more heating, if it is greater it is less. The reasoning is that if you have a warp coil rated for Warp 1, and try to push it to Warp 2, it would burn out much faster, but if it's the other way around, it would be able to handle the temperature better. Warp Coil Discharged: If the source of warp plasma runs out, or is shut off, the coils may completely discharge, if the user doesn't notice that warp plasma production has stopped. If the coils completely discharge (or their charge goes below the threshold set in their config) the drive will automatically disengage and either be automatically placed in a nearly circular orbit (Easy orbit mode), or be in a realistic orbit based on the vessel velocity vector. Running out of Electricity: If there is not enough electric charge to run the Warp Field Generator, the drive will automatically disengage and enter an orbit based on the selected orbit mode. Multiple Warp Generators?: If there are multiple parts on the vessel that implement SW_ModuleWarpGenerator, only one may be active at a time. If you try to activate a second warp generator when one is already active, it will not activate. If you disengage the active drive, you may then activate another. Screenshots Phoenix Warpship: NX-class: NX-Refit NX-class Bridge IVA Custom Registries There are ten (10) different names and registries in two variants each, so 20 textures in all giving you NX-01 through NX-10 and names with and without the "S.S." prefix. The registries are B9PartSwitch selectable on the saucer part and the refit engineering hull part. I have included instructions on how to make custom names/registries in the config file that sets up the variants under "TrekDrive/Parts/NXClass/Registries/Registries.cfg". The instructions are at the bottom of the file. There are also two (2) template images, one in PNG format and another in PSD. To use the PSD file you will need to have the font "Airborne", or one that looks close enough to it, if you want show-accuracy, or any font of your choosing will work.
  2. Stock U.S.S.ENTERPRISE replica. 7794 parts in total. download link: https://steamcommunity.com/sharedfiles/filedetails/?id=1737212789
  3. So, I finally got around to sending a re-designed U.S.S. Enterprise to Eve. I realized that they key to ensure maximum science (and potential funds) gains was not to expand the station into one mega-craft, as I have already established it was too risky. No, the key was to send a fleet of as many ships as I could while the launch window was open. Here's a list of what I already sent so far. U.S.S. Enterprise --> crew of seven (3 scientists, 2 engineers, 2 pilots), buttload of fuel and science gear and relays, not designed for landing. 2 x "Weather Satellites" --> has surface scanners to check for ore deposits on both Eve and Gilly. Will put in polar orbits upon arrival. 1 x Gilly Lander --> 3-man lander (send unmanned), capable of landing on the Mun and Minmus and back, intended for Gilly. May be too large for Gilly, so set landing speed to 0.2 m/s. 1 x "Transfer Pod" --> crew capacity of seven (send unmanned), intended to get crew on and off other ships (has claw for smaller ships or the Enterprise. I may just leave the Enterprise in Eve orbit and send the crew back in the pod if I have enough fuel in the pod. WARNING: if I send the pod to Eve's surface, it's stuck there forever. 1 x "Eve Rover" --> crew capacity of 5 (unmanned), Mun rover modified for Eve re-entry and landing. Landing tests on Kerbin resulted in rover intact. Has drills and ore converters 1 x "Gilly Probe" --> small unmanned lander destined for Gilly. 1 x "Eve Surface Probe" --> unmanned probe with buttload of science meant for Eve. Do you think I'm missing anything? I already have relays at Eve, so I think I'm good coverage-wise.
  4. this enterprise almost blows up my computer, I have only 1 fps inside the SPH, and also 1 fps above the KSC. are there any suggestions for my enterprise? plus: my English is not good, so if I misuse some words which makes you upset, please let me know, thanks!
  5. I wanted to make a constitution class replica, specifically the USS enterprise at a smaller scale (my replica I estimate to be slightly bigger than the NX class). Tweak scale wasn't working properly, so I had to use HX parts. This ship has a lot of deltaV (45,000 m/s), mostly thanks to it engines its using (Karborundum Fusion Drive engines.) It clocks in at over 300 parts, this shouldn't be enough turn your game into a slideshow. Yes this can carry shuttles (although they look nothing like the ones seen on star trek.) This ship does feature laser weaponry, and torpedo launchers. As well as a fair amount of science equipment. Main issue is that alot of the DeltaV is useless considering that when I use the fusion drive engines, the ship flips (not much I can do.) Not to mention, its pretty much impossible to take off from the surface. Hell even modifying this with anti gravity pads don't seem to help(see the spoiler below.) Not to mention this is incredibly expensive (good luck getting the funds for this in career mode.) This replica is a still work in progress, the last thing needed is an actual warp drive, right now there is no FTL/warp drive mod that can move or support a ship this damn large. I also have no idea how to modify any existing mod (eg the alcubierre drive mod) to support a ship this large (like increasing the bubble size to fit this ship.) Yes this thing can survive re-entry (at stock default) The engines below the saucer section are their to keep the ship stable, and look aesthetically more appealing (in my opinion.)
  6. Hello all. Ever since the announcement that the math behind a warp drive is semi-plausible, And NASA's own (very optimistic) concept released, I've wanted to essentially reinvent the ship (or perhaps the concept of the series) In a more realistic fashion. The concepts in the show redone in a way that could be done now or in the near future. (Obviously the ability to create a space-warp is assumed) Perhaps without fundamentally changing the ship too much, but that's not set in stone. Wanting to incorporate things like a warp ring, a centrifuge for 'gravity' and semi long-term habitation A semi sustaining ship. likely incorporating a greenhouse. Mostly Self-sustaining and ISRU is assumed. Capacity to land on planets (Without fancy beaming). This would likely require one or multiple SSTO's attached. A primary drive capable of significant deltaV changes (likely using some form of nuclear rocket, or perhaps a EM drive variant. A large scientific capacity. This ship would likely be designed for a fraction of the Enterprise's crew in the show. Otherwise all these things would grow exponentially rather quickly. Now i realize there are concepts here that are not totally set in stone. Such as the warp drive and EM drive. I want to use this as a project to get myself back into 3D modeling and perhaps programming. Eventually I'd like to make a parts pack but that's not set in stone. Not yet at least. I'm curious as to peoples thoughts on this. While i have had a interest in science and science fiction and the universe as a whole my whole life most of my knowledge is limited to documentaries wiki and KSP. Go easy on me.
  7. The Star Fleet Mini Collection Sector 7 Space Laboratories These craft have been very challenging for such small craft, each have their unique launcher and difficult but yet fun challenging ways of control. Please note, none have a nav ball that is reading correctly, some if not all have opposite controls much like a real aircraft, down is up and up is down. The launchers are not my best work but they can get you off to a really good orbit for space travel and the two space craft pack a punch, I don't know for sure but these could be the smallest Interplanetary craft built in KSP. I had know idea that these craft were going to travel the distance they are going. None have been in any orbit other than Kerbin and I am not sure if they can achieve any other Mun or Planet's orbit, mainly because of the difficulties with the navigation ball because of the way the craft was built. All require much patience. Photo Album The Mini Enterprise AC-1 Parts: 46 Mass: 1.704t Height: 1.8m Width: 2.1m Length: 4.0m The Mini Enterprise AC-2 Parts: 78 Mass: 2.774t Height: 14.8m Width: 2.9m Length: 2.3m The Mini Enterprise Parts: 176 Mass: 315.108t Height: 41.6m Width: 11.2m Length: 11.2m The Mini Enterprise I. C. E. Parts: 75 Mass: 39.060t Height: 20.4m Width: 4.0m Length: 5.9m Flight Operations The Mini Enterprise AC-1 launches in a very unique way, from a cart. Launch with full throttle and decouple at near 40 m/s tapping the W key and your off. The Mini Enterprise AC-2 launches in it's unique way by engaging the Juno Engines and waiting about 7 or so seconds for them to build thrust and then release and your in flight. The Mini Enterprise launches with full throttle & SAS, use RCS to stop the gravity turn, you might want to slow the engines down for better control during the gravity turn but no necessary. The Mini Enterprise I. C. E. launches the same way as The Mini Enterprise with full throttle & SAS, slow the engines down for better control during the gravity turn and enjoy the solar system.
  8. USS Enterprise and Shuttlecraft This is an all stock Kerbal-version of the Star Trek USS Enterprise, ie it's small compared to the Star Trek version & obviously has no warp drive. (253 parts including shuttlecraft when docked in orbit, ~4770m/s ∆v, Shuttlecraft (49 parts) ~1678m/s ∆v) Additional Images: Mission Albums for more pictures of the craft, launching, docking the shuttlecraft, landing on moons etc. Download: USS Enterprise Shuttlecraft Enterprise Notes: It's a bit tricky to fly into orbit (I doubt the fairings bug helps tbh). Remember to switch control to the big probe core before launching! Turn on the aerodynamic overlay, keep an eye on the light blue line that comes out the Cupola, pitch forward to keep that as small as possible. Once the SRB's burn out it's relatively safe to gradually pitch over to horizontal. The final stage should get it to a 100x100km orbit with fuel to spare. The launch mission album has a couple of pictures that show values. Action groups are listed in the craft details. (Click title in VAB) The thrust is not perfectly balanced, but it is close enough that the reaction wheels can easily cope with it. Moving fuel from the body and neck to drained tanks in the saucer section will improve balance slightly too. Shuttlecraft Notes: Have fun docking this! It has a total of 7.5 units of Mono-propellant. Use this only for docking, LOCKING the mono-propellant fuel tank in the cockpit is advised at all other times, otherwise you may deplete it when using the belly Vernors. Oh and toggle those Vernor engines off when you're trying to dock. It's a tight fit & you need to reverse in. The front tanks of the Enterprise nacelles have extra oxidiser so the shuttlecraft can be completely refuelled at least once. I would advise locking all the bi-propellant fuel tanks on the shuttlecraft when docked with the Enterprise, since the Enterprise RCS Vernors will drain from all tanks. Mono-propellant can be refuelled from tanks in the shuttlebay. Remember to close the shuttlebay door! The dorsal Twitch engine has been set to have slightly reduced thrust so the craft thrust remains fairly balanced. Action groups are listed in the craft details. (Click title in VAB) Hitting the brakes will activate the Launchinator, elevating the shuttlecraft into a handy launch position.
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