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  1. [This challenge can be completed in stock I believe. I've never tried, not good enough XD, also good if you are using an interstellar mod as well.] Here at Sloth Exploration Technologies, we believe that we could do with expanding our sphere of influence across the system. We have a large challenge, but nothing you shouldn't be able to handle! We want you to set up full colonies on every body in the Kerbol System, so we can expand beyond! Objectives: Fully Colonise Kerbin: Put 5 relay probes into Kerbin orbit. Build a space station in Kerbin Orbit. Build 3 EVA experiments on Kerbin's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise The Mun: Put 5 relay probes into Munar orbit. Build a space station in Munar Orbit. Build 3 EVA experiments on The Mun's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Minnmus: Put 5 relay probes into Minnmus orbit. Build a space station in Minnmus Orbit. Build 3 EVA experiments on The Minnmus's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise The Sun: Put 5 relay probes into Solar orbit. Build a space station in Solar Orbit. Fully Colonise Moho: Put 5 relay probes into Moho orbit. Build a space station in Moho Orbit. Build 3 EVA experiments on Moho's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Eve: Put 5 relay probes into Eve orbit. Build a space station in Eve Orbit. Build 3 EVA experiments on Eve's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Gilly: Put 5 relay probes into Gilly orbit. Build a space station in Gilly Orbit. Build 3 EVA experiments on Gilly's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Duna: Put 5 relay probes into Duna orbit. Build a space station in Duna Orbit. Build 3 EVA experiments on Duna's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Ike: Put 5 relay probes into Ike orbit. Build a space station in Ike Orbit. Build 3 EVA experiments on Ike's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Dres: Put 5 relay probes into Dres orbit. Build a space station in Dres Orbit. Build 3 EVA experiments on Dres's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Jool: Put 5 relay probes into Jool orbit. Build 2 space stations in Jool Orbit. Fully Colonise Laythe: Put 5 relay probes into Laythe orbit. Build a space station in Laythe Orbit. Build 3 EVA experiments on Laythe's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Vall: Put 5 relay probes into Vall orbit. Build a space station in Vall Orbit. Build 3 EVA experiments on Vall's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Tylo: Put 5 relay probes into Tylo orbit. Build a space station in Tylo Orbit. Build 3 EVA experiments on Tylo's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Bop: Put 5 relay probes into Bop orbit. Build a space station in Bop Orbit. Build 3 EVA experiments on Bop's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Pol: Put 5 relay probes into Pol orbit. Build a space station in Pol Orbit. Build 3 EVA experiments on Pol's Surface Build and launch 3 ground bases for landing on the surface. Fully Colonise Eeloo: Put 5 relay probes into Eeloo orbit. Build a space station in Eeloo Orbit. Build 3 EVA experiments on Eeloo's Surface Build and launch 3 ground bases for landing on the surface.
  2. Welcome to the development thread for Making Alternate History! Inspired by the alternate history universe of Eyes Turned Skyward, this pack brings you a set of stock-a-like Artemis / Altair landers and habitats complete with all the parts necessary for a voyage to another solar body. Making Alternate History was previously labeled as 100% dependent upon Textures Unlimited, however this is revised and Textures Unlimited is now only required if you would like to use the Mk1 and Mk3 Habitat modules. At time of posting, Textures Unlimited is version 1.9.x and no one can be responsible for any issues that arise from Textures Unlimited 1.9.x being run on 1.10.x. In testing with this mod, things worked fine. Thank you @Shadowmage Download Textures Unlimited: Download Making Alternate History Update 1.10.1 now from Spacedock: Download Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\MAH NOTE: When Bluedog Design Bureau addon is installed, the descent stage engines will function as liquid hydrogen and the descent stage fuel will change to liquid hydrogen / oxidizer. When BDB is not installed, the engine will function as a standard LFO engine and the descent stage fuel will adjust accordingly as well. Optional Configs: Config files reside inside a patches folder and will automatically detect installed add-ons and function appropriately. No action is necessary on the user's part. Patches include: Connected Living Space Kerbal Inventory System Snacks TAC Life Support USI Life Support Tweakscale Changelog: Update 1.10.1 Re-compile for 1.10.1 New colliders for cargo bay on Descent Stage (you can now store small items in the bay easily) Added crew report function to all crewed modules Added small electric generator to all crewed modules Config file clean-ups and some various small changes like model= instead of mesh= Update 1.4.2 Re-compile of all parts for 1.4.2 compatibility Update 1.3.1 Re-compile of all parts for KSP 1.3.1 compatibility Update 1.2 Added 4x attachment nodes to the ascent stage for the RCS thrustersRCS thrusters now have an attachment nodeReduced size of RCS thrusters slightly to not look awkward on ascent stageFixed some funkiness with the airlock hatches on all modulesFixed inaccurate plume on ascent stage enginesAdded Real Plume configs for ascent and descent enginesFixed center of mass and adjusted attachment nodes accordingly on all partsAscent stage now has an IVAIVA has extra props when using Near Future PropsFixed Kerbal Inventory System and Connected Living Space patches (They now function properly)Greatly reduced fuel volume in descent stage (without BDB addon)Ascent stage now supports 4x Kerbals A very special thank you to @CobaltWolf @Shadowmage @Nertea @blackheart612 @JadeOfMaar @taniwha @EmbersArc @alexustas @T-10a @hieywiey @Rock3tman_ @Daishi @Angel-125 Making Alternate History is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  3. Ver 1.2 Adds all the parts for the 4 seat Altair Lander and AresV Launch Vehicle. This mod is to be used in conjuction with HOYO CSM mod and Ares 1-X mod. You have to download the Ares 1-X mod for the first stage Solid Rocket Boosters as well as 2nd stage(KDS) J2X engine and the HOYO CSM mod for the docking port. Place the Boosters on the AresV core stage fuel tank using the stock radial decouplers. You then should launch the Altair Lander and Kerbin Departure Stage(KDS) into orbit using the AresV. Launch the HOYO CSM using the Ares 1-X rocket to rendez-vous and dock with the Altair & KDS. Then use the J2X KDS engine to push the whole stack. Kerbal Joint Reinforcement is recommended so as to not have wobble problems due to the size of the launch vehicle parts and torque produced. If anyone has suggestions for weight/deltav etc. Please share them with me so i can improve the mod on the next update. Supports RealPlume, Engine Lighting and TAC Life Support. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For Reflections), RasterPropMonitor (For functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.), Starwaster's AnimatedDecouplers (For the decoupler animation), Alexustas' ASET Props 1.5 & ASET Avionics 2.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1475/Altair Lander & AresV. LonesomeRobots Aerospace?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. AnimatedDecouplers created by Starwaster. Redistributed as per license. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. changes in this version Reflections are now handled by the awesome TexturesUnlimited mod. Texture Replacer is now deprecated. ModuleDeployableAntenna is now used to handle the Dish antenna animation. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.1 Adds all the parts for the 4 seat Altair Lander and AresV Launch Vehicle. This mod is to be used in conjuction with HOYO CSM mod and Ares 1-X mod. You have to download the Ares 1-X mod for the first stage Solid Rocket Boosters as well as 2nd stage(KDS) J2X engine and the HOYO CSM mod for the docking port. Place the Boosters on the AresV core stage fuel tank using the stock radial decouplers. You then should launch the Altair Lander and Kerbin Departure Stage(KDS) into orbit using the AresV. Launch the HOYO CSM using the Ares 1-X rocket to rendez-vous and dock with the Altair & KDS. Then use the J2X KDS engine to push the whole stack. Kerbal Joint Reinforcement is recommended so as to not have wobble problems due to the size of the launch vehicle parts and torque produced. If anyone has suggestions for weight/deltav etc. Please share them with me so i can improve the mod on the next update. Supports RealPlume, Engine Lighting and TAC Life Support. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.), Starwaster's AnimatedDecouplers (For the decoupler animation), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1475/Altair Lander & AresV. LonesomeRobots Aerospace?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. AnimatedDecouplers created by Starwaster. Redistributed as per license. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. changes in this version Changed ModuleRCS to ModuleRCSFX for all parts with RCS thrusters. Now when firing RCS produces sound. Landing gear now produce sound while retracting/extending. Changed TACLifeSupport configs. Now Altair lander has resources to support 4 kerbals for 9 days. 1 kerbal has resources for 24 days in the science lab. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.0 Adds all the parts for the 4 seat Altair Lander and AresV Launch Vehicle. This mod is to be used in conjuction with HOYO CSM mod and Ares 1-X mod. You have to download the Ares 1-X mod for the first stage Solid Rocket Boosters as well as 2nd stage(KDS) J2X engine and the HOYO CSM mod for the docking port. Place the Boosters on the AresV core stage fuel tank using the stock radial decouplers. You then should launch the Altair Lander and Kerbin Departure Stage(KDS) into orbit using the AresV. Launch the HOYO CSM using the Ares 1-X rocket to rendez-vous and dock with the Altair & KDS. Then use the J2X KDS engine to push the whole stack. Kerbal Joint Reinforcement is recommended so as to not have wobble problems due to the size of the launch vehicle parts and torque produced. If anyone has suggestions for weight/deltav etc. Please share them with me so i can improve the mod on the next update. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.), Starwaster's AnimatedDecouplers (For the decoupler animation), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1475/Altair Lander & AresV. LonesomeRobots Aerospace?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. AnimatedDecouplers created by Starwaster. Redistributed as per license. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. SCREENSHOTS
  4. WIP update soon. LanderTek (LTEK) This is a modular pack of 1.25m, 1.875m, and 2.5m lander parts for Kerbal Space Program. This repo is not ready for commits, forks, pulls or pushes. I will post in discussions when it is By zer0Kerbal, originally by artwhaley adopted with express permission and brought to you by Axial Aerospace Preamble by @artwhaley See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages ![Hero Image][IMG:hero:0] Youtube review by Kottabos Gaming Youtube review by @Kottabos Gaming Help Wanted Localization Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 1 Dependencies Kerbal Space Program 2 either Firespitter core Firespitter either Module Manager 3 Module Manager /Ll 3 Supports On Demand Fuel Cells (ODFC) 3 Firespitter for fully functioning wheels. may invoke bouts of dizziness. NEAR-FAR Restock GPO (Goo Pumps & Oils') Speed Pump (GPO) *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal https://img.shields.io/badge/License-CC%20BY--NC--SA%204.0-ef9421?labelColor=black&style=plastic&logoColor=ef9421&logo=creativecommons "CC BY-NC-SA 4.0" Track progress issues here - projects here The Short List LanderTek (LTEK) Track progress issues here - projects here The Short List
  5. Hello, i just wanted some ideas for Duna lander, becuase i tried to make one, but all of my attempts were unsuccesfull. The final product is wobbly as hell and the landing struts are very unstable, engine efficienty is very poor. I want a lander that can fit and dock. Don't worry i have both DLC's because i'm attracted to this game! I got to the mun like 67 times and it's getting boring, so i wanna go to Duna, but my spacecraft is very unstable, wobbly and inefficient. You can give me any ideas you want, i am an ace at maneuvering and redenzvous. Thank you!
  6. HOYO Lander (Ver1.2) A complete lander system for vacuum worlds. Includes capsule, fuel tank, liquid fuel engines, antenna, decoupler, rcs thrusters, landing legs and a retractable ladder. Ideal for use with the HOYO CSM. Fits great in the fairing and payload base distributed with HOYO CSM mod. The docking port on the screenshots and beauty render is also from the HOYO CSM mod. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.) and Alexustas' ASET Props 1.5 & ASET Avionics 2.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1411/HOYO Lander. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. changes in this version Reflections are now handled by the awesome TexturesUnlimited mod. Texture Replacer is now deprecated. ModuleDeployableAntenna is now used to handle the Lander antennas animation. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- HOYO Lander (Ver1.1) A complete lander system for vacuum worlds. Includes capsule, fuel tank, liquid fuel engines, antenna, decoupler, rcs thrusters, landing legs and a retractable ladder. Ideal for use with the HOYO CSM. Fits great in the fairing and payload base distributed with HOYO CSM mod. The docking port on the screenshots and beauty render is also from the HOYO CSM mod. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1411/HOYO Lander. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. changes in this version Changed ModuleRCS to ModuleRCSFX for all parts with RCS thrusters. Now when firing RCS produces sound. Landing gear now produce sound while retracting/extending. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- HOYO Lander (Ver1.0) A complete lander system for vacuum worlds. Includes capsule, fuel tank, liquid fuel engines, antenna, decoupler, rcs thrusters, landing legs and a retractable ladder. Ideal for use with the HOYO CSM. Fits great in the fairing and payload base distributed with HOYO CSM mod. The docking port on the screenshots and beauty render is also from the HOYO CSM mod. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Supports kOS and Telemachus. Also not bundled with the release. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing legs. It is absolutely needed for the landing legs to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1411/HOYO Lander. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0.
  7. This one goes out to the Homeworld: Deserts of Kharak fans! I decided to take a little break from Star Wars Replicas and found inspiration in the cool-looking lander bi-planes from the Khashar Plateau mission. Video of the "real" deal in action below, MAJOR SPOILER ALERT if you haven't already played the game, the video contains a pretty big plot spoiler. Here's the kerbalized SkunkTwerks Homeworld: Kharak Lander. Like most cool-looking sci-fi designs, this one posed an interesting set of challenges: the natural center of lift of this design is rather far forward, while the natural center of gravity is rather far aft. It took a lot of flight testing to get the balance right. Wing shape and angles took some serious fine-tuning as well. But it was a fun project, and I suspect a few more classic Homeworld crafts (especially from the original HW1 and HW2 games) may be in my future. -SkunkTwerks
  8. 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!
  9. Welcome to the development thread for Duna Direct! What is it? Extraplanetary lander, habitat and parts pack for Kerbal Space Program - Based on the proposal for Mars Direct by Robert Zubrin and David Baker of Martin Marietta in 1990. Fly the mission! Live the adventure in the custom-made mission Duna Direct: The First Flight! Use of mods requires Module Manager Compatible with the following mods (automatically applied upon mod detection): Module Manager (Required for any other mod compatibility) Near Future Props - Fully furnished interior RCS FX - RCS Flame FX by JadeOfMaar auto-on if Module Manager is present. (Remove patch if dislike) (Special thanks @JadeOfMaar!) Tweakscale - Scaling of all parts B9 Part Switch - Texture swapping on Stage 2 Real Plume - Better engine FX for all engines Breaking Ground (Squad) - Inventory space Near Future Electrical - RTG Decay (thanks @Gordon Dry!) Connected Living Space - Adds passable options Kerbal Inventory System - Adds KIS inventory space RealChute - Changes parachute parameters USI Life Support - Various USI Life Support compatibilities TAC Life Support - Various TAC Life Support compatibilities Kerbalism - Full Kerbalism compatibilities (Special thanks @Sir Mortimer!) Snacks! - Various Snacks! compatibilities Remote Tech - Antenna modifications Confirmed working with the addition of: Cryo Tanks Community Resource Pack 1.10.1 Update Changelog: 1.8.x Update Changelog: Disclaimer: This mod has not been tested with anything other than those listed above or in versions of KSP other than 1.5.1. There is also a lot going on with these parts. Testers have been awesome and I've done everything I can to make it work properly but as usual, if there are any bugs please report them over in the development thread. Thank you! Parts list with 1.8 updates: A very special thank you to all the testers who added valuable feedback and suggestions which led to many improvements over the original goal. Download from Spacedock Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\MarsDirect\ Mission is also available from the Steam Workshop Duna Direct is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  10. I got a little red dress in the mail the other day, and it made me hate 2020. I got all done up, put my red dress on, ordered take out from a nice place, and I built this ship. It's a shuttle/lander with a little over 6km/s dv. I built it a while ago, but I've been working on it off and on.... So here is: Little Red Ship P.S. To be brutally honest, I had a lot more fun building this thing than I've had on my last couple dates.
  11. this is the thread for submissions and entries of the cargo lander challenge link is here
  12. you have lander a lander on the mun and return it kerbin it has to deploy a big mobile base or 100 tones. it can be built in 1.10 and later has to be 100% stock dlcs can be used. it has to also be able recover the mobile base.
  13. Hello dear community! During my career games I have designed many crafts but few survived the game they were initially made. Today I present my LITHOPPER (the one which jumps on a big rock) in this video. It can be built with lvl6 technologies. You can find the craft in this shared drive. It will be posted later on in Kerbalx.
  14. Hey! Recently, I've been messing around with using Ion engines powered by fuel cells. As it happens, the combined ISP of ion engines powered exclusively by fuel cells is a pretty respectable 1293 seconds. One large fuel cell can power two ion engines, so I built an all-purpose crew vehicle that uses 16 large fuel cells and 32 ion engines, allowing all 32 of them to be run at full throttle for as long as one's heart desires, and at any distance or occlusion to the Sun. It also comes with RCS thrusters and a forward mounted docking port. The command module has the standard decoupler, heatshield, and parachutes for return. When placed in LKO using its launch vehicle, it has 4,100+ m/s of delta-v (vac) and an initial Kerbin TWR of 0.25. When flying, keep in mind that the delta-v value that KSP will display on your staging diagram will be less than your true delta-v, because the game does not factor the consumption of lf/ox into the calculation. The ratio of rate of xenon to liquid fuel consumption is roughly 50.08, so the orbiter has 22,800 xenon to 450 lf (ratio of 50.66). This means that all three fuel levels stay roughly equal as a percentage of their initial value throughout the duration of the mission. Because the Ion + fuel cell combined specific impulse is 1293 s, you can estimate your remaining delta-v in m/s at any point using this formula: Delta-v = 9.81 * 1293 * ln ( m / 18.851 ) where "m" is your current mass in t. The launch vehicle comes with the standard launch escape system (LES), with action groups: ABORT: activate LES, separate command pod AG1: activate LES, separate LES (use prior to orbital insertion, or shortly after abort) AG2: toggle fuel cells AG3: deploy parachutes Craft file: https://kerbalx.com/Jamie_Logan/Ranger-FCI-13 Gallery: Hope you liked it! Check this out:
  15. Hello! Today, I've got a new toy. Everyone has made a basic orbiter with command module return capabilities, usually using the trusty ol' heat shield and parachutes, but I decided to try to build an orbiter that can land using a set of extendable wings, much like one of the proposals for the Gemini Program: Introducing the Mallard CSM-W: The Mallard CSM-W is a standard LKO crew module. The launch vehicle can place the orbiter into an equatorial LKO, and the orbiter has a few hundred m/s of on-orbit maneuvering fuel. The orbiter also comes with RCS thrusters, fuel, and a forward mounted port to allow for rendezvous and docking. The service bay behind the command module has two sets of wings with landing gear folded in at launch, which can be deployed prior to de-orbit and re-entry. Upon re-entry, an initial angle of attack of 90 deg will allow you to bleed off enough speed to keep temperatures low once you reach the lower atmosphere. Once you kill the majority of your speed, you'll need to look to land quickly since the lift-to-drag ratio is pretty poor. I've found it to be easiest to simply dive down to maintain airspeed, and then level off just before you reach the ground. Landing works best around 60 m/s, as it's decently slow but still above the stall speed. It can be landed on the KSC runway, or really anywhere else with sufficiently flat ground. Dumping the remainder of your maneuvering fuel before landing is also recommended. Action groups: AG1) Toggle lock on all robotics parts (locked by default at launch) AG2) Deploy wings and gear When deploying the wings, first use AG1 to unlock the robotics, then use AG2 to deploy. Once the wings are deployed, use AG1 again to re-lock the robotics parts. This is critical, as the wing parts are autostrutted to the command module, and will be unstable if not re-locked. Due to what I assume to be a bug, re-locking the robotics parts does not always work for all of them (usually the tiny hinges) so you'll have to check all 12 of them to be sure they are re-locked before re-entry. The game will display the "Cannot Lock Robotic part, Servo is moving" warning, even though none of them are still moving after being deployed. Not sure why this happens, but manually locking the rest of the parts does not take long. Here is a lovely gif of the wing deployment in action: https://i.imgur.com/257oimq.gifv Craft file: https://kerbalx.com/Jamie_Logan/Mallard-CSM-W Gallery: I hope you enjoyed it! Here is my last post:
  16. Autonomous Lander for the Kerbin subsystem with a 3 Crew capacity and 3300m/s of delta V in vacuum. Can be set up in Career game with a Tech level 6 requirement only (for the Cheetah engine and the Mk1-3 Command Pod). Mods used : Restock, Tweakscale and Nebula Decals. Also variants can be set up to bring this lander to other celestial body: here Moho. A dedicated nuclear craft brought the lander at a 500km orbit. Note : the conical fuel tanks which collide with the main cylindrical one have been emptied to prevent an ugly part clipping.
  17. Hey everyone! This one's so wild, it'll make your head spin! Most of us have tried our hand at building an artificial gravity station, either by building a conventional orbital station with a working centrifuge, or even building an entire spinning 2001-style vessel. Both are wonderful, but what if your Kerbals are going to be spending months on end not in zero gee, but on the surface of a body with a surface gravity less than that of Kerbin, like Moho (g = 2.7 m/s^2)? We can still put a centrifuge to work, but this time it'll be there to provide the additional acceleration that we need in combination with Moho's surface graviy to obtain a 9.81 m/s^2 net acceleration on our Kerbals, ensuring the long term health of their little (presumably) green musculoskeletal systems. To this end, I've developed the Rototron XVI. An artificial gravity surface base with the capability of reaching Moho with a crew of 32 Kerbals. When deployed on the surface, the centrifuge can be run indefinitely due to the combined ISRU refinery and fuel cell array. The station is constructed in LKO via two separate launches; one for the centrifuge and crew cabins, and another for the main engines and landing support structure. The crew of 32 is launched separately, along with an additional fuel tank that will be used to provide the rest of the delta-v we'll need to make the interplanetary transfer to Moho. A region near Moho's south pole was chosen as our landing site due to the abundance of low-altitude flat land, as the axis of rotation of the centrifuge must be as close to parallel to the local gravity field as possible to sustain constant acceleration. From left to right: R-XVI Centrifuge, R-XVI Crew Module, and R-XVI Landing Support Structure, Here is a link to a gif of it under rotation, KSP forums wont let me post it here https://i.imgur.com/jEbFkj3.gifv The math on this is not terribly difficult. Typically, when constructing an artificial gravity station with the intention of simulating actual 1 gee acceleration, you work out the necessary rate of rotation via: angular velocity = sqrt ( 9.81 / r ) Where "r" is the perpendicular distance between the crew cabin and the axis of rotation. In our case, if we model the two crew cabins as point masses on the ends of massless rods under rotation in a uniform gravitational field, the acceleration experienced by the crew cabins can be evaluated merely as a function of the angle of splay of the crew cabins while under rotation (such as with a centrifugal governor). Thus, we need only calculate the angle of splay that will result from our desired total acceleration: Splay angle = arcsin( 2.7 / 9.81) = ~16 deg Knowing this, we simply vary the rpm on the main rotor while monitoring the angle display on one of the hinges until the splay angle settles in around 16 deg. Now, we see the launch, construction, landing, and operation: Again, here's another gif: https://i.imgur.com/MPMPMY2.gifv I hope you enjoyed this, I sure enjoyed building and flying it. I don't have plans to post the craft files yet, but I will if it seems like there's enough interest. If you like crazy big spacecraft, you'll also like my last post:
  18. YO! In this time of solitude, I bring to you: M.O.R.P.H.E.U.S. Moho Operational Research Permanent Habitation Experiment Utility Station The KSC has kindly asked Jeb and co. to put together a Moho research base, so this is what I'm told they came up with: To get the job done, we'll need some serious rocketry to get everything into orbit that we need: From left to right: The MORPHEUS Core, the MORPHEUS External Modules, the MORPHEUS Drive Stage, the Verdon S4, the Verdon Crew Habitation Module, and the Moho Lander. For more info on the Verdon S4 and the Verdon Crew Habitation Module, check out the main post: All MORPHEUS craft can be downloaded at: https://kerbalx.com/hangars/98426 All Verdon craft can be download at: https://kerbalx.com/hangars/97494
  19. Description Welcome to the next generation of the planetary lander, the Shiva series. Capable of 3,200+ Detla-V Comes with 7 Nerv engines and 4 spark engines. Able to carry medium and light loads for transport. (small and medium dock ports) Seats 4. Ability to extract ore and convert to fuel. 2 ways to land upright or glide down for touch down using air brakes and gear wheels. Take her to the stars today! KerbalX: https://kerbalx.com/InterstellarKev/Shiva-ISteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1946814803
  20. Halo Inspired Craft Capable of VTOL this is the MKI Variant with cluster of engines on rear. MK II Variant with Rapiers still in testing phaseCraft File: https://steamcommunity.com/sharedfiles/filedetails/?id=1963572147Kerbal X: https://kerbalx.com/InterstellarKev/Aloy-Over-Horizon-I
  21. Next Chapter in Phaethon Dynamics vision for the Kerbal System Introducing Garuda’s Lance, this fully capable Cutter can seat 17 passengers, Low Gravity VTOL, Refillable self sufficient Craft. Stock with DLC content. ACTION GROUPS Activate Thud Engines Activate Reliant engines Activate Cub VTOL Engines Toggle Drill Position for Refueling Toggle Radiator and Solar Panels Toggle Wheel Landing Gear Toggle Legs Landing Gear Kerbal X - https://kerbalx.com/InterstellarKev/Garudas-LanceSteam - https://steamcommunity.com/sharedfiles/filedetails/?id=1976592164
  22. So I've landed on Duna and I have a contract telling me to get some science from a Duna Sand Dune. I've found pictures and such on the web, but I'm still unable to find one. Is there a specific biome I have to be in (I'm in the Duna Midlands), or something like that? Here's a link for an image (I don't know how to properly insert images): https://imgur.com/SISCsHN SOLVED: I have found one. It was sorta glitched into a normal rock. It seems to look more like a rock with a dune texture. They stand out cuz they're slightly lighter than the rocks and surface of Duna (that's how I found mine).
  23. I am planning to rescue Jeb, Val, and Bill off of Eve with this lander: https://imgur.com/a/MSKREIv https://kerbalx.com/MunsterIII/Mona-Lisa-III-Lander I am testing it out, and it seems to work great until 1100 meters. Most of the parachutes are deployed by then and everything is going smoothly until the game freezes. The next thing that happens is the entire lander is fairly evenly distributed over an area of about 10 km. I have no clue what is happening. Any ideas? Lander description: Double layer asparagus pancake for ascent. Heat shield on top and bottom for stable descent. SRB on the bottom to deorbit (use cheats to get there). First stage deploys drogues, second deploys main chutes, third releases probe.
  24. Even though I have 15,000 excess science.. it's not enough. I found I had not yet landed on any of the Jool moons. Bad Kerbals! So, i decided I would take a lab with me, and make a single lander that can hit all the moons except Laythe (requires a specialized design). Tylo being the biggest challenge, because of its very high gravity/size, it's like landing on Kerbin without an atmosphere. So I designed a lander with some jettisonable fuel, with the idea I would go to Tylo FIRST, and then wouldn't need those tanks for Vall, Pol, or Bop. I would bring my lab with me as an undockable section, with its own fuel, RCS, etc. Unfortunately, I forgot to put a probe controller on it, but that's OK, I'll just have the lander always dock to it. The small docking ports are for refueling (note that I can't refuel the lander without the lab until I jettison the tanks, but might have been nice to put one on an external tank just in case.). The lab acts as the big com relay back to Kerbin, if needed. And, of course, I need to refuel constantly, so I made a one-piece driller/ISRU/fuel transport, with a small docking port for refueling the lander/lab sections. Small engine to just handle interplanetary and landing on Pol. Checking out the dV for the lander, the DV maps *say* I need about 2280 to land and take off at Tylo, with 4750, I *should* have enough, right? (more on this later). It may take a low starting orbit, but on paper, it should work. So, first we get up into Kerbin orbit, and head to Minmus to refuel everybody for the long drive to Jool. Note that I was able to keep the lower booster from Kerbin, so it took two refueling runs, but the landing section would come into Jool with plenty of fuel, while the driller would come into Jool orbit with maybe only 800 dV, probably enough to get to Pol on its own, but this added extra insurance. Turns out I had plenty, transfer, orbit and landing is maybe 500-700. We refuel everyone at Pol, and head to Tylo. Now, I begin to worry- if I start my landing low (say 17km), and get back to a low orbit, can my fuel ship dip down that low to refuel (before landing and after re-orbit), and climb back out the gravity well and get back to Pol and land? The answer, it turns out, is yes. I leave about 1000 dV for each run back to Pol. So, we try our first descent from 17km. We learn two things. (1) You can't start from 17km because you can't slow down fast enough before gravity sucks you into a mountain. If you thrust downward enough, you use too much fuel. So we raise the descent to about 30km. That works well, but we land with only about 2100 dV left, not nearly enough to get back into orbit. It turns out it takes about 2500 dV to get to a roughly 10km orbit. Yep, this looks bad. So, after failed attempts, I realize I need help. So I built another fuel/engine "top" component to provide more fuel (and the thrust to counter its extra weight). Note that I added a decoupler to the docking ring, because those BIG docking rings have enough magnetic attraction they don't come loose easily. I am still granted the proper dV, but I didn't want to have something that might crash on top of me and explode after landing. With this component and some careful piloting, I'm able to land with about 2561 dV left. Note that I hit hard when I landed and broke a strut, but I should still be fine for Vall. 2561 was enough to put us back into a 9kmx20km orbit, with enough dV left to re-dock with the science section. Then the refueler only had to make one stop! So, the major lesson learned is- don't trust the dV maps. It took about 2600-2800 dV to land and 2300-2400 to reach stable orbit, and that's with optimal piloting. But other than that, the "two ships, single lander for four moons" project is so far a success, and has passed the toughest test.... Tylo, with only one landing strut as a casualty.
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