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Found 7 results

  1. Katniss'sCapeCanaveral for KSRSS This is a fork to @Katniss218's amazing Cape Canaveral mod massive thanks to them for allowing me to release this! Link to original mod: [1.8.1/1.10.1] Katniss's Cape Canaveral - RSS - Add-on Releases - Kerbal Space Program Forums Everything in this belongs to them! do not thank me for anything This adds the Cape and all of it's pads to the KSRSS system at the right scale Not Compatible with KSC Extended, rogers Cape Kanaveral, or any other KK Mod. Download Truthfulll/KatnisssCapeCanaveral-KSRSS: Katniss's Cape Canaveral for KSRSS Reborn (github.com) Dependencies: Tundra Space Center Kerbal-Konstructs KSRSS Reborn OSSNTR Aurora Space Center Recommended: Modular Launch Pads Variants: Retro: 60s - 90s era of Cape Canaveral Modern: 2010s - 2020s era of Cape Canaveral (Not Finished) Pics credit: @Talverd
  2. I was wondering if there were other launch sites compatible with KSRSS or a pack like with RSS.
  3. filip's Starbase - Boca Chica launch site This mod adds high resolution and realistic Boca Chica launch site to KSP. This is my first ever mod, please dont be harsh I made this mod for all the Starship fans, that finally want to experience having Boca Chica launch site without having to build one themselves. filips's Kerbalized Boca Chica haves custom instances, location and many more Credits Development and build - @filipWithTelescope Idea - @filipWithTelescope Modeling - @filipWithTelescope, @Joep, @Fossilized Configs - @Joep Map Decals - @filipWithTelescope, @StarshipWatcher Alpha testers - @Joep, @StarshipWatcher Beta testers - @Joep, @StarshipWatcher, @ttvim_novacon_., Soloalke, @Fossilized SLE - @SAMCG14 Download: SpaceDock How to install: (For stock Kerbin) 1. Download all dependencies, and open fKBCv3Beta file and extract the entire fKBCv3Beta file 2. Open The gamedata folder inside KSP 3. Copy contents of Gamedata folder into the ksp directory (Kerbal Space Program/Game Data/) 4. now enjoy Dependencies: Kerbal Konstructs (Compatible with KSP 1.2.3) Starship Launch Expansion - v0.4 Beta Optional but recommended mods: KSC ++ Continued Tundra Space Center Aurora Space Center OSSNTR Warnings: 1. Check if you have all dependencies, and installed correctly Preparing/Setup 1. Open your KSP. 2. Locate the boca chica. (Simply go to VAB, place random craft on Boca Chica Launchpad A [Dont forget to open it in VAB using KK menu] and then launch it. 2a. (or Buy the pad using the KK Menu and use the Making history hud) 3. You should be spawned on your boca chica site with all of its beauty. 6. You are all done. Things like hopper, SN7.2 are NOT included, if you build them, you can place them on their respective spaces. 7. Unfortunately due to KSP's restrictions, you cant have both Pad A and Pad B (2) occupied at same time. However you can place one starship on Pad A, and then launch one starship to from orbital launchpad spot. Then use gravity hack and rcs to pad 2. Any issues? Need some help? Join us on our Discord server Some images (NOTE: Starship in the images is from this mod!)
  4. With the launching of tianwen 1 i wanna do my own indian/chinese missions, but i can't find good launchsite mods. Like a "Kinese/Kindian" launchsite and other primary space agencies launchsites
  5. Having been discussing this, and slowly fleshing out the idea further, I would like to suggest a set of level 4 upgrades for each of the KSC facilities should be available, as well as (as a reach-goal) some way to upgrade the alternative launch sites (the Desert Runway needs an upgrade to its length/width/surface, in particular). Why: - Gameplay progression and "reach" goals for longer-running campaigns by more advanced players (although, these should not be out of reach of any player, they should require even greater Funds cost than the lvl 3 upgrades). - Rule of Cool. Bigger and more impressive facilities are a worthwhile goal in themselves, if it doesn't harm immersion/fun. - Realism. Real space centers, like Kennedy Space, took DECADES to reach their current size/scale. - Mods. Some of the features these level 4 facilities would provide would make some of the harder mods- such as Real Solar System scale-up's, a bit more playable on Career without having to tweak the Difficulty settings yourself. What the upgrades do/ look like: - Lvl 4 Launchpad. Somewhat bigger than the level 3 pad. Located a bit (maybe 10-20 meters) further away from the other buildings for range-safety of colosssl rockets if this is possible- otherwise the default distances should be increased 10-20 m or more (they are too small for realism, and increasing the distances a bit would add more of a sense of scale/size to the space center...) Maybe also adds a big, bare concrete pad nearby that still counts as Launchpad biome (100% recovery) for SpaceX-style recovery missions (the lvl 3 pad is an INCREDIBLY small taget to aim for landing on, and most players, except the truly crazy-skilled ones, just aim for anywhere near the KSC grounds for landing launch stages as a result...) - Lvl 4 Runway. Wider and longer than the KSC runway (currently 2.5 km long, the KSC runway in real life is 4.5 km, and quite a lot wider than the KSC one in game as well. I suggest at least 3.5 km for the level 4 runway, preferably 4-5 km). Maybe a bit thicker surface, for realism of handling heavier planes on it (could also justify then making the lvl 4 runway being a bit harder to destroy than the lvl 3 one). Wider runways will allow players to safely launch wider planes. The runway separation from the SPH should also be increased a bit (at least 10-15 m) for landing approaches of ultra-wide planes, range-safety of massive planes full if rocket fuel, and so wings of huge planes don't collide with SPH if players decide to taxi around near the SPH a bit. - Lvl 4 VAB. Larger/taller inside than the lvl 3 VAB, so players can see more of their tallest rockets (and have less of planes overflow the VAB when they merge really long shuttles/flyback boosters built in SPH, before attachment) without re-rooting of parts and constant shifting of the rocket stack. Larger exterior dimensions too, for immersion/coolness. - Lvl 4 SPH. Longer/wider internal dimensions than the lvl 3 SPH, for even longer/wider planes (having really wide planes that you can't see the wingtips of in the SPH is *particularly* annoying). Larger external dimensions for immersion/awesomeness/impressiveness. - Lvl 4 Tracking Center. Provides higher-powered DSN (so players have a better way to increase this with more immersion/coolness than just pulling up the DSN slider under Difficulty settings. I won't argue the necessityof the DSN upgrade beyond saying it'a both more realistic, and less obnoxiousfor players than building their own more powerful ground-stations on Kerbin and an enormous relay network just to provide stronger comms to Jool, or mods that expand the # of planets beyond Jool) and larger/more impressive-looking satellite dishes for the building. Maybe give the Tracking Center a proper parking-lot too? - Lvl 4 Astronaut Complex. Should provide a discount to astronaut-hiring costs (maybec10-20% off the base cost. 30%? 40%?) By the late-game, when you have a large crew roster, it becomes PROHIBITIVELY expensive to hire more Kerbalnauts (and forces players to just spam rescue-contracts to get more) or replace any lost crew members (w/o respawn). An option to refresh the current list of available hires, for a cost in Funds, for the lvl 4 complex (if you're going to spend a fortune on hiring, maybe you want a Pilot with better Courage, or a low Stupidity scientist? Helps with immersion/fun). - Lvl 4 Science Center. Purely a handout to modders. Lvl 3 center could be given a tech node cost limit beyond anything in the stock tree- allowing modders to lock parts behind a lvl 4 science center (which would remove all limits) for Career Mode balance and realism for futuristic parts taking even longer to obtain... Could possibly be disabled by default (but re-enabled under difficulty options, with a tooltip "just for looks in the stock gsme") if would annoy stock players. Could be larger/ more impressive than the lvl 4 center, so even some Stock players might use it, for coolness. Would of course also be default level in Sandbox/Science modes (so most players would still benefit from the cool model). - Lvl 4 Admin Building. Should come with a moderate (20-30%?) discount to buy-in costs for all strategies, or *maybe* add a few new, more powerful strategies (or allow existing strategiesto be set to 100%- with lvl 3 only going to 80%, and the strategies all being buffed a bit). Would make the game a bit easier if players bought it- but at VERY low Return On Investment (as the upgrade would be very expensive). Besides, most players don't use the Admin building much. This might give players a *bit* more motive to do so. Could also cone with a larger/cooler building model, maybe also a bigger parking lot? (To represent the increased staffing demands of a more mature apace program, and all the complex clerical work that makes modern space programs possible...) These are just ideas for what each of the lvl 4 upgrades could do- amd I'm sure other players could come up with even better ideas! This is a great game, and little improvements like this (or in the case of players who struggle with launching/landing enormous rockets on the puny lvl 3 pad/runway, BIG improvements...) would make the game even better. I don't expect everyone will agree with me on thos, or all the details, but I would like people not to be closed-mindef about this, or respond "there's a mod for that!". Thank you all for reading this! I think some lvl 4 upgrades, as part of the base game, would be a nice way to show appreciation for the KSP community- and by showing players the game is continuing to grow/evolve in a VERY noticeable way to any playthrough, would keep them involved- and more likely to consider buying KSP 2 and any future expansions for KSP as well...
  6. I'm trying to find the Dessert Airfield for flying practice, but I can't seem to find it.
  7. Id love to have a mod that adds more launch sites to kerbin similar to how kerbinside used to, but using the new stock feature. Woomerang is cool and all, but id love for launch sites all over the planet, and having multiple pads around the KSC would be cool as well. just an idea, would love to see it implemented though!
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