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Found 7 results

  1. BURAN ENERGIA - NOW FULLY USABLE Craft is aerodynamically stable. Thanks to Alcentar for releasing the original mod. Cheers and Enjoy! Requires: Kerbal Joint Reinforcement , KSP WHEEL for Stock Game. For Realism Overhaul, ROEngines is required in addition. Recommended for Landing on Runway: Kramax Autopilot SPACEDOCK: https://spacedock.info/mod/2966/[1.8-1.12.x] Buran Energia Mod - 2.0 [RSS/RO Compatible] GITHUB: https://github.com/MyNameIsBorat/KspBuran I also made landing configs for Kramax Autopilot for powered landing of Buran in RSS/RO. Files are included in the Kramax Autopilot Folder inside GameData. Click "Load/Store Flight Plans", then press "Refresh" to load Configs. Current Runways Included: Satish Dhawan-IN R09 Cape Caneveral-US R09 Landing Demonstration(OLD VERSION): Landing Demonstration(NEW): SHORT : FULL : FAQ: Q. Is there any chance for major updates? A. no major updates, only patches and fixes. Q. Which Engines shall i use? A. rd 0120 for energia core stage ; rd 170 for first stage side boosters ; rd 58 for buran orbiter Changelog: 08/03/2022 : Naming convention fixed. parts will show now.
  2. THE MULLETEX MISSIONS A MISSION REPORT THREAD FOR THE LUNEX CHALLENGE THREAD I haven't played KSP since August 2019. My last mission was an Elcano of Duna, along with a Von Braun of Duna and fly by return to Kerbin via Eve. Given I hadn't booted up KSP in anger in well over a year (and its been a rough year or two) I trawled the forums and happened across the Lunex Challenge thread. Its something very familiar to me as a one time (Self considered) Shuttle connoisseur and I thought it'd give me a nice easy route back into playing the game again that wouldn't put me off, and hopefully brings me back to this great community a little. I probably like a lot of people need a little more support than normal, and this is one small way I can do that, by being a part of something I've previously enjoyed immensely. Without further ado, here's the first mission. Lunex Mission 1 and 2 can be flown as one mission, so I took the opportunity to knock both out at the same time. As usual the link to the full mission report (written up) is in the title, and I've pulled a few select pictures out so as not to clog up the page with too many images. Mission Log 1 - Lunex Missions 1 and 2: Full Mission Report Image captured by way-to-close-bodyne The nearly 700t beast lumbers into the air. Originally designed without fairings but too unstable to fly, the Mulletex is...interestingly shaped. None the less, fly it does. Probodobodyne drone-bodobodyne launch photography is dangerous, but exquisite. The rocket uses 3 stages to get to orbit. Firstly the solid boosters stage, followed by the core. At this stage the rocket is fully expendable apart from the Mulletex glider. That could change in later missions though. Finally the 3rd stage all but completes circularisation before being de-orbited. The 4th, kicker stage ignites briefly to complete the launch. Image courtesy of Mullet-Dyne Very standard operations set up the Mulletex for its trip to the Mun. On its way "up" we get a chance to see the revamped textures for the first time from any altitude. Image captured by Snapfan Kerman. Copyright Mullet Dyne 2020 all rights reserved. Yes that's right, I'm still in orbit since the last mission. Still here. Rescue me.....PLEASE! Once in the vicinity of the Mun, the kicker stage which did the grunt work getting the Mulletex to Mun is nearly expended. Its last act is to achieve capture before it is staged away to forever orbit the Mun. Future missions might well add enough fuel to make sure the stage can either crash into the surface, or kick itself out to a solar orbit. On the surface the Mulletex system is capable, and cutting edge. Auto levelling landing legs (lie) ensure the ship always remains completely vertical and stable. The rover lowers from the cargo bay on a telescopic piston, and apart from a small accident with the brakes on the rover not being set resulting in a chase, everything goes perfectly. Valentina visits two different science locations on the rim of the crater, and the base of the crater. Science is done, people are happy. Image captured by the latest camera offering from C7 Aerospace Image reproduced with kind permission of....wait, we don't need permission. Here's a photo. Look at it! Once the ground operations are complete its time for Valentina to return home. First the rover is stored back up inside the base for future use if anyone visits again. The base is capable of delivering long term power to the rover, as well as protecting it from damage by the harsh Mmunar environment. Then the Mulletex uses its RE-L10 Poodle engine to lift off and return home. Aerocapture is achieved, followed by 2 further aerobraking passes before EDL is performed. Once the final EDL is started, the Mulletex cannot re-ignite its Poodle engine, so it must complete a highly accurate de-orbit if it is to hit the runway at KSC. Luckily, everything goes well apart from a hair raising moment with a large explosion caused by one of the RCS ports letting go on impact with the runway. Dinkelstein Kerman likes low riders too much.... Over-all a highly successful return to KSP after more than a year out! What a joy to be playing this game again, and hopefully its not a year until I fly my next mission this time. Mulletex performed well, but as I get my eye back into the engineering side of things, there are already areas that I can see need some improvement. Ride height for one . Welcome back me !!! SM
  3. Hey Guys, So, my kind of favourite Orbiter right now is the space shuttle. After I found some good ones in the internet that fly reasonably well to orbit, I have problems reentering Kerbin. So I have a few questions. I'm reentering Kerbin at about 2500-3000 Km/h. Where should I do a manuever node to safely land at the "Main Base", you know, the rollway. I'm always missing the rollway for about a few hundred kilometers every time (or I crash). Is there a kOs Script you guys have that'll do something like that? Because I believe the whole landing thing is complicated.
  4. 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:
  5. post Your Space Shuttle ideas below for this Challenge genovast is the winner
  6. Hi all for a challenge thread of mine, Lightest craft to Orbit, one of the challenges is to create the lightest manned orbiter that is recoverable, so for my own submission I created this, and I thought I would share it with the spacecraft exchange. The Pram 5: It weighs in at a feather-weight of 2.821 Tonnes, can reach a ~71k orbit with 300 D/v left over for maneuvering, rendezvousing, and de-orbiting, carries a Single Kerbal, and can survive a shallow re-entry with the right piloting. There is a bit of room to shave off excess fuel in the first stage, the challenge was purely based on weight so it could be made a lot cheaper at the cost of a few hundred kilos, and its use is probably purely as a single crew-member delivery orbiter making not all that useful
  7. Space Shuttle Mod Release Page updated to work with 1.1.2 now with less dependencies, required mods included changelog: added reflections to radiators (requires texture replacer - reflections version) airlock docking port working (tested) looking for feedback. please note I know the wheels may be bugged, waiting for next ksp update MUST WATCH VIDEOS! screenshots Features Realistic simulation of the NASA Space Shuttle Energy Generation requires the use of onboard fuel, making time in space limited Multiple payloads and adapter points for various cargos Low part count for less ram use compared to previous versions a multitude of other vehicles to go along with the NASA family available Downloads: Current version: 1.1.2 NEW!: updated RO patch for Space Shuttle by Winged: not updated =================================== (MUST DELETE the other version of this mod if you have it installed) LINKS Want real launch sites? Want to try out an alternitave History? Eyes Turned Skywards Storyline by Budgie The Popular interplanetary Farscape by Odyssey GUIDES and INFO (coming soon) MechJeb Launch: *Launch, *force roll 90°, *gravity turn East starting at 1km or 100 m/s, ending at 35km on a 40.6% launch angle. *Stage when necessary. Landing Guidance by Mark7 1. Wait till the shuttle is on the opposite side of the KSC and its orbit is right passing over the KSC. 2. Do the re-entry burn. Make sure the final landing prediction 5400+_300km ahead from the target landing site.(The exact number is depending on the velocity of the shuttle when backing into atmosphere) 3. When re-entry, keep a 30-degree-AOA ,and roll left or right to adjust the trajectory. 4. Enjoy(or suffer haha) Typical Launch and Return Mission Read up on the WIKI(coming soon) Frequently Asked Questions (and answers) Do I need to download anything to make this work? NO, everything you need comes with the download Will this work wit Realism Overhaul+FAR? YES, IF you download and apply the patch from the link above I have some good ideas for the mod, can I have them put in? Definitely!, new ideas are welcomed and are a fun thing to work on I have a lot of mods installed, will this cause me to run out of memory? POSSIBLY. this base mod will add about 140mb to your memory usage, which maxes out about 2-2.5gb with ksp I found some bugs with your mod, where do I post this? We have a development page for just this issue, feel free to post there Keen to try out the Buran? check out the development ! For a well made Caanadarm, Check out Jeast's Page HOW TO SAVE MEMORY - WINDOWS 1. create shortcut of your ksp.exe in your KSP install directory 2. in the PROPERTIES of the shortcut, in the 'Target' box, add: " -force-opengl -popupwindow" without quotes. 3.run game from shortcut 4.Profit? ================================================== ================ Notice This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Licence CC BY-SA 2.0 this mod is a continuation from that started by rocket2guns, with additions by DECQ and Dragon01 Also credit to NASA for spending billions of dollars to make the vehicles that are simulated in this, and related mods
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