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  1. Hello everyone! I'm Nuno Seletti and I am new in this forum! I use KSP for many years. Now with this new version I want to present to you the result of some hours of experimentations and work to built a very efficient and powerful lifter to launch any size of playload in medium Kerbin orbit or more further than the Mun: I present to you the OLS! (Orbital Launch System) made by myself (NASA flag company) A perfect regular lifter that can carry as I said before any playload (in size not on every type like a space shuttle) on medium or more high orbit, with a big torque and fuel reserve, so you cannot be out of fuel OLS specification: Hight: 32 meters without coiffe (that protect the playload) Diameter: 9.3 meters Weight: 337.100 Tons Bye everyone! What do you thinks about it? I may post a link to download it if you you want it to fly! Regard Nuno
  2. Jules Kerman ATV & Ariane 5. (Ver 1.2) Jules Kerman Automated Transfer Vehicle and Ariane 5 Launch vehicle. You can use the ATV to transfer resources and propellants to your stations. Use the Ariane 5 to lift the ATV to orbit, or use it to lift to orbit up to 2 payloads simultaneously using the Sylda decoupler. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed you will be presented with 2 EPM parts (Equipped Pressurized Module). One for transfering Oxygen, Food, Water and Monoprop and one for transfering Liquid Fuel, Oxidizer and Monoprop. The EPM has a functional interior and can house one Kerbal when TAC Life Support is used. If you don't have TAC Life Support only the Fuel variant will be available. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM mod and fits like a glove on the ATV. Ideal for use with the LonesomeRobots Station Parts mod. Using Kerbal Joint Reinforcement is always a good idea. 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 and solar panels), RasterPropMonitor (For functional interior), 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/1536/Jules Kerman ATV %26 Ariane 5. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. 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. 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. Solar panels use the TexturesUnlimited Solar Shader. --------------------------------------------------------------------------------------------------------------------------------------- Jules Kerman ATV & Ariane 5. (Ver 1.1) Jules Kerman Automated Transfer Vehicle and Ariane 5 Launch vehicle. You can use the ATV to transfer resources and propellants to your stations. Use the Ariane 5 to lift the ATV to orbit, or use it to lift to orbit up to 2 payloads simultaneously using the Sylda decoupler. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed you will be presented with 2 EPM parts (Equipped Pressurized Module). One for transfering Oxygen, Food, Water and Monoprop and one for transfering Liquid Fuel, Oxidizer and Monoprop. The EPM has a functional interior and can house one Kerbal when TAC Life Support is used. If you don't have TAC Life Support only the Fuel variant will be available. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM mod and fits like a glove on the ATV. Ideal for use with the LonesomeRobots Station Parts mod. Using Kerbal Joint Reinforcement is always a good idea. 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), 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/1536/Jules Kerman ATV %26 Ariane 5. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. 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. 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. Rebalanced the EPM module RCS for better stability during translational thrusts. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Jules Kerman ATV & Ariane 5. (Ver 1.0) Jules Kerman Automated Transfer Vehicle and Ariane 5 Launch vehicle. You can use the ATV to transfer resources and propellants to your stations. Use the Ariane 5 to lift the ATV to orbit, or use it to lift to orbit up to 2 payloads simultaneously using the Sylda decoupler. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed you will be presented with 2 EPM parts (Equipped Pressurized Module). One for transfering Oxygen, Food, Water and Monoprop and one for transfering Liquid Fuel, Oxidizer and Monoprop. The EPM has a functional interior and can house one Kerbal when TAC Life Support is used. If you don't have TAC Life Support only the Fuel variant will be available. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM mod and fits like a glove on the ATV. Ideal for use with the LonesomeRobots Station Parts mod. Using Kerbal Joint Reinforcement is always a good idea. 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), 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/1536/Jules Kerman ATV %26 Ariane 5. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.0. 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. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. SCREENSHOTS
  3. -IMPORTANT: PLEASE READ The first stage seperation destroys some of the Rhinos in the second stage, the rocket still reaches orbit however, so don’t freak out. -Basic Description This is a stock ultra heavy lifting two stage launch vehicle which can carry 10000 tons into LKO, all of this is accomplished with absolutely no autostrutting. This rocket was largely inspired by He_162’s own heavy lifting exploits, a prime example of which you can check out here https://kerbalx.com/He_162/He3000-ton-lifter . This rocket is by far the largest and most complex craft I have ever made. Made more so for looks than efficiency. Download Link: https://kerbalx.com/Kronus_Aerospace/10-Kilotons-to-LKO-no-Autostrut Craft Mass: 51299.88 tonnes Part Count: 2088 -How to Fly -This craft just barely has enough Delta-V to make orbit, so maximizing the efficiency of the launch profile is key to a successful mission. -The craft should point prograde throughout most of the early flight, as such a gravity turn must be used, an optimum gravity turn will have the craft reach 45 degrees at 500-550 m/s. -After the the first stage separation the craft will need to be pointed above prograde to prevent it from falling back to Kerbin. -the craft should run out of fuel after reaching very low orbit, orbits above 71 kilometers are not recommended.
  4. Hi! This is actually my first post... be nice for my sake! So i've been playing KSP for about a year now and have devoted a lot of that time to finding decent mods. I have a relatively powerful iMac (2013-14) so the size of capabilities of the mods don't matter. Right now I only have two installed: TweakScale MechJeb I would like to find a mod that is easy to understand and useful as well. Thanks in advance!
  5. TRY TO BUILD A VERY BIG ROCKET ALSO POST A PICTURE I WILL ANNOUNCE A WINNER IN MARCH 20 AT 5:00 PM PST
  6. To any who decide to take this challenge: I may change things around for the challenge itself. There are some geniuses out there who are phenomenal at this art and skill, and I'm one of them, and in the very beginning (before I even started on this challenge myself), I gave set rules that must be met to succeed at this challenge. Those set rules, as I have come to find out, were easily met. As an overall point to be made, if you beat the original rules, that is easy mode, at least for this challenge. All is subject to change, however, if things are changed to be harder, then I will say it is for that reason alone, and will give a harder version of the original challenge. My weight limit WAS below 50 tonnes, and that was beaten 50 times over by one vessel, literally. Before we start, I'll give an example. Or two. Can range from a drone thats simply 6 pieces to a full blown barge that has 256. Like the one I built. Sadly my barge didn't make it out of LKO, and I used some of it's fuel to make that orbit stable, it wasn't gonna make it out of Kerbin's influence. However, it is a step int he direction I want to go, and this is what I wanna bring to the Micro-engineering challenge, so attempt 1 failed. Here's the challenge. Make the smallest vessel you can that can go to any planet in the system and is reusable 100% Requirements: cannot use any big parts (or if you do, use less than 5) Any part bigger than the OKTO drone core is too big, but I'll allow a small limit of 5, ya know, for a science JR or some such, maybe even a nice powerful relay/antenna cannot be over 30 tons. Previous original version (50t) was beaten, literally 50x over with 1 measly drone. Props to you, ya brilliant prick. Must have a stable orbit when changing planets (Optional harder version) Must be able to make a voyage between at least 2-3 planets in one trip Unrequired: Does not need to be an SSTO Does not need to be the size of a penny Going to and from the surface of celestial bodies Having a kerbal pilot the craft ___________________________ I wanna see what you people will come up with. I will be taking this challenge up myself, but I'm gonna be doing it in career mode. Extra props if you do it in career mode before I do Extra challenge, if you do it in career mode, the end product cannot be over 50k Because I don't know how much a xenon ghost engine costs, that pruce may be subject to change I plan to use about 6-12 ghost engines, soooooo....yeah, probably subject to change. They sure sound expensive. ___________________________ Micro-engineering challenge 2.0 (Med) Weight limit of 20t has to be able to go to and from a planet's surface, or two. That does not mean you have to do all of this without refueling Stabilized an orbit around every existing celestial body ___________________________ Micro-engineering challenge 3.0 (Hard) Weight limit 50t Must go to the surface and back to orbit of every celestial body in the game (except that one moon rock thing that's too small to have a gravitational pull) Hell, if you can land something on that damn rock, you get the overachiever award get something into kerbol's local atmosphere and fly it back out Good Luck. You wanted a challenge, WELL HERE IT IS, YOU MASOCHISTIC [REDACTED]!!! ___________________________ The original concept was build something out of nothing but small parts. Yeah, you can have a 1000 piece object if it doesn't exceed 30 t for easy, 20t for medium, and 50t for hard, and it can even be as big as a space station for all I care. You're really just supposed to use nothing but small parts, but whats the fun in not using something bigger every once and a while? Majority part limit is 0.625m.
  7. I have a rocket that I want to show and ask about, but I can't get the attachment onto here. How do I upload the photo without using other sites?
  8. It would do me great pleasure if you guys would check out my new video! https://www.youtube.com/watch?v=ewEVni-bPQY
  9. Hi everyone, I'm trying to figure out what is the most efficient way, fuel-wise, of landing on a celestial body. What are the equations that I must plug my values in? What is the T value that I should start retrograde burning so that just when I'm going to touch base I'll have a velocity of 1 m/s or so? How to figure out this physics problem?
  10. Today I tested the Kertimis Rocket! In case you were wondering, it didn't work. I don't know what went wrong, but I think one of the parachutes overheated and exploded, dooming all of my Kerbals to a firey death. Thank god for the Revert button! I'm still working on the Kertimis II, but it will be even bigger and even better than the Kertimis I! (note: I don't have any pictures)
  11. The Gyrfalcon is a heavy lifter designed to move Kerbals and cargo into LKO. Some experience is recommended when flying these rockets. https://drive.google.com/file/d/1iYfbFZ7IE8UJC_vOUXRl70oDiGrKiM9c/view
  12. How do I fly this thing? it "should" work. I built it myself. Sorry its so small
  13. Anyone experience loss of craft control in the Xbox One Enhanced Edition? I have launched a pretty simple rocket (Twin-Boar engine, fuel tank, decoupler, Skipper engine, fuel tank, decoupler, MK1 control pod, heat shield, parachutes) into orbit around Kerbin. While checking out the Kerbal cockpit view, reviewing controls via the Manual app, and browsing through Kerbin planet info, contract info, etc, I have now lost control of my rocket orbiting Kerbin. Some things I have tried: I am not time warped. I am currently in 1x time mode, and have warped forward and put back to 1x mode.....no change in control ability. I have not run out of electric power. More than 40 of the default 50 electric charge remains. I have fuel remaining for my engines. Checked engines to ensure somehow engine was not shutdown. I have tried clicking on the MK1 Command module, and choosing Control From Here to make sure I didn't accidentally select a part or set control somewhere else.....no change in control ability. I have gone into the Settings menu and switched from Cursor to Radial, saved.....no change. Set back to Cursor.....no change. I have ensured I have pushed in Left Stick to make the cursor go away while attempting to control the craft. My vessel has Jebediah at the helm, so it is not a probe. The vessel is also close enough to Kerbin that it would not be out of range of communications. I cannot press B to turn SAS on/off, however, if I go to the NavBall, I can manually click SAS on/off with the cursor. The D-pad does not respond to any controls to either throttle up or down individually, or go to 100% using LB plus d-pad up. The needle for the throttle control never moves. If I press A to attempt to invoke the next stage, a decoupler, nothing happens. As a user of the previous Xbox One version of the game, as well as a user of the PC version of the game for the last several months, I've never run into a situation like this before and tried everything I could think of that would possibly prevent control of the craft. I'm stumped. I didn't want to revert my game. A few minutes after posting, I decided to take a chance going back to Space Center, then go to Tracking Station to get back to my vessel. I now have control of the vessel. Still very odd, that some sequence of menus caused a lockup of controlling the rocket.
  14. Hello everyone! I have been playing KSP quite some time now and I've just been getting into RSS. I really like the mod but the rockets I make don't lift off the launchpad anymore. They worked fine, but not anymore. I think that it has something to do with the second stage. If I build a rocket without a second stage it works perfectly fine but the second I add a second stage it doesn't lift off and is stuck "hovering " in the air. I can fire up my engines and even do flips but it just won't move further up into the air. It's like this for every rocket that I build. Has anyone had this problem? Can someone help me? P.S.: I wanted to attach a picture but I don't know how.
  15. Hello there felow space explorers. I´m pretty new to this forum however not so new to KSP. Now to my problem. In screenshots below you can see a rocket. By my design (inspired a little byt by Scott Manley). And there are few problems with it. When I launch it in around 4-8 km it is almost uncontrolable. It starts to swing around and so on. When I successfully arrive at orbit I don´t have enough fuel to get me to the Mun and back I always end up with only fuel in lander. And when I land on Mun I don´t have enough fuel to even get to orbit of Mun. So any suggestions ? I know this downstage can get me to the Mun because I used it for launching 2 satellites around Mun with almost same weight as my lander on this rocket. So will you help me with this particulary hard quest for me ? screens: https://ctrlv.cz/fFRm https://ctrlv.cz/hOeQ
  16. What's your favorite rocket engine? Be it the RS-25, Merlin 1D, or even the V2's engine! Personally, mine is the Raptor engine. High reusability, high thrust, high efficiency, uses methalox, beautiful exhaust, full-flow staged combustion, and an awesome name!
  17. Hi there, I've poked my head into the KSP forums a few times, though have omitted a formal introduction as such. So here I am. I'm an engineering school dropout and had been lusting for a game like KSP ever since I had spent weeks on end playing "Buzz Aldrin's Race into Space". I've been playing KSP (badly) for a while, sandbox only. It's one of very few computer games I can still play, as I've lost most of my vision in a traffic collision a few years ago. Consequently, when I bought my present computer, I hadn't expected to play any graphics intense games again, ever. Consequently, not the hottest graphics card. Which you can see in my first KSP video. Well, more like my seventh KSP video. Just the first one that is even remotely watchable and that I didn't have "Eraser" scrub from my harddrive. What you see here: A mission to the mun. On rockets under 500 tons. Yes, the plural. I'm dead certain somebody else has done this, probably when the game version was still below 1. But here's how I did it. No engine with ISP over 310s, so in the Apollo-era ballpark. Rockets weighing about half what the RSBstock Saturn V brings. I don't play career mode, but if you have to make a Munar landing happen with smaller rockets, here's an option. The mission profile: Jeb flies to the Mun, alone, in a 2-seater spacecraft with plenty of ∆v to spare. In case something goes wrong. What would go wrong would be part of Valentina's flight. On a second rocket, carrying the actual Munar landing craft. After flying to the Mun and landing, she goes back up with the ascent stage, and then heads to rendezvous with the waiting Jeb. The rest of the mission should be obvious. Not so obvious, until I flew it for the video: Taking off from the Munar surface, Valentina had enough ∆v left to make it back to Kerbin without Jeb and his big rocket. So I might use the hardware from this video to try a direct ascent flight in a later video. If such is desired, please do let me know. Anyway, here's the video. Caution: The title is no joke. Clumsy is, also, not something you do with your hands. It's a state of mind. So even where I had the right idea about how to do something, I certainly did it in some way that will make you cringe so loud, your neighbors will file a complaint. So don't watch this if you don't wanna deal with being subpoenaed over noise pollution.
  18. Dev Program - K1 (Designing and flying Rockets for the Kernow Space Exploration Agency) Greetings fellow forumites. My name is Robert J Powell and I have recently gotten back into KSP after an absence of a little over a year. Recently I posted a few teasers in the what did you do in KSP today thread promising that I would not only post the mission I had run but continue forward and produce more. The result of that is this thread. I intend to move the thread forward one program at a time, generally having one program per post although more complex programs will probably be spread across several posts. Best estimate for updates based on my proof of concept (in this post) would be 1 per week, with the possibility of more when I am on annual leave from my job. More complex designs may require more time, although in the case of a launch not happening in a week, i will try to post a mini development update in the interim. I expect to spend anywhere from 5-20 hours in the VAB designing my rockets with another 4-8 hours allocated for simulation giving a total development time of 9-28 hours. It will then take about 2-3 days to edit the images together into the format I have chosen and to write the AAR (After Action Report). The entire program will be run in what I have termed 'career lite' mode in that i will be using the Career mode for the play through but editing the save file as I deem necessary to modify science or funds etc within a set of parameters (tbd) from here on out known as 'the rules'. I will also be adding my own modified engines into the game as and when needed which will follow a very specific set of rules as laid out below. Long Dart Munar-I (KSEA proof of concept build and journey) Without further ado, I present to you, my fellow forumites, the LDM-I rocket. Sadly this rocket uses a few 'cheat' engines as I designed and flew the rocket before coming up with the rules above. All further rockets in the play through will use only engines available as stock or through the mods I have installed and those I modify. All modified engines will be listed as they are developed and used in the program. The Design: The Flight:
  19. I'm playing a Career mode game with no mods (except MechJeb), and this is the largest rocket I've been able to build. It works well for traveling within the Kerbin system so far, but I want to start going to other planets, but it clearly lacks enough Delta-V to do so (only 7500 m/s). I only have all the 90-Science nodes of the tech tree researched, plus Heavier Rocketry and Command Modules. I would like to increase its Delta-V to (hopefully) 10000 m/s, but am unable to do so. Adding more boosters renders its TWR too small to lift itself. Any ideas? Picture here
  20. Hello everybody! My name is @Shadow Wolf56 (duh) and I have a question to present to you!!! What are some ideas for rocket fuel in real life? I know that potassium nitrate And sugar is available, but other fuels!(idk everything from vinegar+baking soda to ethanol+liquid oxygen). come up with anything! maybe if you have heaps of info about your suggestion, maybe you know where to buy it! Feel free to post your ideas/suggestions and maybe I can even (one day) test them...
  21. Hey there So I had some trouble with this career games first landing on the Mun. Figured I'd not got the balance of the lander correct. When I went in the VAB, I found that any rocket I designed had a lift vector. I tested with an unmodified game, and I guess it's not supposed to be like that, since it didn't happen then. Has anyone encountered this before? Thought I'd ask here first before I start trimming mods to find the problem. Possibly something that updated recently, as the unmanned lander I sent previous didn't have any difficulty landing. Thanks to anyone who takes a look. KSP.log output_log.txt
  22. This story will be based on Real And Fictional craft but Alternate History Events. The Kerbal Space Programs
  23. I made a algodoo scene called Kerbal Space Program? and it was a tiny bit similar. Screenshots: After that, share your photos to me after you built your rocket.
  24. Hi guys So, I was wondering what you guys do before you build rockets. This is what i do:
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