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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. 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.
  3. 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
  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. 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!
  6. 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.
  7. Hi! I've got something new for y'all! Liquid Rhenium Solar Thermal Rocket The maximum temperature concentrated sunlight can heat a material to is 5800K. How do we approach this limit? We will describe existing and potential designs for solar thermal rockets. Solar thermal rockets The Solar Moth The principle of a solar thermal rocket is simple. You collect sunlight and focus it to heat a propellant headed for a nozzle. A rocket engine's performance is determined by its thrust, exhaust velocity and efficiency. A solar thermal rocket's thrust can be increased by sending more propellant through the nozzle. Its exhaust velocity can be increased by raising the propellant temperature. Doing either required more power, so more sunlight needs to be collected. Efficiency will depend on the design. The main advantages of a solar thermal rocket are its potential for high power density, high efficiency and high exhaust velocity. Collecting and heating with sunlight does not need massive equipment - unlike solar electric spacecraft that need solar panels, extremely lightweight reflective metal films can be used. A heat exchanger above a nozzle is compact and masses much less than the electrical equipment and electromagnetic or electrostatic accelerators a solar electric craft uses. Radiators are not needed either, as the propellant carries away the heat it absorbs with it. Put together, a solar thermal rocket can achieve power densities of 1MW/kg while solar electric craft struggle to rise above 1kW/kg. Sunlight would follow the same path as the laser beam here. As the sunlight is being absorbed by a propellant and expanded through a nozzle, there are only two energy conversion steps: sunlight to heat, then heat to kinetic energy. The first step can be assumed to be 99% efficient. The second step depends on nozzle design, but is generally better than 80%. Exhaust velocity will be determined by the root mean square velocity of the gas the propellant turns into. The equation is: Exhaust velocity: (3 * R * Temperature * 1000 / Molar mass ) ^ 0.5 Temperature is in Kelvins. Molar mass is the average g/mol value of the propellant at the temperature it is heated to. R is the molar gas constant, equal to 8.314 J/mol/K. For the very hot gasses we will be considering, we can assume complete dissociation of all molecules. H2 (2g/mol) will become atomic hydrogen (1g/mol), water (18g/mol) becomes a hydrogen-oxygen vapor (6g/mol) and so on. Low molar masses are preferred, with the best propellant being mono-atomic hydrogen unless other factors are considered. These advantages are all the critical elements that allow for travel throughout the inner solar system without requiring vast quantities of propellant. This means smaller spacecraft and lower travel times. Heat exchangers and exhaust velocity The limiting factor for solar thermal rockets is how hot they can heat the propellant. Directly heating the propellant is a difficult task. The lowest molar mass propellant, hydrogen, has terrible absorption. For all practical purposes, it is transparent to sunlight. Seeding the propellant with dust particles that absorb sunlight and heat the hydrogen indirectly through conduction has a major catch: the dust particles get dragged along by the hydrogen propellant flow and increase the average molar mass. A single millimeter-sized carbon dust particle in a cubic meter of hydrogen increases the molar mass from 1g/mol to Indirect heating involved using a heat exchanger as an intermediary between the sunlight collected and the propellant being heated. So far, designs have required the use of a solid mass of metal that is heated up by concentrated sunlight. The propellant is run over the metal, or through channels in the metal, to absorb the heat. Tungsten is often selected for this task, as it has a high resistance to heat, is strong even near its melting point and has a good thermal conductivity. Testing a Hafnium/Silicon Carbide coating. More modern designs make the most of the latest advances in materials technology to allow for higher operating temperatures. Carbon, notably, stays solid at temperatures as high as 4000K. Tantalum hafnium carbide and a new Hafnium-Nitrogen-Carbon compound melt at temperatures of 4200 and 4400K respectively. However, looking at our exhaust velocity equation, the limits of modern materials technology will only provide a 21% increase over common tungsten. This is the reason why so many propulsion technologies that rely on exchanging heat between a heat source, such as a nuclear fuel or a laser beam, and a propellant using a solid interface are said to be 'materials limited' to an exhaust velocity of 9.6km/s with tungsten, or 10km/s with carbon. THC or HNC would allow for an exhaust velocity of 10.5km/s. This is the deltaV equation, also known as the Tsiolkovsky rocket equation: DeltaV = ln (Wet mass / Dry mass) * Exhaust Velocity Wet mass is how much spaceship masses with a full load of propellant. Dry mass is the mass without any propellant. The wet to dry mass is also referred to as the 'mass ratio' of a rocket. We can rewrite the rocket equation to work out the required mass ratio to achieve a certain deltaV using a rocket engine's exhaust velocity: Mass ratio = e ^ (DeltaV required/Exhaust Velocity) 'e' is the exponent 2.7182... in simpler terms, the mass ratio increases exponentially as the deltaV required increases. Or, put another way, the mass ratio required decreases exponentially as the exhaust velocity rises. It is critical to have a higher exhaust velocity for rapid space travel without requiring massive rockets and towers of propellant. You might also have noticed that 'solid' is a keyword up to this point. Why must the heat exchanger remain solid? Liquid Rhenium There is a method to achieve the true maximal performance of a solar thermal rocket, which is heating up the propellant as far as it can go. This is incidentally the temperature of the surface of the sun (5800K). At this temperature, hydrogen propellant reaches an exhaust velocity of 12km/s. A rare, silver-black metal. Rhenium is a rare metal with a surprising number of qualities, one of which is a very high boiling point. Rhenium melts at 3459K but remains liquid up to 5903K. The trick to achieving higher exhaust velocities is to use a molten heat exchanger, specifically liquid rhenium at a temperature of 5800K. Rhenium is also very stable and does not react with hydrogen even at high temperatures, which is something carbon-based materials struggle to survive. It has already been considered as a heat exchanger, in solid form, by NASA. Here is a design that can use liquid rhenium as a heat exchanger: The diagram is for illustrative purposes only - a functional schematic would be more detailed. Here is an explanation for each component: Solar collector: A very large, very lightweight reflective film based on solar sails that can collect sunlight and focus it through a series of lens onto the heat exchanger fluid's inner surface. Rotating drum: The drum's inner surface contains a liquid heat exchanger. The outer surface is actively cooled. The drum is dotted with tiny channels that allow the propellant to enter the liquid from the bottom and bubble through to the top. It is made of Tantalum-Hafnium Carbide. Fluid surface: The fluid here is liquid rhenium. Its surface is heated to 5800K by concentrated sunlight. The lower layers nearer the drum holding the fluid is cooler. The centripetal forces hold the fluid in place Pressure chamber: The rotating gas mix gets separated here. Dense rhenium vapours fall back down, hot hydrogen escapes. Bubble-through heating: The rotation induces artificial gravity, allowing the hydrogen to heat up and rise through the denser rhenium. As it rises, it reaches hotter layers of the fluid heat exchanger. At the surface, it has reached 5800K. Small bubbles in direct contact with the rhenium allows for optimal thermal conductivity. More detail below. Active cooling loop: liquid hydrogen from the propellant tanks makes a first pass through the drum walls, lowering the temperature below the melting point of THC. It emerges as hot, high pressure gaseous hydrogen. High pressure loop: The heated hydrogen is forced through the channels in the drum. It emerges into the fluid heat exchanger as a series of tiny bubbles. Here is a close up of the drum wall, which contains both active cooling and high pressure channels: The configuration displayed above allows the hydrogen to enter the basin bottom at 4000K, then be heated further to 5800K before being ejected into the pressure chamber. If higher quantities of liquid hydrogen for active cooling are used, the drum and high pressure channel temperatures can be lowered to 3800, 3500, 3000K or lower. This pebble-bed nuclear thermal reactor has most of the components of our solar thermal rocket, except that instead using pebbles of nuclear, fuel, we use a liquid rhenium bed heated by sunlight. If the liquid hydrogen active cooling cannot handle the full heat load, radiators will be needed to cool down the drum below its melting point of 4215K. Thankfully, these radiators will receive coolant at 4000K. Their operating temperature will be incredibly high, allowing for tiny surface areas to reject tens of megawatts of waste heat. Electricity can also be generated by exploiting the temperature difference across the radiators' entrance and exit flows, and at very high efficiency. Operation The design is a Rotating Drum Fluid Heat Exchanger Solar Thermal Rocket (RD-FHE STR). It allows for hydrogen propellant to reach 5800K and achieve the maximum performance of a Solar Thermal Rocket. Liquid rhenium does not boil at 5800K, so it remain liquid and can be held inside the basin by simple centripetal forces. Vapor pressure of rhenium at 5800K (0.was determined to be low enough for our purposes. A surface of rhenium exposed to vacuum at that temperature would lose 0.076g/cm^2/s, or 762g/m^2/s. It is unknown how much centripetal force affects the loss rate of rhenium. The pressure chamber would operate at several dozens of atmospheres of pressure, which is known to increase the boiling point and reduce the evaporation rate of fluids. The same techniques used in Open-Cycle Gas Core nuclear reactors to prevent the loss of uranium gas can be applied to reducing the loss of rhenium vapours. At worst, the rhenium heat exchanger loses 0.76 kg of rhenium for square meter per second of operation. Looking at the designs below, the mass flow rate is measured in tons of hydrogen per second. This is a ratio of 1000:1, to be improved by various rhenium-retaining techniques. It should also be noted that rhenium is a very expensive material. A tungsten-rhenium mixhas very similar thermal properties and is much cheaper. Sunlight at 1AU provides 1367W/m^2. A broad-spectrum reflecting surface such as polished aluminium would capture and concentrate over 95% of this energy, so more than 1298W would be available per square meter. Solar sails materials such as 5um Mylar sheets are preferred, massing only 7g/m^2. More advanced materials technology, such as aluminium film resting on graphene foam, might mass as little as 0.1g/m^2. The 'Solar Moth' used inflatable support structure for its mirrors. Based on data for the Solar Moth concept, we have estimated that a solar thermal propulsion system can attain power densities of 1MW/kg. So, each square meter of collector area will require another 1.29 grams of equipment to convert sunlight into propulsive power. Performance Robot Asteroid Prospector We will calculate the performance of two versions of the RD-FHE STR. The first version uses modern materials and technologies, such as a 7g/m^2 Mylar sheet to collect sunlight and a 167kW/kg engine power density. The second version is more advanced, using 0.1g/m^2 sunlight collectors and a 1MW/kg power density. Modern RD-FHE 5 ton collection area => 714285m^2 927MW of sunlight focused onto the drum. 5.56 ton propulsion system Exhaust velocity: 12km/s Thrust: 123.4kN (80% efficiency) Thrust-to-weight ratio: 1.19 Overall power density: 87kW/kg Advanced RD-FHE 5 ton collection area =>50000000m^2 64.9GW of sunlight received 64.9 ton propulsion system Exhaust velocity: 12km/s Thrust: 10.8MN Thrust-to-weight ratio: 15.75 Overall power density: 928kW/kg The principal argument against solar thermal rockets, that their TWR is too low and their acceleration would take too long to justify the increase in Isp, can be beaten by using very high temperatures and very low mass sunlight collectors. For example, a 50 ton propulsion system based on the modern RD-FHE STR design, would be able to push 100 ton payloads to Mars (6km/s mission deltaV) using only 97 tons of propellant. It would leave Earth orbit at a decent 0.24g of acceleration, averaging 0.32g. The departure burn would take only 20 minutes. Using the advanced version of the RD-FHE solar thermal rocket would allow for a positively impressive acceleration of 3.1g. With 12km/s exhaust velocity, multiple missions that chemical rockets struggled to do with low-energy Hohmann transfers can be avoided. A chemical rocket such as SpaceX's BFR might achieve an Isp of 375s, which corresponds to an exhaust velocity of 3.67km/s. It would need a mass ratio of 5.13 to barely produce enough deltaV for a Mars mission. Earth to Destination. If our solar thermal rocket is granted the same mass ratio, it would have a deltaV of 19.6km/s. This allows for a Mars mission to be completed in under two months (10km/s departure, 9km/s insertion). It is also enough deltaV to reach Jupiter with a single stage. Other benefits include a vast reduction in the propellant-producing infrastructure needed to supply orbital refuelling depots and the ability to land on Mercury. Alternative versions: Blown hydrogen: Instead of bubbling hydrogen from the bottom of the liquid rhenium basin, hydrogen is blown into the pressure chamber from the top. It is heated by simply passing over the fluid heat exchanger. The advantage is that the rotating drum does not have to be riddled by microchannels, allowing it to be stronger and rotate faster, which would reduce rhenium losses, and also accept a higher rate of active cooling by leaving more room for liquid hydrogen channels. Another advantage is that there is less chance of hydrogen bubbles merging and exploding in showers at the surface, dragging along rhenium as they escape. The disadvantages is vastly reduced heat conduction rate between the rhenium and the hydrogen. This would require a long and thin pressure chamber to increase the time the hydrogen stays in contact with the rhenium, potentially making the propulsion system heavier than it needs to be and forcing sunlight to enter the chamber at very acute angles. ISRU propellants: Instead of hydrogen, other gaseous propellants might be used. Nitrogen is a good choice, as it is inert and only reduces the exhaust velocity by a factor 3.7 compared to hydrogen. Powering a hydrogen extraction process on Mars requires huge areas of solar panels. Nitrogen is easily sourced from Earth's atmosphere by gas scoops. Other options, such as water or carbon dioxide, are also viable and available on other planets. The advantage is that non-hydrogen propellants are easy to contain and are much denser than hydrogen, so their propellant tanks can be lightweight and small. They are easily sourced and only need to be scooped up and filtered, unlike hydrogen that has to undergo electrolysis. The disadvantage is that there propellants cannot serve as expandable coolant for the rotating drum. A radiator using a closed gas loop is necessary - helium is a likely candidate. This adds mass. A lower exhaust velocity also removes the principal advantage the RD-FHE STR has over other propulsion systems.
  8. SuperPenguin160's Launch Vehicles Contains: New Glenn 3.75m Rocket with landing legs Electron 0.9375m Rocket that is capable of taking at least 500kg into orbit The Rutherford engines use EC and LOx and therefore have a very high efficiency Additional Pictures: Plans: New Shepard Vector MX1HH Haas 2CA Demonstrator 3 Recommended: Tweakscale (The New Glenn is 3.75m) RealPlume (Every engine is compatible) Downloads: SpaceDock Curse License: Thanks to @Shadowmage for his amazing TexturesUnlimited mod All Rights Reserved
  9. 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:
  10. 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
  11. 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
  12. IMPORTANT This mod is now officially unsupported, I will keep the download up though. For an up to date version go to this thread: Vulcan rocket Vulcan This is the next generation rocket from ULA Includes: Tanks for Centaur and ACES Main tank BE-4 first stage engine RL-10 second stage engine Inflatable heatshield Parafoil Fairings Interstages Pictures: http://imgur.com/a/WeJvT Recommended: If you want to launch the B330 orbital Moon base install this awesome mod from @bcink: Issues: Do not make the lower engine fairing the first part of the craft, I don't know why but the BE-4 won't be able to gimbal. If only smokescreen is installed so no realplume the engines will give particles even when they are off. Download: Note: This mod uses B9PartSwitch by @blowfish and is included in the download If you have a black tank it's probably a mod conflict with TR(R) or uninstall TR(R) or delete the texture switch part in the config of the tank. SpaceDock Curse License: Vulcan: All Rights Reserved B9PartSwitch: GNU Lesser General Public License Version 3.0 feedback is welcome and do not forget to report bugs.
  13. 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
  14. 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...
  15. 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
  16. This story will be based on Real And Fictional craft but Alternate History Events. The Kerbal Space Programs
  17. 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.
  18. Hi guys So, I was wondering what you guys do before you build rockets. This is what i do:
  19. http://Imgur.com/kl4Xdpb Everything works fine until I try to make my gravity turn and it tilts north and goes out of control. Ive tried throttling down as I ascend but it still happens.
  20. Star Shooter KerbalX craft File here! So I made this rocket because I thought it would be a fun challenge and I've not really seen anyone do such a thing before. The first challenge came when I realized the "payload" would need to be placed near the bottom of the whole setup for purposes of easy attachment (I didn't want loading the Asteroid to be a complicated task). The 2nd hurdle was that the forward tank and engine nacelle would need to eject FORWARDS during flight and would need to ACCELERATE faster than the ships current speed to get out of the way (trust me it took way more tests to figure that out than probably should have!). The solution to this is to release the Front Tank/Engines when fuel is about to run out. The tank naturally accelerates forward and downwards safely clearing the path for the Star Shooter. During Stage 2 (tri-rocket configuration) you can fly to a stable orbit, or ditch the outer rockets so they can burn up in the atmosphere and continue your circulation burn on the Stage 3 dual Thud motors. I like to fly this rocket at half throttle until stage 2. After which full throttle is just fine. So far I've only tested it with a Class B Asteroid (technically meteorite) that weighed a mere 6.5 tons. I would be confident in payloads up to about 15 tons and of Class B asteroid size or smaller. Try it out and check out the video if you aren't convinced! Let me know what you think of her!
  21. Himalaya is a family of Kerbonian rockets named after the mountain of kerbal mythology, Himalæia. There are four known rockets, with two of them still being built. Some of them sent kerbals to space, others sent satellites to orbit, and others, well. you got me there. They were designed so that the U.S.K would beat the Koviet Union in the race of the kosmos. Himalaya II: The Himalaya II (KZ-59E) was the first of the Himalaya family to be manufactured. It has thirty parts, a height of 36.2 meters, a weight of 198,540 kg and a diameter of 3.75 meters. It costs 102,010, a TWR of 7.44 (max) and a Δv of 6,288 m/s. The length of the first mission was 1h 16m and 45s, and the crew was Jeb, Bill and Bob Kerman. Himalaya III: The Himalaya III (KZ-63B) is famous for launching the first satellite, GRAVIOLI (GRavity, Atmosphere and SurVey IOn-propelled SatelLIte), and was the second Himalaya manufactured. Information Unknown. Himalaya III-B Keverest: Still in construction. Himalaya IV: Still in construction.
  22. Welcome to my heavy lifter thread! So far I only have one, but more are planned. DOWNLOADS: DISCOVERY 1: Discovery-1 DISCOVERY I I made this craft waaaaay back in 1.0.5, yet it still remains my best orbital booster and Mün injection craft ever. Parts: 135 Mass: 432.024t TOTAL D/v: 2699 M/s Height: 41.4 meters. Payload to LKO: Unknown Uses for this craft: Fuel tug, Mün mission tug, orbital booster Screenshots:
  23. Ver 1.3 Launch vehicle for the HOYO CSM. Includes first stage solid rocket booster with 2 textures, J2X second stage engine, liquid fuel tank and decouplers/adapters. This mod is intended for the latest HOYO CSM (ver1.5) link at the end of the post. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For Reflections) and FireSpitter (For SRB texture switching). 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/1314/ARES I-X. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. Firespitter created by snjo. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. If you haven't tried the HOYO CSM yet check the following link http://forum.kerbalspaceprogram.com/index.php?/topic/154088-122113-lonesomerobots-aerospace-hoyo-csm .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Ver 1.2 Launch vehicle for the HOYO CSM. Includes first stage solid rocket booster with 2 textures, J2X second stage engine, liquid fuel tank and decouplers/adapters. This mod is intended for the latest HOYO CSM (ver1.3) link at the end of the post. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections) and FireSpitter (For SRB texture switching). 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/1314/ARES I-X. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. Firespitter created by snjo. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. If you haven't tried the HOYO CSM yet check the following link http://forum.kerbalspaceprogram.com/index.php?/topic/154088-122113-lonesomerobots-aerospace-hoyo-csm .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Ver 1.1 Launch vehicle for the HOYO CSM. Includes first stage solid rocket booster with 2 textures, J2X second stage engine, liquid fuel tank and decouplers/adapters. This mod is intended for the latest HOYO CSM (ver1.3) link at the end of the post. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections) and FireSpitter (For SRB texture switching). 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/1314/ARES I-X. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. Firespitter created by snjo. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. If you haven't tried the HOYO CSM yet check the following link http://forum.kerbalspaceprogram.com/index.php?/topic/154088-122113-lonesomerobots-aerospace-hoyo-csm .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0.
  24. The thread where I will post all my designs and progress of my crafts! (With The Help Of Many Mods Of Course) ISE Dauntless [SSTO] Body, & propulsion systems will consist of parts from [Mark IV Spaceplane System] Wings, & lifting surface parts will consist of parts from [B9 Procedural Wings] So far.... Progress Report I Progress Report II
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