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Found 114 results

  1. Hi guys So, I was wondering what you guys do before you build rockets. This is what i do:
  2. 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.
  3. 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!
  4. 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.
  5. Post your Engineering Marvels! Since the genesis of mankind, the human race has observed growth of monumental proportions. Engineers and scientist, invented and inspired others, to create the best solutions, to all of man's problems. That is exactly what we are doing here! Below, you can show the world your amazing creations, an exhibition so to speak. This will show everyone your engineering talents, whilst also providing inspirations to others, to accelerate the KSP engineering !
  6. 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
  7. Here I'll be posting my drawings of various spacecraft/rockets in MS Paint and where you can ask for drawings of other real-life rockets/spacecraft. I drew a Saturn V (image below) and thought, In the comments, tell me what I should draw next. (I'm already going to draw the Mercury Redstone, so don't suggest that.) It has to be a real-life spacecraft or rocket. Also, tell me what you think of them! They may not be the best in the world with detail (I actually forgot the ridges on a part of the Saturn V next to the right fin if you'll notice). Waiting List: 1. N1 - cubinator 2. ITS - TheEpicSquared 3. Gemini Titan - munlander1 4. Apollo LEM - Dafni 5. Apollo Little Joe - munlander1 6. Titan IIIe-Centaur - IncongruousGoat 7. DynaSoar - munlander1 8. Venture Star - Pine 9. Mercury Little Joe - munlander1 10. Open 11. Saturn 1b - munlander1 12. Open 13. V2 Bumper - munlander1 14. Open 15. Apollo 13 CSM (post-explosion) - munlander1 16. Open 17. Orion - munlander1 18. Open 19. CST-100 - munlander1 See ya!
  8. Hello Guys, I´ve got a problem with my rockets. No clue why, but the tend to flip over after rolling a little bit. btw. I´m a beginner A time ago I didn´t have this problem, but with the time my rockets kept getting bigger and the problems started. That´s my rocket at the moment: Could you please help me prevent this or improve my rockets? Thank you IRobot
  9. Howdy, This craft sways once it achieves mid altitude. I was hoping that that someone fixes it while I go and eat dinner Any suggestions would be nice. Sigh, attachments seem to be very buggy... EDIT: Well I've fixed everything so now it is a working SSTO. Thanks, Chris (Heretic391)
  10. I have a question . Speaking from point of view of fuel efficiency . Is it better to have a rocket system flying at 0.8 Mach or a ramjet started with rocket . I am doing my final year Project on Ramjet and now having problem in selecting which to prefer either a rocket or a rocket+ Ramjet. Thanks The fuel is JP-4
  11. I have recently encountered a rather infuriating issue with KSP. All of my rockets, no matter big or small always pitch downwards. I tried flying with and without SAS and RCS but neither seem to make a difference. I tried rotating my rocket 180 degrees so it starts off facing the other way but every time shortly after launch, it pitches down. I bought the game recently while the game was in 1.2.2. As of writing this the game is still 1.2.2 and I have not installed any mods from the time that this problem started to occur. The only mods i have installed are B9, Airplane Plus, and OPT space plane parts. Below are links to screenshots of a test Rocket to demonstrate my issue.
  12. I've been looking for a mod that can change the texture of the rocket, like if I want to, I can change the rocket so it has some sort of red thing on the side, I cant/really don't want to draw the stuff myself, so is there a mod that works with 1.2.2 that allows you to change the texture of a rocket, not texture replacer, that I'm not really sure how it works... but is there a mod for it, because I have looked for about a month, and haven't found one that works with 1.2.2, and procedural parts I'm not really sure even works anymore...
  13. I've made a cool plane that flies straight and is well controllable, Yes the name is a bit strange but i thought it sounded supercool and wanted to use it xD I used some mod to make not important parts of it but i don't honestly think that those make the plane incompatible Some photos of it:
  14. Hey guys! Im a noob in ksp but i've just build a ''helicopter'' that works pretty well,his unique problem is stability. I would like if you guys can make it better and post a craft file for it,thanks! This is the link for downloading it. Hope you like that:
  15. No matter what I try, my spacecraft just won't lift off. When I press space, I get what sounds like a decoupler sound effect in slow motion and then my rocket slowly falls. I think it might have something to do with the lag, since I had 3 FPS the whole time?
  16. I just want to share the design for a rocket I came up with that uses jet-fuel boosters to get its first kick to space rather than liquid fuel or SRBs. I haven't gotten this to space yet; I took a screencap shortly after (actual) liftoff and shortly after the game crashed. Image below" Honestly, I can't believe it even took off. It estimates about 18 minutes worth of fuel. This is a very early modded science mode game, and these are the first jet fuel tanks/engines/air intakes that you can unlock. The intakes and engines were made larger with Tweakscale, and that also increased the output enough for the bigger tanks. I haven't tried this with other engines. Has anyone else done this and, if so, how did it go?
  17. Today I Tried This Craft! I've been thinking of a Thread idea to promote other builders craft. The idea is to also encourage others to try someone's craft build at least once in a while. I am really not one that does this often because I get caught in my own circle of building and posting. The ideas is to try someone's craft and tag them saying a little something positive about their craft. There are a lot of builders but some craft may not be all that it seems to be, I myself have some that you may find looks nice but handling is not so great, if someone tries it they may choose not to post it here. This will give us a place see and try craft that we may have never tried at all if they had not gotten someone's opinion about it. Please if you think of a better title or anything that can be added to this thread to make it work better let me know. Here is my Example Format @Azimech Today I flew the 77I - Azi19 Jolly Jinn I applied the brakes to allow the engines to gain some RPM'S then press AG 1 as directed, gave it full throttle and the craft looked so awesome vibrating much like a real one. The Cockpit view was giving this same look, too cool! On a scale from 1 to 10 for fun things to do in KSP flying one of Azimech's TurboProp Aircraft is a 10!!
  18. Decided to make an experiment and compile the data for something this basic, yet very important. So, here is it! Craft: stock "Jumping Flea" (Flea booster with MK1), straight launch, variable TWR (adjusted in VAB from data given by KER): TWR 1.2, highest real altitude: 4100 m flameout: 3100m TWR 1.5, highest real altitude: 6200 m flameout: 4300m TWR 1.7, highest real altitude: 7200 m flameout: 4600m TWR 2.0, highest real altitude: 8000 m flameout: 4700m TWR 2.3, highest real altitude: 8250 m flameout: 4700m TWR 2.5, highest real altitude: 8320 m flameout: 4600m TWR 2.7, highest real altitude: 8350 m flameout: 4500m TWR 3.0, highest real altitude: 8350 m flameout: 4200m TWR 3.3, highest real altitude: 8350 m flameout: 4000m TWR 7.6 (maximum), highest real altitude: 8100 m flameout: 2100m Explaination: this means that: at TWR lower than 2, your craft will be burning fuel fighting the gravity, and at TWR higher than 2.5, your craft will be burning fuel fighting atmospheric drag. Enjoy! ## Update 2016/09/30 Quick check with Swivel+FL-T400+2xz1k batts+RC001s+Adv.NoseconeA (2,156 DeltaV) confirms the data: TWR: 1.7, highest real altitude: 87,600 m flameout: 31,000m TWR: 2.2, highest real altitude: 117,500 m flameout: 31,000m TWR 2.2: ## Update 2016/09/30 - 2 In response to criticism, I decided to make a small "usable" 7 tone "payload" (Payload A). The payload has everything to make orbit, keep in orbit and descend down. To repeat, this thread about ideal TWR for first stage / launching stage ### Payload A, first test Payload A config: Protective Nose Cone Mk7 + LCR01 RGU + Srvc.Bay 2.5m(3x Z1k batt, 2x SP-L solar panels, 2x MK2-R radial chutes) + Advanced Reaction Wheels, Large + X200-8 Fuel + LV-909 "Terrier"+Rockomax Decoupler. --- Payload A weight: 7,000 kg This payload will be launched using only one stage - using two ascend methods, using two different TWRs. The methods: 1) direct climb for statistics: SAS on, max throttle, ignition. No Stage 2 disconnect. 2) manual gravity turn: - 0 degree until 2,5km; - course to 15 degree(75 on navball) at 2,5km; - course to 35 degree (55 on navball) on pass 15km; - course to 55 degree (35 on navball) at 25km; - course to 75 degree (15 on navball) at 35 km; (this step was skipped on 2.2 TWR due to atmospheric heat **) - deactivate if apoapsis reaches 80km, wait until T-45s (accordingly, this step was much longer on 2.2 TWR) - burn at horizon line under prograde till end of stage: output stage 1 data - disconnect stage 1 and finalize burn using stage 2: output payload A in orbit fuel left will be also noted: out of fuel/flameout for 1st stage (altitude at; horizontal and vertical speeds), amount of fuel left on payload after circularization at 80/80km. #### Payload A (stage 2) - uplifter A (stage 1) uplifter A config: (Payload A +) Jumbo 64 tank + RE-M3 Mainsail (+3x launch stability enhancer, start only) 3,218 projected stage 1 DeltaV; 6,370 projected total DeltaV ) [ craft file link ] Results: ##### Direct climb data TWR 1.25, highest real altitude: 268,000 m flameout: 72,000m TWR 2.20, highest real altitude: 615,000 m flameout: 69,000m ##### Manual gravity turn data info: TWR 2.20 appears to compress air higher (hidden aerodynamic center) - thus rocket becomes less stable and either smoother transition between nodes (used here) or additional lifting surfaces required. TWR 1.25: apoapsis at flameout: 82,000m periapsis at flameout: -390,000m Stage 2 80km/80km orbit fuel left: fuel - 247/360; LOX - 302/440 TWR 2.20: apoapsis at flameout: 86,000m periapsis at flameout: -22,000m Stage 2 80km/80km (90/90km actually) orbit fuel left: fuel - 340/360; LOX - 416/440 ** apparently there is a room for improvement! "Engine idling on suborbit ascend equals wasted fuel". This case is free to be tested! Probable method: throttle down after leaving atmosphere (~28km). Reason: it looks like with TWR 2.2 atmosphere heat prevents efficient acceleration, requiring higher angle of attack. But according to Oberth effect, lower attitude accelerations are more efficient, thus its better to take it slower below.
  19. So i have been fascinated with the concept of a valveless pulse-jet pretty much since i learned of its existence. Largely due to its simplicity. I've had the thought before that as a inexpensive engine it might work as a 1st stage for a rocket. It's air breathing and as such doesn't need complex oxidizer setups. I made one in KSP with reasonably accurate TWR and a few other things, and mentioned it in my project thread but got very little response (so it probably lacks some accuracy). Question is, what could be done (if anything) to improove its thrust/efficency? I know there was a bit of development in the 60's but it more or less started and ended there. This probably isn't terribly scientific but, any ideas?
  20. I think this challenge is easy for veteran KSP players, but I have made my first successful 4.65 ton rocket which can head to the Mun and then Ike in one launch. Except I forgot a parachute so I couldn't return home (I had to fuel to do so). I think I could bring the weight down to just 3 tons if I removed some solar panels, excess weight and used a smaller battery. Here's the video: Enjoy! And thanks for viewing!
  21. Please help! Every single rocket i build slowly slides off to one side, no matter what. Everything is in line, center of mass is in the bottom middle if my rocket, i am using fins, sas is on, and im not touching the engine. I have no idea what is going on and how to fix it. The game is nearly unplayable because i can't reach orbit to collect science so i can't unlock halfway decent parts. Please help
  22. Hey there intelligent Engineers! I took a look at the latest rocket designs and realised, that most of them are using kerosine for first stage, which does emit a hell lot of CO2. Then I thought about making a rocket ECO-friendly, and started looking for a propellant, which would fit my needs. And voila! LH2 and LOX or better known as Liquid Hydrogen and Liquid Oxygen. These fluids put together produce H2O, which is very eco-friendly. Luckily LH2 and LOX engines have the highest specific Impulse, and therefore the highest efficiency. Now I challenge you guys, to build a entirely Eco-friendly Rocket, which can carry a payload into LEO (in RSS ofc.)atleast! The rules are: Eco Firendly fuel, like LH2 and LOX No SRB's No kerosine or any kind of enviromentaly harming/unfriendly rocket fuel. RSS (Real Solar System) Rocket has to achieve a minimum orbit of 180 km. As an example I built an eco-friendly rocket called ECO-1, which can carry around 20t to LEO (approx. 200 km). For the engines I used 6x SSME ( Space Shuttle Main Engine; Aerojet Rocketdyne RS-25 ). Here are some pictures of it: Im excited to see your designs, rockets etc. Thanks for your attention!
  23. KRS Persistence N-S II - A Dream Completed At long last, the dream which has inspired over 440 hours of in-game time has been completed! When my eyes saw the wonder that was the ISRU units and the mining drills a couple hours into the game, I knew immediately that what I wanted to build was a rocketship that could travel to and land anywhere it wants, refuel, and return, carrying a bold Kerbal crew and all science experiments as well. In practical terms, this meant a rocket which could take off from Kerbin, travel to Minmus without refuelling beforehand, land on Minmus, refuel and then travel elsewhere with good delta-V to spare. The KRS Persistence N-S II is the pinnacle of all my spacecraft, and it represents the culmination of countless engineering mindset breakthroughs as well as a well honed piloting ability. Its maximum delta-V, travelling on the nuclear engines alone, is 6533m/s if my calculations are correct. Its takeoff flight plan is moderately complex. At launch, turn on the chemical engines only with the chemical rockets action group, then start performing a gravity turn at roughly 50m/s. I typically nudge it a small amount at 50m/s, then set autopilot at prograde after 2500m altitude. At approximately 5000m altitude, turn on the nuclear engines with the nuclear engines action group, and continue performing the gravity turn. Keep both nuclear and chemical engines on until the chemical rockets run out of fuel. Stay with the standard gravity turn until there is one minute left until apoapsis, then set it back to stability assist and hold until circularization of orbit happens. At this moment, you should have enough remaining fuel to travel to Minmus and land if you aim at Minmus accurately. This might take some practice. Action groups: 1. Toggle Radiators. 2. Toggle Cargo Bay Doors and Drill Deployment. 3. Turn on Drill. 4. Toggle Chemical Rockets 5. Toggle Nuclear Rockets. Lights: Turn on/off the two lights. Gears: Extend/Retract the landing gear. Naming: KRS Stands for Kerbal Rocket Ship, N-S stands for Nuclear-Science. I've made an S-S, Solar-Science version as well, but the Nuclear one has reliable electricity across the entire solar system. Download: KRS Persistence N-S II Download Link (KerbalX) Notes: This post was finally posted after weeks upon weeks of procrastinating on doing so, because I wanted to make this grand post showcasing all the SSTAs I have built, as well as my space stations and shuttles... but I realized that the problem was that I was taking too large a bite in one go, so I opted for this first. So... thoughts?
  24. Does anyone know an easy way to make a rocket overheat? I need it to for a YouTube cinema type video I'm making.
  25. Hello! Welcome to my hanger of the crafts I made. As by the title these will be replicas. I will be doing planes and rockets. They are all stock craft. These wont be perfect but I'm just trying my best so please give me some helpful criticism. I hope you like these very much! More planes will come soon! List of Planes Lockheed L-1011 "Tristar" DHC-8 "Dash-8" MD-80 "Mad Dog" Cessna 172 Cessna Grand Caravan EX Airbus A340-600 Cessna Citation Mustang Saab 340 List of Rockets V-2 Proton M Titan IIIE "Centaur Planes Lockheed L-1011 "Tristar" The Lockheed L-1011 was a plane made by the Lockheed Corporation in 1970 and entering service in April of 1972. They built 250 aircraft and the plane is still in limited use today. It had 3 engines, 2 under the wing and 1 in the tail using a S-duct design. The plane does handle slowly but it still can fly. Download see Lockheed L-1011 "TriStar" on DHC-8 "Dash-8" The Dash 8 was a plane made by De Havilland Canada and Bombardier Aerospace in 1983 and introduced in 1984. As of December 31,2015 1,179 planes have been built. It is still in production and service today. Download MD-80 "Mad Dog" The MD-80 was A plane devopled by McDonnell Douglas in 1979 and introduced in 1980.There were 1,191 aircraft built and still in service. Download see MD-80 "Mad Dog" on Cessna 172 The Cessna 172 is the most successful plane in history with over 43,000 planes built and longevity. The cessna was frist made in 1955 with inroduction in 1956 with many variations over the years. (NOTE) Please switch to the front cockpit in flight. Download see Cessna 172 on Cessna Grand Caravan EX The Cessna Grand Caravan was a plane developed by Cessna 1982 and intorduced in 1984. Cessna has built 2,500 planes and still in production. It’s still in service today primarily as a cargo aircrat. (NOTE) Be carefull on landing or the gear will explode. Download see Cessna Grand Caravan EX on Airbus A340-600 The Airbus A340 was developed by Airbus in Mid 2001 and it was introduced in Mid 2002. 97 of this variant was built, this aircraft is still in service. Download see Airbus A340-600 on Cessna Citation Mustang The Mustang developed by Cessna in Mid 2005 and introduced in Late 2006. Cessna has built 425 so far. The plane is still in service. Download see Cessna Citation Mustang on Saab 340 The Sab 340 was developed by Saab and Fairchildwith its early first flight in 1983 and intoduced in 1983. 459 planes were built and it’s still in service. Download see SAAB 340 on Rockets V-2 The V-2 was a missle devopled by the Nazis around 1942. it produced from 1942-1945 but some were built after the war. It’s no longer in use. Download see V-2 on Proton M The Proton M was a rocket mde by Khrunichev around 2001 and the first flight was in April of 2001. There have been 98 launches with 10 failures. The rocket is still active today.¨This rocket has been tested with a 85T paypoad to a 100 by 100 KM orbit. Download see Proton M on Titan IIIE "Centaur" The Titan IIIE was a rocket made by Marlin Marietta in 1967 and it’s first use in February of 1974 It was flow 7 times with 1 failure. The rocket is no longer in use.¨This rocket has beeen tested with a 54.5T payload in a 100 by 100 KM orbit. Download see Titan IIIE "Centaur" on