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  1. reDIRECT | V0.10.1 | Shuttle-Derived Launch Vehicles Revival of my old Shuttle-Derived launch vehicle mod for KSP 1.4.1. The mod has been completely rebuilt from the ground up, with new models & textures. It will not replace older versions of the mod to avoid conflicts. Principally, the mod adds STS-style 5m fuel tanks, and 2.2m Solid Rocket Boosters. Adapters and decouplers are also included! These can be used to built Space Shuttle (STS) stacks, or the Jupiter rockets from the DIRECT proposal that this mod takes its name from. Screenshots: Part variants are included! PHASE I: Jupiter STS External Tank. Jupiter Stack Parts, including adapters, separators and thrust plates. Shuttle 4-Segment Booster Parts 5-Segment Booster 2 & 3-Segment Boosters (for SRB-X) Jupiter Upper Stage Parts. PHASE II: Orion Orion Capsule & Associated Parts. Orion Service Module Parts PHASE III: Constellation/SLS SLS Parts Ares I Parts CHANGELOG 0.10.1. PUBLIC RELEASE - Fixed broken normals maps for 1.8+ - Added normals to RL10, Orion LAS, Jupiter Upper Stage - Fixed SRB nosecone orientation (may break existing craft) - Fixed emissive on Orion capsule 0.10.0. PUBLIC RELEASE - Release to coincide with Shuttle Orbiter Construction Kit - Adjusted STS External Tank CoM offset 0.9.10. DEV RELEASE - Adjusted thrust transforms and values of SRB nosecone for cleaner separation - Adjusted decoupling force of SRB decoupler for cleaner separation - Increased fuel values of Ares I parts for better balance (will need to rebuild existing craft to see the effect) - Added stack node under Shuttle External Tank 0.9.9. MAJOR RELEASE. Warning: may break existing craft files. - Re-bundled craft files. - Fixed tags for multiple parts. - Fixed B9PartSwitch errors. 0.9.8. DEV RELEASE - Improved normal maps across all parts. - Added Space Shuttle External Tank Decoupler. - Added Space Shuttle SRB Decoupler. - Added PlumePart plumes to SRBs. - Added nodes to SRBs to allow attachment to SRB decouplers. - Added node to Jumbo External Tank to attach to ET decoupler. 0.9.7b. DEV RELEASE - Bundled Benjee10_sharedAssets. - Moved KJ10 engine into sharedAssets. - Reduced SSME mass to 1.2t. - Added gimbal to KJ10 engine. - Rebalanced Shuttle/SLS tank masses & volumes. - Added whitelist for ReStock SSME. - Fixed most NREs with texture switching parts. 0.9.7a. DEV RELEASE - Overhauled RL10-B-2 engine model. - Bundled DeployableEngines. - Tweaks to balance & SRB thrust curves. - Tweaks to node placements on various parts. 0.9.6d. EXPERIMENTAL RELEASE - Replaced all engine/RCS plumes. - Bundled PlumeParty. 0.9.6c. EXPERIMENTAL RELEASE - Complete rebalance of all LH2/OX tanks, engines, & SRBs. 0.9.6b. EXPERIMENTAL RELEASE - Added SLS ICPS part. - Added Orion Fairing Base. - Added short 5m orange tank to lengthen SLS. - Added RL-10B (fixed nozzle) - Modified RL-10B-2 (expanded nozzle) model/texture. 0.9.6a. EXPERIMENTAL RELEASE - Added SLS 4x adapter. 0.9.6. 1.6.0 update - Re-release for 1.6.0 compatibility. - Bundled updated version of B9PartSwitch. - Fixed some errors/typos in part descriptions/names. - Fixed UV-layout accidentally overlaid onto adapter texture. - Bundled craft files. 0.9.5. 1.5.1 update - Re-release for 1.5.1 compatibility. - Removed duplicate geometry on 5-segment SRB which was creating Z-fighting. - Removed fairing from Ares I upper stage engine plate's editor icon. - Added 5m -> 3.125m adapter. - Added 3.75m -> 3.125m adapter. - Added SLS-style 5m -> 3.125m adapter. - Bundled updated versions of B9PartSwitch and Community Resource Pack. 0.9.4c. Minor iteration on Ares I parts. - Finished textures for Ares I parts. - Added normal maps for Ares I parts. - Added built-in decoupler for Orion Launch Abort System. 0.9.4b. DEV RELEASE OF ARES I. - Added Ares I parts: - Small & Large LH2/Ox Tanks. - 3.125m thrust plate. - 3.125m->2.2m adapter. - 3.125m avionics ring. - 3.125m stack decoupler (with built in RCS). - 3.125m fairing base. 0.9.4a. DEV RELEASE OF PHASE III. - Added K-2X "Jackdaw" cryogenic rocket engine. 0.9.31. Hotfix. - Fixed model for inline STS tank not appearing in game correctly. - Added placeholder IVA to Orion to allow crew portraits. - Fixed incorrect gimbal transform on KL-10-B-II Engine. 0.9.3. - Added Orion Parts. - Rebalanced all tanks & engines to use LqdHydrogen/Ox. - Migrated all mesh/texture switch functions to B9PartSwitch for 1.3.1. compatibility (and for more features in the future). - Rebalanced all parts to be in line with stock. - Tweaked SRB thrust curves. - Updated .CFGs so that all parts now have consistent manufacturers & feature tags and a description. - Bundled B9PartSwitch & Community Resource Pack. 0.9.1. BETA RELEASE. - Added KD75k "Monsoon" five-segment Solid Rocket Booster. - Added KD25K "Thunderstorm" two-segment Solid Rocket Booster. - Minor SRB texture improvements. - Minor Tank Endcap texture improvements. - Added Jupiter Upper Stage parts (fuel tank and engine mount). - Added new upper stage engine, KL10-B. - Rebalanced to be closer to stock values. - Added placeholder KS-25B "Rainstorm" engine (uses Stock SSME model) to account for increased mass of fuel tanks. 0.9.0. BETA RELEASE. - Initial release of Phase I. Download link: SPACEDOCK DEV RELEASES SpaceDock is hosting only the last stable release. On my GitHub you will find the latest development versions: GITHUB This features the newest parts and updates but may not be properly balanced or stable, and will frequently be updated which may result in craft files breaking. Use at your own risk! This should work correctly with 1.3.1 and up. ACKNOWLEDGMENTS Special thanks to HooHungLow & Tyko for sponsoring the Orion section of the mod, and to Beale for allowing me to use his fantastic solar panel texture. If you like what I'm doing and you'd like to donate something to keep me motivated & well caffeinated, consider making a one-off donation via PayPal:
  2. This add-on adds details to the game to create the Soviet super-heavy carrier rocket Energia. The rocket is made according to a two-step scheme “package” with a parallel arrangement of four first-stage oxygen-kerosene rocket blocks (blocks A) around a central second-stage oxygen-hydrogen rocket block (block C) and an asymmetrical side arrangement of the payload. Due to its layout, the Energia is universal and capable of launching a payload weighing more than 100 tons (65t in stock) into near-earth orbits, both in the form of a reusable orbital spacecraft (OK) and in the form of independent large-sized payload. I didn't do anything apart from fixes. craft is aerodynamically stable for now, roll issue has been fixed. I took some fixes from Raiz Space's YT Channel as well and some from DylanSemrau Github link here. Also Thanks to Alcentar for releasing the original mod. Buran Orbiter has very low Drag as of Now, that will be fixed next. This is the first time i have released anything, so if i did anything wrong, pls let me know. Cheers and Enjoy! I also made a landing config for RSS/RO. this uses Kramax Autopilot. Files are included in the Realism Overhaul Folder. Click Load/Store Flight Plans, then Refresh to load Configs. Current Runways Included: Satish Dhawan-IN R09 Landing Demonstration: FAQ: Q. Why resurrect this old mod? is there any chance for major updates? A. Honestly, i am chronically ill and my GF (ex now) said i won't ever get better, so i really needed to chill in LEO drinking some Vodka. Hence, That is why i Request My bestfriend Comrade Gorbachev to Refurbish Buran. Yeah yeah i know, it hurts when i am sober; i just wanna live in my fantasy till lithobraking of my life enters denser atmosphere and i say goodbye. and btw no major updates, only patches and fixes. Q. Which Engines shall i use? A. rd 0120 for energia core stage ; rd 170 for first stage side boosters ; rd 58 for buran orbiter
  3. SHUTTLE CHALLENGE v6 - THE 1.7.X+ STS THREAD Incredible artwork by @HazelPine from the Screenshots Re-imagined thread This heritage challenge is now in its sixth version! A history: @michal.don's Shuttle Challenge v5 @Speeding Mullet's Shuttle Challenge v4 and Shuttle Challenge v3 @mythic_fci's STS Challenge v2 @inigma's original STS Space Shuttle Challenges The series of challenges below represent a sliding scale of difficulty ranging from relatively simple to highly complex. Updates Thanks to @Artienia for volunteering as an assistant moderator! reformatting, general cleanup rule updates General Any craft described as a base, space station, orbital outpost, etc. that houses kerbals and acts as a staging point should be assumed to require two free docking ports - one for the shuttle, and one for future missions to use for things like landers, new modules, etc. Completed craft must also have a means to generate enough power to run onboard systems unless otherwise noted. If a mission requires a flyby you can capture if you want (e.g. DUNA STS-3), but you are probably making things harder for yourself. The point of a flyby is that it requires less ∆v, and done properly can save you even more. Gravity assists are your friend. If a mission states that you should land and then deploy a payload from the orbiter cargo hold, you may instead perform a low altitude paradrop (or suborbital drop on a vacuum world). This isn't necessarily easier, since now you have to keep two separate craft from experiencing energetic lithobraking events. Combined missions must have separate reports. Even if the actual missions are performed in parallel, the reports must fully discuss one and then the other. Certain mods are still considered stock for the purposes of this challenge. See Rule 1 for details. After some discussion, I have decided to allow planet mods on a trial basis. See Entropian's RSS entries for some examples. STS-1b: added Commander level added new Fuel Pod, rules for custom fuel pods STS-2b: renamed to "fuel pod recovery" added Commander level STS-5-8: the completed space station must generate enough power to operate all systems STS-6T: renamed to "booster recovery", actual solid rockets not required, "dumb" boosters only MUN STS-2-4: base modules can be delivered in any order the completed base must generate enough power to operate all systems DUNA STS-2, Commander level: shuttle must bring an additional module that can carry at least two kerbals new badges Qualified entrants are entitled to use either the old or new badges as they prefer Reference Materials Proposed rescue mission - recreated in STS-4 When we left Earth - Shuttle designing, Challenger disaster, first Hubble mission When we left Earth - Hubble repair, space station building, Columbia disaster A topic in the science & spaceflight forum section by @GoSlash27. Lots of great information about the shuttle, and a heated, but very interesting discussion. RULES - PLEASE READ THESE BEFORE ATTEMPTING THE CHALLENGES Official definition of a shuttle for this challenge A "reusable" winged Orbiter which carries kerbals (and cargo for any mission beyond STS-1a) to orbit and back and is capable of a horizontal landing. It's advisable to have OMS engine(s) for trajectory changes as well as an RCS system for maneuvering. The Orbiter must be lifted into space by a Launch System that decouples or undocks once expended, allowing the Orbiter to land entirely under its own power. You must declare any and all mods used so I can place you into the relevant category / award the relevant badge. A mission is considered stock if you do not use any mods that alter gameplay, or alter or change stock parts used for "essential systems" (see below) on any craft in the mission. If you have a parts mod installed but don't use it for your shuttle, the shuttle will still qualify as stock. Some examples: all current and future official DLCs purely visual mods (EVE, Spectra, Restock [Restock+ adds and alters parts though], Textures Unlimited) information/utility mods (Kerbal Engineer Redux, MechJeb's data readouts, Editor Extensions Redux, Transfer Window Planner, Docking Port Alignment Indicator) "Essential systems" means anything related to the aerospace frame, propulsion, maneuvering, docking, command, power, heat management, science - basically any core gameplay functions. This does not include parts that are entirely or mostly decorative (e.g. launchpads, decals, lights), or parts that add additional functions without interfering with stock functions (e.g. life support). See this discussion from the v5 thread for more information. Modded engines used must be approximately in balance with the stock ones. For example, while large SRBs from "SpaceY" are ok, engines with both insane TWR and ISP are not. Most Near Future parts are fine, except for some of the more advanced nuclear and ion engines. All atmospheric flight should be handled manually, with the exception of self scripted autopilot programs and "attitude hold" instruments during reentry. Mechjeb etc. are fine for on orbit procedures. All atmosphere-altering mods (except FAR) are disallowed Planet mods are allowed on a trial basis. Please ask first before running your mission so we can work out the details. You may not cheat in any way, whether it be by using plugins like HyperEdit, using the Debug Menu for infinite fuel/RCS, using kraken drives or other glitch drives, etc. Part clipping is allowed and not considered cheating. You are required to use your own shuttle when completing any of the missions below. All missions require either a screenshot album or a video showing all stages of the flight. Please organize and label your submissions as needed to make them easy to understand. Once you have completed a mission, please post your proof in this thread for my review. SSTO-only craft are not eligible for entry to the challenge. However, an SSTO-capable Orbiter with an attached Launch System is allowed. Missions must be completed in the logical order unless you are certified from earlier STS v1 - v5 challenges to the relevant level, except for the "Test Pilot" missions. Note on combining missions: Some of the simpler ones may be combined and performed at the same time. Traditionally, this has been limited to STS-1a-b and STS-2a-b. There have been a couple exceptions on occasion, but combined missions are harder to judge. Please do not combine complex, multipart missions with other missions (for example, Mun-STS-2-4). Combined missions must have a clear separation in the mission reports between one and the other. If you want to jump back and forth between them when actually performing the missions, that's up to you, but the reports need to be separate so I can make sense of them better. When in doubt about any rules, please ask first. Badge elements and their meanings Veteran shuttle builders know what all the elements mean, but it was never outright stated in the rules before. So now, an overdue explanation: The colors of the planet indicate the mission series and which planet (or other body) the series centers around. The number of stars indicates the mission rank (not necessarily the same as the mission designation number). The color of the stars indicates the mission difficulty - silver for Pilot, gold for Commander. The color of the laurels indicates what type of parts were used for mission crafts - silver for mod parts, gold for stock only (including DLC). The color of the outer piping indicates the type of mission - silver for standard missions, other colors for bonus missions. Missions completed with a planet mod have a royal purple border and ribbon, with the relevant mod shown. MISSIONS Kerbin Series (STS-1a through STS-8) Kerbin Bonus Series (STS-9) YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN SERIES IN ORDER TO PROGRESS TO THE MUN SERIES Mun Series (MUN STS-1 through MUN STS-7) YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN SERIES IN ORDER TO PROGRESS TO THE DUNA SERIES Duna Series (DUNA STS-1 through DUNA STS-3) YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN SERIES IN ORDER TO PROGRESS TO THE JOOL SERIES Jool Series (JOOL STS-1) YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN SERIES IN ORDER TO PROGRESS TO THE EVE SERIES Eve Series (EVE STS-1) YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN SERIES IN ORDER TO PROGRESS TO THE MINMUS SERIES Minmus Series (MINMUS STS-1) "TEST PILOT" MISSIONS - NO PREVIOUS MISSIONS REQUIRED Test Pilot Series (STS-1T through STS-6T) HONORARY BADGES STS Engineer Award Given by an STS Architect for developing a sub-assembly that ends up being a core part of this challenge, or for assisting heavily in the development of a Shuttle. If you have a sub-assembly you'd like to be reviewed, please post a detailed analysis and example mission report in the challenge thread. Skunkworks Badge This badge is given to people who have submitted especially unique and outstanding designs which abide by the given definition of a space shuttle. Skunkworks badge holders are still eligible for the above mission badges. The full list of Skunkworks badge holders is as follows: @Alchemist - A full Jool-5 run in two shuttles completed on the Jool STS-1. A mission report here @Ozelui - Two shuttles going on an adventure to Duna, building crazy stuff all over the place. STS Duna 2 report here @Kerbolitto - An extensive trip through the inner solar system, including a Moho landing. A mission report here @QF9E - A Grand Tour with a shuttle landing on every single body except for Eve, which instead used a specialized lander and a diving bell to reach the Explodium Sea floor. A mission report (Part I) here @Entropian - RSS missions but with standard stock parts, making the difficulty insanely high. First mission report here Architect Badge To receive the Architect Badge is a rare honor. To be awarded at my discretion, or through nomination of michal.don, Speeding Mullet, mythic_fci, or inigma for my consideration, and given for acts of invaluable contribution to the challenge above and beyond the call of duty. The full list of Architect badge holders is as follows: @inigma - Original Challenge Creator/Manager, Builder of highly-capable STS Space Shuttle and numerous STS-related subassemblies @mythic_fci - Version 2 Challenge Creator/Manager, builder of a highly capable shuttle, and excellent giver of advice @Speeding Mullet - Version 3 and 4 Challenge Creator, temporary admin of Version 2 Challenge @michal.don - Version 5 Challenge Creator, expanded the STS program to Eve and Minmus and many new missions @xoknight - Creator and maintainer of the venerable Hubble Space Telescope across 3 versions, requiring consistent updates
  4. Pteron (PMV) Micro Shuttle and Rescue Vehicle by Fruit Bat Industries Texture and Logo work by Blackheart CC 4.0 BY-NC-SA Download on Curseforge or Github or SpaceDock. Also available on CKAN. Pteron (PMSRV) How to donate Preamble by @Sage Sagan: Youtube Review by @Kottabos Gaming Support @Kottabos on Patreon Some of the amazing modeling work of Daemoria More inspiration Fruit Bat Industries mk I Cabin notes: WIP - work in progress Would love someone to convert from FireSpitter to Stock and/or KSPWheel Suspension is a little stiff for landing I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies [x] Kerbal Space Program may work on other versions (YMMV) Recommends [x] Module Manager Suggests [x] Kerbal Change Log [x] ScrapYard [x] OhScrap! [x] StageRecovery [x] TweakScale Supports [x] Kerbal Change Log [x] Firespitter [optionally] required for wheels and retracting wheels. may cause bouts of dizziness. Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 01 Oct 2019 zed'K | updated: 19 Apr 2020 zed'K
  5. Space Shuttle Mod Release Page updated to work with 1.1.2 now with less dependencies, required mods included changelog: added reflections to radiators (requires texture replacer - reflections version) airlock docking port working (tested) looking for feedback. please note I know the wheels may be bugged, waiting for next ksp update MUST WATCH VIDEOS! screenshots Features Realistic simulation of the NASA Space Shuttle Energy Generation requires the use of onboard fuel, making time in space limited Multiple payloads and adapter points for various cargos Low part count for less ram use compared to previous versions a multitude of other vehicles to go along with the NASA family available Downloads: Current version: 1.1.2 NEW!: updated RO patch for Space Shuttle by Winged: not updated =================================== (MUST DELETE the other version of this mod if you have it installed) LINKS Want real launch sites? Want to try out an alternitave History? Eyes Turned Skywards Storyline by Budgie The Popular interplanetary Farscape by Odyssey GUIDES and INFO (coming soon) MechJeb Launch: *Launch, *force roll 90°, *gravity turn East starting at 1km or 100 m/s, ending at 35km on a 40.6% launch angle. *Stage when necessary. Landing Guidance by Mark7 1. Wait till the shuttle is on the opposite side of the KSC and its orbit is right passing over the KSC. 2. Do the re-entry burn. Make sure the final landing prediction 5400+_300km ahead from the target landing site.(The exact number is depending on the velocity of the shuttle when backing into atmosphere) 3. When re-entry, keep a 30-degree-AOA ,and roll left or right to adjust the trajectory. 4. Enjoy(or suffer haha) Typical Launch and Return Mission Read up on the WIKI(coming soon) Frequently Asked Questions (and answers) Do I need to download anything to make this work? NO, everything you need comes with the download Will this work wit Realism Overhaul+FAR? YES, IF you download and apply the patch from the link above I have some good ideas for the mod, can I have them put in? Definitely!, new ideas are welcomed and are a fun thing to work on I have a lot of mods installed, will this cause me to run out of memory? POSSIBLY. this base mod will add about 140mb to your memory usage, which maxes out about 2-2.5gb with ksp I found some bugs with your mod, where do I post this? We have a development page for just this issue, feel free to post there Keen to try out the Buran? check out the development ! For a well made Caanadarm, Check out Jeast's Page HOW TO SAVE MEMORY - WINDOWS 1. create shortcut of your ksp.exe in your KSP install directory 2. in the PROPERTIES of the shortcut, in the 'Target' box, add: " -force-opengl -popupwindow" without quotes. 3.run game from shortcut 4.Profit? ================================================== ================ Notice This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Licence CC BY-SA 2.0 this mod is a continuation from that started by rocket2guns, with additions by DECQ and Dragon01 Also credit to NASA for spending billions of dollars to make the vehicles that are simulated in this, and related mods
  6. Thought this build deserved a thread of its own. This project started out as a side project when I was making my Saturn V, with a simple question: could I build an MK3-sized shuttle without using MK3 parts? This resulted in the following shuttle build. But right after I finished building that shuttle, the flags got released in the KSP update, so I tried replacing some of the parts in that shuttle with flags that could better emulate the texture of the real shuttle. But then I realized it would look very jarring if some of it was flags and some of it just regular KSP flags, so I decided, why not make the entire thing out of flags? Contrary to what you might think, building the shape of the shuttle was the easy part. Getting it to fly, was most definitely not. I thought the flags were physicsless. They were not. Every single time I tried to do a drop test from orbit, the shuttle would spin out of control. Every. Single. Time. I could not for the love of me figure out which part in particular was causing the problems, which pretty much stalled out the process of building. I ended up rebuilding it from scratch in an effort to figure out just what the %$#! was wrong with it, as well as to try and lower the part count (orbiter went from 1100 parts to 900). Eventually, after on and off months of testing, I finally managed to figure out how to fly it without losing control. After many hours of losing my sanity at sub 10 fps, I present to you the best stock shuttle replica I can build. Flight instructions, custom flag downloads and such are on the KerbalX page. KERBALX DOWNLOAD Fancy pics:
  7. I just landed my FIRST EVER SHUTTLE (without the help of in-air engines, just a glider) today!!! Jeb is sure happy to be home with Val again
  8. Welcome everyone! I opened this thread for the freedom of uploading the pictures of and discussing the space shuttles that you have made. Stable space shuttles are hard to build, especially if the 'Vector" nozzles are being used. So I thought of creating this thread for you to upload the pictures of your space shuttles or even .craft files to let others see how your shuttles look like. You have the freedom to post your own space shuttle designs, or replicas, mods are allowed, it's just important that you upload shuttle pictures. Screenshots can be taken by using the F1 key on your keyboard while in KSP. Using the F2 key before taking a screenshot is recommended to disable the UI and show the beauty of your picture. You can also link to a YouTube video for the whole mission with your craft. I can't wait to see your amazing space shuttles!
  9. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  10. STS-11 deploying hubble space telescope to kerbin orbit 2:20 had a close call
  11. The Kerbin Shuttle Orbiter System: available on Spacedock as multiple modpacks. Last Update: Community Patch, Dec 3 2017 (see forum post) NOTE: Manually installing from the links below is the officially supported method for installing KSOS. If you are using any other method to install our mod, be aware that you may be creating errors for yourself, and you will likely not receive support from us. KSOS requires the following plugins to function properly: [RasterProp Monitor] http://forum.kerbalspaceprogram.com/index.php?/topic/105821-105-rasterpropmonitor-still-putting-the-a-in-iva-v0242-24-december-2015/ [Smokescreen] (http://forum.kerbalspaceprogram.com/index.php?/topic/64987-105-smokescreen-2613-extended-fx-plugin-februaryr-15th/) [Firespitter] (Plugin only) (http://snjo.github.io/) [Klockheed Martian Gimbal] (Removed June 2016: Mod not updated for 1.1) [ModuleManager] (http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/&page=1) Craft Files: KSOS Craft Files 4.4 (temporarily removed) Dauntless Orbiter mod files: http://spacedock.info/mod/239/KSOS:%20Dauntless%20Orbiter Space Station mod files: http://spacedock.info/mod/241/KSOS:%20Space%20Station Super 25 Orbiter mod files : http://spacedock.info/mod/240/KSOS:%20Super%2025%20Orbiter Space Center Vehicles mod files: http://spacedock.info/mod/242/KSOS:%20Space%20Center%20Vehicles License: All vehicle models and textures: VegaArt. https://creativecommons.org/licenses/by-nc-nd/4.0/ Thanks to the plugin authors whose work was used to help KSO become fully functional: Sarbian,ialdabaoth,Snjo,Mihara,MOARdV,Dtobi,Hyomoto
  12. Tried taking some images of my trying to re-create STS-1. The images were taken somewhere between kazakhstan and the Arabian islands/middle east
  13. I would like to see some heat-resistant aerodynamic parts for the leading edges of shuttles and SSTOs, which tend to overheat. A shuttle nose cone and medium-sized elevons with a resistance of 2600K would be very useful.
  14. I got a little red dress in the mail the other day, and it made me hate 2020. I got all done up, put my red dress on, ordered take out from a nice place, and I built this ship. It's a shuttle/lander with a little over 6km/s dv. I built it a while ago, but I've been working on it off and on.... So here is: Little Red Ship P.S. To be brutally honest, I had a lot more fun building this thing than I've had on my last couple dates.
  15. Applies to KSP versions: 1.0.4 and newer. TL/DR: Among other things, this post explains why your reentering Space Shuttle replica and other winged craft can be unstable even though you built it with Center of Lift (CoL) behind Center of Mass (CoM). It also explains how you can improve general stability of any winged craft with Angle of Incidence (AoI), while at the same time making the craft very SAS friendly, and able to fly straight without SAS. The difference between CoL and Aerodynamic Center Longitudinal Stability, the ability of the aircraft to self stabilize, is attained by having the Aerodynamic Center+ behind CoM. +) The wikipedia explanation for how to calculate the Aerodynamic Center for an aircraft is in the spoiler below. I find it useful to imagine the Aerodynamic Center as an arrow that pulls backward in your craft, relative to it's movement, while the CoL pulls perpendicular to the direction of movement. Lift influences the Aerodynamic Center because, among other things, lift creates drag, but it is only a dominant part while the craft is pointed near prograde. When the craft points away from prograde other types of drag become dominant. CoL actually has less effect on stability, than either Center of Drag and Aerodynamic Center. The CoL actually needs to move to be able to control the craft. To pitch down it needs to move behind CoM. To pitch up the CoL needs to be moved in front CoM. Left and right for roll. And that is exactly what control surfaces do*. You can see this in action in the SPH. Create a simple aircraft mockup, with a handful of structural fuselage. Select the root part and Shift+S, to give it a little AoA, because that's needed for the wings to create lift. Add a couple of small wing panels with control surfaces in mirror symmetry as elevators, either at the front or back. Turn on CoM and CoL and add a couple of larger wing panels with control surfaces in 2x radial symmetry, and place them so CoL is on top of CoM. Using the Rotate Gizmo you can now directly see what really happens to the CoL, when control surfaces move, by rotating them slightly up or down. *) I'll ignore yaw for now. It doesn't contribute to CoL in the same way, because it's a vertical surface. In the SPH yaw is shown as a rotation of the CoL marker. As long as the Aerodynamic Center stays behind CoM, designing your craft with CoL in front or behind of CoM doesn't change aircraft stability much, even in KSP, it just changes how much control input you need to apply, to fly straight. And keeping the Aerodynamic Center behind CoM is the hard part. We can't see the Aerodynamic Center, and for many designs it is close enough to CoL, because large control authority can move the CoL to CoM, so that the CoL works OK as a stand-in for Aerodynamic Center, during design. But the closer then CoM is to the rear of the craft, the worse it gets. The Aerodynamic Center is now significatly in front of CoL. So even if CoL at design time is behind CoM, the Aerodynamic Center might be right on top of CoM or in front of it. This is why most people believe CoL needs to be behind CoM. And with the available information it is the right thing to do. Except it's not always enough. This is also one of the reasons why Shuttles in KSP are so hard to get stable, even when the CoL is far behind CoM. If the Shuttle isn't built to account for the invisible Aerodynamic Center, the mass and wings are often concentrated in the back, but that long fuselage, with lots of drag, pulls the Aerodynamic Center in front of CoM. The result is a lawn darting shuttle, because of CoL too far back, which at the same time spins out of control, because of Aerodynamic Centre being in front of CoM. This has led people to accuse the aerodynamics or the cargo bays of being bugged. Which is understandable given the information available at design time. Angle of Incidence (AoI) Most of us were taught how lift works with pictures like this. Pictures showing lift from cambered wing profiles without Angle of Attack. It's not completely wrong, but it's missing a big part. Most of the lift comes from Angle of Attack, not from the cambered shape. But because of how we were taught, we all have a tendency to imagine wings mounted parallel to the fuselage. On top of that KSP defaults to wings mounted that way. When really we shouldn't. And to make things even worse, KSP does not model wings as cambered profiles. Which means: Wings in KSP always need Angle of Attack to provide lift. By giving the wings "built-in AoA", Angle of Incidence, the craft can be pointed prograde while still creating lift. That reduces fuselage drag greatly. If you mount wings with no Angle of Incidence, then the fuselage has to point away from prograde (the direction of movement) in order to get the wings to create lift. This creates a lot of drag. Even in real life, wings are mounted with incidence. For the same reason: Less drag from fuselage. There is no one AoI that works for everything and it isn't necessarily most optimal to have the fuselage pointed directly prograde, because the fuselage can also contribute to lift (not just Mk2). But in my experience it is always better to have at least 1° AoI than none. Personally I use between 1-5° Angle of Incidence on my designs. I don't have any set rules, but fast craft and/or big wings, needs smaller AoI, and high altitude needs bigger AoI. For SSTO spaceplanes, I've had good experiences with designs that can fly at 0° pitch, without losing or gaining altitude near sea level at 350-400 m/s. That also means the fuselage is close to 0° AoA at the critical phase just above supersonic where drag is highest and the engines haven't reached maximum performance yet. My Solutions Until KSP is able to show the Aerodynamic Center, I use the rule of thumb, that CoM of the craft needs to be as close as possible to midway between nose and tail, and never closer than 2/3 of the craft length towards the tail. Not a very accurate solution and doesn't work for all designs, but it has worked OK for me. Additionally, I design my crafts so the forward most wing has more Angle of Incidence than those behind it. That works effectively as if the elevator has built in pitch, which you can use to move the CoL on top of CoM, without compromising stability. Here are some examples. A stable conventional design (craft file) The conventional straight wing design with CoM forward of the middle. It's a breeze to get stable with CoL on top of CoM, because the Aerodynamic Center is most often behind CoL. Nonetheless, this design has 2° AoI on the main wing to reduce fuselage drag, and no AoI on the tail plane. A stable canard design (craft file) Canard designs, the most prevalent type in KSP, probably due to the way engines are massed in KSP for the LEGO™-modularity and gameplay balance. CoM is often way behind the midpoint, which means the Aerodynamic Center will most likely be in front of CoL. If the CoM isn't too far behind, you might get away with initially designing it with CoL a good bit behind CoM, using CoL as a stand-in for Aerodynamic Center. Once you've tested that it flies stable, you can then add a little more** AoI to the Canard than the main wing, to move CoL up to CoM. If the CoM is far behind the midpoint, see the Shuttle designs. It will now be possible to fly the craft without you or the SAS having to constantly apply pitch-up. It won't reduce drag, but it will make it easier for you or an autopilot to control the craft. The shown craft has a fixed canard with 4° AoI and the main wing has 2° AoI. **) Only very rarely will it be required to have more than 2° difference between main wings and tailplane/canards in KSP. An unstable shuttle design A stable deltawing design (craft file) Shuttles and other pure deltawing designs, are the hardest to balance and require great care taken during design to make sure the CoM doesn't fall too far back. If the CoM is far behind the midpoint, you may be forced to redesign it. It might not be possible to stabilize it without adding dummy weights near the cockpit. Moving the fuel tanks forward might help initially, but instability could re-emerge when the fuel is spent. If the CoM isn't too far behind, you might be able to do something similar as with a Canard designs, by initially designing it with CoL a good bit behind CoM, using CoL as a stand-in for Aerodynamic Center. Again, once you've tested that it flies stable, you can then use the Rotate Gizmo to prebake the elevons with some pitch up, to move CoL up to CoM, to get the craft to fly without you or the SAS having to constantly apply pitch-up. The deltawing jet shown here, has 2° AoI om the main wing and the elevons have been angled up 2° from their default attachment angle. Additionally, the big wing strake has also been angled up 1° more than the rest of the wing. Test showing increased stability with AoI Edit 2016-03-01: Fixed some grammar and clarified a few sentences. Edit 2016-11-03: Added applicable KSP version. Edit 2016-12-01: Added AoI image. (source) Edit 2020-10-21: Format fixes as the new forum software made it apparant, that lots of old style formattings have been mixed over many, many edits.
  16. SHUTTLE CHALLENGE v5 - THE 1.2.X - 1.9.X STS THREAD Incredible artwork by @Pine from the Screenshots Re-imagined thread This heritage challenge is a revised and updated version of the @Speeding Mullet's STS Challenge, @FCISuperGuy's STS challenge, which was in turn derived from @inigma's original STS challenge The series of challenges below represent a sliding scale of difficulty ranging from relatively simple to highly complex. UPDATES ****Slight clarifications of minor rules, general clean-up**** ****Rule change to allow for shuttles with no cargo competing for STS-1A**** ****Rule change to allow attitude control autopilots during reentry**** ****Rule change to limit overpowered modded engine use**** ****Amazing new badges created by @FCISuperGuy**** ****New mission - STS Minmus 1**** ****Rule change for STS-2a**** ****New mission tier - "Test pilot missions"**** READING/WATCHING MATERIALS Proposed rescue mission - recreated in STS-4 When we left Earth - Shuttle designing, Challenger disaster, first Hubble mission When we left Earth - Hubble repair, space station building, Columbia disaster https://forum.kerbalspaceprogram.com/index.php?/topic/169590-sts-shuttle-discussion-thread/ - A topic in the science & spaceflight forum section by @GoSlash27. Lots of great information about the shuttle, and a heated, but very interesting discussion. RULES - PLEASE READ THESE BEFORE ATTEMPTING THE CHALLENGES Official definition of a shuttle for this challenge: A "reusable" winged Orbiter which carries Kerbals (and cargo for any mission beyond STS-1a) to orbit and back and is capable of a horizontal landing. It's advisable to have OMS engine(s) for trajectory changes as well as an RCS system for maneuvering. The Orbiter must be lifted into space by a Launch System that decouples or un-docks once expended, allowing the Orbiter to land entirely under it's own power. 1. You must declare any and all mods used so I can place you into the relevant category / award the relevant badge. 2. Modded engines used must be approximately in balance with the stock ones. For example - while large SRBs from "SpaceY" are ok, engines with insane both TWR and ISP are not. 3. All atmospheric flight should be handled manually, with the exception of self scripted autopilot programs and "attitude hold" instruments during reentry. Mechjeb etc is fine for on orbit procedures. 4. All atmosphere-altering mods (except FAR) are disallowed 5. You may not cheat in any way, whether it be by using plugins like HyperEdit or by using the Debug Menu for infinite fuel/RCS (you may, however, use the Debug Menu for part clipping). 6. You are required to use your own shuttle when completing any of the missions below. 7. All missions require either an album showing each stage of the flight, or a video showing all stages of the flight. 8. Once you have completed a mission, please post your proof in this thread for my review. 9. SSTO's are not eligable for entry to the challenge. 10. Missions must be completed in the logical order unless you are certified from either STS v1, v2, v3 or v4 challenges to the relevant level, except for the "Test pilot" missions. MISSIONS STS-1a: Getting the Basics Right This is the simplest mission - all you need to do is build a space shuttle, fly it, and land it. Badges Available STS Pilot - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land wherever you like! STS Commander - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land. Land either at the KSC runway, the island airfield just off of the KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. STS-1b: Bonus Fuel Pod Mission (Do you even lift?) Mullet Dyne has contracted you to take their brand new 40t fuel pod up to the highest possible Kerbin orbit. Since it requires special on-orbit activation procedures, unmanned expendable launch vehicles are out of the question; it's up to you to take this behemoth to orbit and then return to land. Not only that, but they require a very precise orbit: You must adhere to the tolerances (Maximum difference between periapsis and apoapsis below). Do not use any of the pod's resources - it must be completely full when delivered to proper orbit! Can you do it? Tolerances: 70-1999km - 100m 2000-4999km - 500m 4000-5999km - 1km 6000-8000km - 10km 8000km+ - 50km Mullet Dyne Fuel Pod Available Here If you have successfully taken the Fuel Pod to orbit (70+km), you get the special Flight Director badge, the ultimate display of piloting and engineering prowess and skill. STS-2a: Can You Hear Me? This mission is slightly harder - your goal is to design and deploy two or more comsats to geostationary orbits from your Shuttle and to return to Kerbin. Additional goals are required for higher-ranking badges. Badges Available STS Pilot - Rank 2 Reach an orbit of 200+km and deploy two comsats to geostationary orbits. De-orbit and land anywhere you want. STS Commander - Rank 2 Reach an orbit of 350+km and deploy three or more comsats to equidistant geostationary orbits. De-orbit and land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. STS-2b: Bonus Ore Pod Mission (Do You Even Land?) Mullet Dyne has contracted you to recover their 40t fuel pod from where you left it, after contaminates were discovered in the fuel. Can you land the thing!? Do not use any of the pod's resources - it must be completely full when landed! If you have successfully landed the 40t fuel pod (from where you left it), you get the special Flight Director - Rank 2 badge, the ultimate display of piloting and engineering prowess and skill. STS-3: Can You See Me? Your mission here involves some design and orbital construction - you are to launch a Space Telescope into orbit and deploy it. This will require assembly with the 2 MMUs (Manned Maneuvering Units, like this one) you will design, as the solar panels need to be attached on-orbit with Kerbals. Badges Available STS Pilot - Rank 3 Launch the space telescope to an orbit of your choice and deploy and assemble it; afterwards, deorbit and land. Land anywhere you want. STS Commander - Rank 3 Launch the space telescope to a 550+km circular orbit inclined at 25-30 degrees and assemble it. After deployment, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. STS-4/4R: Can You Rescue Me? This'll be the most daring mission so far - first, you must launch a single shuttle to orbit, then send another shuttle to rescue it. See this article for technical details of the IRL proposed STS-107 rescue. Resource transfer between the two shuttles is not allowed. Badges Available STS Pilot - Rank 4 Launch your first space shuttle into a 200+km orbit with a minimum of 4 crew, then send up your second shuttle to rendezvous with it and rescue its crew before coming in to land anywhere you wish. STS Commander - Rank 4 Launch your first space shuttle into an 350+km orbit with 6 crew at an inclination of 25-30 degrees, then send your second shuttle to rendezvous with it and rescue its crew. Land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. STS-5-8: Can You Build Me? Your mission here is to build a 4 module space station with your space shuttle. Your space station must have: A service module with RCS, engines, and reaction wheels A habitation module 2 scientific modules Badges Avaliable STS Pilot - Rank 5 Assemble your space station above 150km. After each mission, you may land anywhere you want. STS Commander - Rank 5 Assemble your space station above 300km. After each mission, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. STS-9: Can You Land Me??? This mission is significantly more difficult than those before it. You must develop your own unique sub-assembly and fly a daring mission in order to capture a space potato and return it to Kerbin for study. This will test the balance and re-entry capability of your shuttle to the limits and is not for the feint of heart! Also It's not mandatory for a kerbal to ride the asteroid in on top of the shuttle, but serious respect if you manage it. Example mission here if you need inspiration. Badges Avaliable STS Pilot - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land wherever you like! STS Commander - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land. Land either at the KSC runway, the Island Airfield just off of the KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE MUN CHALLENGES MUN STS-1: Do I have Mun-quakes? Landing on an airless body was never going to be easy in a shuttle, but your task is to not only successfully land on the Mun, but to deploy a small research facility of your choice to study the Mun. Oh yes you need to get back too! Badges Avaliable Mun STS Pilot - Rank 1 Land your shuttle anywhere on the Mun and deploy a small un-manned research facility (which you will design) on the surface and then return home, capturing however you like and landing where you want. Mun STS Commander - Rank 1 Land your shuttle on the Mun and deploy a manned research facility (which you will design) on the surface and then return home, perform an aero-capture and land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. MUN STS-2-4: Can You Explore me? @qzgy and his rather large munar base This mission will really test your piloting skills, as well as the capability to design various payloads that you can transport in your shuttle. Landing on an airless body was never going to be easy in a shuttle. But since you managed to do that, how about precision landings? You have to perform three shuttle missions to construct a scientific outpost containing: A habitation module for at least 5 kerbals with an antenna and a docking port (STS Mun-2) A pressurized rover for at least 5 kerbals, that is capable to dock to the habitation module (STS Mun-3) An Emergency Escape Vehicle (EEV) for the whole crew (STS Mun-4) The shuttles don't have to stay on the Mun, you can fly them home after deploying their payload. Badges Avaliable Mun STS Pilot - Rank 2 Construct your base anywhere on the Mun. Dock the rover to the base, take your crew for a short ride and dock the rover back. After exploring the area, use the EEV to transport the crew to a stable Munar orbit, and rescue them however you like. Land all three shuttles anywhere on Kerbin. Mun STS Commander - Rank 2 Construct your base at greater latitude than 60° north or south. Dock the rover to the base, take your crew for a short ride and dock the rover back. After exploring the area, use the EEV to transport the crew back to Kerbin - the EEV must be capable of reentry and safe landing. Land all three shuttles either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. MUN STS-5-7: Can you LOP-G? Lunar Orbital Platform-Gateway This mission uses the shuttle program to expand the infrastructure around the Mun - you will build a spacestation in a munar orbit to support Mun exploration and serve as an outpost for long duration stay in space. The station consists of 3 modules: The PPE (Power & Propulsion Element) that generates electrical power and has ion engines for orbital maneuvering A science module/docking adapter A habitation module Badges Avaliable Mun STS Pilot - Rank 3 Assemble your LOP-G for at least 6 kerbals in any munar orbit with periapsis above 600 km. Land all three shuttles anywhere on Kerbin. Mun STS Commander - Rank 3 Assemble your LOP-G for at least 12 kerbals in a polar munar orbit (inclination of at least 85°) with periapsis and apoapsis between 600 and 700 km. After the departure of the last shuttle, demonstrate the orbital maneuvering capacity of the station by raising the orbit periapsis and apoapsis above 2000 km. Land all three shuttles either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE DUNA CHALLENGES DUNA STS-1: Can You Visit Me? This mission is significantly more challenging than those before it and may require extensive shuttle modifications, or even a new shuttle design for some. You must develop your own unique sub-assembly and fly an epic interplanetary mission to Duna in order to deploy a small orbital outpost. This will test the range, aero-capture, and re-entry capability of your shuttle to the limits and is not for the feint of heart! The orbital outpost must have: Room for 4 or more kerbals, Electricity generation and storage Antenna for communication Probe core with SAS NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Duna STS Pilot - Rank 1 Launch your shuttle to Duna, capture how ever you like, deploy an orbital outpost at your chosen altitude, and return home, capturing however you like and landing where you want. Duna STS Commander - Rank 1 Launch your shuttle to Duna, aero-brake/capture at Duna, deploy an orbital outpost below 70km, and return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. DUNA STS-2: Can You Land on me? This mission requires not only a Shuttle capable of getting to Duna, but also one capable of landing on the red planet and successfully returning to Kerbin. You may require extensive shuttle modifications, or even a new shuttle design for this mission. NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission, and feel free to use the mission to add another module to your outpost (this is not a requirement for the challenge) Badges Avaliable Duna STS Pilot - Rank 2 Launch your shuttle to Duna, capture how ever you like and visit your orbital outpost from Duna STS-1 before or after your Duna landing. Return home, capturing however you like and landing where you want. Duna STS Commander - Rank 2 Launch your shuttle to Duna. Aero-brake/capture at Duna and visit your orbital outpost from Duna STS-1 in Low Duna Orbit before or after your Duna landing. Return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. DUNA STS-3: Can You Von Braun me? This mission continues to build your own infrastructure around Duna, but has a small twist requiring skilled interplanetary navigation. Your task is to bring a fully reusable lander to your Duna outpost from Duna STS-1 and return to Kerbin performing a flyby of Eve. This was an idea of Wernher Von Braun for his "Marsproject" missions, which would shorten the duration of the mission. Duna STS Pilot - Rank 3 Launch your shuttle to Duna, capture how ever you like, rendezvous with your orbital outpost from Duna STS-1 and deploy the lander for at least two kerbals. Then run a mission where you land on the surface of Duna, plant a flag and return to the outpost without decoupling anything from your lander. Leave the lander docked to the outpost. Transfer from Duna to Eve, perform a flyby and set yourself on a course to Kerbin. Return home, capturing however you like and landing where you want. Duna STS Commander - Rank 3 Launch your shuttle to Duna. Aero-brake/capture at Duna, rendezvous with your orbital outpost from Duna STS-1 and deploy the lander for at least four kerbals. Then run a mission where you land on the surface of Duna, plant a flag and return to the outpost without decoupling anything from your lander. Leave the lander docked to the outpost. Transfer from Duna to Eve. When in Eve's SOI, deploy two communication satelites - one in a circular polar orbit with a periapsis of at least 2 000 km, one in an equatorial circular orbit with an apoapsis of less than 150 km. Perform a flyby and set yourself on a course to Kerbin. Return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE JOOL CHALLENGES JOOL STS-1: Can You Breathe here? This mission is hideously challenging and will no doubt require extensive shuttle modifications, or even a totally new shuttle design. You must develop your own unique sub-assemblies and fly an epic interplanetary mission to Laythe in order to deploy a small ground outpost capable of refining Ore (for Pilot level) with the addition of an atmospheric exploration aircraft (for Commander level). This mission is designed to test your shuttle in the extreme, and also your payload construction and deployment methods. The ground outpost must have: Ore refinery and fuel storage with docking port Room for 4 or more kerbals The Atmospheric Exploration Aircraft must have: Room for 1 or more kerbals Docking port NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Jool STS Pilot - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore. Return home, capturing however you like and landing where you want. Jool STS Commander - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore and before or after deploying an atmospheric exploration aircraft. Return home, capture however you like and land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE EVE CHALLENGES EVE STS-1: Can You Survive Me? Shuttles were designed for both space and atmospheric flight. This mission will test that to extreme lenghts. Will your shuttle survive Eve's infernal atmosphere, or will a new design be neccessary? Your mission is to deliver a probe to dip into Eve's atmosphere, collect the experiment unit from the probe and return it back to Kerbin. The recovered experiment unit from the probe has to contain: at least 3 different science experiments a probe core a battery NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Eve STS Pilot - Rank 1 Launch your shuttle to Eve, capture however you like, deploy the atmospheric probe. The probe must dip into the atmosphere below 70 km, perform the scientific experiments and get back to orbit. Rendezvous the shuttle and the probe, and get the experiment unit of the probe to your cargo bay. Return home, capturing however you like and landing where you want. Eve STS Commander - Rank 1 Launch your shuttle to Eve, aero-brake/capture at Eve, deploy the atmospheric probe. The probe must dip into the atmosphere below 60 km, perform the scientific experiments and get back to orbit. Rendezvous the shuttle and the probe, and get the experiment unit of the probe to your cargo bay. Return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE MINMUS CHALLENGES One very close celestial body has been neglected by this challenge so far. Mun's little brother, Minmus. That is over, a series of missions will be dedicated to the little rock floating around Kerbin. Since it's quite close, some parts are beautifully flat, and the gravity is negligible, these missions will probably not be very difficult for shuttle veterans. These conditions are however optimal for a new goal of the shuttle program - building and supplying a huge fuel depot in LKO. So, in this series of missions, you will explore this small celestial body and design and build the infrastructure needed to mine on Minmus, refine the minerals into fuels of different kind and transport it to the fuel depot in low orbit of Kerbin. This will serve as an important step toward the big missions the program was progressing towards. The details have not been announced to the public yet, but we'll learn the details soon. MINMUS STS-1: Ice cream mining operations: Prelude The first Minmus mission will do a bit of a reconnaisance. Are there any resources? If so, where are they located? You will take a look at this both from orbit and from the surface. NOTE: In this mission you will pick a site which will be used in the rest of the Minmus missions. I recommend picking one in one of the "Flats" biomes, since base construction is much easier on level ground. Badges Avaliable Minmus STS Pilot - Rank 1 Reach low minmus orbit and deploy a resource scanning sat. After performing the scan, pick a spot with reasonable ore concentration and land your shuttle nearby. You will then deploy a rover for at least 2 kerbals and perform additional measurements with the surface scanning module. After performing the scan, return home, capturing however you like and landing where you want. Minmus STS Commander - Rank 1 Reach low minmus orbit and deploy a resource scanning sat and one additional CommSat, which you will place in a polar orbit with a Pe and Ap of your choice. After performing the scan, pick a spot with reasonable ore concentration and land your shuttle nearby. You will then deploy a pressurized (no command chairs) rover for at least 4 kerbals and perform additional measurements with the surface scanning module. After performing the scan, return home, perform an aero-capture and land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. "TEST PILOT" MISSIONS - NO PREVIOUS MISSIONS REQUIRED An STS-or-Buran-looking shuttle+LV is strongly reccomended. You might not be able to complete certain missions with a significantly different design! STS-1T: Approach and landing test Approach and landing tests were a series of test flights of a space shuttle prototype "Enterprise" conducted in 1977. The aim was to verify the systems behaviour and test the parametres of atmospheric flight of the orbiter. The orbiter was released at an altitude over 7,000 metres and glided to land at the Edwards air force base. A bit of reading on shuttle flight testing available here. Your mission is to design an aircraft that will take your shuttle to an altitude over 5,000 metres, separate from the aircraft, and glide for a landing at the KSC. The orbiter can not use engines of any kind during the whole mission. Badge Avaliable STS-2T: RTLS abort Let's not practice Russian roulette, because you may have a loaded gun there. [John Young, STS-1 commander] RTLS (Return to launch site) was one of the procedures considered for aborting an STS mission after losing one of the SSMEs during the early stages of flight. It was considered the most dangerous abort mode, and was never used in a real mission. To read more about RTLS abort, I recommend this article, or a wiki page on all the different abort modes here. RTLS abort chart from NASA manual Your mission here is to simulate an RTLS abort situation. You will launch as usual, heading to orbit of your choice. At approximately T+30, simulate a loss of one of the main engines (for example by an action group). Continue your ascent, ditch the SRBs. When you are over 50 000 metres, commence the PPA (powered pitcharound) while still burning the SSMEs, and possibly the OMS engines. Your ascent trajectory should put you out of the atmosphere for a while. After depleting most of the ET fuel, separate from the tank and glide back to the KSC runway for landing. Badge Avaliable STS-3T: Cassini-Huygens This mission is a bit different than the two previous missions - the main focus is not shuttle flying, but payload design, mission planning and advanced interplanetary navigation. Your goal is to run a mission to the Jool system, mimicking the famous Cassini-Hyugens mission, which brought us a lot of valuable information on Saturn and its moons. If you're not really familiar with Cassini-Huygens mission, a brief article can be found here. Your task is to launch a space shuttle carrying the Cassini-Huygens spacecraft (and its trasfer stage) to LKO. After deploying the probe, the shuttle will land on Kerbin. Then, you will carry on with the mission to Jool. There are very specific requirements for the spacecraft and mission profile, so, please, read carefully! - The transfer stage must consist of solid rocket boosters only, and must separate after a single burn in LKO -The Cassini probe must be at least 1,5 tons, the Huygens lander must be at least 1 ton -The Cassini-Huygens spacecraft + the transfer stage must fit into the long MK3 cargo bay -The Cassini spacecraft and Huygens lander must enter Jool's SOI before separating from each other -The Cassini probe has to flyby at least four of Jool's moons and finish its mission by entering Jool's atmosphere, where it will meet its fiery end -The Huygens lander will land on Laythe -The only fuel tanks allowed on the spacecraft and the lander are: a single R-12 "Doughnut" (left) for the Cassini probe and a single "Oskar-B" (right) fuel tank for the Huygens lander Badge Avaliable STS-4T: Skylab boost mission Your mission here is to rescue the Skylab station - something NASA failed to achieve because of significant delays in the shuttle program. And while you are at it, you will improve the station a bit. There will be two shuttle launches in this mission. A bit of reading about a possible skylab boost mission can be found here. First, you will have to set up the station into a correct orbit. You can either download my version from kerbalX here, or build your own. If you choose to build your own, please build it in a way so all the objectives are achievable. The easiest way to set up the orbit is to go to "cheat menu" (alt+F12), choose cheats/set orbit, and put the station in an orbit with Ap/Pe between 80 and 90 km, and an inclination between 50 and 52 degrees. However, if you want, you might launch it on a rocket. Now about the mission. The first shuttle mission will: - Rendezvous with Skylab -Bring a docking adapter for all the future missions - the docking ports do not have enough clearance for a shuttle - Remove and deorbit the solar/comms array (detachable via docking port jr.) - Disconnect, load into a cargo bay and land the hab module (on the right of the screenshot, detachable via docking port sr.) -Dock a rocket stage to Skylab, which will boost the station into an at least 200 km/200 km orbit The second shuttle mission will: - Rendezvous and dock with skylab (which is now in a 200 km/200 km orbit) - Bring a new habitation module - Bring a new solar/comms module - Bring crew of at least 3 to Skylab Both shuttles have to land on Kerbin after their mission. You can do the "repairs" however you like - by MMUs, or some sort of probes doing the docking work. As always, creativity is encouraged. Badge Avaliable STS-5T: Shuttle-Apollo crossover This mission is a bit ridiculous, but will test yet another aspect of spaceflight planning - free return trajectories, and your capacity to guide your shuttle to a precise landing from sub-optimal entry conditions. Wiki article about free return trajectories can be found here. Your mission here will be to design an Apollo-like spacecraft for three kerbals and a lander for two kerbals. You will launch the spacecraft in a shuttle cargo bay, and the shuttle will perform a maneuver to reach a munar free return trajectory, which will place you into Kerbin's atmosphere on the inbound leg of the journey. You may perform one small correction burn on your way to Mun. In Mun's SOI, you will deploy the spacecraft, which will then burn for munar orbit, land two kerbals on Mun, rendezvous in LMO and return the crew to Kerbin in the command module. The shuttle will meanwhile continue its flyby of Mun and begin its way back to Kerbin. You may perform another small correction burn. Then you will perform a direct entry and land either at the KSC runway, the island airfield just off of the KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport Badge Avaliable STS-6T: SRB recovery This mission doesn't focus on the orbiter, but on another part of the launch vehicle and the infrastructure associated with it. The SRBs of a space shuttle were supposed to be recoverable after splashdown to be refurbished and reflown in a short time. There were issues about that caused by damage from the sea water and the refurbishment was much more costly than estimated. Your mission here has two parts: you will launch a shuttle, separate the boosters as usually, and let them splash down in the water safely (it's not neccessary to fly the shuttle all the way to orbit, from the point of SRB separation you do not have to focus on the shuttle at all). Then a vehicle/several vehicles of your design will transport one of the boosters all the way to the SPH. Badge Avaliable HONORARY BADGES STS Engineer Award Given by an STS Architect for developing a sub-assembly that ends up being a core part of this challenge, or for assisting heavily in the development of a Shuttle. If you have a sub-assembly you'd like to be reviewed, please post a detailed analysis and example mission report in the challenge thread. Skunkworks Badge This badge is given to people who have submitted especially unique and outstanding designs which abide by the given definition of a space shuttle. Skunkworks badge holders are still eligible for the above mission badges. The full list of Skunkworks badge holders is as follows: @Alchemist - A full Jool-5 run in two shuttles completed on the Jool STS-1. A mission report here @Ozelui - Two shuttles going on an adventure to Duna, building crazy stuff all over the place. STS Duna 2 report here @Kerbolitto - An extensive trip through the inner solar system, including a Moho landing. A mission report here Architect Badge The full list of Architect badge holders is as follows: @Speeding Mullet - Version 3 and 4 Challenge Creator, temporary admin of Version 2 Challenge @inigma - Original Challenge Creator/Manager, Builder of highly-capable STS Space Shuttle and numerous STS-related subassemblies @FCISuperGuy - Version 2 Challenge Creator/Manager, builder of a highly capable shuttle, and excellent giver of advice @xoknight - Creator and maintainer of the venerable Hubble Space Telescope across 3 versions, requiring consistent updates To receive the Architect Badge is a rare honor. To be awarded at my discretion, or through nomination of SpeedingMullet, FCISuperGuy or Inigma for my consideration, and given for acts of invaluable contribution to the challenge above and beyond the call of duty.
  17. https://youtu.be/rkovMLD3BNQ this shuttle can go to the mun then minmus. the heavy version carry's 7 https://photos.app.goo.gl/8bJ9N736LrP6oskB7 the light version carrys 4 https://photos.app.goo.gl/xgrkzhUympSoiMCz6 please allow time for me to make the craft flies stock
  18. anyone who help me for the alternative MK2 cocpit. the current cockpit has limited view and hard to reed velocity at the same time. i hate arcade sims. flying with the limited view and unfriendly gage setup is frustrating.
  19. Hello I decided to build a space station and send it to duna in order to finish my science tree in career mode. I already had a shuttle built, so I wanted to build the station in multiple parts and transfer the whole thing to duna rather sending one giant station. First part was the science module which consisted of only two mobile processing labs. The next part was electrical (batteries and solar panels) as well as the main engine and mono propellant (so no command module). After decoupling from the shuttle, it is being shown as debries and I can no longer track it to dock with it or to at least destroy it! https://i.imgur.com/UCNZXDY.jpg Is there anything I can do to save that or is it a lost cause?
  20. This is a modified version of the Saturn-Shuttle concept: https://en.wikipedia.org/wiki/Saturn-Shuttle NOTE: The version shown uses J-2S engines, but have been changed back to SSMEs for the increased thrust! The Saturn-Shuttle was a concept to launch the Space Shuttle on a modified Saturn V. For this version, I modified the original design (which had a payload capacity of 60.5 T to LEO) to instead use a 6.5m diameter external tank (the same diameter as the S-IVB, reducing costs for new infrastructure) and slightly shorter, to be only slightly longer than the Shuttle itself. The top of the tank would contain a payload fairing for higher-risk or oversize payloads, like space station modules, or Shuttle-Centaur missions https://en.wikipedia.org/wiki/Centaur_%28rocket_stage%29#Shuttle-Centaur. Meanwhile, the S-IC would be kept, but with 3-4 F-1A engines instead of 5 for the reduced mass of the upper stages. The center engine would do the reentry and landing burns, before the S-IC propulsively lands on a barge for reuse. This would make use of the extra S-IC performance to reduce the costs of this system (instead of using the hard-to-reuse SRBs). Larger fins may be added to increase this launch system's stability. Lastly, it can also launch unmanned- as the development money for the SRBs and 8m diameter External Tank is instead of modifying the Shuttle to be unmanned. Ejection seats and pressure suits would always be worn during manned missions. A preliminary launch payload capacity and first launch date of 30T to LEO and 1982-1983. A heavy-lift version could be made by first dumping S-IC reusability, then removing the Shuttle, instead placing the now air-started SSMEs on the side of the rocket, where the Shuttle was. The payload would be carried in the 6.5 meter diameter fairing, which can be increased to 8 meters if necessary, and would target a payload capacity of 90T to LEO, possibly increasing to 95T with the Centaur-Shuttle upper stage. A larger upper stage, and another F-1A engine added to the core stage, would increase the payload to 130T to LEO. How much would thus reduce launch and development costs of the Space Shuttle if it was developed like this in the first place? Would it work?
  21. An almost stock Dream Chaser shuttle. I'm using Restock, (which I don't think you will need) and Procedural wings, which (should be stock at this point) you will need. At launch the TWR is a bit low but there is plenty of DV to get you to a stable orbit. When starting your gravity turn, try not to stray too far away from prograde until the air thins out. Otherwise the drag created by the shuttles wings will flip you over. Following that one simple rule will result in easy and predictable launches. Important note: Parachutes are staged with the last decoupler for abort purposes. Once orbit is acheived with poodle stage, click and drag the final pair of engines down to be staged next. Reentry is even easier. This craft is very stable at high speeds. Staying true to the real life counterpart. When you have slowed down enough that you begin to loose stability, simply stage the parachutes for a gentle 10m/s belly landing. Simple. I have only tested with stock aerodynamics model. If anyone tries it with FAR or NEAR, let me know how she does. Download here Dropbox link
  22. Right now i have a 110 km orbit, but i have 4 main questions: Where to put the maneuver node, where to aim the periapsis, how high the periapsis should be, and how to calculate with all that to the earth's rotation, and the drag what air makes. I made a test flight earlier on with the shuttle, and then i put the node 90 degrees ahead of the KSC and aimed the periapsis 90 degrees beyond the KSC, but i only used my eye, (just like i read somewhere in wiki) and when i reached the maneuver node, the KSC and the periapsis alligned up just to the right direction, but now, i have no idea how to recreate it again.
  23. The minmus shuttle mission/challenge is where you need to build a space shuttle capable of landing on minmus and returning. I've already done this, so I'm going to challenge you guys to it as well. CairoJack, If you're Reading this, This is proven to be possible. Hard mode: Go to laythe using a shuttle. Scott manley mode: Go to eeloo using a space shuttle. This shuttle has to be strapped on the side of a rocket and at least 15 tonnes. all the parts must be stock and with a middle booster separating th the SRB's
  24. Still not survivable. The shuttle, especially in the early days, had huge “black zones,” where any kind of failure requiring an abort would be LOCV, either due to reentry stress on the orbiter or lack of thrust/control. Remember, at launch the boosters gave 90% of the stack’s thrust, until the orbiter/ET combo could accelerate itself, even “shutting off” the boosters would be LOCV. The pilot/commander on those first few flights of Columbia pretty much knew if anything went wrong while the boosters were burning they were boned. Oddly enough, that part never changed with “operational” flights.
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