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About me



  1. The Idea: Like many others I love The Space Shuttle, mods and Kerbal Space Program, what else could you do but mix all 3 ? That's what I'm doing. A while ago on the subreddit, I did something similar surrounding the ISS. I want to continue that but also expand into other reality based and fictional shuttle missions, adventures if you will. The goal of this whole thing is to use Kerbal Space Program and a large amount of fantastic mods from this community to give everyone a unique vantage point of The Space Shuttle, her missions, their payloads, and hopefully enjoy the wonders and beauty of space and space exploration. My Inspiration: The idea behind this is not original by any means and I feel it is necessary to credit those who inspired me, and if you like what I do, you'll certainly like what they've done. @Jay The Amazing Toaster And his Kānāwai: Ares to Mars Kevin Gustafson and his amazing among other things ISS & Mir documentaries on Youtube @winged and his amazing among other things amazing Constellation Mars video @Zorg @alberro+and @Pioneer_Stevefor dazzling me with their magnificent screenshots @AmateurAstronaut1969 and their fantastic series on the ETS Space Station Freedom @Jacktical and their awesome series on the IRL concept of Space Station Freedom that goes by the name of Space Station Liberty @D0m1nu2 and their excellent International Manned Laboratory series, a recreation of International Skylab conducted in RSS! @Aviation365 and their wonderful series Go At Throttle Up, an RSS/RO depiction of Shuttle Flight both real and fictional while obeying Shuttle parameters. Myself, @lemon cup, and @D0m1nu2’s Sister Series, ISS Adventures, an in order recreation of the history of The International Space Station. You can find that here: Mods: Like some, I get very carried away with mods. It gets out of hand very quickly... below is a list of highlights and under the spoiler will be the entire list. @benjee10With Redirect, SOCK, and Habtech2 @DylanSemrau With Photon Corp @Beale With Tantares @tony48With KSRSS And the ReStock team with of course Restock. Thanks to those who submit missions, and to those who read and interact with this project! Shuttle Adventures has gotten really far and I'm happy to be a small part of it!
  2. BURAN ENERGIA - NOW FULLY USABLE Craft is aerodynamically stable. Thanks to Alcentar for releasing the original mod. Cheers and Enjoy! Requires: Kerbal Joint Reinforcement , KSP WHEEL for Stock Game. For Realism Overhaul, ROEngines is required in addition. Recommended for Landing on Runway: Kramax Autopilot SPACEDOCK: https://spacedock.info/mod/2966/[1.8-1.12.x] Buran Energia Mod - 2.0 [RSS/RO Compatible] GITHUB: https://github.com/MyNameIsBorat/KspBuran I also made landing configs for Kramax Autopilot for powered landing of Buran in RSS/RO. Files are included in the Kramax Autopilot Folder inside GameData. Click "Load/Store Flight Plans", then press "Refresh" to load Configs. Current Runways Included: Satish Dhawan-IN R09 Cape Caneveral-US R09 Landing Demonstration(OLD VERSION): Landing Demonstration(NEW): SHORT : FULL : FAQ: Q. Is there any chance for major updates? A. no major updates, only patches and fixes. Q. Which Engines shall i use? A. rd 0120 for energia core stage ; rd 170 for first stage side boosters ; rd 58 for buran orbiter Changelog: 08/03/2022 : Naming convention fixed. parts will show now.
  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: @inigma's original STS Space Shuttle Challenges @mythic_fci's STS Challenge v2 @Speeding Mullet's Shuttle Challenge v3 and Shuttle Challenge v4 @michal.don's Shuttle Challenge v5 The series of challenges below represent a sliding scale of difficulty ranging from relatively simple to highly complex. Updates and Clarifications Thanks to @Artienia for volunteering as an assistant moderator! Rule Updates - General Rule Updates - Specific Missions New Badges - qualified entrants are entitled to use either the old or new badges as they prefer. I have removed the old badges from this post to keep it a bit less cluttered, but you can still get them from the v5 thread if you like. 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. When in doubt about any of the following 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 through MINMUS STS-6) "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. 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. 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. Mission report (Part I) here @Entropian - RSS missions but with standard stock parts, making the difficulty insanely high. First mission report here @Fulgora - A Mun STS-2-4 mission featuring 3 simultaneous shuttle launches and more cool stuff, made possible by a custom kOS script. 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. 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
  5. curently kats will include shuttle 2 and shuttle dc3, we are currently needing a texturer to finish the parts and then we will have full release 1
  6. Backstory: The series starts on the flight STS-107 now let me be clear THIS IS ALTERNATE HISTORY meaning no Kerbal will perish in this series. Redundancy and safety of life is a good focus of the report. This will not be a recreation of STS-107 the only thing being "recreated" is the launch, after that it is all alternate history (Mods lmk if this is not an ok backstory and I will change it). Several launch vehicles will be used in this series including but not limited to: Space Shuttles: Atlantis, Discovery, Endeavor, Columbia Falcon 9 V1 (Don't expect it exactly) Ariane 5 (Yes I know its not American and still TBD) SLS Blocks 1 and 1B (Good chance for no use on this) Inspirations for me to do one of these: @Talverd: With their series of "Chasing Dreams" - A Kerbalized KSRSS Shuttle Program. @AstroMods : With their upcoming series Odyssey, a rewritten history of Mankind's cosmic existence. @Kuiper_Belt: With their series' of Shuttle Adventures and ISS Adventures. @raptor-m With their series of Rewriting History- Alternative history RSS space program. And many more that I have gained inspiration and enjoyment from. Mods: Coming Soon! The first launch will be released soon just working on some of writings and pictures. If you have any suggestions or comments feel free to drop them below!
  7. This add-on adds parts of a small shuttle to the game, which is capable of sending up in orbit Kerbin to 3 tons (!) V 1.4 1. The root folder is now named "MKShuttle", so if you've used this add-on before, it will be removed from the game. 2. Some textures have been slightly updated. 3. Added one more solar panel. 4. The model of the DS-1 antenna has been changed, and a new DS-2 antenna has been added. 5. Satellites now use XenonGas for RCS. 6. Changed the position of the main docking port, now when switching to it, it will have the correct orientation for docking. V 1.3 Changes: 1. Completely changed rocket model and solid booster 2. Added small ion engine 3. Added solar panel for satellites 4. Added a new small booster - KSTug 5. Changed the balance of the rocket 6. Now RCS on Kermes runs on regular fuel, not monoprop 7. Removed the problematic protective cover from JetEngine Entering the atmosphere is not difficult, turn the fins up, keep the ship level horizontally on the descent and wait, it will raise its nose to the top by itself, that's all. The names of the ships are made in different languages Vesta (Lat) Ūrania (Lat) Молния (RU) -> Lightning Ptaszek (PL) -> birdie 极光 (China) -> Aurora There is partial support for: and B9PS Included in add-on. Thanks to the add-on, the shuttle will be resilient and will not require autostruts. Search keyword for ship parts in the game "MKS" Parts search for arm "ARM" Сraft files customization: Button 1 - Extend Fins Button 2 - Retract fins to their original position Button 3 - Extend Rudder for atmospheric braking Button 4 - Move Rudder to its original position Download: https://spacedock.info/mod/2678/KerbalMiniShuttle
  8. "Rewriting History" Intro to series: Rewriting History is a series that I've been working on for the past few months, posting mostly on my instagram account and posting highlights on twitter, however a few twitter users inspired me to take my series here, the main focus of this thread is to cover all the major events and/or launches from the begining in 1966 to the current point in 1984. The premise of the series is that the first manned Lunar landing happens in 1966 with Apollo 8 instead of Apollo 11, the public interest for spaceflight grows even after the first few mission to the moon. After, what was supposed to be the vietnam war, doesn't happen, in 1969 NASA budget sees a huge increase and continues to rise through the years, as the world begins to focus more on spaceflight over military conflicts money get poured into space agencies all around the world. This series still is in full swing and should continue for quite a while, as I haven't reached Mars yet... I will be redoing most of the mission from 1966 to 1979 and the rest of them will come from my Instagram account untill I catch up to 1984 on here.... I've taken inspiration from quite a few different sources for this series. These include: @Talverd with his chasing dreams alternative history TruthfulGnome l with the skylab alt history Eyes turned skyward and Boldly Going Mission list as of 1984 Mod list:
  9. Shuttle Payload Delivery Systems This mod adds: IUS Airborne Support Equipment Centaur (G/G-Prime, II, III) Integrated Support System SpaceLab Pallet with two types of "shelfs" Dependencies: Breaking Ground DLC B9PartSwitch ModuleManager Bluedog Design Bureau Shuttle Orbiter Construction Kit What version of KSP is this mod for? I tested this mod on version 1.12.3, but I think it will work with any version that BG works with. What's next? In future I want to add other shuttle payload things like SpaceHab, Integrated Cargo Carrier and more. Recommended mods: SOCK Repainted by @Arthurism SOCK Recolored by @Invaderchaos reCOLOR by @MATVEICH_YT and @AstroMods Screenshots: DOWNLOADS SPACEDOCK GITHUB Available on CKAN Special Thanks to: @CobaltWolf and @benjee10 for making BDB and SOCK @Zorg and @CobaltWolf for helping me making this mod And everyone who supports me during developing Licence: CC BY 4.0
  10. reCOLOR Download Github Spacedock (soon) (maybe) What if this mod? reCOLOR is a mod that adds retextures for the SLS and Space Shuttle External Tank textures to make them either look colorful, realistic, or match concept designs such as SLS with Saturn V styled painting The main textures Delta Blue External tank and SLS parts Multiple Flag textures Purple ET and SLS parts An Improved White for both SLS and ET Saturn styled SLS textures Pride textures for SLS and External Tank Green, Red, and Yellow External Tank Textures Dependencies reDIRECT by @benjee10 Module Manager Highly suggested additions SOCKrepainted by @Arthurism for more shuttle textures Shuttle Payload Delivery Systems by @MATVEICH_YT Additional info Thank you so much to @benjee10 for giving us permission to both me and Arthurism for SOCK/reDIRECT retexture mods. It's a very special thing to be able to do and one of my first tries at modding, so I'm glad it went well Thank you to @MATVEICH_YT For letting me do stuff for reCOLOR as well. He's the one who started the mod and I'm inspired by him a lot for it, which was how I even started doing anything related to ksp modding Thank you to @Talverd and @lemon cup who have been massive inspirations for all my shuttle related endeavors weather modding the game or just making something cool in game. And thanks to @Arthurism, @Invaderchaos, and @AmateurAstronaut1969 for being incredably helpfull and supporting in this task in both reCOLOR and SOCKrepainted
  11. 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:
  12. WhimChaser by Axial Aerospace (WHIM) Provides a fun to fly, efficient vertical launch/glider return vessel that can handle rescue missions as well as providing a low-cost crew service vessel (CSV) for Kerbal Space Program. By zer0Kerbal, originally by, originally by @artwhaley adopted with express permission and brought to you by KerbSimpleCo This part addon features three(3) new parts Part: WhimChaser pod seats two resources 6-way RCS thrusters engines Two ServiceModules with resources and integrated junior compatible docking ports regular and small sizes Included configs: Goodspeed's GPO Fuel Pump OnDemandFuelCells NEAR/FAR Preamble by @artwhaley See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages YouTube WhimChaser Demo by artwhaley by Scott Manley by Tangent Plays Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 AxialAerospace Ltd (AA/L) Suggests Axial Aerospace mods by 'artwhaley' WhimChaser (WHIM) Dreamer (DREAM) Simple Cargo Solutions (CARGO) LanderTek (LTK) Mods that benefit WhimChaser (WHIM) KaboOom! (BOOM) another way to not go to space today On Demand Fuel Cells (ODFC)) Pteron (MSRV) Docking Port Descriptions(DPD) Shielded PicoPort (SPP) Inflatable PicoPort (IPP) Stack Inline Lights (SIL) Stack Inline Lights - Patches (SILP) Supports Either 3 Module Manager Module Manager /L GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) NEAR-FAR RemoteTech (RT) Tags parts, config, career, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  13. I have a storyline planned out and plan to work on the first clip once bdb drops its next update as it involves skylab's launch if you guys are interested heres my insta i have a few teaser images and a clip. https://www.instagram.com/evan_hates_rocketry/?hl=en
  14. 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
  15. Download on Curseforge, Github or SpaceDock Pteron (PMSRV) Micro Shuttle and Rescue Vehicle for three (3) kerbals by Fruit Bat Industries. This is not a SSTO. By @zer0Kerbal, originally by @Sage Sagan with @Daemoria and @Blackheart612 Preamble by @Sage SaganYoutube review by @Kottabos GamingSome of the amazing modeling work of @DaemoriaMore inspirationFruit Bat Industries mk I Help Wanted: Localization - work in progress How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions: Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 3 Supports On Demand Fuel Cells (ODFC) 4 Firespitter for fully functioning wheels. may invoke bouts of dizziness. NEAR-FAR Restock *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Forum: Thread - Source: GitHub License: Bundled addons/mods are distributed under their own licenses (if any) Art assets (textures, models, animations, sounds) are distributed under their own licenses Original (0) - Author: @Sage Sagan Thread - Download: Dropbox - Source: Dropbox License:
  16. 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:
  17. 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
  18. 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!
  19. 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:
  20. STS-11 deploying hubble space telescope to kerbin orbit 2:20 had a close call
  21. 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
  22. 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.
  23. 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.
  24. 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.
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