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  1. 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 v7 coming soon! See here for a sneak peek! 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 @sturmhauke - Version 6 Challenge Creator, reorganized and clarified rules, made new badges, added new missions including planet mods @xoknight - Creator and maintainer of the venerable Hubble Space Telescope across 3 versions, requiring consistent updates
  2. 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:
  3. 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
  4. 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.
  5. 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?
  6. 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
  7. 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.
  8. 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.
  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. For anyone looking for a reuseable vehicle to launch a small number of satellites in to orbit, this may be the craft for you. This vehicle comes with a ready fitted payload of 3 communication satellites that are able to reach 500km orbits and way beyond. They may require several burns and a recovery period for the batteries to recharge, but there is plenty of fuel on board each satellite to reach orbits way in excess of 500km. Due to the asymmetric thrust and offset centre of mass that is inherent in the design, flying this vehicle to orbit is probably not advised for newcomers to KSP but, having said that, if you can follow the flight profile I have developed you shouldn't have any problems. Pilot notes Due to the general low thrust to weight ratio, this vehicle needs a steeper launch ascent profile than normal At launch, turn on SAS and set throttle to full. Stage to launch and then sit back for a bit. When the solid boosters run out of fuel, stage to jettison them. Don't start the gravity turn too soon but aim to have the nose pointing at 45 degrees above the horizon by about 30000m and before the external tank runs out of fuel. When the external tank runs out of fuel DO NOT STAGE TO JETTISON. It is important you use AG key 1 to jettison the tank as this also changes the thrust on the engines to prevent an uncontrolled pitch Once the external tank is clear, put the nose on the prograde marker. When your Apo reaches 150km, shut the throttle, coast to Apo and then burn to circularise. Try not to push your orbit above 150km otherwise the shuttle will be short on fuel for de-orbiting. To release the satellites, AG key 5 will toggle the cargo doors, then AG keys 7, 8 and 9 will release the satellites in the right sequence. Use the [ ] keys to switch to the satellites as they are released and use AG key 3 to extend the antenna Right click the engine on the satellite and activate it, then burn to the required orbit altitude. When all satellites have been deployed, close the cargo doors. A de-orbit burn above the desert on the continent to the west of KSC with a predicted touch down in the sea a short distance to the east of KSC should see you set for a runway landing. AG key 3 will toggle the airbrakes if they are required. Action Group key summary 1 : Jettison external tank 3 : Extend satellite antenna / toggle shuttle airbrake 5 : Toggle cargo bay doors 7 : Deploy 1st satellite 8 : Deploy 2nd satellite 9 : Deploy 3rd satellite The craft file can be downloaded from Dropbox : https://www.dropbox.com/s/yiytlt50fhj1pw4/Comms Shuttle.craft?dl=0 Note : As presented, the included payload has a mass of 6.195 tons. If you wish to replace the satellites with your own payload I would recommend not exceeding this figure.
  11. This post is an improved copy past of my attempt at Jool5 & STS Jool I've added more beauty pics and more details around re-entry, orbital maneuvers, shuttle ascent lifter etc ... STS Jool / Jool 5 This was a first to me because I've only landed on Vall once (one week ago :o) and I'm quite proud of my Artisan shuttle design which proved itself to be very sturdy and adaptative Jool is an amazing system and there's so many possibilities with all those moons ... I'll be back for sure I decided to launch 2 shuttles to fly this mission. STS Artisan ST : almost standard DropCargo (with its bay facing the ground) converted as an SSTO. It's probably one of my best design so far, this thing is easy to fly with or without payload and at all fuel levels <3. It's the whitest and shortest version of the two shuttles STS Artisan HE : modified Artisan, turned into a rocket machine with Lf/Ox fuel tanks, more dV, 0.7TWR, smaller cargo bay. I tried to keep modifications at the minimum so I re-used the wings arrangement and the back end of the original design. It's the longest version, with dual big elevators and rocketfuel fuselage STS Jool 1 challenge require an outpost on Laythe with room for 4 people, an ISRU, an exploration plane and docking ports The ground base was split in half to fit into regular cargo bay and let some room to install the exploration plane (WhishPlorer !). The shuttles also hold a relay network which proved to be ineffective. As there was very little room available, I used a probe with 3 88-88 and 2 Ra-2 but the signal from the 88-88 could not be relayed to the RA-2.... =_=" Total duration of this mission was just short of 40 years. Part 1 : Take off, Docking in LKO, Jool injection STS HE STS ST Moving nuke pods on the front of STS HE Part 2 : Capturing around Jool, encounter with Pol STS ST burning to Pol I made a mistake while refuelling at Bop : every tanks were filled up and an excess of Oxidizer almost put an end to the mission during the later developpement. Because of this, take off was hard to achieve : 2 Nervas were unusable due to the alignement of the shuttles. TWR dropped to 0.105 and weight balloonned up to 234t. ! Part 3 : Artisan ST flies to Pol ! It was very cool to visit a new place, I've only saw those spikes on video and the surface looks great Part 4 : Vall fuel-pump Many things happenned around Vall. Both shuttles met in low orbit to transfer fuel, then Artisan HE landed using its Darts combined to Nervas. Once topping its tanks, it encountered STS ST again before landing a second time. At this point, STS ST still had tons of useless Ox inside. Once those maneuvers were completed, the two ships departed to Tylo. Part 5 : FEAR TYLO Believe it or not but this low pass occured at 1950 m/s. Absolutely not planned Tylo... Tylo took me some time First step was to dock the shuttles using as less dV as possible. Then the landing was hard because of low TWR (0.73). Then rolling take off was harder, took me lots of trials to find a perfect spot to pitch the ship. Then redocking to STS ST was impossible due to very high inclination. Only option after this landing was to re-unite around Laythe using its atmosphere to circularize both Artisans ! In the end I'm happy how things turned out, this was my very first touchdown on Tylo's surface and I learned a lot ! I built STS HE around Tylo's dV / TWR requirements but I somehow forgot that circularizing both ships would cost me a ton... Part 6 : Laythe, at last ! Finally touching Laythe ! Aerocapture After slowly aerobraking ~15 times the shuttles were able to reunite in low orbit. Part 7 : Outpost assembly, landing, refuelling ops First landing on Laythe I was surprised at how easy it is to fly and get back into orbit from here. Such a beautifull planet.. I deorbited the outpost before the plane so I could finally refill them ! Because the cargo bay is facing downward, I did not want to deploy the radiator through it, so I docked the shuttle to it using the bay doors as landing gears Part 8 : Take off, deploying WhishPlorer, refuelling again ! Once STS Artisan ST was available, I took it back into orbit to start the refuelling maneuvers with STS HE 3 successives times. WhishPlorer was deployed during second landing, its not very good at exploring because it will melt if flying for too long, but it's usefull for flyby at mach 4 . I finally managed to get rid of the excessive Oxidizer from Bop after flying 2 times around the base using Rapiers closedcycle, which is very effective. Part 9 : Ending a 40 years mission on Kerbin's surface I used a Tylo flyby to eject from Jool, then two Kerbin flyby before finally entering its atmosphere. Getting to Jool and flying all the moons took +/- 4 years. Coming down at Kerbin took 35 ! Jool5 flags : I still got a few more pics if needed, but I think everything's here Questions, remarks, insults (I know this is a lot of pics !) are welcome
  12. I just made a ring station with the Kerbalism mod parts. I assembled it in orbit using the Cormorant Aeronology Space shuttle. I attatched the final part with the Canadarm 2 and undocked. The shuttle moved like 5 metres away from the station but it wouldn't move,, except roll. Same with the station. So even though it was seperated from the station, it was stuck in that place next to the station. I tried everything to move away from it but it won't move an inch. Then i loaded a quicksave from 10 mins before but then almost everything, including kerbin "disappeared and you could see everything like a ghost, because they were transparent. I got really annoyed and went back to the space center. Then i found out the center was like a ghost as well, everything was transparent. I clicked on the VAB and the game crashed. Any ideas of what is going on? I did a lot of stuff in that world and i don't really want to do a re-install or anything... thanks
  13. 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:
  14. Hello, and this is my first post here! I hope this is not too much of a noob question, but is there anything like a VOR to help landing an aircraft, SSTO, or shuttle? If there is then I missed it, if there isn't then what else can I use to help make landing a bit easier? Is that too many questions? Any and all advice will be gratefully accepted. It is needed. Thanks you in advance, but I must attend to my clockwork band.
  15. The purpose of this mod is to make building a stock size Space Shuttle and SLS easier, with less parts and without using much more memory. Using Module Manager by @sarbian it duplicates several parts, and then resizes and enhances them. The engines have been re-balanced for the Shuttle as that is the least dynamically stable of the two designs. But that also makes a quite capable SLS possible. If you have Firespitter you can also have orange tanks. There are two example craft [pictured above], the Shuttle can take a 18t+ payload to 100km+ and the SLS can take a 70t+ payload to 100km+, that should make them quite flexible for most needs. Requirements Module Manager Optional Firespitter Download MIT Licence Parts Shuttle Main Engine (Vector) @maxThrust = 700 Shuttle Booster (Kickback) @maxThrust = 2000 Shuttle Main Tank Shuttle Medium Tank Shuttle Tank Adaptor 1 Shuttle Tank Adaptor 2 Shuttle Tank Nose SRB Nose Cone Shuttle Tank Bottom RS-25 Engine Cluster Flying the Space Shuttle In the video below you can see me pilot the Space shuttle with an 18t cargo to an ~100km orbit and return. Launching Pull back slightly straight away and slowly try and nudge it towards 45' by the time the SRB's are about exhausted, the closer they are to spent the smaller your adjustments should be as they are closer to overwhelming the SSME's I am not making any other adjustments here except nudging the pitch, and I advise you to do the same, deviating will result in instability. Orbiting Once the SRB's have gone you have more control but again I am leaving everything except pitch alone, the lighter the tank gets the twitchier it will be. Once I have reached an AP of 100km I switch on the OMS engines and rotate the shuttle upright to make control input easier. As I circularise you can see the shuttle become harder to control right at the end. Once you have a stable orbit, ditch the main tank and use action group 1 to switch to OMS mode. This disables the gimbals on the vectors and enables the internal OMS tank. You now have about 300-400ms of dV for rendevous and de-orbiting. Re-Entry Once you have disposed of your cargo set your re-entry manoeuvre well, there is no flight extension in this craft, you have to glide right into the runway, it is tricky. Set yourself to prograde and level the wings then set to radial-out, this will keep the shuttle belly on to the air and reduce your speed fastest. At some point equilibrium will be lost and the shuttle will start to deviate from radial-out, click prograde again and level your wings. Now it is up to you. Landing You need to keep your speed up above 50ms or you may start to lose authority. if you need help getting the nose up or recovering from a spin hit the brake, this will deploy the rudder in airbrake mode and help you stabilise the craft. In the video below you can see I overshot the re-entry and had to try for a circle and land on the grass. I was flying with the keyboard and as the speed dropped it got a bit unstable, as soon as I deployed the rudder brake it stabilised again.
  16. Is there an other good space shuttle mod other than Cromorant aeronology, CSS, etc If you know reply
  17. I love LonesomeRobots works, and i will ask if it's possible to make Soyouz launcher and spacecraft and STS shuttle on LonesomeRobots, it will be so Wonder full ! then can it be make ?
  18. Well, after playing for stock so long, I decided to add a challenge and go ASET IVA, love the instrumentation and the cameras! Added mechjeb for boring automated stuff, plus I hate when you have inactive stuff in your new IVA panel , but lets face it, NASA flys by computer, do why not at this point? Ok, so then I found CXA Aerospace aprts, love the APAS, etc. But ... I have no shuttle and arm to go really build up a station, I was "Launching" parts by using rnv cheat to place 150m and then docking, but witht eh realism of the parts and ASET IVA, I'd like to go for a real time station assembly as the new way to enjoy myself. Current mods installed in 1.3.1: ASET, CxAerospace, RPM, mechjeb, DPAI, prob control room, SCANsat, and vessel view. Any recommendations? I know for most I'l lbe adding more dependancies, but with to give this a shot. Thanks beforehand. Marc
  19. Hey guys! So I've been wondering recently, what is the purpose of a shuttle, such as the stock Dynawing? I can't see that that particular rig affords any advantage over a standard rocket, except the recoverable aspect I guess. And also for the Dynawing in particular, why does it have those useless tanks I-beamed into the cargo bay? Probably stupid questions all, but I really cant figure it out.
  20. Some Kind of Stuff! A Kerbalized look at some real spacecraft and my best replication of them. So, in addition to my small obsession with Eyes Turned Skyward, I also find myself leveraging my OCD level of attention to detail building and flying other spacecraft, and for the purposes of doing stuff not specifically related to Eyes Turned Skyward (which is going to be a rather large series in its own right once it gets there) I'm going to do this new series, Some Kind of Stuff! So what does that name mean? Obviously, its a parody of the idea of the "Right Stuff". The attitude, charisma, skill, and intelligence to be an astronaut. So when it comes to Kerbals, I imagined they have to have some kind of stuff. Hence the name! Anyway, this series is going to be touching on the other things I build and fly in KSP, starting with the Space Shuttle, my first demonstrated launch of which is below. In this series we'll most likely be covering other things, and in particular I know I'm eventually going to cover Apollo with this, and that'll be fun. But without further ado, here's STS-1. A semi-replication of the very first Space Shuttle mission using my new Shuttle that flies like a dream.
  21. Anyone that watches my stream knows I am more a spaceplane SSTO guy than a shuttle guy, but for you shuttle lovers out there, I think you will like this. It is not meant to be a NASA STS analogue but more a Kerbal version of what STS 2.0 could be. It is stock, but so much easier to fly using Atmospheric Autopilot in Rocket Mode as stock SAS has a major issue of over-correcting itself into a never ending oscillating roll. Or, with enough practice, pure manual flight. It can put more than 50 metric tons into a 250KM orbit and return. It can re-enter stable with 50+ tons of cargo as well, but you will need to practice approach and landing as it doesn't want to slow down and you have to keep about 3 times the velocity vs. empty on approach in order to flare properly. I created this and many other vessels on my stream https://go.twitch.tv/rocketpcgaming Here is the Advanced Orbiter + Stack: https://kerbalx.com/rocketpcgaming/Advanced-Orbiter-+-Stack (The mod Kronal Vessel Viewer takes the blueprint screen shots.)
  22. 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
  23. Until now i was posting the mission reports in the challenge's thread, but since the posted imgur albums are not showing in the forums at the moment, i think grouping all of them in the same mission report thread will make them easier to fix once embeded albums work again, and also the reports are going to be better organized. Challenge Link: It's a really fun and interesting challenge, i recommend it to everyone. But be warned, as the missions advance so does the difficulty Mission 1b - Do you even lift? Status: Completed https://imgur.com/a/cGosm https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M1-Do-you-even-lift Mission 2b - Can you hear me? Status: Completed https://imgur.com/a/TqXRL https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M2-Can-you-hear-me Mission 3 - Can you see me? Status: Completed https://imgur.com/a/xdUQx https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M3-Can-you-see-me Mission 4 - Can you rescue me? Status: Completed https://imgur.com/a/BF8Rq https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M4-Can-you-rescue-me Missions 5 to 8 - Can you build me? Status: Completed https://imgur.com/a/DIC5Y https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M5-Can-you-build-me https://imgur.com/a/TvMWF https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M6-Can-you-build-me https://imgur.com/a/0fQLv https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M7-Can-you-build-me https://imgur.com/a/g9tAH https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M8-Can-you-build-me Mission 9 - Can you land me? Status: Completed https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M9-Can-you-land-me Mission 10 - Duna mission 1 - Can you visit me? Status: Completed https://kerbalx.com/Ozelui/Supernova-mk-1 Mission 11 - Duna mission 2 - Can you visit me? Status: Completed https://imgur.com/a/BPnZQ https://kerbalx.com/Ozelui/Supernova-mk-2 https://kerbalx.com/Ozelui/Pulsar-shuttle-2-mk-3 Mission 12 - Duna mission 3 - Can you Von Braun me? Status: Completed https://kerbalx.com/Ozelui/Aurora-shuttle-mk-3 Mission 13 - Mun mission 1 - Do I have Mun-quakes? Status: Completed https://kerbalx.com/Ozelui/Aurora-shuttle-mk-3-Do-I-have-Mun-quakes Mission 14 - Test mission 1 - Approach and landing test Status: Completed https://kerbalx.com/Ozelui/Atlantis-Shuttle-STS-approach-and-landing-test Mission 15 - Test mission 2 - RTLS abort. Status: Completed Mission 16 - Test mission 3 - Cassini-Huygens Status: Completed https://kerbalx.com/Ozelui/Atlantis-shuttle-Kassini-Huygens Mission 17 - Test mission 4 - Skylab boost mission Status: Completed Mission 18 - Test mission 5 - Shuttle-Apollo crossover. Status: Completed https://imgur.com/a/NcvBZMv https://kerbalx.com/Ozelui/Atlantis-shuttle-Apolo-XI-crossover Mission 19 - Mun STS 2-4: Can you explore me? Status: Completed https://imgur.com/a/xTRvQVZ (Mun STS 2 failed attempt) https://imgur.com/a/esQwGr9 Mun STS 2 https://imgur.com/a/SVZUP4j Mun STS 3 https://imgur.com/a/ZMt789q Mun STS 4 EEV rescue extra footage: Mission 19 - Mun STS 5-7: Can you LOP-G? Status: Completed
  24. Inspired by @Alpha_Gametauri questions about Shuttle design I have came up with a practical near stock (only Mecheb2, this was for delta inquiries, can remove and fly a-okay) tutorial fleet to introduce newbie pilots into asymmetrical shuttle flight. Lots of people ( @Raptor9 I am looking at you here) can explain how the change of position of centre of mass (COM) relative to centre of thrust (COM) as fuel burns causes this design to nose up aggressively as a result. But what does this mean in KSP terms? Well, your shuttle stage and tank-engine stage will need to balance their thrust output during the ascent - shift the COT upwards to stay aligned with COM. I have designed a fleet available for download via Kerbal X now. Just click the link - no need to register ( but you so should! ), place the .craft file into the VAB folder in your desired save and get your flight-suit on! You can add science and payloads as you desire! It's never been easier! The @Andetch Series C Shuttles come with a Minimus landing capable RCS runabout to add to the fun - and all at minimal extra cost! https://kerbalx.com/hangars/22952 The picture gallery is below the flight tutorial. Get on the pad. Trainer is advised for first flights. Throttles set to full. SAS on. Pin open the GUI for the lower stage engine. BLAST OFF! Correct the "nosing up" by reducing thrust output from the lower engine as you follow you desired ascent angle. Adjust main throttles to control ascent speed - don't over-speed and waste fuel. Separate the shuttle, set your desired AP height and prepare for LKO burn.
  25. There's a new shuttle challenge, I had an idea for a small shuttle. The airplane stage wasn't hard for me to build, and it flys nice - holds prograde more or less by itself , generates optimal lift/drag ratio when in prograde hold , thanks to incidence angle on wings. I had the idea of putting a kickback on each wingtip to get the thing halfway to space. That's the easy bit right? Well, no. After I'd finished getting hung up on my own launch clamps, then the torque from the boosters sending me pitching up or down into a half loop crash, i found that the flight profile you get with solids doesn't play nice with the lift from the wings. On the solids, it accelerates harder and harder as the flight goes on due to fuel burnoff, we end up generating too much lift and steadily pitching up into a vertical climb, or even going over vertical. So we need to not build speed too fast down low, but we still need enough thrust in the first 15 seconds or you get another comedy takeoff. So, I'm starting over with liquid fuel boosters, since when has any shuttle program ever been about saving money anyway? Though i might need more than a pair of Reliants to get the job done... Here is the mini shuttle with a fail-tacular solid booster setup. https://www.dropbox.com/s/i9myyrt0vsj7v7s/Starswift micro shuttle.craft?dl=0 What it really needs is something that gets it to 15km+ at mach 3 or more, in a shallow climb (less than 15 degrees of pitch) - that way the upper stage isn't wasting it's meagre thrust against gravity for long, and is actually thrusting horizontally with some atmosphere to make lift from the wings. Basically the ascent the upper stage wants to follow looks something like this -
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