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Found 36 results

  1. W.I.P. ver. 1.3.1. First part of a exploration Vessel from the NASA. Nautilus Exploration Starsystem for travel. Command Modul : Reactor : Tank Modul : Atomic Engine : Complete Vessel
  2. Mod is @Sobol's SLS mod. Go check it out.
  3. UPDATED 29/04/18 FINAL PATCH WHILE WORKING ON NEXT MISSION! This is a basic mission that let's you head up to the International Space Station with the new Orion Module, not yet operational by NASA yet, transfer crew and return safety back to the KSC. I hope you all enjoy! DOWNLOAD HERE! Rookie
  4. reDIRECT | V0.9.9 | 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 Recommended other mods: Cormorant Aeronology (essential for building Mk3 shuttles) Sigma Dimensions (I recommend you play at 2.5x scale) CHANGELOG 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:
  5. 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.
  6. Hi guys!! Here's some work i'v beem on this weekends! It's some "compact" version of a moon base fully functional, with few parts and functional as hell!! Only have 3 models until now, an Science Lab, a Mining Facility and GreenHouse (because its pretty, that's all... ). This is the ESA concept for a moon base that i really enjoy and like how it looks! Modules: "Interactive Interiors": Science Lab: GreenHouse: Mining Facility: Ground Solar Panels: Altair Lander - "Big Boy"! (Up to 8 Kerbals) Almost there... solving the last bug (that I found...)
  7. Release v0.14 (Beta) Since I started to play KSP (i don't even remember when...) I really wanted to make some things on "my way", probably, like all modders do. So, I was working on this mod on my weekends for the past few months and now, i think it's "shareable". I am really grateful to all the people who helped me a lot with tips and shared the knowledge! This mod contains my understanding for Lockheed Martins MBC and some other features like: - MBC (Mars Base Camp) - MBC - Orbital ISRU - MBC - Orbital GreenHouse (WIP) - Orion (Capsule + parachutes +Service Module + Criogenic Propulsors) - SLS (boosters + core stage + petal adapter ) - Altair Lander - MMSEV (credits for NASA Modelers! Just worked on it to compile) MMSEV - Orbital config! Know Issues: Interiors are all WIP Orion Interior Kerbal Screens are all black (don't know how to fix it yet... ) - FIXED! MMSEV loses orientation on reload... (what a hell....) - FIXED! -Altair lander collider - FIXED! News: RealPlumes compatibility files on this release. Bug Fixes for 1.4 Other stuffs and info's: All config's are as close as I guess to stock, if you guys find some of them a little "cheaty", plz let me know! The suit model on MMSE and on the bridge from MBC are from @BobCat's mod! The MMSEV original model where downloaded from Nasa's shared content. All other one's are from my own work. Download Link (Space Dock - v0.14 is rdy to roll!!): https://spacedock.info/mod/1615/[1.3] Capsule Corporation Endeavour (Mars Base Camp) Next release's: - IVA's - Moon Village Project (WIP link bellow!) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Hope you all enjoy!! You can follow the new parts and development status on this thread: - New release for CC - MADV (Mars Ascent and Descent Vehicle). You can get it here: - The LRE for long journeys
  8. I would like to share with you all a little mod that I working on. The MOD contains: Orion+Service Module, parachutes for Orion, Extensible Docking Port, a Petal decoupler, Altair Lander and a MMSEV. The MMSEV's model and textures are from Nasas 3D's Sharing. I only worked on a little things here and there. Now im correcting some bugs and working on better textures to be more Stockalike Hope you enjoy!
  9. Hello, everyone, and this is a continuation of the SLS repaint mod, originally by @nothke, later re-released by @MeCripp, and now re-released by me. What this mod does is adds new textures for the Rockomax parts and adds Firespitter Texture Switch 2 configs so you can interchange between textures on the parts. This is a snippet of my upcoming mod, Kerbobulus Space Program. I added some of my own textures to the mod, like for example a texture that turns the Rockomax X200-16 tank into the ICPS upper tank. So, lets get to the mod itself! KNOWN PROBLEMS: INSTALLATION DIRECTIONS: Install Module Manager* Extract the "nothke-2015_SLS_CDR_textures" and "Kerbobulus Space Program' folders into the Gamedata folder together with "Firespitter.dll" If you find any problems, please report them in the thread below CREDITS: @DirtyFace83 Creator of the kerbalized American flag on the ICPS @nothke The original creator of this mod @MeCripp For releasing a 1.0.5 compatible version @TheShadow1138 For making the EUS-style orange texture Licensing: This mod is licensed under a CC-BY NC SA license All dependencies licensed under their own licenses Dependencies: "Module Manager" by @ialdabaoth, maintained by @sarbian, licensed under a CC-BY SA license "Firespitter" by @Snjo, maintained by @RoverDude, licensed under a custom license , which states: ____________________________________________________________________________________________________________________________________________________ * Install MM version that is the right one for your game version, 2.8.1 for KSP 1.3, 2.7.6 for KSP 1.2.2, I WILL IGNORE A PROBLEM IF THE MM VERSION IS FOR 1.3 AND YOU ARE USING 1.2.2 Same Applies to Firespitter DOWNLOADS: Spacedock _________________________________________
  10. Since 2015, NASA has publicly released images with an unpainted SLS, which also had beautiful orange and gray stripes on the SRBs. Even before that, they were planning to leave the tank unpainted. But, Squad still left the SLS parts black and white. In my opinion, they should add some sort of texture switch so you can use both new and old color schemes for the SLS. So, my opinion is overall yes. What is you opinion? Vote in the poll above! Also, please explain why you made that choice below in the thread! Thanks, Bottle Rocketeer
  11. Done in pursuit of Doing It Orion Style: My three intrepid explorers, preparing for the first crewed launch of the glorious SLS! Pad view. Since this is the first crewed test, I'm starting with a little pad abort... All clear so far... Fairing and LES jettison. Drogues out... Popped the mains. Success! Reverted to the pad. SSME ignition! SRBs ignited; up, up and away. Nearing Max-Q, and... Whoops, aborting again! Couldn't resist doing a max-Q abort. Dropping nicely. Nominal splashdown. All right, for real this time. Majestic to be sure! Quite a clip. Heating up and leaning over. SRB jettison! High enough now to get rid of the LES. If you look closely, you'll see that I used a three-segment fairing. Burning very gingerly now. As usual, the SLS can make LKO easily on the core. EUS separation and ignition! Fairing jettison. Only a tiny burn to get up into LKO. Circularized! Orion's SM has solar array deployment. Now, here's where it gets messy. The current NASA plan calls for the EUS to place the entire stack -- DSG component & Orion + SM -- in a high Earth orbit with a period of approximately 24 hours. After this orbit, Orion will separate from the stack and enter its own free-return trajectory, while the EUS places the DSG component in a lunar flyby. I had to plot a couple of orbits ahead to get the timing right. Burning to raise Ap. Done! You can see that the second node appears, after this orbit. Set up for a free-return. Hanging out at apoapse! Orion separates on the way back in. Lost the old maneuvering node, but that's okay. Putting Orion where it needs to go. Extending solar arrays on the Power & Propulsion Module as I swing around the dark side of Kerbin. Setting up the escape-trajectory flyby for EUS disposal. First clear shot of the Deep Space Gateway Power & Propulsion module. Note docking port for refueling, hexagonal probe core, and "airlock" up top for experiment storage, as desired. Orion flying free with the EUS in the background. Finally back at Pe, and burning for the flyby! Switched over to Orion; burning for the free-return. Free-return complete! Separation from the EUS. The EUS will continue to a munar flyby and escape. Testing the engines on the DSG. In reality, the four smaller ion engines will be on special gimbal arms, but KSP doesn't have that capability. Here's what the current disposal trajectory looks like. Firming up the flyby. In reality, the DSG will be assembled in a halo orbit around L2, but since there are no Lagrange points in KSP, a polar Mun orbit will have to do. The Kermans are excited for their flyby! Setting up my node for munar capture. Thanks to the scaled-up ion thruster, I can do the capture burn easily. Orion is inside the Mun's SOI. Nearing Munar Pe; starting to throttle up. Full capture burn! Capture complete. Closest approach on free return. Goodbye, Mun! Set up a node to fix inclination. Inclination fixed! Getting ready to lower Munar Pe. What a beautiful shot! Reached my terminal orbit. Meanwhile, Orion is coming back in toward Kerbin. Service Module jettison. Starting to get entry heating; SM visible in the background. Took quite a long time, really. Through re-entry; drogues popped. Jettisoned heatshield. Mains popped, drogues cut! Splashdown! That's a wrap.
  12. Hi, can somebody please make an EUS style texture for the small 3.75 m tank in the style in nothke's SLS recoloring mod? Thanks, Bottle Rocketeer 500
  13. Hello, Today I would like to discuss the matter of the Orion program. I have one major question: why spend billions on R&D making the SLS, when there is already a tested rocket, called the Saturn V, which took people to the moon and back? The Saturn V could take more than 120t into LEO, the Block 1 crew 70t, and even the Cargo version can only support 130t.
  14. As a followup to this mission report and satisfaction of Mission III in this challenge, I submit: Laythe Clipper! Phase 1: Design, Construction, and Launch The trickiest thing, other than packing all the correct components onto the spacecraft, was getting it all to fit inside the 3.5-meter fairing. But I managed! Exploration Upper Stage, powered by four LV-T45s and using two separate tanks inside a fairing to match the design of the EUS. A peek under the hood at Europa Clipper itself. Looks pretty cluttered, I know. It has its own propulsion and RCS, two survey scanners, a large relay antenna, assorted instruments, tweakscaled solar panels, four RTGs, heat management, four ion-powered cubesat probes, a large bipropellant-powered atmosphere-skimming probe, and a lander. Yes, I know the current Europa Skipper does not include plans for a lander, but I went with one of the earlier plans. Majestic on the pad. SSME ignition. Liftoff! Nice shot under the engines. Not the most efficient ascent, but I have fuel for days. Europa Clipper and the EUS, though large, are small enough that I could get into orbit on the boosters+core alone. At least it's nice to have a ton of control authority on the engines. Booster separation! Way steeper an ascent than I'd like, so I'm going to nose over quickly and then jettison my fairing. Fairing away! Second star to the right, and straight on till morning. MECO while my periapsis is still low enough for booster disposal. Safe periapsis for disposal! Separation and firing up the EUS. Orbit achieved! That was easy. Honestly I probably could have done this with the ICPS. Shot of the core post-separation -- note the support column for the EUS. Silhouettes are always nice. Back on the daylit side, verifying systems. Closeup of the EUS; note the octagonal thrust structure. All systems go, ready for Jool departure!
  15. One wise kerbal once said, " Reach for the stars, and you will be successful." So, the KSP took it literally and decided to reach for the stars with their "amazingly awesome" spacecraft. The Challenge: Do the Orion missions listed below Orion Command module should be accurate and have 3 seat for stock, 5 seats for modded if possible. Following bonuses apply to all: Chute-O-Matic 3000 -- Have three main chutes and two drogue chutes, just like the real Orion does. * + 15 points * If using mods, and restricted to less, please note that in your submission post. Then, I may give you an exception. If not noted, but in the aforementioned situation, you WILL NOT get the bonus Note: You must complete previous mission to continue on to the next one. EFT-1 Badge: Go into a highly eccentric orbit of Kerbin to test high speed reentry Exploration Mission 1 Badge: http://imgur.com/a/PIVJx Build an SLS Block 1 launcher and mate an Orion Spacecraft to it. Then send them to the Mun (Orbit Only). Europa Clipper Build the SLS Block 1B Cargo and launch a probe to fly-by Laythe multiple times. ___________________________________________________________________________________________________________________________________________________________________ Deep Space Gateway (DSG) Mission Objective: Assemble a ship to go to Duna using the SLS in elliptical polar Munar orbit with AP above Munar south pole. Also, develop the SLS Block 2 Cargo and Block 1B Crew. ___________________________________________________________________________________________________________________________________________________________________ MISSION OBJECTIVE (REQUIRED) +50 points ___________________________________________________________________________________________________________________________________________________________________ PHASE 1 EM-2 to EM-5 PHASE 2: EM-6 to Duna mission More Missions Coming!
  16. Re-creating the journey to mars with STOCK parts and i need help, ideas, and every craft will be able to be downloaded and will be as real as possible and i will update and post updates and images and videos (possibly) and i also do live in Huntsville Alabama so i do have a huge interest in Space and Rocketry i also space x and elon musk's stuff
  17. Hey, here's an idea make a SLS rocket that cam perform EM-1 and EM-2 ALL STOCK! must have be able to get orbit to be able to be qualified. Must have launch abort system. EM-1 rules: Must be unmanned. Must gravity assist around the Mün to perform reentry. MUST SURVIVE REENTRY. EM-2 rules: Must be manned. Must be able to intercept an asteroid and return with what would be a sample so strand a kerbal on the asteroid you want to intercept and pick the kerbal up and put them in a chair in a 2.5 meter service bay. No kerbals can die. Must survive reentry
  18. My former teacher sent me a link to an article about the test firing that NASA did Thursday to help man-rate the new SLS launch system. http://www.universetoday.com/130110/nasa-successfully-test-fires-mars-mega-rocket-engine-with-modernized-brain-controller/#
  19. Hello! I have shared this craft on the Heavy Lifters thread, but without the download. Now I want to share it with you! I present: the SpaceY Super Lifter! https://kerbalx.com/RA3236/SLS-SpaceY-Heavy-Lifter A slightly modded craft that can easily do 200t to orbit with the Emu engines on the last stage. Surprisingly, even in large payload changes of 100+t the bottoms stage TWR does not change that much. Most of these tests were using an excellent mod called GravityTurn, which I suggest you get to lift larger payloads over 250t. It is an efficient autopilot that can use less then 3000 m/s dv to orbit. To change payloads, first find the Emu engines. Easily done, they are the bottommost engines. Find the separator for that page and save the stage as a subassembly. In the default configuration the Emu engines can do orbit and reach the Mun and Minmus. I tested the dv capability of the ship, which was enough to do a Mun-Minmus-Mun-Reentry round trip. Just watch though, all stages have a high TWR. The ship was originally designed to lift the Taurus HCV with VSR docking ports but other payloads seem to work. The craft is stable in ascent but needs a lot of tilting for the turn due to the wings. Mods used: SpaceY Lifters and expanded Vens stock part revamp Taurus HCV pod Mods highly recommended: GravityTurn KerbalJointReinforcement Download: https://kerbalx.com/RA3236/SLS-SpaceY-Heavy-Lifter
  20. I ran some numbers based on data I could find online and some rough estimates. I think that an SLS could be used to send Orion and a 20 metric ton lander to the moon by using a NTR as a third stage. The block 1B SLS will be able to lift 105 metric tons to orbit. I guesstimate that the NTR stage could have a dry mass of about 10 metric tons. An Isp of 850 and the mass of the fuel at 40 tons, Orion spacecraft and a twenty ton lander could be propelled into lunar orbit entirely using this stage. Storage of cryogenic fuels over three days would give a test opportunity for NASA, who could the tech developed for this on a trip to Mars. The lander could be, at maximum, 20 tons. I think this is easily doable for the support of 4 crew during a 14 day lunar surface stay. This would allow for a deep study of the surrounding area on earlier missions, later ones being used to build and resupply a base. Also, it would allow for polar landings, since a new return window opens up every 14 days. The lander would launch from the surface, and dock with Orion in orbit. The lander would be discarded, and Orion could return to Earth under it's own power. 3 days there, a stay of 14 days, and 3 days back adds the total mission time to 20 days, within Orion's planned capabilities. Does this seem plausible for a return to the moon? I definitely had very rough estimates when I couldn't find good info on the mass of a dry NTR tank and engine.
  21. SATURNIANBLUE PRESENTS The Asteroid Deflection Mission (From The Asteroid Sentinels) (First rocket i've released for a long time...) This ship is one i've planned on releasing for a while, but never really got around to it. This is the Asteroid Deflector from my graphic novel, ableit with a few modifications. The rocket itself is a stock replica of the SLS Block IB, and the top is a ship with asteroid day, which can intercept and nudge asteroids out of the harm's way. While the above depict the ship in the series, the released version contains liquid fuel tanks on top, as the main engine runs off liquid fuel, but you will have to pump the fuel manually from the top. Mods-Asteroid Day, though a future version will be all stock. The ship has interplanetary capabilities, and the whole ship weighs around 700mTons, and comes in at 302 parts. DOWNLOAD Enjoy.
  22. http://spacenews.com/nasa-safety-panel-worries-about-schedule-pressure-on-exploration-programs/ An independent safety panel, the NASA Aerospace Safety Advisory Council has recently published that it has growing concerns over "a continued and unacknowledged accretion of risk" in the SLS/Orion program, caused by schedule pressures and tight funding, and that there is an "apparent erosion of safety" in that program that could "put crews on future missions in jeopardy." One specific area of concern was the schedule for EM-2 (which has been stated by NASA to likely (70% chance) be delayed to 2022 or 2023), but that NASA is continuing to work to the 2021 date, which has 0 confidence of happening at 2021. The panel observed that NASA appeared to be making "safety trade-offs" to meet that date (though a test flight between EM-1 and EM-2 for SLS Block IB has been confirmed by NASA). The required development of the Exploration Upper Stage, which NASA is building for EM-2, and Orion life support testing were stated to be some of its concerns, along with changes to the heat shield, and "zero fault tolerent" Orion SM systems, such as propellant valves. The panel has suggested NASA keep Orion in LEO during EM-2, mitigating many of the safety risks - calling the current plan to test Orion/SLS in 2 missions (3 once the 'EM-1A' SLS Block IB test flight NASA now needs for EM-2 is approved by the govn't). Additionally, though SLS/Orion has received more money from Congress than what NASA has requested in recent years, the flat level of funding (the $1 Billion dollar NASA budget increase proposed by Congress has not yet been approved yet) Also, according to the Council, the budget for SLS/Orion is not layed out "to acheive needed design effort of a major program" (aka lacking direction). Speaking of direction, NASA's current "goals" for SLS/Orion has been critized for lack of detail, despite releasing a new report on how NASA plans to go to Mars and that more detail would do wonders to help it survive. Additionally, NASA's Commerical Crew Program was also studied by the Council, and has been given a much better view of it compared to previous years- where it was much more critical of it. According to them, there has been a "substantial improvement in openness and interaction"; on the other hand, there are still many challenges ahead, resulting in concerns over NASA accepting more risk, and that there is a "high likelihood of delays to the first test flights". Despite this, NASA has been recommended by the council to continue developing 2 vehicles for that program. One last thing, Orion now is using tiles instead of a monolithic heat shield. Let's see how this plays out... Let's hope this does not cause another "Challenger". If it does, at least we have a launch escape system...
  23. http://www.nasaspaceflight.com/2016/02/nasa-enforce-early-switch-eus-sls/ It would seem NASA wants to move off the ICPS/DCSS upper stage for the SLS as soon as possible. The plan is now to only use it for the first EM-1 uncrewed mission. Beyond that, the rocket will fly in its "workhorse" configuration, with the larger Exploration Upper Stage, and all ground support equipment will be modified for it. What do you guys think? Will this open opportunities for more payloads?
  24. The best stock Orion craft I made so far... Upper stage is a bit overpowered but allows geosynchronous operations, for ppl with geosynchronous stations... And now with the Altair lander... Download: SLS - Orion: http://kerbalx.com/crafts/9868 SLS - Altair : http://kerbalx.com/crafts/9991