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  1. Old thread merged with the BO and Orion thread. This is the new one. Useful links: r/SpaceX Wiki Long list of acronyms
  2. Starship 2021 Design (S20) Hello! This is the first time I work on a KSP mod, so pls be gentle @DylanSemrau told me a few times I should post the mod on the forums so here it is! A Starship mod with the 2021 design! Right now the mod is still very incomplete, it only has the Ship part of it and even that is still missing a lot of details like COPVs, some piping on the nose and the rVac mounts. Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod. First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test: Screenshots: Dependencies: TundraExploration is required for the flaps to function. TexturesUnlimited is required for you to see the shiny metal. Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. I'd recommend using the LF/Ox patch OR the patch I include in the Extras folder of the .zip so you can use it with my ship until I have tank fuel configs. Waterfall - For the raptor exhaust plumes. HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos. StarshipLaunchExpansion - For the suborbital clamp and launch tower. Kari's Starship Expansion Project - If you need a booster that fits with my starship until I release my own, Tundra's works but needs extra manual fitting. (I tested it) Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. When the mod is on CKAN all you have to do is select and install. Extras Included: In the Extras folder of the .zip you have extra configs to place inside the KaioSpace/Patches folder of my mod. Extra_CryoEngines_Gimbal.cfg - Makes the CryoEngines raptor have the gimbal range of the real one & tweaks the mass slightly. Extra_CryoEngines_FuelSwitch.cfg - Adds an option to switch the fuel type of the engines and also gives them some stats for Methane like the 380isp of the rVac etc. I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section. I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent. There's no configs for different tank propellants yet or any compatibility for RO/RSS. Not my priority until the mod is mostly finished. Features usually get released to patreon first and later I will make a public release once all testing is done. The next phase (2.0) will likely be the SuperHeavy Booster. NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design. Download: Spacedock (& CKAN) | Dev Versions: Patreon Roadmap: Trello License: MIT About Me & Mod: I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January but stopped because I wasn't making any progress learning (because quite honestly the documentation for modding isn't.. very friendly for new devs, but that's a rant for another day). About 2 months ago I restarted the project and here we are. I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences. Changelogs: Work In Progress:
  3. Including Iridium Next, New Horizons and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) (Special Gojira Guide HERE) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues IVAs are weird. A future update will be focused on IVAs! Is your Starship black? Go to the main menu > Settings > Graphics > Make sure the Reflection Refresh Mode is on. "No tank type named 'RR_CryoMLOX' exists" means you have RR but not CRP, or you have RR, CRP, and WBI classic stock, and the WBI feature isn't working right. Make sure you have RR 1.16! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Module manager (For all your module manager needs) Not required but highly recommended: Textures Unlimited (For a shiny Gojira Mk4) Recommended Mods MAS Interactive IVA (For big screens inside Rodan command pod) Modular Launch Pads (For those awesome towers) Waterfall (For those amazing plumes) Near Future Props (for custom props inside IVAs) Smokescreen (Realplume NOT required!) Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah and Gojira landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Not supported Mods Atmospheric autopilot FAR Beta versions on GitHub Realism overhaul config patches (Currently for TE v1.6 only) by @Nessus_ A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @ValiZockt, @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar and @Infinite Monkeys for the help of balancing some of the rockets for a better gameplay! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings. CKAN is NOT supported by me, any problems with it is not on me. (kinda) Follow me on Reddit! /u/damonvv Consider buying me a coffee or a rocket ticket!
  4. Download from SpaceDock or Github Tired of throwing away your rocket every time you launch? Look no further! This collection of parts will help you build reusable rockets, SpaceX-style. @EmbersArc created this wonderful mod but due to busy times had a hard time maintaining this mod. I am honored to continue this legacy in its current state and making sure to keep this mod we all know and love up-to-date! Includes: Falcon 9 Landing Legs in three different sizes. New Glenn Landing Legs in two different sizes. ITS Landing Legs in two different sizes. New Shepard Landing Legs in two different sizes. Grid Fins for control and additional drag on descent. Deployable Wings to fly back stages. SuperDraco Engines to land your capsules and provide in-flight abort capability Fuel Tank with ladder extension Heat Shield with integrated shroud, decoupler and deployable landing gear Docking Port compatible with stock docking ports Recommended mods: Flight Manager for Reusable Stages Trajectories Compatible with: TweakScale RealPlume Ferram Aerospace Research Installation: Move the "KerbalReusabilityExpansion" folder to KerbalSpaceProgram/GameData/ and you're good to go. With CKAN CLI: ckan.exe install SpaceXLegs License: MIT License How to: Build a reusable first stage Special thanks to: @EmbersArc for making this wonderful mod! Without it I think we would still be in an age were reusability on rockets doesn't exists! @nli2work for making the legs work initially for 1.1. The setup has since been redone but it would have been much harder without that help. @DerpyFirework for contributing the "DeployableAeroSurfaces" plug-in for the grid fins. It is in the public domain and the source code can be found here. Changelog: Good luck landing stages!
  5. This pack provides realistic models of SpaceX's rockets and spacecraft, made for your Stock Kerbal Space Program installation. Crew Dragon Cargo Dragon 2 Starlink Satellite Falcon 9 with parts to make all of its versions: Block 5, Full Thrust, 1.1, 1.0 Falcon Heavy Falcon 1 Interplanetary Transport System [2016 version] ASDS Droneship "Just Read the Instructions" and "Of Course I Still Love You" Landing Zone 1 You will find all flown Merlin versions (M1Ci, M1C, M1CV, M1D, M1DV and its subsequent upgrades), Raptor and Kestrel, 22 different payload fairing textures from real missions, booster and fairing recovery hardware, different textures for the booster, 4 different textures for Crew Dragon and 2 textures for the drone ship ("Of Course I Still Love You" and "Just Read The Instructions") included. Download from Spacedock Realism Overhaul Configs [WIP] by @pmborg Installation Follow the instructions in the included "readme" file. You can choose to install the parts at their real sizes or at a stock-compatible size (2.5m). The following mods are recommended to be installed as well: Textures Unlimited for shiny, metallic looking parts by @Shadowmage Animated Decouplers for retracting Crew Dragon trunk umbilical by @Starwaster RetractableLiftingSurface for a working fairing parafoil by @linuxgurugamer Launch Towers Pack for realistic launch towers by @sciencepanda Note that Module Manager by @sarbian is required to make the rescaled configs and some of the above mentioned mods to work. Changelog Known Issues Media All rights reserved.
  6. Tundra's Space Center After a long wait, I can finally share you my version of some historic real life launchpads! To set it up, put the TundraSpaceCenter folder into your GameData, open the KK menu (ctrl + k) and place it anywhere you want! After that convert it into a launchpad and you are good to go! This mod only works with KSP 1.8.x and above!! Statics: LC-39A/B - LC-41 - LC-40 - LC-19 - LC-46 - Barge - Engine Test Pads LC-5 - LC-6 - LC-14 - LC-17 - LC-34 In-game pics: Current parts TLC-5 TLC-6 TLC-5-6 launch control building TLC-14 TLC-17 TLC-19 TLC-34 TLC-39A/B TLC-41 TLC-40 TLC-46 Engine Test pads (Horizontal and Vertical) Barge Planned features Roadmap Known issues Nothing that I know of. Review + tutorial on how to place and use them. Required Mods Kerbal Konstruct (1.8.x and above) Recommended Mods KSC Extended Tundra Exploration Omega's SpaceX landing pad Bluedog Design Bureau Modular Launch Pads A very special thanks to @Beale, @Eskandare and @Omega482 for the help and advise they gave me to make something awesome. But a very very special thanks to @Ger_space for spending the time with me getting the final touches working. Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under All Rights Reserved License. CKAN is NOT supported. Follow me on Reddit! /u/damonvv
  7. I made RO configs for Tundra Exploration's Starship. I tried to make it work with out a reaction wheel but that was pretty much impossible. It is possible to make it work without a reaction wheel but the fuel balance has to be PERFECT https://github.com/Suyash-Jevaria/KSP-RO-Starship-Configs
  8. From wiki. Phase Orbit shells (km) Number of satellites Inclination (degrees) Half size contractual completion time Full size contractual completion time Current completion (23 May 2019) 1 550 1,584 53 March 2024 March 2027 62[43] 1,110 1,600 53.8 0 1,130 400 74 0 1,275 375 81 0 1,325 450 70 0 2 335.9 2,493 42 November 2024 November 2027 0 340.8 2,478 48 0 345.6 2,547 53 0 So, they distinguish 335, 340, and 345 km orbit, and as well 1110 and 1130. They also distinguish 53° and 53.8°, i.e. 0.2° = 12' ~= 12 nm ~= 22 km. So, this gives us a mesh step ~= 5..20 km in their sat pattern. Total area of a sphere of radius: 330 km = 4 * pi * (6370+330)2 ~= 564 mln km2 1330 km = 4 * pi * (6370+1330)2 ~= 745 mln km2 So, 564*106 * ((345+5) - (335-5)) / 7500 = 1.5 mln km3/sat in 340 km orbits. 745*106 * 20 / 4400 = 3.4 mln km3/sat in higher than ISS orbits. A 340 km orbit length = 2 * pi * (6730 + 340) ~= 44 400 km. A 480 km orbit length (ISS) = 2 * pi * (6730 + 480) ~= 45 300 km. So, say, our orbit is ~45 000 km long. Say, our cross-section area is 20 x 20 m ~400 m2 = 4*10-4 km2. (A large sat, a spaceship + upper stage, or else). Total volume of the orbital torus = 45 000 * 4 * 10-4 ~= 18 km3. So, the probability of a sat crossing our way is roughly: ~18 / 1.5*106 ~=1.2 * 10-5, 1 chance per ~80 000 orbital turns in LEO. ~18 / 3*106 ~= 0.6 * 10-5, 1 chance per ~160 000 orbital turns in typical OS 480 km orbit (ISS, Mir), when the sats orbit get significantly decayed. 1 day = 24 / 1.5 = 16 turns. Chances to hit a sat spending in 340 km orbit a day = 1-(1 - 1.2*10-5)16 = 0.0002 = 1:5000 a week = 1-(1 - 0.0002)7 = 0.0014 = 1:700 a month = 1-(1 - 0.0002)30 = 0.006 = 1:160 a year = 1-(1 - 0.006)12 = 0.07 = 1:14 Chances to hit a decaying orbit sat spending in 480 km orbit a year = 1-(1 - 0.6*10-5)16*365 = 0.034 = 1:30 *** Say, a sat lifespan is ~15 years. This means that every year they should deliver ~1/15 of total sats amount = ~800 sats/year. Probably they are going to deorbit the failed sats, so ~800 sats are going to deorbit. But as a launch vehicles are ~0.98 reliable, and the sats to be deorbited are by definition out of service, we can presume that ~20% of sats will stay in orbit as garbage. So, +160 sats every year. Twenty years later there will be ~3000 additional dead sats plus to the initial amount. *** Plus kesslerization of this Say that 15 years long Starlink sat. Say, its cross-section is ~5 m2 (including the solar panel) Its orbital torus volume ~ 45 000 * 5*10-6 ~= 0.2 km3. At 1.5 mln km3/sat around, the probability to hit another Starlink sat is ~ 0.2/1.5*106 ~= 1.3*10-7 per turn. Per year = 1-(1-1.3*10-7)16*365 ~= 0.00076 = 1:1300. So, we can expect ~5..10 Starlink collisions per year. Every collision creates, say, 10 debris, so +several hundred objects per year. Of course, most of them will deorbit, but while deorbiting they can hit a Starlink sat in a lower shell. *** So, if the Starlink had been raised, 30-40 years later there will be no safe orbit below the radiation belts for anything bigger than a Starlink sat.
  9. Hello everyone my names Nic I am a new mod developer for KSP, I am currently working on developing a stockalike Lunar Lander inspired by SpaceX lunar lander project for NASA's Artemis program if anyone would like to help out or give any requests or design implements feel free to LMK Also need name suggestions
  10. We have oil companies who won't let that happen. And not everyone would be thrilled about potential microwave death beams floating above their heads. Solar power satellites also aren't that practical for many reasons.
  11. Hi Marcus house had made a kos code for falcon heavy which only works with ksp 1.3 and lower. So i have modified his script and made it compatible with Ksp 1.8.1 and higher . So i will now continue to to update his script . Script is finally complete ,here it is : https://github.com/daiwik-ksp/Falcon-Heavy-Dual-booster-landing- More pic on : https://imgur.com/a/0vaAUyH Marcus House video : My Video :
  12. Delta Pack Adds the Delta II, III and IV rockets into the game, featuring highly detailed models & textures. (No, this is NOT the official ULA mod pack! I do not have any affiliation with them, I've released my work on my own since otherwise you would never get your hands on this.) Overview of the parts included: RS-27A, RS-68A, RL10-B2, AJ-10-118K, LR-101 GEM-40, GEM-46, GEM-60,GEM-63, GEM-63XL, Star 48B SRM's 4m DCSS (2 colour shemes), 5m DCSS, Common Booster Core, Thor Tank, Delta K, Extra Extended Long Thor Tank various Payload Fairings A wide range of different payload adapters based Note: These launch vehicles are scaled down to fit the Kerbal universe, Delta II has a diameter of 1.5m, Delta III of 2.5m and Delta IV of 3m. A seperate manual is also included in the .zip file. Real Solar System / Realism Overhaul configs are made by @raidernick and are included in the upcoming RO patch. More pictures: https://imgur.com/a/MHVdhPr DOWNLOAD v.1.0 FROM SPACEDOCK All rights reserved - Kartoffelkuchen Logos used are owned by United Launch Alliance Important note: I do not want to make any profit off of my work, so I always appreciate some nice comments if you like it! Enjoy! Great review by KottabosGames SpaceX Pack Due to its size and popularity, the SpaceX Pack has been split into its own thread. You can find it here. Atlas Pack Includes: Atlas V Rocket 400 & 500 series (3 Payload fairings for each version) Centaur with RL-10 Payload interfaces (C13, C15, C22, C25, C29, A937S, B1194) http://imgur.com/a/3qlH3 Requires Old School Fairings , BD Animation Module Recommended Editor Extensions KSP Version 1.1.3 Version 2.0 (Released September 9 2016) Download SpaceDock Realism Overhaul configs are included in the RO mod Real Plume config provided by @Hysterrics , downloadable here License All rights reserved
  13. Hello, is there a way to play KK‘s launcher SpaceX mod with RO and RSS so that the rockets have the right configuration including size and fuel? And is it also possible to optimize Tundra‘s exploration with RSS and RO too? A instruction with the right KSP version and the settings/codes of mod would be really cool! Thanks and greetings from germany!
  14. DOWNLOAD SPACEDOCK INSTALLATION 1.Remove the older versions of this mod. 2.Put all contents of "GameData" into your "KSP/GameData"folder. 3.Install KerbalJointReinforcement (Depends) by Rudolf Meier 4.Install DistantObjectEnhancement (Optional) by Rubber Ducky FAQ Q:Why are my Starlink satellites tossing around like noodles? A:This problem cannot be solved for the time being.And,install "KerbalJointReinforcement" can Solve the problem. Q:How to fit the original game size? A:Please delete "patches/StarLinkSatellite_KSPsize_Patch.cfg.RemoveMeToKSPSize" File suffix of ".RemoveMeToKSPSize" Q:How to return the real size? A:Please Add"patches/StarLinkSatellite_KSPsize_Patch.cfg" File suffix of ".RemoveMeToKSPSize", or delete this fils. Waiting for more questions... LICENSE StarLink Satellite Pack by Akino is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. MEDIA Review by @Kottabos CHANGELOG CREDITS @Mecripp Thank him for a series of help for this mod. FUTURE PLANS Remake the Starlink model to make it more like real Starlink satellite. Make the ride-sharing adaptors.The demo version is expected to be available next week.
  15. hey, i was wondering what mods you guys use for spacex-like parts? thanks!
  16. Starman's Tesla Roadster On February 6th, 2018 this very Tesla Roadster along with an assortment of other things began their billion year journey around the Sun. Fortunately, the Kerbals discovered this amazing piece of history and brought it back to their homeworld of Kerbin. Now you can control the launch, and send Starman to whichever planet or moon you desire. Features: Detailed model of Elon Musk's Tesla Roadster and Starman based off of the real car. Craft file for the stand with the car pre-mounted. (Fixed as of 2.1.1) Don't Panic sign. This mod was designed purely for entertainment and has no real functionality yet. Changes in latest update v2.1.1: The craft a file has been updated and added back to the mod. Changes in latest update v2.1: Removed rearview mirror and windshield wiper. They are not on the real car. Fixed the side reflector colors. They now appear orange and red like they are supposed to. Slightly adjusted the tires. About 2% larger and fit nicer in the wheel well. Completely new Starman model and other visual improvements are on the way in a future update. Download from SpaceDock Download from CurseForge Requires: SpaceX Launch Vehicles by @Kartoffelkuchen HullcamVDS by @Albert VDS; @linuxgurugamer
  17. Hey there, I am new at asking questions so please be gentle. I am a PS4 KSPEE player and I am trying to perfect my landing on the launch pad, now with that being said it is going to require allot of math and I just don't know the formula, I was thinking about how it should include the TWR, the weight of the object being landed, how quick the fuel is being drained, it is kind of like the rocket equation but with added steps and it will lead to a different outcome, if there is someone who could make a calculator I know that not only I will appreciate it but so will the KSPEE players and the stock KSP players alike. Thanks everyone!
  18. I want to make an elevator on a vertically landed spaceship that can lower my kerbonauts and vehicles down to the surface safely, like the artist rendering below of future SpaceX Starship missions. Any ideas on how I can do this? From the mods I've searched, nothing comes close to building something that looks like this, and I'm not much of a modder myself :( Any ideas welcome!
  19. I decided to post my work on BFR, it is not finalized and does not have a connection to RO, since I do not sit in the KSP at all, but maybe he'll need somebody. The package includes: 1. Simplified engines Raptor 2. Two versions of the BFS ship, cargo and manned 3. BFR rocket 4. fins and RCS for BFR 5. Solar panels for BFS 6. Docking port for BFS The manned version of BFS has 4 compartments for the exit the Kerbonauts, two in the payload compartment, one for the EVA (main), another with a built-in ladder, it also has built-in landing legs, a docking port for connecting two BFS ships, and animation glow of windows. The cargo version also has a built-in docking port. All the textures in the .png format, so that every newcomer to Photoshop can change them at will. V1.2 1. Added evelons for BFR 2. Added RO Patch Ship file in VAB works only with RSS/RO. DOWNLOAD: https://spacedock.info/mod/1813/BFR
  20. Miguelsgamingch's First Droneship Landing Landed At Sep 2,2020 5:31 PM GMT08+ After Trial And Error, I Finally Made it On September 2, 2020 I Landed My Falcon 9 Booster ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- More Images: The Landing Legs... Lets Say There Partially Broken. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Video: Thank You For Reading this Thread And Have A Nice Day Mods Used: @EmbersArc's And Now Being Matain By @damonvv KRE Or Kerbal Reusability Expansion Mod - For Landing Legs @damonvv's Amazing Tundra Exploration Mod - Amazing Falcon 9 And Booser @Kartoffelkuchen's Amazing SpaceX Pack - For ASDS And For The One Who Made It All @sarbian's MechJeb2 Mod, With its Amazing And Weird At The Same Time Landing Guidance! Source (Now You Can Do It Your Own, Trust Me Its Like 50|50 Easy And Hard):
  21. KerbX is rocket manufacturer founded by Elon Kerman. I will be playing in 1.10 sandbox mode. Mod List:
  22. 2.0 coming soon 1.4 Media 2.0 License
  23. Now is your time to help SpaceX. We've been waiting for this mission for years and it's finally here. Your task is: 1a) Launch Crew Dragon Demo-1 1b) *Optional* Land first stage booster 3) Rendezvous & Dock with the ISS (International Space Station) 4) Land on Kerbin, alive. Sounds easy? Good, no pressure. Required Mod: https://kerbal.curseforge.com/projects/kerbal-reusability-expansion DOWNLOAD MISSION HERE
  24. Kerbalized SpaceX for KSP1.3.X Want to build the SpaceX BFR crew/cargo, Falcon 9, falcon heavy, etc.... This mod is for you! This mod is designed to help you save on part count big time. Be it docking ports to cargo bay's- every part is integrated with something (or multiple somethings) to help you lower your parts count. HOW TO RE-ENTER WITH THE "BFR" -Kill 98% of velocity on a 55 ton vehicle with aerodynamics only-. (I took a steep angle of attack, and experienced very high G's, with good piloting skills and a lower angle of attack you can limit the amount to under 5g's. This happens during the flip maneuver(You will see). Includes: Pods- Dragon, Dragon V2, ITS Titan, Space Bug, BFR crew & cargo variation. Rockets- Falcon 9 Ft, Falcon 9, BFR Engines- *31 raptor cluster, *3 raptor cluster, *4 raptor vacuum cluster, *9 merlin engine cluster, merlin vacuum, merlin atmospheric. Misc: Dragon 1 trunk, Dragon V2 trunk, Dragon nose cone, Dragon panel Covers, Heat shield, Falcon Legs, Aero Fins. Downloads: Spacedock: https://spacedock.info/mod/1477/Kerbalized SpaceX Curse: https://www.curseforge.com/kerbal/ksp-mods/kerbalized-spacex Real plume config: (Currently not working because new engines) Dependencies: Retractable lifting surfaces for aero fins (included in download) Requires "near future solar" for the solar panels on the trunk to work. RPM and Asset Props are required for any functionality in the V2's IVA. Recommendations: Kerbal joint re-enforcement will make ur life much easier playing with the BFR. Appreciation Section: Thanks to @Mecripp for converting all the textures to .dds and for his help in various other areas. Thanks to @mrtagnan For taking the time to provide some beautiful new engine plumes using the Real Plume mod Thanks to all my followers for helping me keep the ambition to continue the development of this mod! I likely would have stopped with the V2 if it wasn't for you guys. Disclaimer: All rights reserved. 1.3 Compatible
  25. http://www.orlandosentinel.com/news/space/os-expandable-living-space-for-astronauts-heading-to-space-20160318-story.html Bigelow Aerospace is finally getting to send up their module to the ISS in or about April on one of the SpaceX launches which SHOULD include some form of landing attempt. I am pleased to see this day. Anybody got any additional info on the module in question?
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