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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. Including Iridium Next, New Horizons and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues IVAs are weird. A future update will be focused on IVAs! "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) 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 F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah 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!
  3. Starship Expansion Project Starship Expansion Project is a mod being developed by me, Kari, with contribution from the community, this mod aims to give players a more up to date version of the Starship vehicle by SpaceX. This mod is not a perfect recreation and does not aim to be, my personal taste has the final word. Special thanks to @damonvv for allowing us to adapt tundra's plugin to ourselves, @SofieBrinkfor her hard work adapting the code and overall improvement of the mod, @IsaQuestfor the raptor model and textures, TheSpaceEngineer for the grid fin model, @EritoKaiofor indirectly helping me improve myself over the last few months, and you everyone on my discord server for their immense support to our mod, I could not have done without you Screenshots Dependencies Module Manager Waterfall (0.8.1 or higher) B9 Part Switch Extremely Important but not required mods Textures Unlimited (for shiny parts!) Flight Manager for Reusable Stages (For your recovering needs) Trajectories (For aiming your tin cans to the right place) Recommended Mods Starship Launch Expansion (For your stage 0 needs) Community Resource Pack (For your methane needs) Tundra Exploration (For more engine modes on SH) Modular Launch Pads (For even more customization on pads) Fossil's Mechazilla (For those chopsticks needs) Realism Overhaul is officially supported feedback is appreciated Download SEP is officially found at Spacedock, GitHub and CKAN. Any other form of download is not official and should not be trusted FAQ 1. Where is *? R: If you have not found a feature you like, please check our roadmap to see if it's not already planned, otherwise feel free to ask nicely and we'll happily look into it 2. Why there's only 2 engine modes on the booster? R: When we where authorized to use part of Tundra's plugin, we agreed to leave the engine switch on Tundra's mod, as it was made mainly for falcon, if you want an extra mode, install Tundra and it will be on your game 3. What are those names? R: I renamed the parts to match The Expanse (my favorite show) names, if you're not familiar or want to have real names, there is an option for it on the extras folder when you download it 4. Where are the legs? R: Well, to be fair leg design for Starship is tricky, so I've left without it for now, in the meanwhile you can try catching the ship or use one of the legs from KRE 5. IVA? R: uhhh, not happening in the near future, not a big fan Licensing Configs are distributed under CC-NC-SA-4.0 License. All Textures/models/plugins are distributed under All Right Reserved License.
  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. - MODERATOR'S NOTE: THIS WAS SPLIT OFF FROM THE SPACEX DISCUSSION AS IT SEEMS TO MERIT IT'S OWN THREAD. -
  8. 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.
  9. filip's Starbase - Boca Chica launch site This mod adds high resolution and realistic Boca Chica launch site to KSP. This is my first ever mod, please dont be harsh I made this mod for all the Starship fans, that finally want to experience having Boca Chica launch site without having to build one themselves. filips's Kerbalized Boca Chica haves custom instances, location and many more Credits Development and build - @filipWithTelescope Idea - @filipWithTelescope Modeling - @filipWithTelescope, @Joep, @Fossilized Configs - @Joep Map Decals - @filipWithTelescope, @StarshipWatcher Alpha testers - @Joep, @StarshipWatcher Beta testers - @Joep, @StarshipWatcher, @ttvim_novacon_., Soloalke, @Fossilized SLE - @SAMCG14 Download: SpaceDock How to install: (For stock Kerbin) 1. Download all dependencies, and open fKBCv3Beta file and extract the entire fKBCv3Beta file 2. Open The gamedata folder inside KSP 3. Copy contents of Gamedata folder into the ksp directory (Kerbal Space Program/Game Data/) 4. now enjoy Dependencies: Kerbal Konstructs (Compatible with KSP 1.2.3) Starship Launch Expansion - v0.4 Beta Optional but recommended mods: KSC ++ Continued Tundra Space Center Aurora Space Center OSSNTR Warnings: 1. Check if you have all dependencies, and installed correctly Preparing/Setup 1. Open your KSP. 2. Locate the boca chica. (Simply go to VAB, place random craft on Boca Chica Launchpad A [Dont forget to open it in VAB using KK menu] and then launch it. 2a. (or Buy the pad using the KK Menu and use the Making history hud) 3. You should be spawned on your boca chica site with all of its beauty. 6. You are all done. Things like hopper, SN7.2 are NOT included, if you build them, you can place them on their respective spaces. 7. Unfortunately due to KSP's restrictions, you cant have both Pad A and Pad B (2) occupied at same time. However you can place one starship on Pad A, and then launch one starship to from orbital launchpad spot. Then use gravity hack and rcs to pad 2. Any issues? Need some help? Join us on our Discord server Some images (NOTE: Starship in the images is from this mod!)
  10. Starship 2021 Design (S20) PERMANENT UPDATE: I have decided to discontinue the mod due to burnout and the high rate of changes to the design IRL, plus I absolutely hate dealing with Unity and KSP modding in general. A lot more work than I really have the patience to deal with, so I'm returning to only doing renders and animations. HOWEVER. . . If you want a replacement, please check @Kari's Starship Expansion Project we've helped each other in the past and I highly recommend it. 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. CryoTanks are required because of the LqdMethane configuration as of 1.2. (This was an accidental thing, I'll see if I can make it optional for 2.0, alternatively, you can probably delete the tank configs in the Patches folder of the mod) Recommended: CryoEngines - For more accurate Raptor replicas until I make my own. My mod includes a config for the engines and tank contents to be compatible. 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 Ship until I release my own and you'll also have more Ship variants to play with. Installation: Place the KaioSpace folder in the zip file inside the KSP GameData folder. Launch the game! Yup, should be that simple. On CKAN all you have to do is select and install. 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. Features usually get released to patreon first a couple days early and then I will make a public release once all testing is done. The next major update (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 2021 but stopped because I wasn't making progress learning (because quite honestly the documentation for modding isn't.. very friendly or updated for new devs, but that's a rant for another day). Few months later 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. RSS/RO Configs: I'm not planing to make RSS/RO configs myself, but you're free to post your configs on this post and I'll list them here below. I will not test them myself (I'm bad at RO lol) so use at your own risk & let me know, also send me pics on twitter!!: Modder Resources for making compatible mods: Changelogs: Work In Progress:
  11. 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.
  12. This is a recreation of Starbase Launchsite made with Kerbal Konstructs for KSP 1.12.x . NOTE: I know the area looks empty and not as well done as I would like but it is the most I have managed to do using Kerbal Konstructs. If anyone has any advice on how to improve it I will be happy to hear it. I will try to update the zone when new updates come out in the Starship Launch Expansion mod, like the Catch Arms and the updated Launch Table. In KSP: In Real life (Credit to @Rgv Aerial Photography on Twitter):: Download: Spacedock Dependencies: 1. Kerbal Konstructs: 2.Omega's Stockalike Structures: 3.Starship Launch Expansion (GSE Tanks, OLIT, Suborbital Launch pads and the Integration Tower): 4.Module Manager: Recommended mods (They are in the pictures): 1. Starship Expansion project (Super heavy and Starship): https://github.com/Kari1407/Starship-Expansion-Project 2. KaioSpace-KSP Starship 2021 (Starship SN20 used in the pictures): 3. Hullcam VDS Continued (For Starship onboard camera): Pics: The mod is distributed under CC-NC-SA-4.0 License. All assets are distributed under an All Rights Reserved license. You may NOT redistribute or re-use these assets without permission from the author. Launch date 11/02/2021
  13. Dragon Rider (Originaly By cBBp) I'm porting this modpack (with permission) to the latest KSP version. Most of this is updating the node attachments, flipping the y angle. There's other problems. Download: https://github.com/macluky/cBBp_Dragon/releases/tag/0.2 Links: Original link: [http://forum.kerbalspaceprogram.com/index.php?/topic/24217-dragon-rider-capsule-023-21414/] Mod Support: * Lazor * Kerbalism * TAC * MechJeb * CTT INSTALL: Unzip into your main KSP folder, delete old versions before that. Have module manager already installed. CONTENTS: * Dragon Capsule * Trunk * Solar Panel Covers * Nose cone NOTES: * The offset of the RCS thrusters is wrong Changes * fixes for KSP 1.8.1 * fixes for KSP 1.2.2 * added mission flags * updated buoyancy profile * updated COL profile * techtree integration * editor search and category integration * generic docking node fits normal and jr clampotron * emergency fuelcell if power drops below 10% * integrated heatshield and insulated capsule * science container and crew report * integrated transmitter CREDITS: * cBBp for original setup LICENSE: https://creativecommons.org/licenses/by-nc-nd/3.0/us/ This pack is originally made by cBBp. This licence does not forfait any original licences. SCREENSHOTS: http://imgur.com/a/isypC
  14. 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?
  15. 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
  16. I'm happy to share with you the first public release of this mod. Most of the parts are done and ready to use and you can now properly replay the Mars colonization mission in KSP. IMPORTANT NOTICE: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/oxygen) and engines don't suffer from ullage and other great features that RO brings. DeltaV stats, Isp, masses and all related parameters are nevertheless more or less correct. PARTS Crew Transport Ship with 4 crew and 100 passenger capacity. Tanker Ship for orbital refueling. Reusable Booster with attachable fins and gridfins. Built-in decoupler, probe core and antenna. Dedicated shielded side docking port. Matches stock senior docking port. Raptor engines for atmospheric and vacuum use. Ship landing legs Deployable Gridfins that act as control surfaces and airbrakes Booster fins Solar Panels, RCS etc. FEATURES Booster has a built-in decoupler for stage separation. Built-in docking ports can be activated in config files (as an alternative). Currently uses Liquid Fuel/Oxidizer mixture but with correct masses for the ship and booster Engine Isp and thrust are set to values given by Elon Musk in his presentation All sizes are as accurate as I could estimate Ship and booster masses are as specified by Elon Musk. Raptor engine mass is estimated based on Merlin mass Tested in KSP 1.2. Backwards compatibility for KSP 1.1.3 and some extra config files for RSS are available on GITHUB Landing legs are missing landing leg module. They are still animated and act as landing legs, and are by default activated by Gears action group. They cannot overstress. CURRENTLY IN DEVELOPMENT Internals IRSU module RSS/RO configuration for proper fuel usage - partly done Configuration for stock KSP that is not game-breaking Split body flaps for the ship VIDEOS! A quick video I made how to assemble the ship: Kottabos review: DOWNLOADS: SPACEDOCK CURSE GITHUB - Backwards compatibility and extra configs are available here. DEVELOPMENT THREAD is where all the important updates and future features, as well as current issues (there are some) are discussed. I hope you will enjoy this mod! It took me a long time to (sort of) finish and I wasn't even sure if I could do it. Because of that, I'm even more excited to share it with you! A big THANK YOU to Marcus House for the support and testing, as well as config adjustments!
  17. 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
  18. 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
  19. 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
  20. 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!
  21. 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.
  22. hey, i was wondering what mods you guys use for spacex-like parts? thanks!
  23. 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
  24. 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!
  25. 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!
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