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  1. The aim of this challenge is simple, create a naval aircraft capable of full carrier operations. Rules; 1. Hard part limit of 70. 2. Maximum stall speed of 65m/s. 3. Take up a stowed foot print of less than 14m long by 8m wide. Inspiration Further Guidance; DLC's are allowed and encouraged VTOL, STOL, SSTO, Helicopter. If it's Naval oriented I want it No Part Mods Optional Contracts Fixed Wing Rotary Wing SSTO's Formatting a Contract Aircraft (Contract No.) (Aircraft type) (Author/s) (Craft Name) (Description) (Pictures - make sure they are spoilered) (Craft DL - preferably KerbalX) Obviously you don't have to create a naval aircraft exactly to these specifications, nor are you obligated to. Work in progress pictures are highly encouraged and I look forward to seeing what you are going to create.
  2. Reusable Space Program is a career mode series set on a Kerbin where resources are running out. After generations of kerbals have squandered the planets precious metals by firing them into space, but being unsuccessful in getting much further, Kerbal society has retired from the space race. All apart from our fabulous 4 dreamers though, who hope to get to space and beyond with whatever they can. Only one problem...... Everything has to be renewable... no single part can be wasted.
  3. S t o c k W a t e r f a l l E f f e c t s This mod contains a set of template and engine configuration files, that give amazing waterfall effects to the stock engines. The mod is still under development, but I am going to publish my WIP periodically on Github, where you can download it and check it out: Downloads: https://github.com/KnightofStJohn/StockWaterfallEffects/releases Dependencies: You will need Module Manager: https://github.com/sarbian/ModuleManager/releases And of course you will also need to install the Waterfall mod for this to work: https://github.com/post-kerbin-mining-corporation/Waterfall/releases Make sure you install the latest version of Waterfall when updating Stock Waterfall Effects Compatibility: This mod is compatible with RealPlume, but only if you have the latest version of RealPlume-StockConfigs. It will override any RealPlume engine configs, and only the Stock Waterfall Effects plume will show in the game. So you can use both mods, and simply update StockWaterfallEffects once in a while to get the latest plumes. However this mod is incompatible with ReStock, since ReStock remodels the engines, this is only logical. But also, ReStock has its own Waterfall config mod: WaterfallReStock. My goal with this mod is to give the stock engines a realistic looking exhaust plume. This means that I try to give the engines that are inspired by real life engines, the correct type of plume. For example the Vector is based on the Space Shuttle Main Engine, the RS25, and therefore has a very similar looking hydrolox plume in this mod: However, some engines in the stock game were designed to look like certain real-life engines, but do not have similar stats in the game. For instance the Mainsail engine model is based on a hydrolox engine, but has a fairly low specific impulse in the game, which does not match it's efficient, real life, hydrogen burning counterpart at all. So, when I'm deciding on what kind of fuel, and therefore what kind of plume, I will use for what engine, I have to strike a balance between realism in engine performance, or realism in real-life inspiration. For now, I will choose to focus on giving the engines the correct plumes according to their performance. So this is a list of the currently configured engines and the type of plume they have in this mod: • Vector & Mammoth: Lower stage hydrolox • Poodle & Terrier: Upper stage methalox the reasoning here is that the Wolfhound and Cheetah are also both vacuum engines, but with even better ISP. Therefore they will be hydrolox engines, while the terrier and poodle will be methalox. • Rapier: Lower stage methalox & Methane-air • Rhino & Skiff: Mid-range hydrolox • Nerv: Upper stage nuclear hydrogen • Reliant, Swivel, Skipper, Mainsail, Twin Boar, Kodiak & Mastodon: Lower stage kerolox These kerolox plumes were originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. Some more than others. • Spark & Cub: kerolox sustainer. • Cheetah & Wolfhound: Upper stage hydrolox Although the models for these engines are based on real hypergolic engines, I still made these two hydrolox engines because they have exceptionally high Isp. • Bobcat, Thud, Twitch & Spider: Lower stage Hydrazine 50 (hypergolic). This plume was originally designed by @Zorg for the Bluedog Design Bureau, and altered by me. • Puff & Ant: Upper stage Hydrazine 50 (hypergolic). • Dart: hydrolox aerospike. • Dawn: Xenon Hall-effect ion plume. • Goliath, Juno, Wheesley: Kerosene turbofan. • Panther: Kerosene turbofan & generic kerosene afterburner. • Whiplash: Blackbird J58 type kerosene afterburner. Eye Candy: Licensing: Known Issues: • All content is distributed under a CC-BY-SA-NC-4 License • some engines might lag your game if you use too many of them. especially the RAPIER. but we are working on a solution that will make waterfall plumes quite a bit more lag-friendly And if you happen to have some free time to fill, go check out my youtube channel : https://www.youtube.com/channel/UCoJWYYRrzVDmap8uzhHsj_A
  4. When I set an alarm for a ship's maneuver node, it only works while the ship is in focus! If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator... This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine! * Hope this is a bug, not a feature! ** I'm playing KSP 1.12.0 on Windows 10 x64 Thanks.
  5. Download on SpaceDock, Github or Curseforge.. Also available on CKAN. Patches: copy — modify On Demand Fuel Cells Refueled 1.2.0.0 - To Go Boldly (KSP 1.8.1 + .NET Framework 4.8) zer0Kerbal adopts for curation the mod known as On Demand Fuel Cells (ODFC) Continuation of On Demand Fuel Cells (ODFC) originally by @Orum, now continued by zer0Kerbal with massive support from @4x4cheesecake, @linuxgurugamer and additional community support. The plugin has undergone massive and systematic updates and changes. *** THIS IS DOES NOT COME WITH ANY PARTS; PLUGIN ONLY *** See below (sic) concerning parts. DOES NOT COME WITH PARTS, but has a patch to copy/modify the stock Fuel Cell and Fuel Cell Array as new parts. Patches: copy — modify On Demand Fuel Cells (ODFC) is a plugin to simulate fuel cells in Kerbal Space Program (KSP), and do a better job of it than stock's use of a resource converter. The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body. It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS. The plugin requires a set of Module Manager patches to function, as it does not do anything unless integrated into a part. There are two different sets of patches available on CKAN or SpaceDock. One set that copies the fuel cells from Stock, Universal Storage 2, Jatwaa Demolitions Co, and Solid Fuel Cells (soon more) and replaces the stock modules with ODFC with three modes (four if Community Resource Pack is installed correctly) of operation. Also adds a 0.5 EC/s multimode fuel cell to all stock command pods (easily disabled since in separate patch) Another set that modifies the same set of parts instead of copying them. Features: adjustable fuel cell use - much more than just On/Off operation multiple fuel modes (serial usage - one mode at a time) variable activation threshold configurable to produce byproducts (so O+H2 = EC + H2O) very small memory footprint Brown and Black out protection assistance PAW (Part Action Window / Right Click Menu) grouping with autocollapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1). new Optional difficulty settings for moderate and hard play - Stall. Don't run out of EC or the fuel cells will stop functioning since they need electricity to function. new feature: autoSwitch (disabled for hard play). If current fuel mode is lacking fuel, will automatically look for another mode that has fuel available. If you are completely out of fuel, well, let's face it - you are completely out of luck. We tried. new the group label on the PAW/RMB part window now reflects status of the fuel cell so you don't have to expand the group to peek in to see if the refrigerator light is on. more features coming soon (hopefully) Known Issues: Does not seeming work with Tweakscale Ampyear, Kerbalism, B9, and BackgroundProcessing or Background Resources mods do not 'see' ODFC (being looked at). Should not have both BackgroundProcessing and BackgroundResources installed. Parts: DOES NOT COME WITH PARTS. There were custom modeled parts that came with the original ODFC, but they are under a restrictive license (all rights reserved) unlike the plugin which is under the CC-BY-NC-SA-4.0 license. There are plans to release more Fuel Cell Parts under a different release (this is underway). Links will be provided to these additional parts. Patches: Sold separately. Batteries not included. StockFuelCells.cfg patch modifies and or copies the existing Stock Fuel cells (+PART) and adds three (*four) modes of operation: Monopropellent Liquid Fuel + Oxidizer Liquid Fuel + Intake Air *Hydrogen Gas + Oxygen Gas = Electric Charge + Water if RealFuels installed, will add an additional mode (coming soon) .* If you have the Community Resource Pack correctly installed it will give you the additional mode See Betatest Check list (below) for a list of things we are looking for, especially looking for balance issues, Requests for additional stock sizes and modes should be made below. License: GPLv3 Source: Github repo. links to original: On Demand Fuel Cells (ODFC) by `Orum'. Licensed under CC 4.0 BY-NC-SA - -
  6. While KSP simulates atmospheres with variable depths and densities it lacks dynamic weather limiting its utility as tool for exploring concepts in atmospheric science. Kerbal Weather Project was developed to remedy this. In KWP, weather and climate data from a state-of-the-art global circulation model was incorporated into KSP gameplay. This was accomplished through a global hourly climatology, enabling players to experience diurnal and spatial variations in atmospheric conditions. In addition, point weather data is provided for Kerbin launch sites, giving players the option of experiencing dynamic weather conditions that change from day to day. KWP features a text-based GUI showing remotely sensed weather data (in space) and in situ weather data (in the atmosphere). Compatibility KWP works with stock KSP and should work with the vast majority of KSP mods. KWP has been tested, without major issues, in a KSP 1.10 playthrough with 220 other popular KSP mods. That said, KWP may conflict with mods like real heat or deadly reentry that modify the stock game's aerodynamic or thermodynamic system. KWP can still be used with these mods as KWP's override of the stock thermodynamic system can be disabled in the settings menu. KWP is compatible with the aerodynamics overhaul: Ferram Aerospace Research (FAR). Note that since FAR overrides KSP's thermodynamic system, pressure and temperature data from KWP will not affect flight dynamics when FAR is installed. Note that FAR may not be compatible with the latest version of KSP. Background Kerbin weather and climate analyses were produced using the Model for Prediction Across Scales (MPAS; Skamarock et al., 2012) a state-of-the-art atmospheric general circulation model developed by the National Center for Atmospheric Research (NCAR). MPAS was run for six-years (1st year: spin-up) at a resolution of 2 x 2 decimal degrees. Fortunately, Kerbin’s atmosphere has the same chemical composition as Earth’s. In MPAS, terrain and biome data from KSP were used to classify land use, vegetation type, green fraction, and other geographical datasets. In addition to land surface modifications, several changes to MPAS were made to enable more realistic simulations of Kerbin's atmosphere. These changes are listed below: Axial obliquity was set to zero. Orbital eccentricity was set to zero. The solar constant was set to 1360 W/m2 The day length was set to six hours (21600 s) The Coriolis parameter was multiplied by four. An hourly global climatology of Kerbin was developed by averaging the results of the five-year MPAS simulation, by the hour. Results from this simulation were incorporated into the game via KWP. Required Mods Toolbar Controller Click Through Blocker ModularFlightIntegrator Recommended Mods Kerbinside Remastered - adds launch sites compatible with KWP. Note that the lite version of KWP does not include weather data at Kerbinside launch sites. KerBalloons - Launch weather balloons! Atmospheric Autopilot - makes flying during windy conditions a little easier. Downloads and Installation Instructions Full Version (84 MB): High resolution climatology, 5-years of weather data at stock and Kerbinside launch sites. GitHub: https://github.com/cmac994/KerbalWeatherProject/tree/master Spacedock: https://spacedock.info/mod/2607/Kerbal Weather Project Lite Version (13 MB): Low resolution climatology, 1-year of weather data at stock launch sites. GitHub: https://github.com/cmac994/KerbalWeatherProject/tree/lite Spacedock: https://spacedock.info/mod/2611/Kerbal Weather Project - Lite See the links above for information on how to install KWP. Alternatively, you can just use CKAN. KWP Animations Weather Animations Simulated Infrared (IR) Satellite Imagery for Kerbin (Each Frame = 1 day) Light colors = high clouds or cold surface; Dark colors = low clouds or warm surface Precipitable Water (PW) on Kerbin (Each Frame = 1 day) Note vortices of high PW in tropics... those are tropical cyclones (hurricanes)! Upper level winds on Kerbin (Each Frame = 1 day) Surface Temperature on Kerbin (Each Frame = 1 day) Climatological Animations Average Temperature by Height Average Wind Speed by Height If the above charts are bit challenging to decipher check out the chart interpretation page on the mod webpage. KWP Gameplay A crewed weather balloon being carried away from the launchpad by northeasterly trade winds. An uncrewed glider flies into a strong headwind and ends up traveling retrograde! A polar orbiting satellite passes over the KSC providing remote sensing weather data along its track SRB Recovery with and without wind. Additional Information For more screenshots, animations, and information about KWP check out the official mod webpage. The science behind KWP, as well as its potential as an educational tool, will be presented at the 101st Annual Meeting of the American Meteorological Society (AMS) in January 2021. A link to the AMS poster presentation is provided here. In addition to weather and climate analysis, the mod webpage provides several demonstrations detailing the effects of KWP on atmospheric flight and reentry. A series of short-stories are also included to highlight how KWP can be used for both shenanigans and serious science! What KWP Does: Adds climate and weather data to the stock game Climate data varies geographically, vertically, and diurnally. Point weather data varies with height and time and is valid only for a fixed location. Modifies air pressure, density, and temperature on Kerbin affecting the aerodynamics and thermodynamics of flight. The scale height of the KWP atmosphere is higher (8.5 km) than in the stock atmosphere (5.6 km). Consequently, air pressure and density will decrease more slowly with height when playing with KWP enabled. This makes re-entry and SSTOs a little more challenging. As noted above, if you'd prefer KWP not affect KSP aerodynamic and thermodynamics this can be selected in the KWP settings menu. Provides a text-based GUI for visualizing ambient weather, vehicle velocity, ground track, vehicle relative winds, and aerodynamic variables (e.g. mach number, shock temperature, etc.) What KWP Does NOT Do: At present, KWP does not add any parts or new visual effects to the game. KWP provides a framework for understanding what the weather on a planet with Kerbin's geography and orbital characteristics might look like. The results of the MPAS simulations (detailed on the mod webpage) could provide inspiration for fellow modders to create more realistic cloud cover and visual effects for Kerbin. KWP does not include orographic circulations or other small-scale circulations (e.g. thunderstorm cells). This is a limitatoin of the coarse resolution MPAS simulations from which KWP was derived. In KWP vertical wind speeds are typically very small (< 1 m/s) so unforutnately, aspiring glider pilots will not be able to stay aloft indefinitely by riding the wind. Future Work KWP provides a framework for implementing weather in the stock game. A rudimentary weather and climate API has been included with KWP. With this foundation laid it is my hope that real-world science missions, like the Global Precipitation Measurement Mission (GPM) and the Geostationary Operational Environment Satellite (GOES-R), could one day be emulated in KSP or KSP2. Mods such as SCANSat and Orbital Survey Plus may be one way to realize this concept in KSP, by facilitating the mapping and visualization of climate data for science. Other possibilities include real-time charting or logging of weather balloon sounding data, similar to what is performed twice daily here on Earth. These pursuits could serve as educational tools for teaching basic concepts in atmospheric science. Acknowledgements KSP Developer Squad and KSP creator Felipe Falanghe. KSP modding community - specifically forum users @linuxgurugamer, @JoePatrick1, @Fengist, @DaMichel, @NathanKell, and @DMagic. These mod developers, by publishing their code publicly, provided a valuable teaching tool which facilitated many of the advancements implemented in KWP. Without their prior work, incorporating weather data into KSP would have been exceedingly difficult. License: MIT
  7. Naval Battle League Test your naval prowess in this extravaganza of Battleships, Bombs, and Booms. Rules Rules are mandatory in order to play and be counted on the league table 1- Battles are conducted by exchanging save or persistence files over sharing sites. 2- Each player takes it in turns to engage one target with one ship. Any number of ships may be moved in said turn. 3- Ships engage in order of tonnage, lightest to heaviest. Once all ships are used the cycle repeats. 4- The team with the last ship wins. Ties can be declared with both team's approval. 5- Screenshots or videos documenting all moves are needed to complete a turn. 6- Any mods which affect craft or persistence files are forbidden. 7- No quick-loading except in cases of game bugs. 8- All moves must be done manually, without the aid of autopilots. Previous Iterations Guidelines Guidelines are opt out additions to the rules to create as fair and free from exploits a stage as possible. 1- A ship is officially considered dead when the main body of the ship is incapable of fulfilling two of three goals unaided from other ships or on-board weapons... +Sustaining power +Moving +Firing weapons. 2- Weapons can only be fired from the original ship core and must be used within the the same turn that they are fired. 3- Players are not allowed to control enemy craft. 4- Players are not allowed to intentionally edit the orbit of enemy craft via weapons fire or any other method. 5- Any number of ships may be moved in a turn but only one may attack. 6- Ramming is disallowed. 7- Stealing is allowed under the pretense that the parent ship is dead and the items are disconnected from it. 8- Weapons must be fired between 5000 and 15 meters. 9- Surface to orbit weapons may be fired once per turn if applicable,and are exempt from Guideline 8. 10- A team may forfeit a turn at any point. Carriers Additional Guidelines to ensure carriers remain balanced in combat. 1- The total mass of carriers includes fighters and any other items being carried. 2- Carrier fighters have a mass limit of 15 tons, anything heavier will be included as a seperate ship. 3- Carriers will take their turn at the beginning of a cycle. 4- Fighters may be released from any distance but the fighters must still abide to Guideline 8. 5- Carriers may not use heavy armor on a majority of their area. 6- All fighters must return to the carrier by the end of the turn. 7- Carriers can not use their own offensive weapons. Settings -Body -Guideline exclusions -Maximum number of craft -Maximum total combined mass (These are recommended to be negotiated) Scoreboard MiffedStarfish: 3(5) Spartwo: 1(1) Alphasus: 0(3) Skriptkitt3h: 0(2) Quasarrgames: 0(2) DarkOwl57: -1(1) Sdj64: -1(1) Servo: -1(1) Shadowgoat: -1(2) Username: Score(number of battles) -1 from total for a loss +1 for a win 0 for a tie. Numbers increase according to the amount of players... -1/1 -1/0/1 -2/-1/1/2 -2/-1/0/1/2 ...and so on. Please @, quote, or PM me having completed a battle for updates to scoring Discord There was a demand. https://discord.gg/rqqe3u4T79
  8. Overview: The 7th Survey Squadron is an expeditionary unit tasked with the duty of general surveying, which includes everything from exploring Kerbin's uncharted waters to the furthest reaches of the Kerbol System. Its main facilities are at the equatorial Kerbal Space Center, and its rockets can launch from leased launch facilities at Woomerang Space Launch Center and Baikerbanur Launch Complex. Its unique status stems from its lineage as a formerly military-run endeavor, its mantle passed on to the various scientific organizations united together as one. The goal is to explore in detail all of the planets and moons within the Kerbol System, so that colonization and settlements can be built in the future. This mission report thread will not start at the beginning of the career save, because the early game stuff was just the usual suborbital missions, and I found those uninteresting. Also, this save is one I started much earlier, played up to early-mid tech tree and abandoned when I got bored of it, which is why it starts at that point in the tech tree. Mods: OPM, Spectra, Scatterer EditorExtensions, Mechjeb. Mission log 001 Launch Abort Test 002 TCS-O1 Orbital Flight Test
  9. Thought this build deserved a thread of its own. This project started out as a side project when I was making my Saturn V, with a simple question: could I build an MK3-sized shuttle without using MK3 parts? This resulted in the following shuttle build. But right after I finished building that shuttle, the flags got released in the KSP update, so I tried replacing some of the parts in that shuttle with flags that could better emulate the texture of the real shuttle. But then I realized it would look very jarring if some of it was flags and some of it just regular KSP flags, so I decided, why not make the entire thing out of flags? Contrary to what you might think, building the shape of the shuttle was the easy part. Getting it to fly, was most definitely not. I thought the flags were physicsless. They were not. Every single time I tried to do a drop test from orbit, the shuttle would spin out of control. Every. Single. Time. I could not for the love of me figure out which part in particular was causing the problems, which pretty much stalled out the process of building. I ended up rebuilding it from scratch in an effort to figure out just what the %$#! was wrong with it, as well as to try and lower the part count (orbiter went from 1100 parts to 900). Eventually, after on and off months of testing, I finally managed to figure out how to fly it without losing control. After many hours of losing my sanity at sub 10 fps, I present to you the best stock shuttle replica I can build. Flight instructions, custom flag downloads and such are on the KerbalX page. KERBALX DOWNLOAD Fancy pics:
  10. A new series that i'm developing as I play through this game after a long break. The goal is a general Science mode playthrough, but with the endgoal being to establish colonies on every planet and moon (yes, even Gilly and Tylo.. grrr) To develop Kerbals from being a race that looks towards the stars, to a race that lives amongst them. First flight. First flight of the 'Twiggy', as the engineers call it, went well. A simple capsule, SRB, and science package. Landed near a strange black object, will investigate further.
  11. I was just wondering which style of KSP gameplay the community prefers: stock or realistic . Personal, I like playing in Realism Overhaul because of the challenge. But with stock, you can go crazy and create truly kerbal machines. What is you all's choice and why? Edit: Sorry guys for any misunderstanding, I forgot the Overhaul part of the title I'll be making an edit to the title. Edit: Just realized that I can't edit the title. I really should stop speed typing Edit: I just wanted to say that I'm not trying to see which style is superior to the other, but to see the pros and cons of each style.
  12. I worked on a series of airplanes, that are capable of landing on water with their hull. But they should also look cool and resemble real Flying Boats as much as possible. Here are some of my results. Some designs had trouble with lifting of the water. I found that the alignment of the thrust vector is critical and that not all parts survive the impact into the water Most of this planes can be landed on the sea just like on the runway with a normal speed, only the smallest 'Boatplane S' flips when I don't slow down enough. What do you think? Have you done similar crafts? Boatplane XL Boatplane L Boatplane M Boatplane S
  13. Last Update: 23/05/21 This thread is where I will organise and share all of my Naval Vessels, Naval Aircraft and other useful subassemblies. The Catalogue will be split into 3 main sections, Surface/Subsurface vessels, Aircraft and Subassemblies, more will likely be added but for now I will stick to these three - this should hopefully allow for an easy to navigate catalogue of all my craft (And hopefully encourage me to actually release some on a semi regular basis). The TEK Shipyards (Telnya-Karkov) is a fictional company that handles the building of everything from the smallest boats to the largest aircraft carriers and beyond. The TEK designation, e.g. TEK-66-1 denotes the Manufacturer - TEK, the Length in metres rounded to the nearest convenient number - 66, and the suffix denotes the variant which is not always present. All but the 1st generation of Naval vessels at least Breaking ground to function due to the use of electric propellers and the 3rd and 4th generation of vessels use config editing to drastically reduce part count. This is done to make sure that all of my craft can be enjoyed at a reasonable FPS and without your computer reaching the temperature of the sun. The adjoined company to TEK, Karkov Helicopter concern, often contracted to Karkov is the parent Company of TEK handling all sorts of aeronautics. Starting from helicopters, Karkov has gradually Evolved into an aerospace giant handling everything from passenger planes to carrier based SSTOs. The close partnership between TEK and karkov allows them to develop complete naval systems with organically integrated aircraft. For example, the Karkov universal Landing gear system for medium and heavy carrier aircraft allows TEK to create a one-size-fits-all tie down system allowing for the securing of aircraft whilst lacking the complexity and overengineering of a full docking system. "Efficiency, Efficiency By Design" ~ The TEK Motto Surface/Subsurface vessels 1st Generation 2nd Generation 3rd Generation 4th Generation Aircraft Fixed Wing Rotary Wing Mods that I find essential; Any thoughts, suggestions and requests would be appreciated.
  14. I recently made a R-7 with a Soyuz in Kerbal Space Program and was pretty happy with my results but I kept feeling like it wasn't realistic enough but I'm not sure where to start. Can I get some constructive critism and ideas of what to include so I can have a design that closely mirrors the current iteration of the Soyuz and R-7 Launcher? https://steamcommunity.com/sharedfiles/filedetails/?id=2481446423.
  15. I'm annoyed by the lack of aircraft, especially airliner parts and many mods are discontinued or don't have the parts I want. So I will make my own! (Click on the images for full-size) Boeing 737, 727 and 787 View inside the 737 cockpit Taking a look at the 737-800 engine Parts Boeing 737 (Max) inspired Cockpit with detailed IVA Boeing 737-800 Engine Boeing 787 Dreamliner Cockpit with detailed IVA Note that I will probably not add complete airliners, this is supposed to improve your creations with custom-built, specific parts, which drastically improve the visuals of your aircraft! I will add parts as I desire, and do not have any specific roadmap in mind. I'm open to suggestions though. Download coming soon!
  16. Think you Chubby Hampster for continuing WindowShine! Logo courtesy of @Teflon_Mike Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Pictures: Album on imgur, Gif in VAB Downloads: WindowShine is dependent on TextureReplacerReplaced managed by @HaArLiNsH (TextureReplacer maintained by @RangeMachine for 1.2x) and ModuleManager maintained by @sarbian. Make sure to install them both first. KSP 1.3+ WindowShineTR-v16 TextureReplacerReplaced latest ModuleManager latest KSP 1.2- WindowShineTR-v12.4 TextureReplacer v2.5.4 ModuleManager 2.7.6 Mod Support packs (for KSP 1.3+) Thank you @miromed! Dropbox folder Mod support pack installation: Check the Dropbox folder and make sure your mod is supported Install your mod Install WindowShine Install the mod support pack How to add reflections to your own mods License: Link Shameless plug: If you've enjoyed this mod you might also like the other stuff in my signature! - I hope you enjoy.
  17. The title is a little confusing so here is some context. I have a ballistic craft that I'm using for the Quest for Hypersonic challenge (link in my sig!). I've just done a Jool gravity assist and am speeding toward Kerbin at 8000 m/s but before I hit the SRBs and boost up to 10000, I want to see if anyone knows what the max survivable reentry speed with a heat shield.
  18. Make a craft as small as possible, That can reach as far as you want but if it is kerballed then they should be able to return (extra points for that) Points system : 10 points for in the Kerbin system 30 points (+10) for near interplanetary destination, if you do duna and eve then you get 80 points total+ 10 points if used mun gravity assist + 10 for minmus encounter + 20 for ike / gilly . (so basically more than jool v) Moho/Dres = 40 points (+10) Far : Jool/Eeloo = 60 points (+10) Jool three (vall, laythe, tylo) (flybys) = 90 points (+10) RULES : No parts more than 0.625m category No ion tugs than 510kg (so it is allowed) No more than 125 parts Not taller than 17.5m Gravity assists are allowed but must be clearly shown in picture/video Clear screenshots of every Important event (burns, assists, staging, etc.) No mods enhacing your ingame capability (Mechjeb pilot assist, part mods,)(I mean till the point you use the stock 0.625m parts its totally fine) Only Kerbal engineer NO CHEATS IF YOU WERE SEEN CHEATING YOUR ENTRY WON'T BE ACCEPTED All screenshots/recordings should have the deltav counter visible NO KRAKEN DRIVES Must have a picture of all your stages in extra screenshots or in kronal vessel viewer Must tell in the post where you are going No cheaty drives (but you can use the decoupler drive to give a boost during ascent from kerbin) No planet packs (i mean ones that add more moons to planets like moho and gilly) You can add side boosters to your rocket (just make sure they are 0.625 m in diameter) You can have only 3 layer of boosters not more than 8 boosters on the layer. Thats all of them. (any extra rules put in comments) Leaderboard will be moved around the thread pages as updates. (you will get a custom badge for completing this challenge)(winners will get their own badges) LEADERBOARD : 1. @Weak Player with 150 points for (eve 40 points + mun 10 points + 10 points for kerbin orbit + 90 points for jool 3) 2. @camacju with 120 point for using mun gravity assist + eve encounter ( its very tough to get encounters and do gravity assists ) 3. @Stormpilot with 20 points for minmus landing 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. Enjoy this challenge! Here is an example : Can get to the moon/ minmus (Btw making history is allowed)(only making history) Patches : The Patches will be sized down and can be put in signatures
  19. Hi guys this is my next youtube video, its a very clumsy starship sn 15, its mostly light and is a joke (more or less) https://youtu.be/Q-Dz6NUVORQ
  20. i rescued a spacecraft that ran out of fuel in kerbin orbit. i re-entered two capsules at the same time. the top capsule was the capsule that was rescued.
  21. I'm closing down the project. If you are looking for the observation save, click underneath here: Hello all. This was a continuation of @DMSP's thread as the leader of the project since he has resigned due to personal issues. If you want to look back, here is the original forum thread: http://forum.kerbalspaceprogram.com/index.php?/topic/146267-stock-community-space-program-looking-for-people-to-take-the-torch/&page=1 Everything in this thread will be preserved that is no longer in use under this spoiler here. Latest pictures of the stations: Art for the project: We have made a wiki as part of the program containing details are missions that took place in the past. Over time, this will be updated with more recent information: http://kspstock-community-space-program.wikia.com/wiki/Stock_Community_Space_Program_Wiki Scientia1423.
  22. Download on SpaceDock, Github or Curseforge. Available on CKAN. Shielded PicoPort (SPP) This is the new thread. Original thread here. by zer0Kerbal Adds four (4) stock shielded docking ports to Kerbal Space Program Parts: 0.625m Shielded PicoPort Basic 0.625m Shielded PicoPort Female 0.625m Shielded PicoPort Male 0.625m Shielded PicoPort Plus Installation Directions: Use CKAN Changelog Summary See for full details of mod changes Requires: Kerbal Space Program v1.8.x, may work on earlier versions (YMMV) Depends: ModuleManager PicoPort Suggests: Docking Port Descriptions On Demand Fuel Cells (Refueled) KGEx Mk2Y KGEx DuoPods SimpleLife MoarKerbals SimpleConstruction) Not So SimpleConstruction (NSSC) SimpleLogistics Biomatic B9StockPatches Hot Beverages Irradiated DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's SphericalTanks Supports: ReStock Connected Living Space TweakScale Kerbal Changelog License (aka Legal Mumbo Jumbo) Source: GitHub License: CC BY-NC-SA 4.0 ShieldedPicoPort (SPP) is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which in layman's terms means: You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivative: riocrokite (Stork Delivery System). All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date ###### v1.0.1.0 original: 01 Oct 2019 zed'K | updated: 06 Mar 2020 zed'K
  23. Now introducing, The TEK-113 Light Aircraft Cruiser A 3rd generation aircraft carrier boasting an angled flight deck, clear deck markings, and a Mk-4A Ion reactor powering twin propellers capable of moving the 1500 ton vessel up to a speed of roughly 22 knots (11m/s). Designed to carry 2 Medium V/STOL Aircraft plus 2 light helicopters, the TEK-113 is a perfect scout vessel capable of operation many thousands of kilometres from the KSC. Gallery The specific vessel you are downloading; KMS Atlas DL; https://kerbalx.com/chadgaskerman/TEK-113-KMS-Atlas P.S. If anyone has any experience with making the BG pistons work, or any other ideas on how to make an aircraft catapult work, PM me. I have further projects in the works P.P.S. Thanks to @Yukon0009 for the flag pack https://cdn.discordapp.com/attachments/778244348897656853/821291735275143178/Markings-20210305T055031Z-001.zip
  24. Welcome to the Official Release thread for Before Kerbin. Before Kerbin is based on the Stock solar system, but 2 billion years ago in the past. This mod will replace your solar system, I advise beginning a new save. Overview: This mod aims to add a completely new adventure as you begin on Eve (which has Kerbin's properties for ease) and explore and uncover the secrets of the old stock planets. There is lore for you to uncover on the detailed planetary surfaces. This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. Every single planet and moon has been adjusted and changed, meaning yes - you can visit "Dres"! All planets have been tested and I have made sure both rockets and spaceplanes can function on them all. System Requirements: 5GB of RAM KSP 64 bit Donations are never asked for, but always appreciated! Help buy me a pizza if you enjoy the mod FAQ: Will this planet mod add any new stars? No. This is the Kerbol system 2 billion years ago. Adding a new star means you will need modded parts to get there, which I generally disagree with. It also means separating planets and sentencing them to "will not be visited". I want to make sure all planets are easily reachable but also require a challenge once there. Is this planet mod compatible with present day mods like OPM? Yep! Even the visual mods will work together, meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? 5GB at maximum texture quality. This mod follows the CC-BY-NC-ND licence. Thank you for downloading!
  25. Please, leave the like and commentaries on YouTube. Thank you. Download in description
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