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  1. YO! In this time of solitude, I bring to you: M.O.R.P.H.E.U.S. Moho Operational Research Permanent Habitation Experiment Utility Station The KSC has kindly asked Jeb and co. to put together a Moho research base, so this is what I'm told they came up with: To get the job done, we'll need some serious rocketry to get everything into orbit that we need: From left to right: The MORPHEUS Core, the MORPHEUS External Modules, the MORPHEUS Drive Stage, the Verdon S4, the Verdon Crew Habitation Module, and the Moho Lander. For more info on the Verdon S4 and the Verdon Crew Habitation Module, check out the main post: All MORPHEUS craft can be downloaded at: https://kerbalx.com/hangars/98426 All Verdon craft can be download at: https://kerbalx.com/hangars/97494
  2. Hey Y'all! I hope everyone is enjoying their time in quarantine, as well as staying safe and sanitary. It's certainly given me more time to muck around in KSP, so I've got something new to show. The Verdon S4 (named in honor of the late Verdon Kerman) is an interplanetary transfer vehicle that can be used to drive large and otherwise massive payloads around the Kerbol system. The design was put together to maximize the final TWR and delta-V when reaching LKO without needing a part count that drives your (or at least my) framerate into a slideshow. I've included a secondary vessel; a crew habitation module which will act as our payload for demonstration purposes. With room for 28 Kerbals, it also has six docking ports; one large port for docking with the S4, one standard forward port, and four lateral ports to allow for extra vessels to dock (landers, probes, visiting crew ships, etc.). S4 LKO Vac. delta-V and TWR for various payload masses: payload mass (t) delta-V (m/s) TWR 0.000 6951 0.44 25.000 6288 0.43 50.000 5654 0.41 64.323** 5428 0.40 100.000 4816 0.38 200.000 3760 0.33 400.000 2651 0.27 800.000 1688 0.19 **crew hab. module mass Craft Statistics: Verdon S4 (interplanetary vehicle only) Parts 27 Wet mass 603.235t Thrust (vac) 2,625.0kN Height 5.5m Width 5.4m Length 55.2m Verdon S4 (interplanetary vehicle + launch vehicle) Parts 142 Wet mass 7,342.700t Thrust (vac) 84,000.0kN Height 96.6m Width 13.5m Length 13.5m Verdon Crew Habitation Module (interplanetary vehicle only) Parts 97 Wet mass 64.323t Thrust (vac) 120.0kN Height 7.4m Width 5.0m Length 49.6m Verdon Crew Habitation Module (interplanetary vehicle + launch vehicle) Parts 188 Wet mass 4,890.064t Thrust (vac) 64,000.0kN Height 92.1m Width 9.7m Length 9.7m Verdon S4 on the pad Verdon Crew Habitation Module on the pad At Eeloo! To see this craft in action as part of a larger mission, check this out: KerbalX hangar: https://kerbalx.com/hangars/97494
  3. A Bell X-1 replica, sans B-29 launch vehicle. KerbalX link: https://kerbalx.com/OlMuskiBoi/Bell-X-1
  4. 2020 SSTO Fleet + Ground Support Vehicles! Hey Everyone! I haven't posted here in quite a few years, but now that I've gotten back into KSP, I wanted to share what I've been working on for the past few weeks. We all love Single-Stage-To-Orbit (SSTO) spacecraft for their potential for re-usability, so I wanted to create a system that allowed me to legitimately process and relaunch them without recovering the spacecraft and relaunching from the SPH between missions. To that end, I developed a fleet of three SSTOs with a compliment of ground support and processing vehicles that can be used to fully refuel and prepare an SSTO for return to LKO with newly fitted payloads. The fleet consists of three SSTOs, two mobile gantries, three trucks, two trailers, and a crew transport buggy. SSTOs All three ships can reach LKO with between ~500 and ~1,500 m/s of on-orbit delta-V remaining depending on payload mass. All have forward-mounted docking ports and RCS thrusters for rendezvous, docking, payload deployment, etc. All are designed with a center of mass (COM) that remains stationary regardless of fuel levels or payload mass (to the extent that the payload's COM is in the geometric center of the cargo bay). The payload-carrying variants (Mk2 & Mk3) have been tested with maximum-mass payloads (I.E. a fuel tank that takes up the entire cargo bay). All can be de-orbited and landed fully "Dead stick". All have action groups to allow for engine/mode toggle, steering toggle, payload bay toggle, etc. Retract the forward landing gear on Mk1 and both the forward and aft landing gear on Mk2 when towing to allow for steering. Table 1: SSTO Spec. Summary SSTO Mk1 Mk2 Mk3 Max. crew 3 2* 0* Wet mass (t) (minus payload) 16.2 32.0 162.4 Dry mass (t) 12.2 24.0 73.3 Height (m) 3.8 4.4 6.0 Width (m) 6.4 10.1 13.4 Length (m) 13.2 23.0 37.4 Max. payload mass (t) - ~7 ~50 Max. payload length (m) - 4.9 10.0 Max. payload diameter (m) - 1.25 2.5 * Can be exceeded by housing crew in payload. SSTO Mk1 The smallest of the three, the Mk1 is the primary LKO crew shuttle. It has room for three, and can comfortably get from the KSC to LKO with sufficient fuel to rendezvous with an LKO target and de-orbit, but its payload is limited to crews only. The design is Liquid fuel only, so the RAPIERS are set to run on open cycle exclusively. The single Nerva is used to make the final push to orbit, circularize, and perform on-orbit maneuvers. The choice to go "no oxidizer" is partly for simplicity, and partly because the minimal-drag + high TWR RAPIER configuration makes the final delta-V needed to reach orbit low enough that it can be done with the Nerva. It also means that when fully re-fueled in LKO, the single Nerva will yield enough delta-V to go pretty much anywhere, without any pesky oxidizer/tanks to slow you down. When launching, set prograde hold with a ~20 deg elevation due east once you pass 300 m/s. The RAPIERS will take you up to around 1000 m/s at 10,000 km, at which point you activate the Nerva. Even though you're still deep in the atmosphere, the Nerva reaches about 700 ISP and nearly vac thrust at this altitude, plus we need to start our apogee kick early since the Nerva alone will yield a fairly low TWR once the RAPIERS flame out completely around 20 km. The time to apogee may start to drop back down once you're on Nerva alone, so nose up to keep it around ~60 sec until your orbital velocity reaches ~2,300 m/s, at which point you'll be safe to reach orbit after a coast to apogee and circularization. It has 4 linear RCS ports housed in the forward and aft mini cargo bays, which are set to toggle open/closed along with the RCS hotkey. SSTO Mk2 The midsize variant, the Mk2 can take a small payload to LKO along with a crew of two. Its fuel tank, engine, and launch trajectory configuration is virtually identical to that of SSTO Mk1, except with twice the RAPIERS and Nervas. Its RCS ports are contained within the payload bay, so it must be open for any RCS-based maneuvering. The furthest forward and aft tanks are empty; they are for structural/aerodynamic purposes. SSTO Mk3 The largest of the fleet, the Mk3 is a heavy-payload LKO shuttle. The design is RAPIER-only, and the vessel is unmanned. It can deliver an orange tank to LKO without much fuss. Launching is fairly straightforward; set prograde hold with a ~20 deg elevation due east once you pass 300 m/s. You should bottom-out on open cycle mode around 20 km and ~1750 m/s orbital velocity, at which point you switch to closed cycle to push your apogee up out of the atmosphere and reach orbit. Like the Mk2, Its RCS ports are contained within the payload bay, so it must be open for any RCS-based maneuvering. Mobile Gantries The piston array on Gantry Mk3 can be operated using the robotics controller on the side of the claw to ensure that all 10 pistons are operating in unison. Be careful when docking the claw to a payload on a trailer connected to a Truck. Back off the piston right after docking to ensure that the weight of the gantry doesn't force the truck + trailer into the ground and break their wheels. Mobile Gantry Mk2 This ground support vehicle can be used to transfer payloads to and from SSTO Mk2's cargo bay. It has a single XL piston and a claw to use for payload manipulation. Mobile Gantry Mk3 This ground support vehicle can be used to transfer payloads to and from SSTO Mk3's cargo bay. It has a compound array with 10 XL pistons and a claw to use for payload manipulation. It also serves as the primary refueling vehicle for SSTO Mk3. Trucks Trucks A and C have servos which allow for trailer pivoting. Simply unlock the servo and set the torque to zero after coupling. Use the piston before coupling to align the claw. Truck A This ground support vehicle can be used to tow trailers and SSTO Mk1. It has a piston-mounted claw for easy coupling, and the piston is mounted on a servo to allow for trailer pivoting when steering. The spring strength in the tire suspensions sometimes need to be lowered during payload loading/unloading using a gantry, as having Truck A connected to a trailer, a payload, and a gantry can cause the wheels to get a little... jumpy, especially if the gantry piston hasn't been relaxed after connecting. It can be used to tow SSTO Mk2, but this is best done when MK2 is empty after having returned from orbit. A fully fueled Mk2 + payload is best towed using Truck C. Truck B This ground support vehicle can be used to refuel SSTOs Mk1 & Mk2 (Mk3 is refueled using Mobile Gantry Mk3). Truck C This ground support vehicle can be used to tow trailers and SSTOs Mk1 & Mk2. It has a piston-mounted claw for easy coupling, and the piston is mounted on a servo to allow for trailer pivoting when steering. It can be used to tow SSTO Mk3, but this is best done when MK3 is empty after having returned from orbit. Best practice with SSTO Mk3 is to tow it to the runway while empty using Truck C, and refuel and add payload right before launch. A fully fueled Mk3 + payload can only easily be moved using its own RAPIERS and landing gear steering. Trailers Trailer Mk2 This ground support vehicle can be used to carry Mk2 payloads, when towed by Truck A or C. The distance between the two docking ports is slightly larger than that of SSTO Mk2's cargo bay. Trailer Mk3 This ground support vehicle can be used to carry Mk3 payloads, when towed by Truck A or C. The distance between the two docking ports is slightly larger than that of SSTO Mk3's cargo bay. Crew Crew Transport Buggy This ground support vehicle can be used to carry 4 Kerbals around the spaceport. Gallery SSTO Mk1 & Mk2 refueling SSTO Mk1 crew preparing for flight SSTO Mk2 Payload processing and flight SSTO Mk3 Payload processing and flight KerbalX Hangar: https://kerbalx.com/hangars/95963
  5. KerbalX link: https://kerbalx.com/OlMuskiBoi/Stock-Dreamchaser Not perfect but I'm happy with how it turned out. Launch vehicle isn't anything special, feel free to throw it out for a proper Atlas / Vulcan replica if you want
  6. A spiritual successor to my original Barnstorming Biplane, now equipped with stock propellors. Requires infinite electricity to fly. To spin up motors, detach the propeller and use alt-E to make it spin. As the propeller is rather underpowered, it can only manage 32 m/s in level flight at best. Also the engine torque affects the handling in the same way as the Sopwith Camel, so it will occasionally nosedive out of the sky. But it is quite fun to fly. KerbalX Download
  7. Shielded PicoPorts (SPP) Adds shielded PicoPorts to Kerbal Space Program. Requires PicoPorts part addon. An original parts addon zer0Kerbal and brought to you by KerbSimpleCo Parts Shielded PicoPort Basic Shielded PicoPort Female Shielded PicoPort Male Shielded PicoPort Plus See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See [Known Issues][MOD:known] GitHub Pages : See Pages Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 PicoPort Suggests Either 3 Module Manager Module Manager /L ***NEW*** Inflatable PicoPorts (IPP) Docking Port Descriptions (DPD) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Supports TweakScale ReStock Connected Living Space Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks see Attribution.md for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  8. I’ve noticed a lack of destructiveness in many of the KSC buildings. It would, I think, be a monumental achievement were someone to do that.
  9. Orbital intercepts are the most difficult thing you can do in a spacecraft and a LOT of "How To's" on the topic have a very hard time sticking to a clear explanation of the stock navball and how it should be used. In this video I explain how to intercept a craft in orbit and I also share a few details related to the navball that most videos/tutorials skip over. ...and I manage to do it all with the purely stock navball. As a result, I don't really have any need for docking mods.
  10. I've been using texture replacer and I want to use it for the suits but not for the ground. How would I disable it so it shows the stock 1.8.1 textures?
  11. I hope you've all seen Scot manley's video about getting in to orbit using just drains. Now, About the speed record. There's a few categories I am going to propose. There's going to be the Fastest air speed record, land speed record, and then boat speed record. The main rules: No cheats or infinite fuel please, and no modded or craft file edited parts. Because it's all screenshot based, there's no way to prove any of these, so just be honest. Air speed record rules; You must get 100 percent of your thrust from drains connected to air intakes, with no modded parts. It's also measured in orbital velocity, because that's what the game automatically tries to put you in at these speeds and altitudes. Land speed record rules: You must get 100 percent of your thrust from drains, but they do not need to be connected to air intakes, with no modded parts. Boat speed record rules: You must get 100 percent of your thrust from drains, and they don't need to be connected to air intakes, with no modded parts. Multi stage creations are perfectly fine, and the only reason I say they must be connected to air intakes for the air speed record is that otherwise, they're essentially rocket engines, and you can fly at 69999 meters and say that it's technically an air speed record. I'll start it off with my submission, a very light plane with 30 of the drains, one small intake, and one cone intake. Max speed achieved was 3051 meters per second. You will find that once drains get up to extreme altitudes, and speeds, they actually begin to outperform jet engines! *edit* I just realised that I measured the speed in orbital speed. I guess you all should do that as well. (lol an air speed record measured in orbital velociy!) Leaderboard Pds314, with an incredible 3843.5 meters per second! Boomchacle, with 3050.1 meters per second. Klond, with 2914.7 meters per second
  12. Soyuz This model represents the original Soyuz 11A511 carrier rocket and its payload: Soyuz 7K-OK. The 11A511 was derived from the Voskhod 11A57, upgraded to increase lifting capacity and reliability for crewed missions. It also featured the "Type 1" SAS tower, distinguishable by its dome-shaped fairing. Soyuz flew in this configuration from starting in 1966 with Kosmos-133, up until 1971 with Soyuz 11. Following missions would carry the second generation Soyuz 7K-T. They would also use the "Type 1a" SAS tower which lacked the dome. As for the spacecraft itself, the Soyuz 7K-OK represents the first generation of Soyuz spacecraft. They were commissioned to practice rendezvous, docking, and crew transfer techniques ahead of the Soviet lunar program. To accomplish this, most 7K-OK were equipped with special "probe and drogue" docking ports that allowed them to dock with other spacecraft. Soyuz 7K-OK-A were fitted with the active "probe" port which fit into the passive "drogue" port installed on Soyuz 7K-OK-P. These ports lacked an internal crew passageway, and so crew transfers were conducted via EVA. In addition to these ports the 7K-OK used an early radio-based rendezvous system known as "Igla". Igla was linked to the thruster control system and allowed the Soyuz to approach and dock with its target automatically. Soyuz 7K-OK-A in orbit Flight History Craft Info I started working on this back in KSP version 1.5.1 shortly after the completion of my Proton build. I had built the Proton at 75% scale and so I set about scaling up my existing Soyuz to match. I hit quite a few snags trying to replicate the Soyuz's SAS and the project wound up shelved for over a year. Anyways, I recently tried a new grid fin design which seemed to fix all the problems I'd been having with reliability and stability and whatnot. I found this pretty motivating and so I finally made the final push and finished it! So here it is! Key design features of the rocket include an authentic "Korolev Cross" booster separation sequence, hot-staging between stages 2-3, and of course the SAS launch escape system. On a related note, I'd like to credit @MaianTreyfor suggesting the use of ant and spider engines as LOX vents back on reddit. The Soyuz spacecraft feature special docking ports that attempt to replicate the look of the original "probe and drogue" docking ports present on the 7K-OK models while remaining functional. When properly aligned the clamp-o-tron jr. ports on each Soyuz come close enough to attract each other. This'll keep the Soyuz from drifting apart without actually being docked. Timewarp at your own risk, however. Like I wrote earlier, this is meant to represent the first generation of the Soyuz rocket and spacecraft. I thought I'd start here to provide a good base to iterate on for future variants and upgrades. So stay tuned as I'll probably post more Soyuz variants in the future! And thanks for reading Controls 4: Stage 3 (Block I) shutdown 5: Deploy solar panels and antenna 6: Descent module RCS toggle Backspace: Activate SAS (launch escape) 0: Detach descent module after abort Instructions For the best booster separation, stage at exactly 1:29 or T+89s After achieving orbit with stage 3 press 4 to shutdown the engine. Then stage while throttled up to get the stage 3 vent effect. ***There seems to be a bug where if you try to EVA from a command seat while the kerbal is facing directly towards Kerbin, the kerbal will get stuck. So… don’t do this! Downloads 7K-OK-P (Passive port) https://kerbalx.com/tehmattguy/Soyuz-7K-OK-P 7K-OK-A (Active port) https://kerbalx.com/tehmattguy/Soyuz-7K-OK-A 7K-OKS (SSVP probe port) https://kerbalx.com/tehmattguy/Soyuz-7K-OKS Salyut 1 (SSVP drogue port) https://kerbalx.com/tehmattguy/Salyut-1
  13. Don't let this overwhelming power go to your head with the Kerbal Mobile Suit. Only trained Pilots allowed. Auto Pilot Available How to pilot: Press T (SAS) and use Radial to stay upright. Press 1 To Engage Walk Type (S, A, D) to maintain stability when needed. (warning q and e are reverse personal preference) Kerbal X: https://kerbalx.com/InterstellarKev/Kerbal-Suit-Mk-ISteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1990404251
  14. Heya, I'm sharing with you some of Valentina's adventures, mostly flown and documented by my friend @Pouicpouic Episode 1 & 2 This first two parts are about boating on Kerbin and Laythe, the second one was hiding a few surprises in its cargobays .. : D Those missions were designed and flown exclusively by pouic After that, we decided to share our crafts and designing-style to land an outpost on the Mun, with rovers and stuff to have fun around .. Here's what happenned ! The biggest structure above the cliff is intended to provide a better view to kerbals sitting on the edge, because why no, its holidayyyyyyys. The sledges were created out of a stupid idea (really?) and it worked out perfectly ! The two buildings in the end will be detailled later . This second part, still on the Mun, is Valentina having fun in a very sturdy rover Hope you enjoyed
  15. I present my newest invention: A stock aircraft called Science Rover truck! It was initially developed UKRDF Ground Vehicle Company at the time of the Two Year War, it is a vehicle of choice for most science expedition groups. Originally built as an APC, It is a versatile vehicle that can carry up to 3 passengers. It is quite fast, being able to reach up to 30m/s, and with the help of its toggleable SAS units and a low center of mass, it can be very hard to topple over. High composite materials, and reactive front and hind armor provide great shock protection. As well as that, it can hold a lot of scientific apparatuses, and also features an interior! Last but not the least, the Science Truck features a close-able door at the back. Built in the SPH in KSP version 1.8.1. Right now I only have this image, but more are soon to come with more angles of the craft. Download Link -> DOWNLOAD CRAFT I am always open to suggestions, so feel free to post suggestions below. Also, please report any technical problems that you may find with the craft.
  16. http:// (CHALLNGE IS NOW CLSOED) Welcome everyone to another 'Quest for Hypersonic' challenge. This is a reboot of a challenge I did in September while already planning to try to make it bigger and better. Well now that challenge is pretty much dead and after some thought I decided to start a new one with some major changes. The original thread can be found HERE. Like in the previous challenge the goal is to build the fastest possible stock aircraft in either one of the two classes. Waverider, and Hermes. There are separate rules for both classes. (Details below.) If your design goes fast enough, you will receive a badge for either going faster than 3000 m/s, 3500 m/s or 4000 m/s. You will be able to put it in your signature. After you have submitted your entry, your result will be added to the top 5 leaderboard if you have beaten the record! So first, a bit of background on hypersonic travel. The term 'hypersonic' means anything traveling faster than Mach 5, or 5 times the speed of sound. Note: The speed of an aircraft is only counted as hypersonic if it is in the atmosphere and under 90 km. The first hypersonic aircraft was built by the US and was a two-stage completaly kerbal rocket that reached the speed of mach 6.7. Nothing but ash and dust remained of the rocket when it 'landed'. The first human to exceed the hypersonic barrier was Yuri Gagarin, (I am looking at you, Jebediah), and after that came Alan Shepard from the US. After that a series of developments led to the X-15 aircraft, which, to date is the fastest manned airplane capable of flight. CLASSES: Note: The rules apply only to the seperate classes WAVERIDER HERMES BADGES: These are the badges you get for building a craft that goes especially fast. You can either get one for flying faster than 3000 m/s, one for flying faster than 3500 m/s and one for flying faster than 4000 m/s http:// This is the badge you will receive if you build a craft capable of over 3000 m/s. http:// You will receive this badge if you build a craft capable of over 3500 m/s http:// Easily the hardest badge to get! This is the grand prize of this challenge! The 4000 m/s badge. WAVERIDER CLASS LEADERBOARD 1. @QuarkyGirl 5653M/S 2. @Pds314 5035M/S 3.@I troll children online. 4482M/S 4. @JorgeCS 4408M/S 5. @Vinhero100 4045M/S HERMES CLASS LEADERBOARD: 1. @QuarkyGirl:4806 M/S 2.@ralanboyle 4067M/S 3.@*MajorTom* 3107M/S 4. 5. HOW TO SUBMIT: To submit a craft, first take a pic of your craft and another picture of your record as proof. Then you can post it in this thread with the name of your craft and you record speed under 50 km. If you have passed the 3000 m/s barrier, then you will get a badge! GOOD LUCK AND HAVE FUN EVERYONE! AND REMEMBER, DON'T OBEY THE LAWS OF PHYSICS!
  17. B9 Stock Patches (B9P) Created by @zer0Kerbal email with continued support from the community. This mod uses Module Manager patches to add an assortment of B9fuelswitch tank types to stock and DLC fuel tanks. Do not bother @Blowfish with support requests for this mod. Installing this adds a selection of B9 tank types to most stock tanks Liquid Fuel & Oxidizer Liquid Fuel MonoPropellant Battery Installing KGEx (some need CRP) and/or SimpleConstruction will also add: Support (EC + MP) Xenon Gas Ore Argon Gas H20+Water Oxidizer RocketParts Metal Combination RocketParts + Metal + Ore Cabin notes: Tank sizes are automatically determined by existing parts existing capacity (thank you to @JadeofMaar) Default tank type should not change, if it was MP it still should be MP If Near Future Exploration is installed, will switch (silver) LFO tank to LF and (metal) LFO tank to Oxidizer. If KGEx is installed, several more combination tanktypes will become available. You can tweak values by editing the part.cfg or using but beware, these are complicated and advanced multi-pass patches. Have a request? Glad to have them, kindly submit through GitHub. Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager [^1] B9PartSwitcher Recomends KGex adds more tanks types Community Resource Pack Suggests (other fun mods by zed'K): On Demand Fuel Cells {ODFC)} Field Training Lab (FTL) Field Training Facility (FTF) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Stork Delivery System (SDS) Biomatic Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! TweakScale Supports Kerbal Change Log SimpleConstructon! Near Future Exploration Near Future Construction Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Author: @zer0Kerbal Thread Download Source: GitHub License: v1.0.0.0 original: 11 Aug 2018 0K updated: 26 Mar 2020 zed'K [^1]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
  18. I present to you: my latest invention! Hawk Mk 3 Guardian: The third iteration of the famous line of fighters by Kerbal Dunatian, the company that brought you the Hawk Mk 2 and Falcon Mk2. This fighter utilises some of the most modern software available, putting it at the top of the areal food chain. Designed specifically with combat in mind, this plane can go up to Mach 3 at cruising speeds, can take off at only 50 m/s and is the most maneuverable craft around. It has 2 main and 2 secodary engines, which can be toggled independantly from each other. The craft has an additional autopilot in case your kerbal loses conciosness during a dogfight. It has been proven especially effective during the Free Space War. Flight manual can be seen on KerbalX. *No weapons included* Download from KerbalX Known bugs: No bugs as of today!! Flight advice: use SAS. When landing, don't turn the brakes on untill touchdown. I am open for suggestions on improving and creating new content. If you have any ideas, please feel free to post them in the comments.
  19. N1-L3 The N1-L3 was a super-heavy launch vehicle developed by the Soviet Union in a bid to land cosmonauts on the Moon. From 1969-1972 four test launches were conducted, all of which ended in failure as a result of complications with the first stage, "Block A". Typically rocket stages are test fired on the ground but no such provisions were made for Block A. Program managers had opted to test the N1 wholly in-flight, a decision that was later described as one of the biggest mistakes in the program. Even years after the landing of Apollo 11, the N1 program had almost nothing to show but rocket debris and a destroyed launchpad and so the program was cancelled in 1976. This is a model of the N1F version, otherwise known as the definitive version of the rocket. Had the program not been cancelled this is the version that would have carried cosmonauts to the Moon. Previous N1 test rockets were only capable of carrying 70 tons to LEO, limiting its payload to lunar-flybys. The N1F however would feature upgraded engines and aerodynamic coverings, as well as super-cooled fuel to boost its lift capacity beyond 90 tons to LEO. The fifth test flight, N1 no. 8L, was to use this configuration but it never flew due to the program's cancellation. As for my replica version, she's built at 75% scale and sits at over 1500 parts. The game lags quite a bit when it loads onto the launchpad but it's manageable. It does feel like the game is playing in slow-motion for the first 3 stages, though. Despite its complexity it handles well and has good flight characteristics overall. Under normal flight circumstances it will fly straight and can be steered away from the prograde vector without flipping. Though I should mention it may flip if you steer too hard in the low atmosphere, sub 10,000m. If you find yourself in a situation like this the craft also features a functional SAS (launch escape) system to keep your kerbals safe. Above is a video I made that runs through the full mission from launch to landing. Alternatively, check out the flight profile album below for details. Flight Profile Download N1F-L3: 1547 parts https://kerbalx.com/tehmattguy/N1-L3 Controls 1: Stage 1 Core 6 Engine Shutdown (optional) 4: LK & LOK RCS toggle (off by default) 5: LK Lunar Ascent Prep. (press before lunar ascent) 6: Descent Module RCS Toggle (off by default) 9: LK Abort to Orbit 0: Detach Descent Module from SAS (press after abort) Backspace: Activate SAS (abort) Tips Put your two Kerbals in the last two seats in the crew menu. This'll put them in the Soyuz module rather than the lander. As for the crew itself I'd recommend bringing two pilots to allow the use of maneuver nodes without using the probe cores. Do not steer the rocket too hard sub 10,000m. Try to keep yourself aligned within a few degrees of the prograde vector at this phase. To perform "hot-staging", activate the next stage before the current one is out of fuel. Press spacebar when the D/v indicator is at 100m/s or so. The first 3 stages have an excess of D/v so i'd recommend dumping the third stage if you're only going for low orbit. Press 5 before lunar ascent to shutdown the main engine and disconnect the umbilical arm between the ascent and landing modules. Doing this lets you throttle up before staging and provides a clean separation sequence.
  20. The space race to Duna has ended and the Kerbal Race is reaching out to the jool system to colonise all of the moons of the green planet there will be 8 agencys competing to establish 2 settlments at each moon of jool, One space station, One surface base feat Robonoise Competitors And Rules KASA: (kspnerd122) The United States of Kermerica’s national space program, they are widely known for landing Neil Kerman and Buzz Kerman on the Mun in 1969. SpaceK: (MarkoeZ) Run by economist and billionaire Elon Kerman, SpaceK is known for being regarded as the most successful privately owned space program. Green Origen: (not taken) Another privately owned space program, Green Origen focuses on space tourism, and is run by billionaire Jeff Kerman. Duna One: (not taken) Duna One is an operation based in Kolland that wants to kolonize Duna. KESA: (not taken) The KESA is a space program run by the continent Kerope, and helped boost the progress of the Kerbin Space Station. Roskosmos/Kussian Space agency: (not taken) The Kussian Space Agency, popularly called Roskosmos is known for their Stayputnik, the first artificial Kerbin satellite. Khisese National Space Administration: (not taken) The Kainese National Space Administration is known for their invention of fireworks, which later became rockets, and are now planning on making a space station in orbit of Kerbin. Kindian Space Research Organization:(Fulger) The KSRO is known for being among the best space programs on Kerbin. They have in the past run several Khandrain missions and have several Duna Orbiters. Edit: Just wanted to add that all companies that were listed above are based off of real life space programs. NASA, SpaceX, Blue Origen, Mars 1, eESA, Roscosmos, Indian Space Research Organization and Chinese National Space Administration. Rules: •All competitors must use science mode.(default settings) •No mods are allowed(no expansions either). •No cheat menu •You can use replicas of actual ships, but try to get creative. •Be ready to submit pictures •Good luck. •If you want to compete, let me know in the comments below and submit your space program name( choose one from above) and flag(does not have to be custom I will be KASA as in the first Challenge Original Challenge I want to have this group Kolonise the Kerbolar solar system
  21. Lunokhod 1 For the anniversary of the launch of Luna 17 I present to you: stock replicas of Lunokhod 1 and Luna 17! Built at 75% scale to fit on my Proton K/D (included below). It took a lot of fiddling to get the stock hinges working and they're a bit of an eyesore but I still think it turned out well enough. Also, it took a lot of reading to get some of the details right so I hope you don't mind if I regale you with my newfound knowledge. Lunokhod 1 was a Soviet lunar rover launched on November 10, 1970. It was carried to the Moon by the Luna 17 lander, which was launched atop a Proton rocket. On November 17 Luna 17 touched down on the Moon and released onto the surface Lunokhod 1, which became the first roving vehicle to land on another world. The Lunokhod Program The Rover The Lander Moon Walker Built in stock KSP v.1.8.1, no DLC required Updated for 1.9.0 ↓ ↓Download here↓ ↓ rover + lander only (257 parts): https://www.dropbox.com/s/z20y3l1xtksrmln/Lunokhod 1.craft?dl=0 launch configuration atop Proton rocket (835 parts): https://kerbalx.com/tehmattguy/Lunokhod-1 Controls Lander RCS/ vernier systems are toggled off by default- press 4 to toggle attitude vernier control and press 5 to toggle landing vernier control. For the Proton, stage timings are written in the description.
  22. The Stealth Fighter This is another one of those planes that needs no introduction - it redefined the face of modern warfare in much the way that its spiritual ancestors from Clarence "Kelly'" Johnson's and Lockheed's Skunkworks design group did, but under the leadership and vision of a new generation. I'd bet that anyone who's into aviation in the slightest has seen this plane, and many aircraft nuts like myself have read (or in my case, are currently reading) the tale of its creation right from the metaphorical horse's mouth. Ben Rich was the successor to Kelly Johnson as the head of Lockheed's Advanced Development Projects division, more commonly known simply as the Skunkworks. Rich was one of the first to see the value of radar stealth to an attack aircraft, and championed the project from its conception to delivery in 1983. His excellent memoir (aptly titled "Skunkworks") has an image of his iconic fighter on the cover, and as soon as I picked up the book, I knew that I wouldn't be satisfied until I could see that view myself, in KSP. How'd I do? Chasing screenshots aside, this is my favorite build in a long time, for a large number of reasons. Probably the most important is the fact that the Nighthawk is a plane that has vexed me for a long time. My early forays into replicas were consumed with the Jet-of-the-Day project between @NorthAmericanAviation and myself, in our attempt to replicate every single military jet aircraft that the U.S. has ever flown. We succeeded in all but two. The first was Kelly Johnson's magnum opus, the SR-71 Blackbird, partially because we couldn't top the absolutely jaw-dropping replica from @eorin and @Exothermos, and the second was the F-117A, because neither of use felt that we could take it on. Now, two and a half years later, I've returned to finish what we started. The second reason is that this craft is a fantastic example of why 1:1 replica building is so rewarding. The parts are just the right size to accurately render the shapes of each and every one of the Nighthawks oddly-shaped panels (even the ones on the bottom!), the functional elements are here too, in the form of bomb bays and landing gear doors, and creative part usage is literally front and center in the cockpit glass and air inlets, and somehow, it maintains passable flight characteristics even for such an un-aerodynamic design. At any smaller scale, certain elements would be lost: the shape of the cockpit glass, the angles of the body panels, the wingtips, the shape of the vertical stabilizers, and on and on. Plus, the perfect 1:1 scale really lets you appreciate the size of aircraft in comparison to each other. The F-117 might look small, but it's roughly the same dimensions as a F-14 Tomcat, and the scale lets you appreciate the shape of the plane in all its glory. All of this plays into this being an absolute joy for me to fly. Just looking at it when it lifts into the air gives me chills. And I hope it does the same for you. If you haven't heard the story of the F-117 and the other black projects that helped the world survive the Cold War, I highly recommend Rich's account, but aside from that, the next best thing I can give you is the download link. Craft Download https://kerbalx.com/servo/F-117A-Nighthawk For optimal flying characteristics, trim pitch up 50% and fly without SAS. If you dial in the trim, it's solid as a rock without SAS, somehow.
  23. Craft download : http://kerbalx.com/stardog573/VOLANS-II.craft Volans II is stock SSTM. It is capable of VTOL on Mun / Minmus. Parts count : 66 Mass : 51.2 tons Dimensions : 4.3 x 12.6 x 16.8 meters (HxWxL) Keybindings : 1 - Switching RAPIER mode 2 - Toggle RAPIER 3 - Toggle Nerv 4 - Toggle Hinges Flight instructions 1) Ascending with 20~25 degrees angle 2) Flaming out, switching RAPIER mode, Activate Nerv 3) Make it onto orbit, going to Mun or Minmus 4) Toggle hinges and Land (Control from top docking port to control easier) 5) Control from cockpit, take off and toggle hinge 6) Leave Mun/Minmus, few times of aerobrake on kerbin, re-entry, and land.
  24. Description This is a full stock 1:1 replica of the Scaled Composites Stratolaunch. Possessing the largest wingspan of any aircraft every flown, and having been designed as an air-launch platform for rockets, this beastly aircraft requires no other introduction. This build has the highest part count of any of my replicas to date, due largely to the *unique* shape of the fuselage. This craft was completed long before the MD-11, but seemingly inescapable technical difficulties plagued the craft from then on. It was only until many months later that I was able to finally diagnose the source of the problem and finally post this cursed monstrosity. Even with 6 extra beefed up versions of my PW-4056 engines the vehicle struggles to lift its own bulk, leaving it with only around 150 tonnes of payload capacity, and very limited ability to lift such payloads to high altitudes. This could have been solved by increasing the power of the engines, but seeing as the craft had already reached a ludicrous part count, I deemed this to be unnecessary. Partcount: 3150 parts Mass: 650.58 Tonnes Download: https://kerbalx.com/Kronus_Aerospace/Kronus-Stratolaunch So What Was Wrong? It seems that using the "Remove From Symmetry" feature would completely break this craft's part file, rendering it unusable. I can't say how or why, but what I can tell you is that the way the craft was constructed necessitated that I used the feature every single time, guaranteeing that the craft always broke. Whilst frustrating, these kinds of bugs are honestly just something we've all come to expect from KSP.
  25. Not sure if this goes into modded or unmodded, but anyways, here's my problem: Before getting KSP on Steam, if I needed a new instance of KSP to test mods, I'd go to the KSP website > account > download, then I'd get what I need. In this case, I wanted to install a new instance so I could have KSP with the DMP mod only. So, after getting KSP (no mods) on Steam to make updates and DLC a bit easier, the website thinks I only bought the steam version. But I bought KSP alone in 2013. I can't update any existing non-Steam instance without having to buy the game again, and that's my last resort. What do I do?
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