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Found 9 results

  1. Münwalk! An acceleration-based motion system for kerbals This is my first C# plugin for KSP, so progress has been pretty slow. What works so far: Button that orients kerbal based on acceleration Animations Movement "Airplane mode" (Disable drag on kerbal) Pictures: Current problems: Kerbal "trips" every couple of steps. Jumping does not apply enough upwards force. Kerbal cannot un-ragdoll while on a moving vehicle in contact with the ground or ocean. On centrifuges kerbal will lean. Activating Munwalk while kerbal is on ladder may disable gravity on the kerbal for some reason... Download is here: Munwalk License: MIT 10/3/18 Update I've entirely overhauled the code to not be such a mess, experimented with applying the "walk" force at the kerbal's feet (still working on that), and have now averaged acceleration across five calculation frames (every other frame calculates acceleration, so forces aren't applied at the same time acceleration is calculated). 10/9/18 Update Animation-based movement proved to be futile; for whatever reason I could not get the foot colliders as I'd hoped. Fortunately, with a bit of tweaking moving by applying force to the kerbal seems to work perfectly fine! Aside from the fact that a kerbal can't walk backwards without tripping... Little bit of tweaking needed there. I've removed the debug acceleration arrow and will soon be looking into fixing it up for a public release! 12/1/18 Happy December, everyone! I've released the first public iteration of Munwalk today! Go play with it! In my next release I'll probably add buttons to control how many frames the accel vector is smoothed over.
  2. Sin Phi Heavy Industries [0.1.5] KSP 1.3.0 This is just the start of my mod where I will add a random assortment of parts that I design. Current parts are a 30m Habitat, solar panel fan and RDEs (Rotating Detonation Engine). IVA is coming soon(TM). Download: Requires: USI Tools Supported: Community Tech Tree Connected Living Space TAC-LS (by @Gordon Dry) GPOSpeedFuelPump CC BY-NC-SA 4.0 Credit to @Nertea for letting me use some texture elements from Stockalike Station Parts with permission. Releases: 0.1.0 - Initial release of 30m centrifuge habitat. 0.1.1 - Added launch shroud to 30m centrifuge habitat. 0.1.2 - Tweaks to colliders. 0.1.3 - Added in a solar panel disk part. 0.1.4 - Prototyping RDE-6 H.A.L.B.E.R.D. Engine 0.1.5 Releasing RDE-6 H.A.L.B.E.R.D. Engine Thanks to everyone who helped me get this started,
  3. Hello, I've been thinking a bit on what I think could be a good mission that can be carried out with mostly existing or near-future equipment. While I think it's at least the basis for a solid mission, I'm short on some details, including some of the necessary physics. Overall mission description: study the effect of simulated low gravity (between microgravity and full Earth gravity) on astronauts and potential Moon/Mars equipment using a rotating pair of spacecraft attached by tethers. This, I suspect, will be a much lower-mass option than a true centrifuge module. Custom equipment necessary: counterweight module, habitat and service module, tethers. Near-future equipment requested: Commercial crew delivery program spacecraft (CST-100 Starliner, Crew Dragon). Backup in Soyuz. Possibly near-future heavy launch vehicles. Orbit: LEO? Must be at sufficient altitude that, if the tether gets cut at the unluckiest possible moment, habitat section perigee is still in LEO. Launches Necessary: Launch 1: Tether counterweight. Can optionally be replaced by a copy of the other sections, at obvious increase in cost. Launch 2: Habitat/Service Module. Will rendezvous and latch to tether counterweight. Rotation will not be initiated at this point. Will have 3-4 docking ports in addition to the counterweight latch. Launch 3: Cargo spacecraft: Cygnus, Dragon, Dream Chaser. Will dock to habitat, containing consumables, scientific equipment, and miscellaneous supplies. Launch 4: Crewed spacecraft: CST-100 Starliner, Crew Dragon, Soyuz. Contents: biological payload astronauts to conduct the mission. Will dock to the habitat. Launch On Demand: Rescue spacecraft, probably the same as the crewed spacecraft. Hopefully unnecessary. Upon docking to the assembly, the crew will first verify functionality of the habitat, then verify good docking and contents of the cargo spacecraft. If necessary, supplies can be transferred by EVA. Once the habitat-cargo-crew assembly is verified, the counterweight and habitat will tether to each other. My guess is the physical tethers would be on the counterweight module (which is otherwise dead mass). An EVA will be conducted to verify tether attachment, with any malfunctioning tethers either replaced or fixed by the astronaut(s) on EVA. Only once all this is verified will the counterweight and habitat separate to mission distance and begin rotation. Crew will likely be in the crew vehicle and in flight suits for an abundance of caution. Propellant for the separation and rotation can be carried on the counterweight, which again will mostly just be dead mass. Next: Science! Upon exhaustion of the crew transfer vehicle's endurance or the cargo vessel's supplies, rotation will be stopped, tethers withdrawn, and crew will return to Earth. Re-use of the mission would probably require another cargo spacecraft, another crewed spacecraft, and another LOD rescue spacecraft prepared. In event of habitat depressurization or other failure, crew will evacuate to the spacecraft and return to Earth. In event that cargo vehicle failure is only detected at mission start, either crew can return to Earth, or a readied cargo spacecraft can be sent. In event that the crew transfer vehicle fails, that's what the Launch On Demand spacecraft is for. In event of unplanned tether separation, crew is to very quickly return to the spacecraft and return to Earth. Simulated gravity will probably be pegged at lunar gravity (0.17G) initially, though the station should be designed for up to 0.5G (in excess of 0.38G Mars gravity), and down to... 0.05G? Maybe? If we use a 200 meter tether, and I didn't mess up the math, that would mean a range of linear velocities from 7 m/sec to 22.15 m/sec, with rotation rates of 4 degrees/second to 12.7 degrees/second. Assuming our tether is made out of Kevlar, each side of the tether is 50000 kg (probably an overestimate), the tethers have 4x the necessary tensile strength, and I still didn't screw up the math, we would need about 160 kg worth of tether material, with a total cross-sectional area of 5.4 cm2. If the rotation rate is too fast, tether mass goes up linearly with tether length, while rotation rate to maintain simulated gravity goes up proportional to the (-1/2) power. Launch vehicles: Counterweight and Habitat: ???. The mass and volume of these, I am really uncertain on, other than a suspicion they would require a heavy lift vehicle: Falcon Heavy, Delta IV Heavy, New Glenn, Proton, or Ariane 5. The counterweight's volume is small (mostly ballast), so it should fit in the existing Falcon 9/Heavy fairing, although a custom payload fairing adapter may be required. The habitat and service is likely to be larger in volume, particularly if a rigid habitat is chosen; I find it unlikely this would fly on the volume-limited Falcon 9/Heavy. Cargo spacecraft: I'm going to mix it up and suggest Cygnus launch on F9 and Dragon on Antares. I'm sure Orbital ATK and SpaceX would be very happy with this arrangement. Crewed spacecraft: Pairs exist for all of these. Atlas V 552 for CST-100 Starliner, Falcon 9 for Crew Dragon, Soyuz for Soyuz. One other element that I've kept in mind: the current commercial crew transport services are designed for the ISS, but the ISS is an aging station, and I have no confidence whatsoever that it will be promptly replaced, leaving us with crewed spacecraft and nowhere to send them. This would be a mission utilizing mostly either existing hardware or near-future hardware to fill in a gap in knowledge that cannot be practically addressed aboard the current ISS. EDIT: Naturally, I only think of a significant problem after I post: I'm not sure modern docking ports are designed to survive 0.05g accelerations, nevermind 0.5g! Crew and cargo spacecraft may have to dock at the center of the tether at a special non-rotating attachment point, and that ruins the nice contingency plan of "if the hab fails, just board the spacecraft!".
  4. Set of parts for help in long cruise ship building, Includes 2.5m foldable centrifuge, 2.5m and 3.75m hubs and inline 3.75m solar panels. Inside MM patch for CTT, USI-LS and Snacks Suggestions for balance or criticism for the model are welcome Thanks to @landeTLS for explanation on how import the object in Unity DOWNLOAD SpaceDock GitHub TACLS Support Alternative cfg by @Deimos Rast CLS support by @panarchist TweakScale Patch by @nebuchadnezzar LICENSE CC BY-NC-SA 3.0 Changelog
  5. Was watching a clip earlier and was curious if anyone knows offhand how they filmed some of the centrifuge scenes in 2001. There's at least one clip where two guys are moving in it at very different angles. It just struck me as a rather convincing illusion.
  6. Greetings all. After MAAAAAAANY tutorials I'm starting a development thread! I've been out of 3D modeling for a while, and I've never been great at textures (GIMP tutorials are next on the list) but, I've got a new mesh in KSP now! I Started with something simple. I made a solar 'race' car mostly inspired by the number of projects done by various universities. There'd be a picture here but, I've apparently not posted enough to be able to do that yet. (Perhaps a mod can fix this?) I'm having a annoying simple issue with adding a solar panel module into the .cfg file. WHen it loads into the game it behaves like it's orbiting slightly, although i'm sitting on the ground. I've made a wheel or it, but i'm having issues understanding the parent part layout for it to load right. Pretty sure I've got something wrong or missing something in Blender/Unity. Onto future plans! As i have a slight obsession with centrifuges, I plan on making a fairly conventional one in the 3.25M size, and as discussed in another thread a expanding one with a internal centrifuge. EDIT* Alpha on Spacedock:'s very alpha parts pack
  7. A while ago I stumbled upon a 'preview' of the unreleased LivingSpace mod by @Porkjet. I was going through my download history, but I can't find where did I download this from, so if anyone knows, please let me know. Anyways, the only part included is a 1.25m inflatable centrifuge. Turns out a lot of people are actually looking for this mod so I thought I'd just post it on the forums to make it easier to find... *Picture is from the Imgur album of the entire mod Drobox download
  8. I want to start making some parts, and had a thought this morning that i felt adressed some of the issues of a centrifuge in space. I assume one of the most complex parts is sealing it so it can spin. What if you didnt at all? Might it be simpler to inflate a pressurized chamber and then spin a part within that? A google search didnt pull up any real concepts on this. Everyone else seems to have the idea that you either need to spin just the ring or the whole damn station. Admittedly this wouldn't look as cool, obviously. It might be heavier too, but it sounds like a more practical solution to me.
  9. Every time i start design interplanetary ship i face always the lack of a good centrifuge for the crew. Now the choice are restricted to 2.5m MK2 centrifuge from SXT, 1.75m inflatable from Habitat or LLL parts. What i search is something able to hide behind a 5m heatshield (or custom heatshield) with non inflatable look. Thanks in advance if you have some suggestion for mods or design Regards Luca