Search the Community

Showing results for tags 'iss'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.3.1 Pre-release Branch
    • 1.3.1 Pre-release Modding Discussions

Categories

  • Developer Articles

Found 28 results

  1. This mod adds several new parts heavily inspired by the International Space Station to be used for space stations or interplanetary crafts. All crewable modules have IVAs, with future plans to continue adding additional props and texture revamps to increase immersion. Docking ports based on the Common Berthing Mechanism (CBM) and Androgynous Peripheral Attach System (APAS) also included, with features such as docking port gendering (active can only dock with passive) and restricted docking angles (90 degree for CBMs and 120 degree for APAS). Primary goal for current phase of this mod pack is to now provide Truss components, Solar Panels, and Radiators. Download SpaceDock PLEASE REMOVE THE FOLDER OF OLDER VERSIONS OF THIS MOD PRIOR TO INSTALLING (If you like this pack enough and would like to fuel my iced coffee addiction, please consider donating via Patreon or PayPal) List of Parts Gallery of Parts Imgur Album Future Goals/ Road Map Roadmap kept on Google Docs (updates might be intermittent) Supported Mods You will need Module Manager to use the supported mods KeepFit Snacks! Connected Living Spaces (Thanks to @panarchist for help) Tweakscale (by @VenomousRequiem) RemoteTech (just the KU Band Antenna) USI - Life Support (by @panarchist) (more to come) Mod Conflicts ActiveTextureManagement has been known to cause lag with these parts Tweakable Everything may cause the Front node on the APAS Active ports to disappear. HyperEditing a craft with APAS or CBMs will require you to go back to space center before un-docking. Otherwise you will experience a phantom force on both crafts once un-docked. MechJeb docking might not work with the gendered ports with fixed offset snapping A Special Thanks @CobaltWolf for helping me improve my texturing ( Check out his great modpack here) @sumghai for pioneering the use of colliders for guide fins on docking ports. FAQ Q: Why do the Kerbal Habitation Modules have a designated floors and a ladder? I thought in space there is no "down"? A: These modules were designed around the idea of being able to be used with stations or interplanetary crafts which use spinning to provide artificial gravity (via persistent rotation or just role-playing). The IVAs will also make sense if you do decide to also use these in some planetary bases. Q: Why do the Kerbal Habitation Modules have a lower crew capacity than the amount of bunks in the space? A: The thought behind the crew capacities with these parts is that the sleep modules arent used for hot-bunking, so every personnel on the vessel has their own personal bunk and storage lockers. It kind of forces the effect of crew rotations by making it appear that the empty bunks are kerbals on duty or just off-duty and putzing around. The empty bunks in the sleeping modules would be whoever is currently on duty and in the command pod or science module. [If you do plan on increasing the capacity, without me adding new transforms in the Unity project file, the extra crew wouldn't show in the IVAs or have portraits.] Q: Why aren't the docking ports working? A: Common Berthing Mechanisms and APAS are gendered, and have (2) types: Active and Passive. You can only dock with the opposite gender type (active can only dock with passive). Docking a Passive/Passive, or Active/Active will not work. Q: The docking ports pull to each other, but the crafts just bounces back and forth and doesn't dock A: Docking ports will dock at specific orientations in 90 or 120 degree increments. The docking ports should magnetize and be attracted at any orientation, but the 2 vessels will just yo-yo and not dock until they are aligned, so you need to use SAS or RCS to rotate the craft a bit. The docking ports need to be oriented in any way that the ACBM guide fins are inside the PCBM guide fins like in the album below. Similar alignment is needed for the APAS docking ports. http://imgur.com/a/SaG6A Q: The alignment is hard to get, can you allow it to have more tolerance? A: If its cause more trouble than its worth, go into your KSP directory on your computer and modify the CBM and APAS .CFG files as shown below for both active and passive: Q: I hate the gendering/alignment feature A: Go into your KSP directory on your computer and modify the CBM and APAS .CFG files as shown below for both active and passive: Change Log License
  2. Disclaimer: I was originally going to call this project an "ISS Replica". I had already built Zarya, Node 1 Unity, and the first two PMA's... and then I discovered the following thread. After seeing what those guys did, I decided to call this an "ISS Approximation". If you're at all interested in a stock version of the ISS, I encourage you to check out what they built. It's pretty amazing! My first attempt Stock ISS was built back in v0.23.5, and back then the high part count made the game lag very badly. I knew that part count would not be as big an issue this time. However, due to my lack of time (and skill), I had planned to leave out certain elements such as robot arms, CETA cart, stowage platforms, etc. But I am building in docking ports to possibly add some elements later. Also, this project will be launched with non-IRL rockets, and assembled with a purpose built Tug. Space Shuttle not modeled, sorry EJ My goal was to find some balance between appearance & functionality. For example, I won't have a working Canadarm, but Zvezda is able to perform orbital reboosts (although it's not needed in KSP). EVA's will only be possible from IRL airlocks, all other hatches are covered / blocked. Crewmembers are transferred to station and returned to Kerbin via a functional Soyuz, however it only has two seats instead of three. I'm streaming the fabrication & assembly sessions on Twitch, but I don't feel the need to document this project with YouTube videos... that's what this thread is for. And frankly, I have no experience making videos. ISS Approximation, KSP v1.3.0, sandbox stock parts, no mods Station will be assembled to it's config as of JUN 2017, according to the historical timeline... mostly. Relocation of some elements will be skipped, i.e. P6 Truss. Future station configurations will be addressed as necessary, i.e. deorbiting Pirs, adding IDA-3 & Russian modules. Reference Sources: https://spaceflight.nasa.gov/gallery/images/station/assembly/ndxpage1.html https://en.wikipedia.org/wiki/Assembly_of_the_International_Space_Station https://upload.wikimedia.org/wikipedia/commons/c/ca/ISS_configuration_2017-06_en.svg https://upload.wikimedia.org/wikipedia/commons/2/25/Russian_Orbital_Segment.png https://www.youtube.com/watch?v=vgfWH3g9kpY https://www.youtube.com/watch?v=ZYUpdG1tKH0 https://www.youtube.com/watch?v=VopaBsuwikk https://www.youtube.com/watch?v=UgaC1fmF5ao ====================== Stream 01, 16 AUG 2017 Module Name, Part Count, Mass (dry) Launch 01, Zarya FGB, 36, 7.9t Launch 02, Node 1 Unity, 10, 3t - PMA 1, 6, 1.4t - PMA 2, 6, 1.4t Launch 03, Zvezda Service Module, 34, 11.9t Launch 04, Soyuz/Progress, 19, 4.4t Total: Parts = 111, Mass = 30t My first ISS build (KSP v0.23.5) contained several reaction wheels. It was fairly stable in orbit when other ships docked to it, also when the whole station rotated (in any axis) using SAS. This time, not so much. So someone in my stream suggested autostruting, and it seemed to work. I've never used autostruts since they were added to the game. If I built something that needed struts, I did it the old fashioned way. Having not used it before, I figured it would be best to autostrut to the center of mass of the completed station... which roughly would be Node 1 Unity. Well, Node 1 was not the first station module launched IRL, nor in this project. And apparently when assembling a station in orbit, the first module launched becomes the root part. So I started over by deleting what I had already assembled in orbit (the first 4 launches). Then I went to the spaceplane hanger where my assembled mockup is. Then I rerooted the assembled mockup to Node 1, then cheated it back into orbit. Sorry, I didn't feel like doing those launches & dockings again. ====================== Stream 02, 23 AUG 2017 Launch 05, Z1 Truss, 29, 1.6t - PMA 3, 6, 1.4t Launch 06, Destiny Lab, 12, 6.5t Total: Parts = 158, Mass = 39.5t ====================== Stream 03, 27 AUG 2017 Launch 07, Quest Airlock, 15, 2.2t - Pirs Docking Compartment, 9, 1.6t Total: Parts = 182, Mass = 43.3t
  3. @sgt_flyer and myself have been busy beavering away on this, it's not fully complete but we have most major components finished. If you would like to help us test released components, please provide your feedback in this thread. Our version of the ISS has been Kerbalised to 64% scale. All the components and craft are made from stock parts and tested to work together. It is built to be not only an exacting replica but user friendly and performant as well. We will update this thread as components and systems become available. Just a note for those who wish to use MechJeb, we don't recommend it, everything works better manually with just SAS engaged except where it is explicitly stated to use Prograde Hold or some other mode Current dev ISS at 1032 parts (this was hyperedited into orbit briefly for promotional use, we have not progressed this far with launching yet) Introduction Video
  4. http://www.ulalaunch.com/ula-signs-contract-with-sierra-nevada-crs2.aspx There are currently 2 planned missions, one in 2020, another in 2021. The Atlas V configuration chosen is the Atlas V 552 (5 SRBs, 5.4m fairing, 2-engine upper stage), which until today never flew in that configuration.
  5. For clarification this would be Kerbin Orbiter's space program however that save is corrupted and well I've done two saves on that one so this is the third save ive added a few mods, removed some aswell, most notably RT because KOS refuses to do anything with RT installed even with a connection BREAKING PRESS RELEASE! so are you planning to go to Duna? KSEA-"yes we are we plan to go to Duna by the end of the decade" will you be using falcon heavy? KSEA-"no we won't we will be unavailing the rocket in around 10 days all I can tell you is it's HUGE" woule you take it to the Mun and/or Minmus? KSEA-"we will take it to the Mun but not Minmus because Minmus doesn't have the gravity" info: Currently the KSEA is working towards a recoverable rocket (this is the time i show you my code) Launch vehicles how to get involved Scheduled launches: Mission: Kerbinorbiter sat One objectives: Launch the satilite into orbit Secondary objective: Safe splashdown in the ocean Updates: we are now constructing a space station, i will also put the save file for downlaod every fortnight (two weeks) mod list incase you want to create a module for me video versions (release one soon!) https://github.com/Kerbinorbiter/KSS-expeditionary-missions/releases
  6. Things slowed down here due to an update a while back, but it has been revived spectacularly here! This is a challenge for the space station builders out there. I have created a very simple Sandbox Stock savegame (I'll try to keep the latest link above the picture), and it has been added to by other players. There is a single orbiting station that started with 5 parts at about 100km over Kerbin, and a number of kerbals are inside. Your mission is to add 5 parts to the station by flying a mission and docking to the station. Do it in this order to complete the challenge: Post a note in this topic saying you are launching a module. This lets everyone know you have the latest version, and they should wait on their attempt until you complete the challenge. Download the latest savegame. Link is below over the picture, or if I haven't updated it just grab it from the latest forum post. Fly a mission to add a module to the station. Max 5 parts plus up to 2 docking ports can be added to the station, this includes tanks, lights, solar, batteries, any additional docking ports, RCS, everything. So choose carefully. Or add no docking ports, but you still only get 5 parts Dock your module with the station without destroying it. Deorbit any debris or additional ships, or delete them from the tracking station. Take pictures or video of the mission Upload your images to a new post, and the (new and improved) savegame for the next person. New! Community Spaceship Assembly for Jool mission on station - Cleared for launch! Station Maintenance Mission: Instead of launching a module, you may launch a maintenance shuttle (make it look cool!) with KIS/KAS installed, and basic tools on board. Absolutely no mod parts (even struts/fuel lines) left on station please, the savegame still has to load for stock players. It is understood that this side mission is fairly advanced work, and requires a bit of skill, so don't take it on unless you are quite certain you can manage it. Also, get yourself a shiny new badge! I'm interested to see what the Kerbal community can assemble in orbit - kind of like the ISS with different nations adding their modules. Hoping for a truly spectacular station by the time everyone is caught up in 1.1 A few ground rules: No parts mods at all, and particularly no modded parts added to the final station savegame, or it will break it for the next user. No HyperEdit, F12, etc, fly this like a real mission. I particularly encourage innovation - if you have a nice SSTO to bring your module up in a cargo bay, or a clever way to build a module, go for it! Leave the station in LKO. You can move it if you absolutely must, but keep it well within the orbit of the Mun to avoid interference and keep this challenge doable even by newer players Imgur albums are good for pics, unless you have a better way, also Dropbox is decent for posting the savegame. If you break the station or break parts, you have failed the challenge. Either reload the save, or accept a failed mission Try to only keep the station savegame long enough to do the challenge. If you post that you are starting your attempt, the next person has to wait for you to complete it, so don't hold on to it forever. Do your mission, post the savegame, and let the next person give it a shot. Missions are all to be done in 1.1.x, to avoid savegame loading conflicts. One at a time! You can add multiple modules if you like, but only one per attempt, and let at least one other player take a turn between your additions. Leave a docking port open for the next player! Please make sure all struts used connect FROM your launcher TO the payload, otherwise they add mass and part count, and will count against your 5 part limit. Here's a recent shot of the station, and I'll try to keep an active link to the latest savegame If it's not current, just look to the latest forum post. Total 245 parts and growing For newer players, here's how to use a downloaded savegame.
  7. The ISS Replica Project Over the past three years of playing KSP, I have made many stations, and about a third of those were attempts at making our beautiful ISS. Of all my attempts, the one that got the furthest only got as far as the Z1 truss, and it was hardly accurate. So this time, I decided that I would go all out and build the most visually accurate ISS replica I can possibly manage, module by module, and share it with you guys! My goal will be to build the modules, and put them in orbit with realistic launch vehicles, to be constructed in a realistic fashion, while providing educational shorts explaining the purposes and capabilities of each module (soontm). I hope you enjoy the ride! A modlist required to run the WHOLE PACK (lists for the individual modules are included in their sections) can be found here: Module 1: Zarya After around two weeks of solid work on my Zarya replica, it is finally (at least for now) finished! You may have seen it in other parts of the forum, but it is now up for download, and ready to go to space. The Zarya module (meaning 'sunrise' in Russian) was the first module of the International Space Station. Launched from Baikonur Cosmodrome, November 20th, 1998, it marked the dawn of a cooperative relationship between the space programs of the USA and Russia towards a common goal of a habitat in space. The main purpose of Zarya on launch was to provide propulsion and power to the Zarya - Unity module pair while waiting for Zvezda to launch and dock with the station, which would offer a more permanent propulsion solution. Based off proven technology developed in the Mir programme (for which Zarya was originally intended to be part of), Zarya was based off the already proven TKS-derived module technology. Ever since Zvezda docked, Zarya took a secondary role, and is now a main part of the ROS living quarters and fuel storage for the Zvezda booster system. Craft Specification: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Up Next - Module 2: Unity ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Other bits included: Proton (Zarya Configuration) Download To install, extract the downloaded file and merge the GameData and Ships folders with the respective folders your KSP directory Think I've done something wrong? Want to help me improve what I've done? I'm all ears! Just let me know in this thread
  8. As you may know in 6 days time (20/04/17) a soyuz spacecraft is launching to the ISS (International Space Station) so i decided that i would take some time to create what the mission would be like: and feature upcoming missions to the International space station (non-commercial [until we have commercial crew supply missions]) ISS, 14/4/17 yes i know its hard to see but there are soyuz and progress there as i type on 14/04/17
  9. DrDevil having exploited an army of Kerbals and he made a copy of the International Space Station ISS. Sorry i'm French and i'm working on the reverse .. Thx for watching and please tell me what you think.
  10. HTV-6 Launch to ISS

    The launch is in about an hour! It's an unmanned resupply cargo spacecraft, due for ISS docking. It carries several small satellites as well, to be deployed from ISS.
  11. First station was I published, it's "Mir" Base module Kvant-1 Kvant-2 Kristall Priroda Spectr Mir Other station: Russian/USSR: Almaz-1B Almaz-T Almaz RKK-A Almaz RKK-B Mir Mir-2 (2 sick variant) TKS(FGB) OPSEK Salyut-1 Salyut-4 Salyut-7 American: Skylab-CSM Chinese: Tiangong 1 Tiangong 2 Tiangong 3
  12. Today three members of the Expedition 48 crew successfully reached Earth orbit and are on the 2 day journey to ISS. This launch is somewhat special, because it features new version of Soyuz spacecraft. I want to share some videos related to launch and new Soyuz: Launch video (in English): Soyuz-MS features highlight (from popularmechanics.com article ): Video about Soyuz-MS spacecraft (in Russian, but you can try English subtitles): 360 degree video from launch pad (watch the box!):
  13. Stock International Space Station

    This International Space Station runs about 400 parts, which is good for KSP 1.1.3. It is missing most external modules including the ESP's and ELC's and other external pieces. This model includes the Leonardo and Orbital Sciences Cygnus Orb. TWEAK SCALE IS REQUIRED! Downloads: http://kerbal.curseforge.com/projects/scale-stock-international-space-station Known Issues: Poisk is in the wrong place. Zvezda is missing a docking port on Zenith side. Uzlovoy is missing. The AMS is missing The Nodal Module is missing. The SPM modules are missing. The Integrated Truss is not complete to keep part count down. Please post any other problems in this thread so I can fix them. Picture: http://imgur.com/gallery/7h7WzqO Information on the International Space Station found on Wikipedia.org
  14. http://www.nasa.gov/feature/new-solar-system-internet-technology-debuts-on-the-international-space-station
  15. Canadarm 2 needed

    Hi! Everybody I have finally updated to KSP 1.1.2 64-bit and now Lazor System doesn't work anymore. Is there any alternative Canadarm2 replica available for International Space Station. Please help.
  16. so i managed to get a kerbal to my space station at 150,000km for 5865 funds with less than 1 propelent left in the eva pack. so can you do better than 5865 funds? here is the video of my craft The idea was when using my career mode i could get food or kerbals to the spacestaion for cheap. i probably end up stealing some ideas if anyone has ago at it sorry about some of the confusion guys, it was my first post but i wont make the same mistake twice! leader board: 1st - Cunjo Carl - 502 funds per kerbal (2nd try) 2nd - Cunjo Carl - 745 funds per kerbal (1st try) 3rd - tseitsei89 - 1908 funds per kerbal 4th - 5thHorseman - 3665 funds per kerbal
  17. https://www.yahoo.com/news/piece-space-junk-chipped-one-165222115.html
  18. http://www.bbc.com/news/science-environment-36112137 I normally pass on this stuff, but I think the beeb finally got a Peake article that passes muster.
  19. Iss Virtual Tour updated

    as the russian nodes are less encumbred with survival packages from Soyuz for The Crew upthere we can now enjoy visiting them too. dunno if someone already shared this, but anyway might interest some people so: http://esamultimedia.esa.int/multimedia/virtual-tour-iss/ watch for the notes, videos and all the dynamics stuff, there's a lot. Enjoy ; )
  20. ( http://spacenews.com/nasa-offers-more-details-on-cargo-contract-decision/) As we all know, SpaceX, OrbitalATK, and Sierra Nevada were awarded cargo contracts for ISS resupply, using their Cargo Dragon V1, Cygnus Extended, and Dream Chaser Cargo. NASA has now come out an explained how the 3 companies were selected- proposals were evaluated by price, past performance, and mission suitability, with price being the most important, followed by mission suitability, and then past performance. Of the 3 companies selected (Boeing and LockMart gave proposals too, but their proposals were rejected) SpaceX had the best score of the three companies selected in mission suitability- (922/1000) followed by OrbitalATK (880/1000) and Sierra Nevada (879/1000); meanwhile, all (including Sierra Nevada, apparently) of the companies selected got a "high" rating in past performance (NASA is being very secretive for some reason this time around...) However, things get more notable when NASA evaluated the companies by price (though all were considered reasonable). NASA evaluated their price score on the amount of pressurised cargo delivered per $ (this is the most important type of ISS cargo, and is common on all cargo resupply spacecraft); assuming each company delivered half of NASA's ISS cargo per year. OrbitalATK offered the lowest price per kg, followed by Sierra Nevada, then by SpaceX, who offered the highest pressurised cargo price per kg. Of course, this is slightly misleading- OrbitalATK's Cygnus can only deliver pressurised cargo (along with disposal capability for ISS trash), while Sierra Nevada's Dream Chaser can bring pressurised cargo, 500kg of unpressurised cargo, and ~3000kg back to Earth for return (along with disposal capability). SpaceX's Dragon can carry only ~3000kg of pressurised cargo, lower than its competitors, and ~3000kg of unpressurised cargo (however, the ISS almost never needs that amount of unpressurised cargo capacity), and brings ~3000kg back to Earth (the Dragon cannot dispose of ISS trash by burning.) However, this is still notable- SpaceX quietly agreed to deliver more launches for less pay than its fellow awardees with CRS-2. According to the official who made the final decision on who was awarded the CRS-2 contract, stated that the higer costs by SpaceX was due to the production and size of the Dragon V1 (cargo Dragon); having two production lines for crew and cargo Dragon (required due to the need to use different ISS ports for crew and cargo) along with an oversized rocket (due to Falcon 9 upgrades- it may be a good idea to revive Falcon 5, Elon) and small capsule volume (thus, able to carry less cargo- both Cygnus and Dream Chaser can carry more). However, NASA still belived the 3 companies met or exceeded their requirements, and thus, awarded all of them a contract. NASA has also confirmed Boeing and LockMart were the only others to submit CRS-2 proposals, but offered little information to why they were not selected.
  21. So NASA announced that they're harvesting the Zinnias that astronaut Scott Kelly successfully grew on the ISS, and they also had a really cool backgrounder article on the story of plant-growing on the ISS that I liked because I could see the direct implications for future space missions. Apparently there have been other plants and flowers in space including one ISS 'naut's personal project where he grew them out of ziplock sandwich bags, as well as the batches of cabbage that Kelly and crew were able to eat a couple months ago. The plan is ultimately to grow tomatoes on the ISS by 2017. One of the comments in the articles that I found really interesting was that, in addition to being a dietary supplement, they're hoping that having plants and a zero-g garden will be good for the crew's mental health. My questions are: a)How significant an achievement are these Zinnias compared to the cabbage and the tomatoes? I wonder why they didn't just start with tomatoes, given everything else that they've grown? b)What kind of roles do you see plants serving on long-duration flights (i.e to Mars)? Just a small hobby for the 'nauts? Or a significant dietary supplement? Or large enough to function as life support food and CO2 scrubbing? c)Given that all of our food is (currently) grown under gravity on earth, what kind of traits should we change in the plants (DNA-engineering?) so they can flourish in zero-G? I know humans have a number of cardio and skeletal issues that hinders long-term spaceflight, do plants like tomatoes have any equivalent major weaknesses? (I figured this topic would have been covered before, but I didn't turn up anything when I searched. If the general topic is a duplicate, focus on the Scott Kelly ISS mission part!)
  22. Streaming ISS Replica Project

    I'm a new streamer with a pretty decent Space Shuttle, that i'll be using in accordance with my Proton replica to build the ISS just as it was built. Including accurate docking, arm maneuvers, station function and station IVA's! This is why I made the shuttle, after all. Day 2, lets do this! http://twitch.tv/spitfireacademy
  23. I was looking at Scott Kelly's pictures of the recent snow storm to hit the east coast. While looking at it I was trying to understand the orientation of the picture and to see which cities were visible. After some time with Google Earth and Microsoft Paint I labeled what I could distinguish in the photo. Just wanted to share and maybe see if anyone can see if something is mislabeled. Scott Kelly's - https://twitter.com/StationCDRKelly/status/690865242327351296/photo/1?ref_src=twsrc%5Etfw Labeled - http://i.imgur.com/6O7Kfv4.jpg
  24. http://www.planetary.org/blogs/jason-davis/2015/20151218-mt-jams-contingency-spacewalk.html?referrer=https://www.google.com/
  25. http://forum.nasaspaceflight.com/index.php?topic=38959.msg1454018#new http://news.yahoo.com/russian-government-already-paying-space-195035280.html?nf=1 http://money.cnn.com/2015/04/27/news/economy/russia-space-crisis-cosmodrome/index.html Oh noes. "On Monday, Igor Komarov, the director of Roscosmos — Russia's version of NASA — announced that the space agency will receive a total of $22.5 billion dollars in government funding over the next 10 years. That might sound like a lot, but it's close to how much NASA gets from the federal government each year. In 2015, alone, NASA received approximately $18 billion, and is projected to get a similar amount each year through 2019 ." In other words: Rocosmos, with new cuts- $22.5 Billion Budget for the next 10 years. NASA Budget, currently- $18 Billion. (though this is not just space budget) These cuts have been made due to the deteriorating Russian economy. It's also the 3rd cut this YEAR, and is HALF the amount originally planned for in Rocosmos' long term plan. There goes Russia's plans to land people on the Moon...and PPTS (aka Orionski)...and OPSEK (Russia's next gen space station). Even the new Russian ISS modules are at risk at this point. Vostochny Cosmodrome is still happening though. Also, a comment from NovaSilisko, (former) KSP Developer: "So it sounds to me like this basically means the end of Russia's lunar and planetary exploration short of ExoMars, with most of the budget going into Earth-centric operations like the ISS. No Venera revival, no Luna revival, no Phobos-Grunt reflight..." This sucks.