Search the Community

Showing results for tags 'launch pad'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • 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
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 8 results

  1. VERSION 2.0! Download from Spacedock Download from GitHub Version 2.1 Development Branch ================================================================================================================= AlphaMensae's Modular Launch Pads Tired of wimpy launch clamps? Feel your KSP launch experience is lacking something? Well, then make any rocket launch an event by making a complete launch facility with launch base, towers and other accessories. Board your crew, start the countdown, then go for ignition sequence start! Modular Launch Pads is a collection of parts, including various launch clamp-type bases, towers, crew elevators, hold-downs and other accessories. You start by either attaching a base to a bottom center node on a rocket; this can be either the bottom node of an engine, or an attach node added by one of the included path files that add an extra node to various mod rocket tanks, stages or engine mounts. Towers attach to the four nodes on the sides of the base. Swing arms and drop umbilicals attach to nodes on the towers; other parts can be attached to the tower tops. Holdd-downs are surface-attached to the deck, frame top or support pad on the base. IMPORTANT: Use of the offset gizmo is required to customize the layout of the bases and towers. It is also necessary to hold left-shift when dragging the gizmo's arrow handles to get 20m of offset range, otherwise you won't be able to move a part very far. ================================================================================================================= NEW in 2.0 Complete remake and expansion of the old v1 Saturn and Soyuz base parts. All parts are completely new have new names. Addition of Shuttle Launch Platform and accessories. Addition of General Launch Bases and accessories. Addition of two Launch Stands (Small and Large) and early-career accessories, plus a Small Static Test Stand. Extensive use of mesh switching means fewer parts are loaded. All launch bases are now launch clamps, none are free-standing. Free-standing versions of the Saturn and Shuttle launch bases are available as separate extras, are not in GameData/ModularLaunchPads. All launch bases now have a fuel generator, outputting LFO, Mono and LH2 (with Community Resource Pack installed). Added Community Category Kit support, complete with a custom icon. Removal of old v1 Russian Launch Stand, its clamp features have been integrated into the new Soyuz Launch Base. ================================================================================================================= Version 2.0.8 Changelog: Removed the integrated clamp arms, fuel arms and gantry from the Soyuz Launch Base. Attach them separately now; clamp arms surface attach, the fuel arms attach to the auxiliary nodes on the ring, and the gantry attaches to the auxiliary node in the center, below the rocket attach node. Added transfer airlocks to the gantry's crew elevator platforms, to allow crew boarding of a spacecraft inside a fairing via the crew transfer function. Updated B9PartSwitch to v2.13.0 for KSP 1.8.1, works in KSP 1.9.x. It is now the default B9PS in the download's GameData Folder. B9PartSwitch for KSP 1.7.3 is available as a separate .zip file in the root folder of the download. Updated Spacedock compatibility to KSP v1.9. Version 2.0.7 Changelog: Modifed the sound effect of the General ROFI and Shuttle Tail Service Mast sparker by a large amount to make it much quieter. Changed .cfg and .mu names for the General Hold Downs and General ROFI Updated the stock custom category and custom tech tree node .cfgs to those of v2.1 Now includes separate versions of B9PartSwitch for KSP 1.8.1 and KSP 1.7.3. Folders are named for which KSP version they are for. Version 2.0.6 Changelog: Added a drag cube definition (the one from the stock Mk1 Fuselage) to the parts with a deploy-limit adjustable animation to prevent the "Generating procedural drag cube" message spam in the console. Moving the deploy limit slider changes the shape of the part, and without a predefined drag cube, KSP will make, then remake again and again, a new procedural one. Version 2.0.5 Changelog: KSP 1.8: The current versions of B9PartSwitch, Animated Decouplers and Community Category Kit work in KSP 1.8 as is. When a 1.8 version of B9PS is released, it will be included in all future updates of Modular Launch Pads. Updated B9PartSwitch to v2.11.0; this one adds the ability to prevent B9PS modules from being moved to the end of the Part Action Window. It also fixes a bug with texture-switching on copied parts. Added lines to parts with B9PS modules to prevent them from being moved to end of Part Action Window. Removed alternate support columns from the Saturn and Shuttle clamp bases. They ended up outside the the base when the base was rotated. Adjusted General ROFI and Shuttle TSM sparker's burn time to a maximum of 15 seconds with full fuel amount. Renamed the alternate Saturn Lightning Mast to Shuttle Tower Lightning Mast. Added a Module Manager patch to hide the Modular Launch Pads parts from the stock Structural tab into the Extras folder. Added a basic Realism Overhaul compatibility patch into the Extras folder. I did not make this, I found it on the RO Discord server. It's just a simple rescale, TweakScale is not needed, and may not be complete or fully working. Removed KSP 1.3.1 versions of the dependencies, as almost all RO players use KSP 1.6.1 now. ================================================================================================================= Recommended Mod: The LC-39 pad statics in particular from KSC Extended are a great companion to the Saturn and Shuttle launchers; the shuttle launcher especially only properly fits on the KSC Extended LC-39, with the RSS sitting entirely on the top of the pad static. The FSS base and RSS both have an alternate variant for the LC-39 pad which shortens the supports so they sit correctly on the top of the pad static. ================================================================================================================= Installation Instructions New Install: Copy the contents of the GameData folder in the download .zip (NOT the GameData folder) into your KSP GameData folder. You will be copying ModularLaunchPads, Animated Decouplers, B9PartSwitch and CommunityCategoryKit into your KSP/GameData folder. If you already have any of the dependencies, then you do not need to copy them over. Craft files go into your saves/xxxx/Ships/VAB Subassemblies go into your saves/xxxx/Subassemblies folder. Module Manager (not included) is needed for the mod patches Installing Updates: When installing an update of version 2 ofModular Launch PadsDelete, first delete the old version, as file names change with each update, and any old files present will cause problems. Updating from v1: It's best to delete the old version of Modular Launch Pads and do a fresh install, but if you have any craft files that you want to keep first, then the v2.0 parts can co-exist with v1. Copy over the v2.0 parts into the existing ModularLaunchPads folder. Delete the old Category, Patches and Tree folders in v1, and copy over the new versions of those folders. ================================================================================================================= * * * * v2.0 Features * * * * ================================================================================================================= Launch Stands Small LaunchStand (Screenshots by @Zorg ; click for full version) The Small Launch Stand was inspired by the ring-shaped stool used for Redstone and Jupiter-C launches, and designed and intended for early career mode (it's located in the Start tech tree node) and small rockets in general. It also has a rectangular shape with a square outer frame so it can be properly rotated. Features: Switchable plain round, round with a conical riser and rectangular configurations, each with 8 color options. Switchable exhaust hole widths from 0.3125m to 1.875m; the 1.875m setting can accomodate the BDB Titan II and Atlas GLV. Integrated adjustable animated cosmetic hold-downs switchable between simple hold-down bolts and red-yellow clamp arms, or both at once. Integrated animated Redstone/Jupiter-C-type sevice pole with fallback retraction, switchable heights and umbilical connector lengths, and adjustable position. The Small Launch Stand is a one-part complete launch base, but does have a variety of accessories that can be used with it, all designed for early career mode when you don't have the tier 3 launch pad and VAB. They attach to one of the accessory/tower nodes around the stand. These are located in the Launch Stands tree node, just one step away from the start. These include: Separate version of the integrated service pole, so more than one can be used. Small truss-type service tower, with switchable heights and colors. The tower is limited to under 20m in height so it can be used with the stock tier 1 lauch pad, Small pole-type service tower (inspired by that used at LC-46 for the Athena II) with switchable heights and colors, and also limited to under 20m in height. A larger truss-type service tower, inspired by the one used for Gemini-Titan II GLV launches, with switchable heights and colors. This tower is limited in height to fit on the stock tier 2 launch pad. A small animated cosmetic umbilical for the three towers above, switchable between drop-hose and simple swing arm types. The length of the umbilical can be adjusted, and the pipe/hose can be switched in color. Also has an option for a longer mount for use with the Gemini-type tower. A crew access elevator inspired by the Mercury-Redstone and Mercury-Atlas elevators, with switchable heights and colors. It is limited in height to fit in the tier 1 pad. The elevator tower has an animated rollback retraction with an upward rotating crew walkway. The elevator pad and crew walkway are adjustable in height to match that of a pod's hatch. The elevator tower is able to reach the hatch on the BDB Mercury-Atlas. A crew access elevator inspired by the Gemini-Titan II GLV one, with switchable heights and colors. It is limited in height to fit in the tier 2 pad. The elevator tower has an animated fallback retraction with an exterior elevator car. The elevator car and crew walkway platoform are adjustable in height to match that of a pod's hatch. Large LaunchStand (Sceenshots by AlphaMensae; click for full version) The Large Launch Stand, available in the Launch Stands tech tree node, was inspired by the original LC-34/37 concrete stand used for Saturn I and IB launches, including Apollo 7. It has only one shape, the square frame with a round central opening. Features: Optional tower support block, switchable between 4 positions and has a ladder for crew access to the top. The support block can accomodate the General Crew Elevator (see below) and smaller tower types. Currently the tower support block cannot be adjusted in position, so a tower placed on is fixed in place. Integrated animated retracting cosmetic hold-down arms, switchable to fit tank sizes from 4.25m to 1.875m, with available fine adjustment. The hold-downs can be switched between various configurations, from just two to the full eight used by the Saturn I/IB. Small Test Stand (Sceenshots by AlphaMensae; click for full version) Also included is a small test stand, for all your static fire and R&D testing. It's a launch clamp as well, with switchable horizontal cradle and vertical tower configurations, and 8 color options. Three sets of cosmetic clamps can be independently adjusted to custom fit to different tank sizes. The vertical configuration can accomodate up to a 3.75m fuel tank/stage, and with the tower switched off it doubles as a launch stand as well. ================================================================================================================= General Launch Bases (Screenshots by @Zorg featuring KSC Extended, which has the lightning towers; click for full version) A core collection of non-specific launch clamp bases and towers and other accessories that can be used with each other, or with the other bases to create numerous types of launch facilities, either based on real ones or purely imaginative. Pick a base, then attach the towers and other accessories them, and adjust with the offset gizmo. Features: General Launch Base: A full-size platform with three switchable frame sizes and eight color options. Each frame size has switchable sizes of exhaust holes in both square and rectangular shapes. Includes optional adjustable hold-down support pads for both the core and side boosters to provide extra space to mount a hold-down or just to raise the hold-downs up a bit. General Launch Plate: A minimalist slimeline platform, each also with three switchable frame sizes , the eight color options and switchable sizes of exhaust holes in both square and rectangular shapes. Includes optional adjustable hold-down support pads for both the core and side boosters to provide extra space to mount a hold-down or just to raise the hold-downs up a bit. Also includes integrated simple animated hold-down arms as well has adjustable hold-down support pads. General Multi Modular Service Tower: A one-part modular unmanned service tower section. Has three switchable widths/styles, each with multiple height options and 8 color options. The base and top parts of the section can be separately turned off, allowing multiple sections be stacked to create a tower as tall as desired. The maximum height of the tallest variant is limited to under 36m so it will fit on the Tier 2 launch pad (KSP looks at all the meshes in a part, even the disabled ones, when it comes to determining the part's height and width). General Modular Crew Elevator: A one-part modular crew access elevator tower that can also be used as a service tower with umbilicals and/or swing arms. Has multiple height variants and the same 8 color options, along with two heights of the crew access section. The base and top parts can be separately turned off to allow stacking of multiple sections. Elevator car can be adjusted to stop at different heights. Specialty Towers: Two specific-type service towers are included, an Atlas V type and a Delta-II type. Each has three height variants and 8 color options (the Delta-II's default color is the "Delta Blue" type). The Atlas V tower can also be switched between the default angled version and a straight-sided version General Crew Arm: A switchable length and color crew access arm for the General Crew Elevator, with both classic truss and SpaceX-inspired styles. The hatch interface at the end of the arm is switchable between straight-flat, straight-angled, side-left and side-right types, and the arm can be retracted either to the right or left. General Drop Umbilical and Swing Arm: Two types of animated umbilicals for the towers, a drop-type hose/pipe and a center-mounted straight truss-type swing arm. Both attach to the tower, not the rocket. The drop-type has two length variants that can be fine-adjusted and multiple color options. The swing arm has three overal size options, each with two length variants,thatcan be fine-adjusted, and has 8 color options. The umbilical connecter can be switched between five conventional end types three Delta-IV-style side types. The triple side-type has adjustable outer umbilicals for custom-fitting to a tri-core rocket. The swing arm's retraction direction can be either to the right or left if done manually, or just to the right if done by staging. General Fallback Service Towers: Two separate versions of a SpaceX Falcon 9-style strongback tower, a full-sized one and a mini one, with switchable heights and two color options (light gray and black). Both have an adjustable height upper clamp and fixed short umbilicals. Fallback animation for both is either a manual 2-step method or a staged 1-step method. General Hold Downs: Seven types of animated cosmetic hold-downs are available for all the launch bases, plates and stands, including side and drop-arm types, vertical bolt types and two styles of clamp arms, with each type having three size options. The hold-downs are surface-attached to the launch base, making for easy symmetry options. The animated retraction can be done either manually or via staging. General ROFI: A multi-size Radial Outward Firing Initiator (ROFI, the "sparkers") for your cryogenic rockets, with either 1, 2 or 3 nozzle variants. This is also surface-attached to a launch base, and is staged like an engine. Has a custom sparker plume provided by @JadeOfMaar and a custom sound effect by @damonvv. ================================================================================================================= Soyuz Launch Base (Screenshots by @Zorg; click for full version) Fully remade and expanded, the new Soyuz Launch Base is a launch base inspired by the actual Soyuz launch pad in Baikonur, but usable with other rockets with a core size from 1.875 to 3.75m. The base has two color variants, either the default "Tulip" green and yellow or gray-drab, a full accessible deck, and has a built-in ladder for Kerbal access from the ground. Features: Mounting pads for the clamp arms can be switched between the default 45° positions or alternate 90° positions, or all of them can be turned on or off. Optional auxiliary attach nodes for the fuel arms and service gantry are also available in multiple configurations. Separately attached animated fall-back clamp arms with adjustable end pad size. Separate service gantry arms with animated retraction and five height variants. The right-hand arm has a working crew elevator, with adjustable-height elevator pad and access platform, and an adjustable-length walkway extension. Optional transfer airlock can be turned on for crew boarding of a spacecraft inside a fairing via the crew transfer function. Separate small and large fuel arms, each with several height options and adjustable umbilicals, and with an animated retraction. ================================================================================================================= Shuttle Launch Platform (Screenshots by @Zorg; click for full version) (Screenshot by @DylanSemrau) (Screenshots by AlphaMensae) The full NASA Space Shuttle Mobile Launch Platform and infrastructure, presently designed for the Cormorant Aeronology Mk3-based shuttle stack, but can be used with @benjee10's Shuttle Orbiter Construction Kit (SOCK) with a lot of adjustment with the offset gizmo. Version 2.1 of Modular Launch Pads will have direct support for the SOCK shuttle, please be patient. Features: Shuttle Launch Platform base with separate main engine and SRB exhaust holes. It is a launch clamp, but a free-standing version is available in the Extras folder in the download. Fixed Service Structure tower with separate base and multi-modular switchable tower section. The base has two separate elevators with different maximum height options, and the elevator pads stopping point can be adjusted downward. The tower section is three parts in one: six heights of regular tower section, two heights of crew access section with a movable floor, and the top section for mounting the hammerhead crane or lightning mast. Intertank Access Structure which mounts to the side of the FSS tower using one of the side nodes. Separate animated retracting service arms: LOX Vent "Beanie Cap", Hydrogen Vent and Intertank Access. Crew Access Arm for boarding shuttle crews. Animated Tail Service Masts with retracting umbilicals and built-in sparkers (same FX as the General ROFI). Animated cosmetic SRB hold-downs with drop bolts. Assembly Guide: ================================================================================================================= Saturn Mobile Launcher (Screenshots by @Zorg; click for full version) (Screenshots by @Friznit; click for full version) (Screenshot by AlphaMensae) "One giant leap...." The mighty Saturn V's Mobile Launcher, complete with the base and the Launch Umbilical Tower (LUT). But it is not just for a Saturn V, the modular nature of the tower parts makes it usable for all kinds of (big) rockets, both real, proposed and imagined. Features: Launch clamp base, with a separate free-standing version in the download's Extras folder. The base has three switchable exhaust hole sizes to accomodate a proper-scale Saturn V (6.4/5.625m), SLS (5m) and Saturn IB (no Milkstool, 3.75m), each with a square and various types of rectangular shapes. The exhaust holes also have switchable hold-down arm support pads in various configurations. Separate tower base section, with two style variants (regular large angled and smaller square types) and two color options (classic red and gray). The base has two separate crew elevators, each with with multiple maximum height options (up to 120m) and furthur downward adjustment via deploy limit slider. Separate "Milkstool", the tall stand used for the Apollo-Saturn IB launches from LC-39. The top ring has switchable hold-down arm support pads that can be adjusted for different rocket sizes. Multi-Modular tower section, a 3-in-1 part with 10 heights of regular section, 2 heights of crew access section with an adjustable-height floor, and a top section with the hammerhead crane mount. All section types have two color options, red and gray. Two separate sets of animated side-mounted angled swing arms: A Saturn V (plus a Saturn IB arm) set modeled after the actual Saturn V LUT arms, with two size options for the the Bluedog Design Bureau and DECQ Saturn Vs, and a general set for use with other rockets, with seven unmbilical types and switchable preset sizes for 1.875, 2.5m, 3.125m, 3.75m and 5.0m fuel tanks. Both sets have the red and gray color options and animated retracting umbilicals, with the swing animation to the right. Crew access arm for boarding your heroes on their Mun mission, with the red and gray color options and animated retraction. Separate Hammerhead Crane that decouples and can then be rotated 360 degrees with the Q and E keys; decoupler, probe core and batteries are built in. Has two color options, either the classic red and yellow version or a gray version. The crane has a node for attaching the lightning mast, which comes in two separate versions: the regular slim truss type, and the later white one which was first used for the Apollo ASTP Saturn IB launch. Separate Damper Arm, the wishbone-like "arm" that stabilized the Saturn V during the rollout to the pad, with animated raising and lowering, plus the red and gray color options. Separate animated retracting cosmetic hold-down arms, in both Saturn V and Saturn IB versions, and Saturn V Tail Service Masts. Assembly Guide: ================================================================================================================= LICENSE This mod is being shared under the CC-BY-NC-SA license:
  2. After getting the space 1999 eagle mod I found one called Eagle One and it came with a landing pad like on the show. My question is how to get that sucker up on the mun? It's way too heavy for any boosters or combo of boosters I have and it's all one peace. So far it's stuck on the ground. For that matter once we get to the mun, how are we going to land it?
  3. For some reason, I don't know why. No-one seems to have these problems except for me. Whenever I make a rocket and move it over to the launch pad, The staging doesn't want to set off the rockets. The parachutes will deploy, The rocket will decouple, and still the rocket will not fire. The rocket will fire when I select it and tell it to fire but using two solid rocket boosters makes this impossible. I have checked and yes there is a green light at the bottom left corner. Has there been anyone with these same issues? Does anyone know how to fix it? Thanks in advance.
  4. Is there any API call that given Ksp launch pad coordinates I can find the relative position for other celestial bodies? The reason is that if I am to plan a launch inclination (to intercept an asteroid for instance) I need to know to where in space launch pad is pointing at (it's normal vector ) and it's current angle related to the body/target I am interested. Any Ideas?
  5. I just logged in today, but every time I try to launch any ship on the launch pad or runway, it comes up with this screen: Is there anything I can to to fix it? Please let me know as soon as possible! I really like this game and I would love to be able to keep playing, thanks!
  6. This is a mobile launch pad that can deliver a .455t satellite into a 100km orbit. I know that a lot of you can do better, but I'm really proud of this one. Since imgur images don't work anymore here is the link. The launchpad base, which is just 3 big structural plates stuck together in a line with solar panels and a battery (And perhaps some wheels) is theoretically drivable forever. KerbalX: The specs are as follows: Height: 12m Width: 4m Length: 6m Weight: 14.674t Parts: 39 The vector is a little OP for this size of payload. I have had to use thrust limiter and gimbal limiter. Will test with Swivel soon.
  7. I'm trying to make a HUGE Nuke on Xbox One and I'm attaching a bunch of rockets onto the base rocket in the middle, but everytime I try to go to the launch pad to try to take off all the parts start flying EVERYWHERE while staying attached, and they're basically no clipping through my ship and I can't take off because when I start the engine all of the parts That are flying everywhere start and my ship spontaneously combusts into a huge explosion. Please help!
  8. New bug affecting existing ships When I load up onto my science lab bearing space planes I get explosions and the F3 reports that XXX struck the launch pad. These are ships that have been in orbit for days and one is even on a trajectory to leave the Kerbin sphere of influence. The parts being broken tend to be wings. As these are spaceplane labs intended to land their science this is a mission failure. It is on at least two of my save games and two of the in flight ships. When I loaded on other nights had no problem I say again ships flying in orbit and accessed over various times are now reporting in space they are hitting the launch pad Recent updates done to Kerbal Alarm Clock but I dont think that would do a thing to the launch pad edit: Backed game up to the main menu and loaded again. An earlier save still had all the parts and so far no explosions. So this is a problem that isn't always repeatable. At least I can keep flying for now.