Search the Community

Showing results for tags 'reusable'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History 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 25 results

  1. After starting a permanent outpost on Eve, I remembered (much to my relief) that I remembered to build a surface-return vehicle. However, it's completely disposable and horribly unsuited for rotating crew on/off Eve to an orbital station (then back home). The cost to return all those homesick Kerbals, let alone rotate crew, would be astronomical... Goal: Build a reusable vessel that can land on Eve, refuel (with pre-existing infrastructure), take a Kerbal to LEO (Low Eve Orbit), then land to refuel and repeat. Required payload: 1 Kerbal. That's it! However you bring him up is... up to you! The idea is to have a crew shuttle that can be reused within the Eve system infinitely (until you break something ). Note: Your vessel doesn't have to be an SSTEO! Reassembly (with parts you already launched) is allowed. To save time, you will be allowed to cheat in pre-existing infrastructure (see rules). Winning criteria: Completing the challenge earns you a spot here. Entries ranked byspent. If the design is an SSTEO (SSTO but for Eve), I will create a 2nd list. Rules: You may cheat in pre-existing infrastructure. Your vessel may start at LEO. Disable commnet (built-in antennas will reach LEO anyways in career). You may simulate refuels with Hyperedit, but only when: 1) In a stable orbit around Eve (simulating refueling at a station). 2) Landed on Eve (simulating refueling at an ISRU base). Take screenshots. Upload your craft so we can use it too. I have several Kerbals stuck on Eve... Normal difficulty or harder. PIlot aid/build aid/planning/cosmetic mods are allowed. If I can use your vessel with similar results in pure vanilla, it's OK! Stage recovery mods are allowed. If your rocket isn't an SSTEO, you must reassemble your rocket (with the same old parts you originally launched) in some way so that you can reuse and refuel it infinitely within Eve's SOI without shipping new parts. There's one reasonable way I can think of to do this, and one that requires Jeb's piloting skills and precision landings! Good luck!
  2. This is one of my best creations: a reusable launcher made with stock parts only. Average payload is between 20 and 40t: in career mode it prevents huge funds wasting, making contracts more profitable and missions more affordable. However, you can boost it up to 70t with some modifications as extra fuel tanks and a few boosters. For a full technical excursus on how to make this thing fly you can check craft's page on KerbalX or the video I made appositely. For a rapid overview I made a Quick Guide album on imgur, which pics are available after the video. Some specs (from KerbalX): Type: VAB Class: lifter Part Count: 110 Pure Stock!! Don't get mad with those fancy mods which just drain power from your gpu... Mass: 282.41t Cost: 159,700.0 (My average funds recovery rate is between 98% if I land ON KSC, 96% if I land in a range of 100km) I hope to get some feedback of any kind. I hope you enjoy! I hope you'll fly safely =.= Upload huge craft files to the space consuming no gigabytes, or just some fuel tanks... ...and no, you won't waste 'em either. Take advantage of re-entry warming up your snack on the cockpit. Get back to KSC in time for dinner. Land safetely enjoying all those balloons!
  3. The Legendary Saturn V, re-imagined in a more modern and cost saving way, now with the ability to be completely reused! Craft file: This behemoth has a few changes that make it stand out from the original, such as legs, wings, and extra boosters! 4 extra vector engines on the first stage second stage uses 5 vectors instead of skiffs as it needs to make orbit quickly Lunar module has only one stage instead of two to get the whole thing back service module is now a spaceplane capable of verticle landings, instead of a boring command pod no Launch escape tower (safety is for cowards) No mods required, other than the Making History expansion Here is a video of the craft flying:
  4. At the Kerbal Astronomical Conference 2K17, a certain young and rich Kerbal by the name Keylon took the stage. What he presented would upend the Kerbal universe. Taking a direct dig at KASA and the KLA, he accused them of not innovating in decades, and sticking to throwing away boosters, or trusting some unkerbal forces to recover their parachuted boosters. To add to this, he presented a preliminary work, done by his upstart company KAS:3X Industries, which focuses on eliminating the unknowns in the industry, and establish reusability on a scale no one has ever seen. This booster was built out of mostly current and stock KSC hardware, except a computer the size of a toaster. This debunked the KASA theory that computers get fried in space, and the achievement gave Keylon a cult following. Further, Keylon vowed to eliminate the automatic recovery option, and recover boosters manually. He claimed this would drop costs further, and demonstrate a new space age, where every Kerbal could access space at a reasonable cost. Now, all eyes are on the next major space conference, as Keylon has posted a teaser of a much larger orbital rocket on kReddit.
  5. sevenperforce

    Homegrown Legs

    Ever get tired of stock's shoddy landing legs that don't work as advertised? Solution: build your own. Easier said than done. It is easy enough to build a set of legs, but not ones that start folded and then deploy at landing. But I managed! Here it is on the pad. Planning on using an expendable upper stage and sending a relaysat to KTO, but bringing the first stage back with RTLS, SpaceX-style. Detail view of the landing legs on the pad: The legs start folded, held against the side by paired docking ports. I could have done it with decouplers, but I wanted them to be refoldable, at least in theory. The leg itself has a crossbar which is suspended between paired structures coming out of the rocket body to form dual hinges. On the pad, the rocket is held up by double-docking-port clamps, which are themselves held to the pad with launch clamps which will not be used. When the rocket launches, the lower docking ports release by action group. These same docking ports become the locking mechanism for the landing legs later on. I went with five engines because I wanted to do it pure-stock; otherwise I would have tweakscaled down the Vectors and done it with nine engines, just for kicks. Ignition: And clamp release! Very thrusty off the pad, but that's what five vectors will do. Throttling down around Max-Q, mostly to help loft my trajectory a bit. The higher and slower I stage, the better shot I have at getting the boostback burn just right. I turned off fuel flow for the bottom tank, so I don't have to worry about how much fuel I am reserving. Down to fumes, so I cut the outer four engines and throttle the single engine back up in preparation for staging: Staging! Switch view to orbit to point more downrange, then back to the booster for the boostback burn. This is a rapid sequence of events. Set SAS to Orbit-Radial-Out to begin the RCS flip, activated the airbrakes, mashed X to cut throttle, and turned the lower tank fuel flow back on. Single engine back on and burning hard. Switched the navball back to surface so I can see when my surface prograde marker noses back over toward the west: Money shot of the boostback burn, with detail of the lower landing leg locking clamps: The prograde marker is now over on the west side of the navball, so this should be enough for a boostback. Cutting the engines and heading back to the second stage. The second stage has just cleared the atmosphere, so I'm blowing the fairing and nosing down. Burning halfway between Radial-In and Prograde in order to push to orbit as quickly as possible. Throttling down and following the prograde marker would be more efficient, 'tis true, but it's time-consuming and I don't have much time. You can see the first stage is still climbing: Almost to orbit... Made it! Throttled down and switching back to my first stage. Quickly set surface orientation and retrograde. The airbrakes form a nice little landing crosshair. I should come down just off the coast. I won't need an entry burn. Here come the gees! Punching the engine to full throttle just after the accelerometer shows terminal velocity. In pad testing, I used separatrons to force the legs down to snap into place. I thought I might have to do the same, but it turns out that the upward thrust of the landing engine results in enough differential force to pop the legs out, once they are released. I set the docking port release to the Gear action group, just to make it more authentic. Just about to throttle down... The legs cannot be released at a high airspeed, or the airflow holds them up no matter how hard I thrust. Which works well, because I need to drop the gear pretty close to the ground anyway. Gear dropped! At this point, all four separate landing legs are viewed by the game engine as debris. So they are falling separately from the stage. However, the hinge keeps them stuck to the stage, and the gees on the stage itself from the engine lifts it up, causing them to rotate down: Oddly, there's always one leg that rotates slower than the others, but it's never the same one. I guess that makes sense, because they are all separate parts. Punching Z again to make sure I get a good inertial lock on the legs. As soon as the ports touch, it is viewed as a docking event and the game switches views and turns off my engine. So this was a lot of constant Z-mashing. Then I quickly switched SAS to Radial-Out and throttled down to avoid air-launching. I think I kept my TWR above 1:1 the entire way down. A bit of a bounce, Bulgariasat-Style: But I recovered! There she is, standing tall and not at all wobbly. Detail view of the leg locking assembly. And done!
  6. The Reusability Challenge! My first challenge! After watching a lot of KSP reusable rocket videos. I realized that the rockets were not reused other than hitting "recover" and launching again from the VAB. So I thought: Is that really reusable if it is recovered and launched from the editor again? So I came up with this challenge. Wimp mode: Make a rocket where at least the first stage is reusable and demonstrate its reusability. (Falcon 9, anyone?) Easy Mode: Previous rules apply, but the payload must reach an orbit of at least 100KM. Hard Mode: Previous rules apply, but the entire rocket must be reusable. Harder Mode: Previous rules apply, but after the parts have landed. They must be reassembled outside of the editor and relaunched. No recover button. If any piece lands in the ocean. Recover with a boat or seaplane. Insane Mode: Impress me. Mod rules: The ship must be stock, but mods such as KAS and KIS may be used in order to reassemble the spacecraft. FMRS may also be used. Other mods must be announced. Also please launch your spacecraft from the launchpad. SSTOs are way too common. Proof of your completion must be posted in this thread. This can be in the form of pictures showing relevant stages of your attempt, a gif, or video. Awards include bragging rights, and a badge that can be used in your signature. Good luck! THIS THREAD HAS BEEN CLOSED! Thanks to all who participated! Badge made by @cubinator
  7. Recently found a post about the replica on the Soviet rocket Energia-Uragan. It was reliable enough and I decided to recreate it myself. The main problem for me is reusable fairing. After I asked the author he said this is part of one mod. As he said the mod is Bluedog Design Bureau. I installed it, but have not found this detail. Maybe someone knows the name should mod includes this detail? That mod is Near Future Launch Vehicle - link Thanks to @Dr.Wolfram Energia-Uragan replica ( original post
  8. In the age of reuse, space agencies have a decision to make: TSTO rocket or SSTO spaceplane? Of course, until Skylon flies (if it ever does), TSTO rockets are the only game in town. But in Kerbal Space Program, spaceplanes fly with ease...which brings us to this challenge. Your mission, should you choose to accept it, is to build either an SSTO spaceplane or a TSTO rocket to carry commercial payloads into orbit over Kerbin. Every stage of your launch vehicle must be reusable, and you must use the exact same vehicle to launch each of the following three payloads: A 15-tonne survey satellite to polar orbit (150x150 km or higher). The survey sat must be fully functional. (ADDED OPTION: 15-tonne sat constellation in the same orbit) A 6-tonne relay comsat to Kerbostationary Transfer Orbit (75x2863.33 km or higher). The relay must be able to self-circularize into an equatorial KSO; the relay must be fully functional. A crew vehicle containing at least 7 kerbals to rendezvous with an equatorial space station (200x200 km or higher). The crew vehicle must have independent maneuvering capability and power generation, and must be recoverable. You do not actually have to have an equatorial space station, though if you do, awesome! The challenge is to build a launch vehicle with the lowest possible dry weight. Rules: General: All entries must use 100% stock parts. No piloting mods, though other mods are fine. Obviously, no infinite fuel or similar cheats. TSTO rocket: Both stages must be recovered and must land propulsively. The crew vehicle must have abort capabilities and must also land propulsively (chutes okay for backup; e.g., on abort). Payload fairings, assorted decouplers, and engine shrouds may be jettisoned without recovery. First-stage recovery must be reasonably close to KSC; second stage (and crew capsule) can be recovered wherever you want, as long as it comes down on land. Chemical fuel only (other than on payload). Vertical takeoff from the launch pad. SSTO spaceplane: Takeoff and landing must take place on the runway. Must launch and land with probe only; no crew (except for the crew-vehicle launch). No nukes, ions, or solids. Other than RAPIERs, the only rocket engines permitted are low-thrust OMS engines. All payloads must launch and deploy from inside a payload bay. The crew vehicle must be able to dock back inside the payload bay for re-entry. It does not need to have 0/0 abort or independent re-entry. An expendable solid kick stage is permitted for KTO injection of the relay comsat. To reflect that Skylon will need to carry liquid hydrogen for its precooler to work, LF tanks may not be more than 50% full at launch. Oxidizer tanks may be filled completely. This is a community challenge, so here's how it works. You can submit either a TSTO rocket, an SSTO spaceplane, or both. There will be a leaderboard for lowest-dry-weight rocket and lowest-dry-weight spaceplane, but the overall competition will be between rockets and spaceplanes. The winning leaderboard will have the lowest total mass from the three leading entries. Good luck!
  9. In my recent career save, I tries to recover everything w/o disposable parts - separators, fairing, and heatshield. To achieve this, I usually design fully recoverable launch vehicles. e.g. I'm curious about how many of you plays like this - Have you played like this once? Is your playstyle involved with reusablity? Or would you rather dispose of anything you don't need?
  10. After all the advanced technology usage decided to take my knowledge down deep to the days of the beginning. This is space shuttle for small payloads, pretty small and pretty cheap. As this science stage has no proper wheels it lands in water. Everything but the boosters is recoverable. Price without the probe pictured is 14,506 credits (cargo is at the tail, since there is no cargo bay and drag in front would mess things up). I suppose an mk1 crew cabin would serve just fine there for crew transport as well. Struts are necessary since the command pod tended to fall off at landing ... and the front of the plane is normally not expected to fall off. Parachute is for reducing drag only, not used really. Takeoff is designed upside down due toe drag from the rudders, no point to fight it: Somehow forgot to take the screenshot from releasing the probe (had to go out to eva with the pilot and nudge it since it is so tight there). After detaching the probe pictured and doing the deorbit burn - i even had some fuel left (Jebediah knows he is in for a bonus). One must be very conservative with electricity though. Just remember one thing - there are no wheels, you have to land in water (at 50m/s horizontal speed it survives, or use the parachute (which i added to reduce drag only) and rocket engines to land on tail): Quite a scenic landing site. Full gallery from 2 flights can be found at
  11. Flight manager, we need it. Due to understandable limits in the physics bubble dynamics and not being two pilots at the same time we can't do things like launching rockets from planes or falcon like recoveries. And unfortunately it looks like development on flight manager stopped at about 1.1. Bit sad really.
  12. Hey all, I don't know how to do this more succinctly so I apologise but I will clearly label each section for your convenience. BACKGROUND It's my understanding that there is an umbrella system to dealing with debris in an attempt to encourage more efficient rendering and physics calculations in game. Basically the rules are that debris is over 2km from the main craft in atmosphere or on a suborbital trajectory then it is simply removed from the game. EDIT: Debris 25km from main craft <25,000m altitude = auto-deleted So in the case of recovering a spent stage from a launch, you would need to switch focus to the debris once ejected and stay focused on it till it touches down. Then if you wanted to actually get returned funds, it must have a control capable part attached (usually a probe body). I can't find a way around this and tutorials I have seen have been from a couple years back before the new aerodynamics system, so simply having a steep suborbital trajectory doesn't work so well for the ejected stage simply burns up. You might be able to help this with late tech larger heat shields but you're kind of stuck early in your career. QUESTIONS (read dot points below questions for further explanation) What is the point of having settings in the menu like "Max Persistent Debris" and "Tidy up debris cluttering KSC"? It seems to me that the majority of debris will be generated by launch vehicles and spent stages, which are likely to be left in atmosphere or a suborbital trajectory and thus they are going to be cleaned up by this umbrella system anyway. Could this umbrella system be a tweak-able option like the 2 listed above? Leave this option to the discretion of the user depending on the capabilities of their gaming system. Any ideas on how to recover stages early in career? CONCLUSION It just seems silly to me that you need to leave your craft effectively uncontrolled for the sake of guiding 'debris' back to the surface. Although I understand the idea of making sure the game is running as efficiently as possible, it seems to me that the 2 tweak-able options in the settings are there for that purpose but allow more user control. This umbrella system just seems more restrictive to me but please share your thoughts and ideas.
  13. HELLO ALL This "1 Station 1 Rocket" Idea is essentially the concept of using 1 booster stage that you may not recover by going into the VAB or SPH again. LEADERBOARD: to put a space station into an orbit of any altitude. Station MUST be 3 modules or more, each module must (tbd) contain it's own probe, batteries, it's own way to generate power and must be 1.25m and be a fair size, just... Honor code people, no cheeky .625m Oscar B sized modules. STEPS: - Build a booster stage to get the payload to a point where it can use it's onboard engines to boost it to orbit - Build a fuel truck to refuel the rocket after landing the booster - Build a crane to put the module on the rocket Put the module on the booster however necessary - Pack enough fuel in the modules to assemble a space station using only one rocket ---------------------------------------------------------------------------------------------------------------------------------------- HARD MODE: 1 Moon base 1 Rocket STEPS: - Same thing as station except put it on the moon ---------------------------------------------------------------------------------------------------------------------------------------- SCORING: I will keep a leaderboard of the scores, essentially you will be rated as to the mass of the station and rocket (KGs) minus the cost in funds (station and rocket), just so we have a cheap but large space station. (If you have a better idea plz comment)
  14. Previously I've tried to launch a SSTO but to no avail: you just can't seem to do that with low-tier tech. So I've decided to approach the problem with a different solution: a spaceplane on top of a reusable first stage. The design will be similar in concept to Dyna-Soar and Boeing X37-B.
  15. So I decided to take on the challenge of building a fully reusable launcher in KSP. Second stage recovery proved to be a bit more difficult than I thought. But in the end I'm happy with the result. Both the Booster Stage and Upper Stage are fully recoverable, in the configuration in the video the crewed module is also reusable. The only piece of discarded hardware besides the fairings is the O.M.P or Orbital Maneuvering Pack. The Skywalker Booster is designed to return to the launch site for LKO missions. In the event the Skywalker Booster needs to be used for GTO missions or beyond, it can be recovered at an alternate landing site downrange. The Skywalker Launcher can also be used for Polar Orbit Missions with recovery sites prepared to accommodate both stages.
  16. Fuel Station Mun Is designed to extract ore from any body at Mun or smaller levels of gravity, and bring them back to the station to create an orbital fuel base for passing ships. DOWNLOAD:
  17. If you are a KSP veteran, you know what I mean. The "Parts:999" that was in the part's stats. What I'd be very interested in would be a mod that allows for this, by making a recovery allow you to reuse the same parts for a fraction of the cost. For example, a "space shuttle" recovery would allow you to either re-fly the whole craft, with a given name even, for a fraction of the launch cost for the orbiter, OR you could pry the recovered parts apart- this would mean that if you pried that orbiter apart and then used those parts to just fly the same orbiter, it would cost a bit more. This would mean that you could fly a Gemini-style capsule up, like Gemini 2, and then you could refurbish it, allowing you to send up another mission- like OPS 0855- using the same capsule. Another option of the mod would be renaming the part- that is, it would function like a separate part with only the cost, amount of resources in the capsule, and name changed- for example, "Mk1 Pod 'Atlanta'" could be one.
  18. So after successfully reusing a medium booster to deliver smaller payloads to LKO, I set out to build a bigger, heavier and more capable reusable booster. Here is the result.
  19. So I recently made a video showcasing 3 reusable booster designs in KSP, you can see it HERE. As soon as Kerbal Essences saw it he challenged me to actually reuse the booster. After several hours I successfully designed the required ground support systems to not only put the booster back on the pad but also mount a second payload to it for a second flight. As long as the booster lands in-tact, this system allows for the booster to be reused indefinitely. Hope you guys enjoy!
  20. Decided to make some stock reusable boosters. The result was actually pretty cool, ended up with 3 different versions. Check it out!
  21. First post here; joined to discuss rocket designs, SSTO, and reusability. Air-augmented rockets (also known as ejector jets or ducted rockets) are a sort of cross between turbofan jet engines, ramjets, and pure rockets. Ramjets depend on a ram-compressed flow of atmospheric air for combustion, making them useless for launch and for orbital insertion. An air-augmented rocket uses a stream of atmospheric air only as added reaction mass, greatly increasing specific impulse in a fashion similar to a turbofan bypass. They can afford to use fuels with greater energy density, because so much of the reaction mass is external. Best of all, because their core is more or less an ordinary rocket, they have no problem functioning from a standstill or in a vacuum. (For reference, there was a prior forum post on air-augmented rockets here, though it didn't go into many details.) The most efficient turbofan engines are built with extremely high bypass ratios, exceeding 10 kg of bypass air for every 1 kg of airflow through the central turbojet. Of course, the primary difference between a turbofan and an air-augmented rocket is that the power is delivered to the air mechanically in the former case, but thermally in the latter case. Air-augmented rockets have not historically been very successful. In most cases, adding a shroud around the outside of an existing rocket was a large weight cost in exchange for only a modest increase in thrust specific fuel consumption, and because they weren't optimized for using the air as reaction mass, most of the added thrust was the result of secondary combustion between the fuel-rich rocket exhaust and the atmospheric air, making them essentially very inefficient ramjets. If, however, an air-augmented rocket engine were designed in an inside-out configuration with a central bypass rather than an external bypass, you'd end up with a much simpler, more compact, potentially much more efficient design: Such a design could allow a really, really high bypass ratio, causing thrust specific fuel consumption to drop ridiculously low. The combination of really high thrust and really high specific impulse is pretty nice. I wonder whether this could be made large enough that the thrust augmentation more than overcomes additional drag. Thoughts?
  22. SpaceX prefers vertical powered landing to horizontal winged landings for their booster to do RTLS since it requires little modification to the booster and because it would also work on airless bodies. However, using wings may offer an advantage. Based on the lengths of the burns for the return portion of the boosters flight on the Orbcomm-2 mission, I estimate the amount of propellant that must be reserved for the booster RTLS as ca. 46 metric tons (mT). This results in a large performance hit of a 30% loss of payload according to Musk. However, estimates of wing weight are about 10% of the landed weight, which probably could be reduced to 5% with carbon composites. So for a F9 booster with an estimated dry mass of 20 mT to 25 mT, you would only need an additional 2 to 2.5 mT, and likely half that with composites. This would results in large reduction of the payload loss. But the question is could we use wings to allow a RTLS when the booster flies at hypersonic speeds, say, at ca. Mach 7? I think it might be possible, or with minimal propellant burn, if your airfoil has high hypersonic lift-drag ratio. To be sure this would be very different from the Space Shuttle's delta-wing shape. The shuttle has been described as akin to a flying brick with a hypersonic L/D ratio of only 1, though its subsonic L/D is better at about 4.5 However, airfoils of high hypersonic L/D are known: Waverider Design. So my challenge to Kerbal-mavens is if you have a Mach 7 L/D of about 7, could your first stage booster at a max speed of Mach 7 do a return to launch site? Bob Clark
  23. We have many challenges about reusable, single-staged, and/or airbreathing vehicles. This one is about the viability of reusable multistage transport on a non-atmospheric body, the Mun. Create a lander consisting of two parts A and B. Part A must hold one or more kerbals, all in pressurized modules. Part B must contain some fuel and at least one engine. Neither A nor B may disassemble themselves any further. There are two ways to perform the mission, "ascent first" and "descent first". Ascent first: Launch from the Mun. While suborbital, detach part B and have it land back at the launch site. Reach a 10-km circular orbit with A. Demonstrate reusability by landing A at B's location and docking the parts back together. Descent first: Deorbit your lander from 10 km over the Mun. Detach B and have it reach a stable orbit. Land with A. Demonstrate reusability by taking A to a rendezvous with B and docking the parts back together. Screenshots of the following are required: initial orbit, if Descent first craft's initial mass situation just before splitting the craft part A after circularizing or landing part B after landing or circularizing craft's final state after docking final orbit, if Descent first Your score is the whole lander's full mass (tons) divided by the number of kerbals transported. Lower is better. No refuelling, teleporting or cheat menus during the mission. Information mods are allowed, active autopilots are not. Only stock parts or their equivalent rescales. My attempt: Leaderboard 1. SchweinAero: 1 kerbal, 1.76t, score 1.76