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  1. Download from Spacedock Download from Github Github Dev Builds AlphaMensae's Modular Launch Pads Tired of wimpy launch clamps? Well, then make any rocket launch an event by putting it on a Soyuz or Saturn V-style launch pad Board your crew, then go for ignition sequence start! v1.3.8 Update: Removed "layer = 0" line from the Saturn pad parts that have both ModuleAnimateGeneric and ModuleAnimated Decoupler. This was making these parts reset after the animation finished when staged. The included KSP 1.4.x versions of B9PartSwitch and Animated Decouplers work fine in KSP 1.5.x. NEW in v1.3 Partial mesh-switching has been implemented for the Saturn swing arms, base inserts, a new hold-down arm type and the Russian Launch Stand. Two new types of Saturn pad hold-down arms. The Russian Launch Stand has been revised, it no longer has the separate arm assembly, as the clamp arms and one fuel arm have been built into the stand now; up to two additional fuel arms and the crew elevator tower can be added separately. See the Changelog for a complete description of the new and revised parts. Russian Launch Stand Features One-part launch pad that's a node-attached launch clamp with amost no mass and no cost. Available from the start in career mode Animated retracting clamp arms that can be adjusted for rocket stages from 0.625m to 3.75m Separately retracting fuel arm that can output LF/O, LH2 and MonoProp. NOTE: Fueling can't reach tanks above/past a decoupler due to stock resource transfer rules. Up to two additional fuel arms can be added separately. Separate retracting adjustable crew access elevator tower can be added. Soyuz Pad Features Launch Pad Base with crew elevator for access to the deck from the ground (no direct access to rocket at this time). Base is free-standing, does not need launch clamps, but does require the Tier 3 launch pad. Clamp arm hinges tha can be adjusted in and out Clamp Arms that decouple and retract using counterweights like the real one Counterweights for use with the arms that make them retract The Soyuz pad is good for smaller rockets. Saturn Pad Features Two sizes of launcher base, standard and large (for real-scale Saturn Vs), withtwo different snap-in inserts to configure the flame hole for single-core or triple-core rockets Modular tower bases and sections to make a custom-sized tower for almost any rocket. Different general types of retracting swing arms sized for 1.875m, 2.5m, 3.75m and 5.0m tanks, with switchable umbilical types and colors (red and gray). Working crew access arms are also included. Special set of tower arms for the Bluedog Design Bureau Saturn V and Saturn IB, switchable between default (3.75m and 5.625m) and rescale (4.25m and 6.4m) sizes. Retracting Saturn V-style tail service masts and seven types of retracting hold-down arms. The Saturn IB milkstool, with switchable gray and red colors, plus switchable hold-down arm support configurations. Fully accessible by Kerbals with entrance ramp, walkways and an elevator to the lower level. The Saturn hammerhead crane, swithable between red-yellow and gray colors; can be decoupled and freely rotated with the Q and E keys (No actual hoist, though...yet). Both the Saturn launcher base and tower bases have elevators for crew accsss from the ground to the spacecraft. Drive your crew over to the pad, take the elevators up to the crew arm! Patches are included for TantaresLV, Tundra Exploration, FASA and Bluedog Design Bureau that add a size 5 node to the lower-stage fuel tanks or engine mounts for easier attaching to the pad bases. Module Manager is needed for the patches. Custom patches for other mod parts can be done by request if you don't know how to write an MM patch file. =========================================================================================================================== INSTALLATION INSTRUCTIONS New Install: 1> Copy the ModularLaunchPads folder (NOT the GameData folder) from the file into your KSP GameData folder. The Subassemblies folder in the .zip goes into your KSP saves/xxxx/ships folder. Do NOT copy the Old_Parts folder from the .zip 2> Select which version of B9 Part Switch you need (for KSP 1.3.1 or 1.4.3) and copy the B9PartSwitch folder from the .zip into your KSP GameData folder. 3> Select which version of Animated Decouplers you need (for KSP 1.3.1 or 1.4.3) and copy the AnimatedDecouplers folder from the .zip into your KSP GameData folder. Updating from pevious versions: If you have any craft files or saves that have any of the old parts, be aware that they do not load by default anymore. Craft files and saves may be broken. If necessary, copy the Old-Parts/Parts folder from the into GameData/ModularLaunchPads, and copy the contents of Old-Parts/3D-Assets to GameData/ModularLaunchPads/3D-Assets (or merge them). The old parts will not appear in any category or the tech tree, they are provided solely to enable craft files to be loaded so the old parts can be removed. Details NOTE: This mod supercedes and replaces my earlier standalone Saturn Mobile Launcher mod. That older one shouldn't cause any troubles if it is left installed, as most of the new mod's parts have different internal names--but maybe not all. The old one should be removed first before installing this one. Modular Launch Pads by AlphaMensae =========================================================================================================================================================== CONTACT INFO AND SUPPORT Forum Thread: Twitch: Youtube: Discord: =========================================================================================================================================================== *** NEW IN v1.3 *** **Russian Launch Stand** > The Russian Launch Stand no longer uses a separate arm assembly. The clamp arms and one adjustable (by mesh-switching) fuel arm are now built into the stand itself. The fuel arm can be retracted manually. Two additional fuel arms and a separate crew elevator tower can be added as well. > Russian Launch Stand's clamp arms can also be turned off, so the big Soyuz Launch Pad's gravity-retract hinges and arms can be used instead. > Color can now be switched to the Soyuz Pad's green. **Soyuz Launch Pad** > The Soyuz Launch Pad base now has switchable hinge-mount configurations, either at 90 or 45 degrees. > The clamp arms have adjustable-size clamp pads, done by the deploy limit slider. > Extra attach nodes are included on the base for use with the Russian Launch Stand's fuel arms and crew tower, as an interim step until I can make proper ones for the Soyuz Pad. > The color for the base's central ring, clamp arms and counterweights can be switched to the gray-drab color of the Russian Stand. **Saturn Pad** > The individual tower swing arms have been eliminated. There are now new switchable Saturn tower swing arms, in four general sizes (for fuel tanks of 1.875m, 2.5m, 3.75m and 5m diameter), each with seven switchable umbilical connector types. There are also new BDB Saturn V arms with two different size options (for default and rescale sizes). Eventually the general type arms will vary more from the Saturn V ones they currently use as a base; this is a small step in that direction. > The individual flame hole inserts for the base have been eliminated. They have been replaced by a single square and rectangular switchable insert, both with multiple options. > The standard launcher base no longer has attach nodes for accessories like SRB hold-down arms and tail service masts, these are now in the new switchable inserts. > The tower base sections' elevators are now off by default, and have switchable maximum heights when turned on. The deploy limit slider can still be used to fine-adjust the stopping height. > The hold-down arms no longer can be retracted manually, retraction is only by staging via Animated Decouplers > What was the Type 1 and Type 2 hold down arms have been revised and renamed the Saturn V and Saturn IB Type B hold-down arm. The other hold-down arms have been renamed General Type [x]. > Two new hold arms have been added, a bottom-mount type and another one designed for the Saturn IB, the Type A. > New Saturn Milkstool with an integrated insert, i.e. switchable node and hold-down supports. > NOTE: Disable staging for any part (like swing arms) that is manually retracted, or move its staging icon into a stage above that of the launcher base, otherwise they will reset if staged. **General** > ALL OLD PARTS ARE NO LONGER LOADED BY DEFAULT. They are in a separate folder called "Old_Parts" that is outside of the Gamedata folder in the .zip file. If they are needed to prevent craft and save files from breaking, copy the "Parts" foder from "Old_Parts" into the ModularLaunchPads folder, and copy the contents of the "3D_Assets" folder from "Old_Parts" into the "3D_Assets" folder in ModularLaunchPads. > Old parts won't appear in any category or the tech tree, they are provided solely to prevent craft and save files breaking so the old parts can be replaced. This is the last time old parts will be included. > Saturn tower swing arms are now back in the Structural category. > Added v2.3.0 of B9PartSwitch for KSP v1.4.3 > Added MM patch file for Tundra Exploration, it adds a size 5 node below the bottom of the three first stage tanks for attaching a launch pad. > Revised the custom category, old parts were removed, new ones added. =========================================================================================================================================================== INSTALLATION New Install: 1> Copy the ModularLaunchPads folder (NOT the GameData folder) from the file into your KSP GameData folder. The Subassemblies folder in the .zip goes into your KSP saves/xxxx/ships folder. Do NOT copy the Old_Parts folder from the .zip 2> Select which version of B9 Part Switch you need (for KSP 1.3.1 or 1.4.3) and copy the B9PartSwitch folder from the .zip into your KSP GameData folder. 3> Select which version of Animated Decouplers you need (for KSP 1.3.1 or 1.4.3) and copy the AnimatedDecouplers folder from the .zip into your KSP GameData folder. Updating from pevious versions: If you have any craft files or saves that have any of the old parts, be aware that they do not load by default anymore. Craft files and saves may be broken. If necessary, copy the Old_Parts/Parts folder from the into GameData/ModularLaunchPads, and copy the contents of Old_Parts/3D_Assets to GameData/ModularLaunchPads/3D_Assets (or merge them). The old parts **will not** appear in any category or the tech tree, they are provided solely to enable craft files to be loaded so the old parts can be removed. =========================================================================================================================================================== Patches for Bluedog Design Bureau, TantaresLV, Tundra Exploration and FASA are in the Patches folder; these add a size 5 node to various lower fuel tanks or engine mounts for attaching to the launch pad bases. =========================================================================================================================================================== PART GUIDE RUSSIAN LAUNCH STAND: > This is an alternative to the big free-standing Soyuz Launch Pad. It's a node-attached launch clamp that can be used by itself, it includes four animated retracting adjustable clamp arms and one separately retracting fuel arm. > The clamp arms have switchable size settings for different rocket fuel tank diameters. The fuel arm has switchable height and umbilical sizes. > Available separately is a retracting crew elevator tower that is attached to a node above the stand's ladder. The elevator's stopping height, exit platform height and exit platform extension walkway can be adjusted with the deploy sliders in the right-click menu. > Also available separately are three versions of the fuel arm, outputting either LF/O, LH2 or MonoProp. NOTE: Fueling can't reach tanks above a decoupler due to stock resource transfer rules. > The fuel arms and crew elevator can also be used with the Soyuz Launch Pad. The clamp arm can also be turned off so the Soyuz pads's gravity-retract arms and hinge mounts can be used instead. > The stand, crew tower and fuel arms can be switched between the default gray-drab and green colors. SOYUZ PAD: The Soyuz Pad consists of 4 parts, all with "Soyuz" in the title for searching. > Launch Pad Base, which is attached via a size 5 node in the central hole. There needs to be a free attach node at the bottom of a rocket; usually it will be an engine that has it. The included patch files add a node to TantaresLV, FASA, Tundra Exploration and BDB parts for easier attachment. The base has two switchable hinge-mount configurations, either 4x90° or 4x45°. Four extra nodes are provided for attaching the Russian Launch Stand's fuel arms and crew elevator tower. There is an elevator on the front side which allows Kerbals to access the deck from the ground; it works by an animation, so right-click on the base to raise/lower it. > Arm Hinges, which are attached to the base at 4 nodes around the central hold. Stack symmetry is enabled. Move the hinges in and out to adjust the fit of the arms for different-sized rockets. The Tantares ALV (Proton) does fit nicely on the Soyuz Pad. > Clamp Arms, which are attached to the hinges via a node; the size of the clamp pad at the end can be adjusted using the deploy-limit slider. > Counterweights, which are attached to the back end of the arms via a node. Both the pad base and hinges have built-in decouplers to detach at liftoff. The arms retract via gravity using the counterweights. The base's central ring, clamp arms and counterweights have switchable colors, either the default green+yellow or the Russian Launch Stand's gray-drab. SATURN Pad: The Saturn Pad is very modular, consisting of various components that can be combined in various ways to fit most any rocket. > Two sizes of the Mobile Launcher Base, a standard one for stock KSP scale and a large one for real-scale Saturn V-type rockets. The standard base makes use of 2 types of a separate insert part to adjust the flame slot for different-types of rockets. The insert attaches to the bottom size 5 node in the flame slot. The base attaches to rocket via the top size-5 node in the flane hole. There needs to be a free attach node at the bottom of a rocket; usually it will be an engine that has it. Both bases have an elevator on the side to allow Kerbal access to the deck from the ground. It operates by an animation like the Soyuz pad. > *** IMPORTANT NOTE FOR BASE POSITIONING *** The standard-size base should have its front legs inside the white part of the big circle on the VAB floor to position it properly on the KSP launch pad. The large-size base should have the flame hole centered on the big circle on the VAB floor, otherwise the middle legs won't sit on flat ground. > Saturn V-style retracting tail service masts are available for use with the Square insert; the nodes for them have to be turned on first. Seven types of retracting hold-down arms are available to attach to nodes on the inserts. These retract only by staging. > The Saturn IB Milkstool is also available as an option, with switchable colors. This attaches first to a rocket, then the launcher base is attached to the bottom node of the milkstool. The milkstool's top ring has switchable configurations for attaching hold-down arms. > The tower consists of 2 types of base sections, modular tower sections, the swing arms, and the Saturn-style hammerhead crane. All can be switched between traditional red and new-era gray colors. The tower bases are placed first, and have a generator, which has to be manually turned on and off, and an elevator for Kerbal access to the crew arm. The elevator is off by default, and can be switched to one of four maximum stopping heights; fine-adjustment of the elevator's height is done with the deploy limit slider. Due to a "quirk" in the stock ModuleAnimateGeneric, the elevator has to start at the top-most position to allow the deploy limit function to work properly. This means the elevator has to be brought down to the launcher base level first. The modular tower sections come in 8, 4, 2 and 1-floor versions, with switchable red and gray colors. There is also a 1-floor crew access section and a 1-floor top section that has the crane mount. The crew access section has an adjustable floor (done by right-click menu deploy limit slider) for fine-tuning the fit with a command pod. The crane attaches to the upper node of the top tower section. It has a built-in decoupler for separating from the tower, and can then be freely rotated using the 'q' an 'e' (or roll control) keys. There is no actual hoist on the crane (yet). The swing arms come in four general types, to fit fuel tank diameters of 1.875m, 2.5m, 3.75m and 5.0m. Seven different switchable umbilical types are available for each arm. There is also a special set of arms for the Bluedog Design Bureau Saturn V and Saturn IB, each with a switchable size (default or rescale), except for the Servicee Module arm. Crew access arms come in 1.875m, 2.5m and 3.75m sizes. The swing arms retract by an animation, which can be done by staging, right-click menu or action group. NOTE: Disable staging for any part that is manually retracted, or move its staging icon to a stage above the one that has the Launcher Base. =========================================================================================================================== LICENSE This mod is being shared under the CC-BY-NC-SA license: Animated Decouplers is by Starwaster, two versions are included: v1.3.5 for KSP V1.3.1 v1.3.6 for KSP v1.4.x B9 Part Switch is by Blowfish, two versions are included, for KSP 1.3.1 and 1.4.2 Assembly Guide video for the Bluedog Design Bureau Saturn V (default scale) and Saturn Pad-Tower: ================================================================================================================================================ LICENSE This mod is being shared under the CC-BY-NC-SA license:
  2. I have been studying concepts for missions, and I think I might have one. It is basically an expansion upon the idea of a Saturn atmospheric probe whose relay will escape the Solar System. As of yet, it is nameless, but I have some ideas for what it will be. The carrier-relay probe will have a wide-angle camera with color capabilities, and a narrow-angle camera with only B&W. This is similar to the Ralph-Lorri dichotomy on New Horizons. It may also have some other instruments from the Voyager probes, such as a magnetometer, radio receiver, UV spectrometer, etc. Finally, it will carry an atmospheric probe to descend into Saturn's atmosphere. It will be released not long before the Saturn flyby, and after the relay passes from the shadow, it will relay the data collected from the atmospheric probe, as well as data it may have collected as well. The carrier-relay would look like a mesh between Voyager, New Horizons, and Galileo (with the atmospheric probe), possibly. It would be launched in mid-2034, have a 1.7-year-long cruise phase to Jupiter, then take about 4 years to get to Saturn. After that, a Haumea flyby may be possible, given enough funding directed toward it. A couple of questions, however: Since it's on an escape trajectory from the Solar System, what cargo will it carry for aliens to find? Would it be feasible to have a camera embedded into the probe to take a picture of the Saturnian atmosphere? To get to Haumea, how close would the carrier-relay have to fly to Saturn? Would it be possible to make a mockup of it using RSS? (preferably both imgur photographs AND a youtube video) These are two possible trajectories I might use. They aren't necessary, but is instead a template or guideline. Share your thoughts below.
  3. Do you want to be mentioned on the Memorial Plaque that is in Saturn orbit? Reply : "Consider me in!" or something that is easily understandable. If you have any suggestions,answers, feel free to RP them! Common question: -How does this work? "If you REP with the appropriate answer, your name will appear on the Plaque, under the "Thank you" in the black rectangle. If you want, you can have your own color and font." The image will be updated every time someone requests/we reach 2 new names on the plaque. Additional info : -RESOLUTION : now it's 1024x1024. You can request any resolution YOU want. PREVIEW: PS: The preview image is more Low-Quality because of embedded image quality restrictions. And yes , in the original one the names are not blurry at all.
  4. I'll be recreating some of the most interesting missions from the alternate history series "Eyes Turned Skywards" , I know I'm not the first, but I'll try to be the best! I'll try to be faithful to the source material, but sometimes I'll be taking some artistic and technical liberties. All constructive criticism will be more than welcome! Chapter 1 - Freedom November 12, 1988 Cape Kennedy The birth of Freedom Space station Freedom Challenger HSM (Habitat and Service Module) launch atop Saturn H03 Dedicated to @e of pi , @nixonshead and @Workable Goblin, thanks for empowering imagination. Parts provided by the one and only @CobaltWolf and the talented @benjee10.
  5. In my near to 1000h of KSP I have built many rockets (not that much SSTO or planes but rockets). I wasnt everywhere but where I was i did it with a return and as much science as possible. Interessted in space flight all the time and a fan of the Saturn V i built last month my own Lego NASA Apollo Saturn V (Set 21309). With that model i tried my first ever "real life build" in KSP (full stock! - i dont use part mods). I'm really happy with it so i want to share it with you! The NASA Apollo Saturn V is designed for Mun and is capable to do a equatorial landing. It should be much forgiving as i over engineered it a bit. Check the staging all the time because KSP make a mess with it after you redock the lander (LM) to the comand module (CM). For the return acending with the lander make sure do DEACTIVATE the main engine of the LM after touchdown on mun. Otherwise you can't throttle up and press space (staging) to leave with the top of the lander. Use the correct timing with the CM to have enough fuel for the rendevouz and docking. Now to the special one. After using the Saturn V i tried to pump it up a little bit to be cappable for Duna... and it worked! I also added a lot of science (sorry that i wasnt able to include also the science jr... i will keep going to try that in a B version)... This is the NASA Apollo Saturn VII. It's a little more challenging to fly and is able to do a equatorial landing on duna. The hardes point of the journey is the return from the Duna surface to the orbit. Make sure to deactivate the mainengine of the LM and enable SAS. Wait for the CM in orbit and lanuch. Make a proper acending and keep an eye on the Duna atmosphere. You dont have much fuel for this manouver. Probably practice this manouver with the use of the "CM+LM" craft and cheat it in a duna orbit (ALT+F12). For the descent of the LM don't go in to deep. Use maximum of half of the tank to slow down. Just use the engine to brake near the surface. Let the paracutes do the main work but they are not able to slow you down enough. They need time so keep the path flat. Its just a practice thing. After you are able to land, start and redock you can use the Saturn VII in carrer. With small modifications its usable in mid-to-late-techtree. Have fun with it! Edit: Pictures are the VII for Duna. No Action Groups needed except "ABORT!" this can be use if the s*it hits the fan until 2nd stage after that its not usable anymore (decoupled). You can do everything with "Space" (Staging).
  6. Download From Spacedock Because a Saturn V needs its ever-present companion, the Launch Umbilical Tower, I created a working replica of the Saturn Mobile Launcher. It's not 100% exact, far from it, and has been simplified to eliminate detail that would be tedious to make without any real benefit. It does fetaure retracting swing arms and tail service masts, plus two working elevators to allow crew boarding of the command module from the ground. There is also a hammerhead crane on top that can decouple and rotate using the Q and E (roll) keys. This is a standalone version of the Saturn Mobile Launcher from my Simple Overhaul Project. It has been configured to work with the default Saturn/Sarnus 5 from the Bluedog Design Bureau mod. The mobile launcher was designed for the Saturn V from my Simple Overhaul, which is at 64% scale. It however works rather well with the BDB Saturn V, it just meeded a few tweaks and adjustments. The BDB Saturn V is at a smaller scale, and I didn't rescale the tower, so it's taller than the BDB Saturn V than the real one was. It also can be used with other rockets, there just needs to be a free stack attach node at the bottom of the first/core stage. An engine would work, but it's best to make a Module Manager patch to add a size 5 node to whatever part will be used to attach the launcher base to. The tower and swing arms can be moved using the offset gizmo to adjust the positioning. The Mobile Launcher pack contains the following parts: The Mobile Launcher Base The Launch Umbilical Tower (or just "tower") The Tail Service Mast (three were used on the Mobile Launcher) Nine swing arms representing the actual Saturn V tower arms The hammerhead crane (no hoisting capability). The launcher base attaches to a size 5 node at the bottom of the BDB Saturn V S-IC via another size 5 node in the flame hole. The tower then attaches to the other size 5 node on the base. Three tail service masts and the nine swing arms attach to the other nodes on the base and the front-right vertical beam of the tower. The crane attaches to a node on top of the tower. Both the base and tower include a working elevator for crew access to the the Command Module from the ground. The elevators, swing arms and tail service mast move/retract by an animation; the arms and tail service masts will need to be action-grouped during a launch. Liftoff demo: This mod is being shared under the CC-BY-NC-SA license: Installation: Open the .zip file, and copy the AlphaMensaeMobileLauncher folder to your KSP Gamedata folder. All the mobile launcher parts are put into the "Heavier Rocketry" tech tree node (same as the BDB Saturn V parts) for Career/Science mode. NOTE: The mobile launcher parts were developed and tested with Kerbal Joint Reinforcement installed, so I recommend that KJR be installed if it isn't already in your KSP. I make no guarantees that these parts will work with the stock autostrutting. That being said, I did set the breakingForce and breakingTorque values of the launcher base to 500,000, and those of the tower to 250,000. That alone probably prevents any wobble, but why take chances? Assembly Guide: To make it easier to find the mobile launcher parts, enter "Saturn" in the part list search window, and they will all appear in the part window. First, click on the root part of the BDB Saturn V (usually the Command Module) and using the offset gizmo move it up well above the floor of the VAB Next, click on the S-IVB stage of the Saturn V and rotate the rocket 45 degrees in either direction (can use shift-Q or E) to properly orient the F-1 engines: Next, select the Mobile Launcher Base from the parts list and attach it to the size 5 stack node below the S-IC stage via another size 5 node in the flame hole of the base: Next, use the offset gizmo again and move the whole assembly via the root part so the front legs of the launcher base (farthest away from the VAB door) sit within the white part of the big circle on the VAB floor; this is to properly position the base over the KSP launch pad: Next, select the Launch Umbilical Tower from the parts list and attach it to the other size 5 node on the launch base: Next, select the Tail Servive Mast from the parts list and attach three of them to the small nodes on two sides of the flame hole; they have to be attached separately. Rotate them so the arm points directly at the S-IC stage: After placed, use the rotate gizmo and rotate the tail service masts 5 degrees to correctly align the arms with the stage (just for aesthetics): Next, select the swing arms from the parts list and attach them to the nodes on the front-right vertical beam of the tower. Arm 01 goes at the lowest node, and they then go in order of 2-3-4-5-6-7-8-9 from bottom to top. Arm 9 is the Crew Access arm. The hammerhead crane is attached to the top node on the tower. It has a built-in decoupler, and after decoupling can freely rotate 360 degrees using the Q and E (roll) keys. Crew boarding is done by taking the elevator up to the crew access floor, then entering the crew arm via the small walkway extension:
  7. Rus_1952

    Airplane on Saturn

    Finally, I did what I had planned a few years ago: I dropped the plane into gas giant. And it didn't broke apart!
  8. staalman12

    Saturn V spacecraft issues

    So I was trying to launch the FASA Saturn V rocket, but every time I turn on SAS, it shakes itself to pieces, and if I don't turn on SAS, it rolls and yaws uncontrollably. Is anyone else having this problem, and how do I fix it?
  9. so this will be the final year for Cassini at Saturn, and at some time in 2017, it will plunge into the atmosphere of Saturn, burning up and crunching like a tin can what do you think Cassini will find out in the final year at Saturn, and when will a new mission to Saturn be created?
  10.–Huygens Orbital parameters Reference system Kronocentric It's from Wikipedia. And what do you think about Cassini–Huygens probes, did you knew instrumentation for Huygens probe that landed on Titan moon of Saturn was created by scientists from Polish Academy of Science
  11. Rus_1952

    Saturn system grand tour!

    Hey guys, check out my new video i made this night!
  12. Mission requirements; One mobile rover-base to stay on Titan One orbital station to orbit Titan 4 Satellites to orbit around Titan and create communication coverage on Titan One rocket to be sent and landed on Titan for crew to get back to the Titan orbit after mission ended Orbit station is getting ready to go Everything seems nice so far! See you later, Earth Needs so much DeltaV, hopefully second stage will do the job Crew looks at Earth last time for a long time period. Rescue rocket to be sent to Titan Rescue rocket's second stage Catch ya! All 4 rockets run to Saturn side by side Nearly 1 year passed after leaving Earth's orbit Crew seems happy Biiig big space, but not empty at all Here is Saturn! After 7 long years, we are close to reach Saturn. Making maneuvras to reach Titan. Rocket that carries Rover-Base, is fixing it's direction towards Titan Fixing other rockets' orbits (Orbital Station, Rescue Rocket, Satellites) Cool shot from Rescue Rocket carrier Rocket, making correction burn Orbital Station's carrier rocket is the first rocket out of 4 rockets who arrived Titan Orbit first! Time to orbit Titan A cool shot from orbital station's cockpit A rocket that carries satellites arrived! Time to orbit A rocket that carries rescue rocket arrived as well! Putting satellites on orbit A rocket that carries mobile rover-base arrived Titan's orbit as well That's it boys, rover is going down on Titan, right now! Flying car weeeeee Weird glitches. Well ksp version 1.3, RSS version 1.2.2, scatterer version 0.300 soo.. i expect glitches What are they o.O Are there trees on Titan? They are getting smaler when we gets closer.. Time to chute It was a VERY VERY SLOW trip, we are getting there boi! And rover is landed There is no crew yet on rover, but luckily it has it's own control computer! And i found a rock! First time i saw a rock on Titan ever on KSP Btw i broke my antenna.. That's how rover gets electricity (There is very little sun-light together with 8 days long night time, so nuclear activity was the best choice..) I didn't plan to bring Engineer down here, but to fix this antenna, i would change my plan Meanwhile in orbital station, crew is getting ready for leaving station to go on Titan's surface I use Alcor pod as a lander pod For one reason, i cannot move kerbals within parts so i needed to EVA mission to exchange my crew (because i need one Engineer down there to repair antenna so plans are changed!) Jeb's crews, Lisman and Dedorf ladies, they look happy. Station's crew looks meh Making preparations for leaving station Time to go! Maneuvras.. Btw that black bottom is not a heat shield, it is a fuel tank. Titan's atmosphere is like a pillow, so you don't actually need a heat shield unless you plan to direct hit on Titan with 20k DeltaV. Okay enough talking Crew looks incredibly happy This would make the job Or not... 55km off of the target Chutes.. It takes forever to land. I cannot move Kerbals one by one to the rover, so it makes more sense to mov rover to crew! After literally one hour, rover-base finally reached the crew! Lets get into your new house for few years, kerbals I don't like the geography, i want to park my rover-base next to one lake (methane lake). 120km to go. Reached the area where rover-base landed on (55km back). Separate part can be seen on the ground which separated chute and rover. 65km more to go. Glitch, if you fall down, you ded (fell one time) Finally i found one cute methane lake after 120km (took 2 hours), parked next to it Crew deserves to get one break to hang out (btw somehow engineer couldnt repair antenna, anyone know why? instead i mistakenly exploded it ) Night time on Titan 90 degree top angle from the rover, amazing view Sky from rover's cockpit See you in next mission while my kerbals hanging out! Next mission will be landing rescue rocket on Titan from Titan's orbit, and then carrying crew to the orbit station.
  13. GenesisPlayz

    Slyton Planet Pack

    There are plenty of planet pack tutorials with Kopernicus, so i decided to make use of it. This pack adds in a new planet out there, past Jool. It's named Slyton. This pack is inspired by the Saru Planet Pack by tygoo7: These celestial bodies will be added to the game: Green means finished, Orange means busy and Red means not started at all. ~Slyton; The main gas giant. It's a Saturn/Gas Planet 2 analog. ~Arcturus; A little asteroid somewhere in the rings of Slyton. ~Eeloo; Yep, our little friend joins the party! ~Therol; A Titan analog, but also an analog to something i wanted to make ages ago; a DARK planet. That says it's gonna be dark grey. ~Loptus; A Iapetus analog, but then with green/red. Yep. More might be added, but the main plan is this I might release it this summer. After some work and painfull fails, i got it released. Still alpha, expect bugs!
  14. Simple enough, got inspiration from the Jool 5 mission. All you have to do is land on all of Voon's moons. Required: KSS (duh) Scatterer EVE Yeah so. Do it! P.S: After you are done, throw the probe into Voon, protocol demands that there is no space junk!
  15. Souper

    Is it real?

    It doesn't look true but it looks like Titan is wrong color and it and Saturn are too close. I'm still spooked by it though.
  16. After three months and five different design changes I finally place the craft online in KerbalX : Named after the Greek titan Kronos (know by the Romans as Saturn) and his daughter Demeter the vehicle is made to reach an Ap of 500 with its "Vector" as S.S.M.E. and circulate with the "Thud" playing a role of O.M.E. Fully made of 140 stock parts the craft is costing a bunch (about 260 000 funds) to just send seven crew members in orbit. The Orbiter for its parts comes with a laboratory and a docking-node-wanna-be made of a lander can and a small fuel tank : The sole bad point to me is the really sensitive attitude of the orbiter during any re-enter. You have to ensure a perfectly stable angle before 60 km or the craft will be easily destroyed. Once around 20-15 km its controls start to beome effective again. The landing for its part is more than easy and soft. Just try to be perfectly aligned with the RWY and everthing will be normal. The file can be find here : And the last flight album here :
  17. Since I've begun to clog up the WIP thread with all my Saturn posts, and because the Saturn I is nearing completion, I would like to move my progress updates for this project to their own thread. There have been loads of Saturn replicas here, so you may well ask "Why another one?" Well, I felt like it. That's why. The Saturn rocket family is one of the most important in history, and I would like to try my hand at recreating these massive rockets that eventually propelled America to the Moon. Planned Variants* Saturn I Block I: First stage test flight, dummy S-IV: Planned Block II: First live S-IV stage: Released DOWNLOAD AS-101/SA-6 Apollo CM boilerplate test: Released DOWNLOAD AS-103/SA-9 Boilerplate, with Pegasus micrometeorite satellite. Released DOWNLOAD Saturn IB Apollo CSM AS-201, AS-202 Apollo 1 (Planned), Apollo 7, Skylab 2, Skylab 3, Skylab 4: Released DOWNLOAD AS-203 No spacecraft, test of S-IVB restart capability: Released DOWNLOAD Apollo 5 Lunar Module test flight in Low Earth Orbit: In development Apollo-Soyuz Test Project CSM and docking adapter (Soyuz rocket sold separately): Planned Saturn V CSM Only Apollo 4, Apollo 6, Apollo 8: Planned CSM + LEM Apollo 9, Apollo 10, Apollo 11, Apollo 12, Apollo 13, Apollo 14: Planned CSM+LEM+LRV Apollo 15, Apollo 16, Apollo 17: Planned (Seriosuly, this one is gonna take some time) Skylab I: Planned *Subject to change Work-in-Progress Photos Saturn I Block II AS-101 Boilerplate Test AS-103 with Pegasus satellite Saturn IB with Apollo CSM AS-203
  18. I'm just vacationing in the Outer Solar system. I'll never get a crewed ship with life-support out here, so it's probe lander time.
  19. Hi people! I'm playing KSP since... well for pretty long time, but it is my first post here in this forum. Actually most of my time i'm playing with RSS mod. It's because of Macollo. Once i saw video about he's Venus mission, i was so impressed by epicness of real flights and scales of real planets, so i decided that i must do similar mission. And about half year after i did it. I landed on Venus and then took off. Unfortunately i was not recording this flight, so now i have only several screenshots about it. Couple of weeks ago i decided to do another cool thing. While everybody flying to Mars or Moon, i thought that it would be great to get to one of the gas-giant's satellite. Sure most of them - pretty boring pieces of rocks and ice exept Titan. Titan have atmosphere, so it is possible to fly there. In december 2015 i sent there a probe - small unmanned plane with propeller. Thanks to dense atmosphere and low gravity it was flying very well. Now i decided to sent there manned mission. I already had a ship, named "Neil Armstrong", equipped with electric propulsion engines and four nuclear reactors. So i only had to build an SSTO for Titan. Unlike atmosphere of Laythe, air on Titan consists only nitrogen and methane, so i could not use normal jet engines. I choosed "Torch" nuclear turbojets for my plane. I already used them in my mission on Venus. They work very well in dense atmosphere and need no fuel. Also the flight promised to be very long, so i had to load my ship with 200 tons of food, water and oxygen. It should be enough for 13 years of life of four kerbals. Due to very high effectiveness of ion engines, total weight of the ship was only 1000 tons. Unfortunately, ion engines as effective as they are weak, so my TWR during departure burn was very low (approximately 0.07G's) Because of that and because of my navigational mistake, i spent too much deltaV to get to Saturn, so i had to cancel planned landing on Japetus. When i reached Titan's orbit, i saw mechjeb showing that i have only 7,5 km/s of deltaV left. One moment i even thought that i failed my mission, because 7.5 was totally not insufficiently to get back to Earth. Fortunately when I threw the extra food and fuel for reactors, numbers recovered to the acceptable values. In general, I want to say that this was the most difficult of all my missions, it cost me a lot of nerve cells and red eyes from lack of sleep. But it was totally worth it. I made a video of my flight and now i want to share it with you. Actually it is my first ingame-video and it's not perfect, but i hope you'll enjoy it. Part1 Part 2 coming soon...
  20. Hello, people! So, I got the great FASA mod, and I'm trying to make it work with RSS (not easy at all, they don't seem to be calibrated one for the other), and I tried to load the FASA stock ship Saturn V Apollo Lunar, but it couldn't load because it seems to be missing these two parts: FASASaturnSLA and FASASaturnUllage. Does anybody know what these are and any reason I don't have them? The FASA and RSS mods were downloaded via CKAN. Thanks in advance!
  21. This is a modified version of the Saturn-Shuttle concept: NOTE: The version shown uses J-2S engines, but have been changed back to SSMEs for the increased thrust! The Saturn-Shuttle was a concept to launch the Space Shuttle on a modified Saturn V. For this version, I modified the original design (which had a payload capacity of 60.5 T to LEO) to instead use a 6.5m diameter external tank (the same diameter as the S-IVB, reducing costs for new infrastructure) and slightly shorter, to be only slightly longer than the Shuttle itself. The top of the tank would contain a payload fairing for higher-risk or oversize payloads, like space station modules, or Shuttle-Centaur missions Meanwhile, the S-IC would be kept, but with 3-4 F-1A engines instead of 5 for the reduced mass of the upper stages. The center engine would do the reentry and landing burns, before the S-IC propulsively lands on a barge for reuse. This would make use of the extra S-IC performance to reduce the costs of this system (instead of using the hard-to-reuse SRBs). Larger fins may be added to increase this launch system's stability. Lastly, it can also launch unmanned- as the development money for the SRBs and 8m diameter External Tank is instead of modifying the Shuttle to be unmanned. Ejection seats and pressure suits would always be worn during manned missions. A preliminary launch payload capacity and first launch date of 30T to LEO and 1982-1983. A heavy-lift version could be made by first dumping S-IC reusability, then removing the Shuttle, instead placing the now air-started SSMEs on the side of the rocket, where the Shuttle was. The payload would be carried in the 6.5 meter diameter fairing, which can be increased to 8 meters if necessary, and would target a payload capacity of 90T to LEO, possibly increasing to 95T with the Centaur-Shuttle upper stage. A larger upper stage, and another F-1A engine added to the core stage, would increase the payload to 130T to LEO. How much would thus reduce launch and development costs of the Space Shuttle if it was developed like this in the first place? Would it work?