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  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. 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?
  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. 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.
  6. 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).
  7. 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:
  8. Finally, I did what I had planned a few years ago: I dropped the plane into gas giant. And it didn't broke apart!
  9. 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?
  10. 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?
  11. 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. 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. 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!