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Found 75 results

  1. SHUTTLE CHALLENGE v5 - THE 1.2.X - 1.3.X STS THREAD Incredible artwork by @Pine from the Screenshots Re-imagined thread This heritage challenge is a revised and updated version of the @Speeding Mullet's STS Challenge, @FCISuperGuy's STS challenge, which was in turn derived from @inigma's original STS challenge The series of challenges below represent a sliding scale of difficulty ranging from relatively simple to highly complex. UPDATES ****Rule change to allow for shuttles with no cargo competing for STS-1A**** ****Amazing new badges created by @FCISuperGuy**** ****New mission - STS Mun 2-4**** READING/WATCHING MATERIALS Proposed rescue mission - recreated in STS-4 When we left Earth - Shuttle designing, Challenger disaster, first Hubble mission When we left Earth - Hubble repair, space station building, Columbia disaster RULES - PLEASE READ THESE BEFORE ATTEMPTING THE CHALLENGES Official definition of a shuttle for this challenge: A "reusable" winged Orbiter which carries Kerbals (and cargo for any mission beyond STS-1a) to orbit and back and is capable of a horizontal landing. It's advisable to have OMS engine(s) for trajectory changes as well as an RCS system for maneuvering. The Orbiter must be lifted into space by a Launch System that decouples or un-docks once expended, allowing the Orbiter to land entirely under it's own power. 1. You must declare any and all mods used so I can place you into the relevant category / award the relevant badge. 2. All atmospheric flight should be handled manually, with the exception of self scripted autopilot programs. Mechjeb etc is fine for on orbit procedures. 3. All atmosphere-altering mods (except FAR) are disallowed 4. You may not cheat in any way, whether it be by using plugins like HyperEdit or by using the Debug Menu for infinite fuel/RCS (you may, however, use the Debug Menu for part clipping). 5. You are required to use your own shuttle when completing any of the missions below (Astronaut badge excluded) 6. All missions require either an album showing each stage of the flight, or a video showing all stages of the flight. 7. Once you have completed a mission, please post your proof in this thread for my review. 8. SSTO's are not eligable for entry to the challenge 9. Missions must be completed in the logical order unless you are certified from either STS v1, v2, v3 or v4 challenges to the relevant level MISSIONS STS-1a: Getting the Basics Right This is the simplest mission - all you need to do is build a space shuttle, fly it, and land it. Badges Available STS Pilot - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land wherever you like! STS Commander - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land. Land either at the KSC runway, the island airfield just off of the KSC, or at any Kerbal Konstructs airport STS-1b: Bonus Fuel Pod Mission (Do you even lift?) Mullet Dyne has contracted you to take their brand new 40t fuel pod up to the highest possible Kerbin orbit. Since it requires special on-orbit activation procedures, unmanned expendable launch vehicles are out of the question; it's up to you to take this behemoth to orbit and then return to land. Not only that, but they require a very precise orbit: You must adhere to the tolerances (Maximum difference between periapsis and apoapsis below). Can you do it? Tolerances: 70-1999km - 100m 2000-4999km - 500m 4000-5999km - 1km 6000-8000km - 10km 8000km+ - 50km Mullet Dyne Fuel Pod Available Here If you have successfully taken the Fuel Pod to orbit (70+km), you get the special Flight Director badge, the ultimate display of piloting and engineering prowess and skill. STS-2a: Can You Hear Me? This mission is slightly harder - your goal is to design and deploy two or more comsats to geostationary orbits from your Shuttle and to return to Kerbin. Additional goals are required for higher-ranking badges. Badges Available STS Pilot - Rank 2 Reach an orbit of 200+km and deploy two comsats without spin stabilization to geostationary orbits. De-orbit and land anywhere you want. STS Commander - Rank 2 Reach an orbit of 350+km and deploy three or more comsats with spin stabilization to equidistant geostationary orbits. De-orbit and land at either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-2b: Bonus Ore Pod Mission (Do You Even Land?) Mullet Dyne has contracted you to recover their 40t fuel pod from where you left it, after contaminates were discovered in the fuel. Can you land the thing!? If you have successfully landed the 40t fuel pod (from where you left it), you get the special Flight Director - Rank 2 badge, the ultimate display of piloting and engineering prowess and skill. STS-3: Can You See Me? Your mission here involves some design and orbital construction - you are to launch a Space Telescope into orbit and deploy it. This will require assembly with the 2 MMUs you will design, as the solar panels need to be attached on-orbit with Kerbals. Badges Available STS Pilot - Rank 3 Launch the space telescope to an orbit of your choice and deploy and assemble it; afterwards, deorbit and land. Land anywhere you want. STS Commander - Rank 3 Launch the space telescope to a 550+km circular orbit inclined at 25-30 degrees and assemble it. After deployment, land at either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-4/4R: Can You Rescue Me? This'll be the most daring mission so far - first, you must launch a single shuttle to orbit, then send another shuttle to rescue it. See this article for technical details of the IRL proposed STS-107 rescue. Badges Available STS Pilot - Rank 4 Launch your first space shuttle into a 200+km orbit with a minimum of 4 crew, then send up your second shuttle to rendezvous with it and rescue its crew before coming in to land anywhere you wish. STS Commander - Rank 4 Launch your first space shuttle into an 350+km orbit with 6 crew at an inclination of 25-30 degrees, then send your second shuttle to rendezvous with it and rescue its crew. Land at either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-5-8: Can You Build Me? Your mission here is to build a 4 module space station with your space shuttle. Your space station must have: A service module with RCS, engines, and reaction wheels A habitation module 2 scientific modules Badges Avaliable STS Pilot - Rank 5 Assemble your space station above 150km. After each mission, you may land anywhere you want. STS Commander - Rank 5 Assemble your space station above 300km. After each mission, land at either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-9: Can You Land Me??? This mission is significantly more difficult than those before it. You must develop your own unique sub-assembly and fly a daring mission in order to capture a space potato and return it to Kerbin for study. This will test the balance and re-entry capability of your shuttle to the limits and is not for the feint of heart! Also It's not mandatory for a kerbal to ride the asteroid in on top of the shuttle, but serious respect if you manage it. Example mission here if you need inspiration. Badges Avaliable STS Pilot - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land wherever you like! STS Commander - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land. Land either at the KSC runway, the island airfield just off of the KSC, or at any Kerbal Konstructs airport YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE MUN CHALLENGES MUN STS-1: Do I have Mun-quakes? Landing on an airless body was never going to be easy in a shuttle, but your task is to not only successfully land on the Mun, but to deploy a small research facility of your choice to study the Mun. Oh yes you need to get back too! Badges Avaliable Mun STS Pilot - Rank 1 Land your shuttle anywhere on the Mun and deploy a small un-manned research facility (which you will design) on the surface and then return home, capturing however you like and landing where you want. Mun STS Commander - Rank 1 Land your shuttle on the Mun and deploy a manned research facility (which you will design) on the surface and then return home, perform an aero-capture and land at either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. MUN STS-2-4: Can you explore me? @qzgy and his rather large munar base This mission will really test your piloting skills, as well as the capability to design various payloads that you can transport in your shuttle. Landing on an airless body was never going to be easy in a shuttle. But since you managed to do that, how about precision landings? You have to perform three shuttle missions to construct a scientific outpost containing: A habitation module for at least 5 kerbals with an antenna and a docking port (STS Mun-2) A pressurized rover for at least 5 kerbals, that is capable to dock to the habitation module (STS Mun-3) An Emergency Escape Vehicle (EEV) for the whole crew (STS Mun-4) The shuttles don't have to stay on the Mun, you can fly them home after deploying their payload. Badges Avaliable Mun STS Pilot - Rank 2 Construct your base anywhere on the Mun. Dock the rover to the base, take your crew for a short ride and dock the rover back. After exploring the area, use the EEV to transport the crew to a stable Munar orbit, and rescue them however you like. Land all three shuttles anywhere on Kerbin. Mun STS Commander - Rank 2 Construct your base at greater latitude than 60° north or south. Dock the rover to the base, take your crew for a short ride and dock the rover back. After exploring the area, use the EEV to transport the crew back to Kerbin - the EEV must be capable of reentry and safe landing. Land all three shuttles either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE DUNA CHALLENGES DUNA STS-1: Can You Visit Me? This mission is significantly more challenging than those before it and may require extensive shuttle modifications, or even a new shuttle design for some. You must develop your own unique sub-assembly and fly an epic interplanetary mission to Duna in order to deploy a small orbital outpost. This will test the range, aero-capture, and re-entry capability of your shuttle to the limits and is not for the feint of heart! The orbital outpost must have: Room for 4 or more kerbals, Electricity generation and storage Antenna for communication Probe core with SAS NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Duna STS Pilot - Rank 1 Launch your shuttle to Duna, capture how ever you like, deploy an orbital outpost at your chosen altitude, and return home, capturing however you like and landing where you want. Duna STS Commander - Rank 1 Launch your shuttle to Duna, aero-brake/capture at Duna, deploy an orbital outpost below 70km, and return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. DUNA STS-2: Can You Land on me? This mission requires not only a Shuttle capable of getting to Duna, but also one capable of landing on the red planet and successfully returning to Kerbin. You may require extensive shuttle modifications, or even a new shuttle design for this mission. NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission, and feel free to use the mission to add another module to your outpost (this is not a requirement for the challenge) Badges Avaliable Duna STS Pilot - Rank 2 Launch your shuttle to Duna, capture how ever you like and visit your orbital outpost from STS-10 before or after your Duna landing. Return home, capturing however you like and landing where you want. Duna STS Commander - Rank 2 Launch your shuttle to Duna. Aero-brake/capture at Duna and visit your orbital outpost from STS-10 in Low Duna Orbit before or after your Duna landing. Return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE JOOL CHALLENGES JOOL STS-1: Can You Breathe here? This mission is hideously challenging and will no doubt require extensive shuttle modifications, or even a totally new shuttle design. You must develop your own unique sub-assemblies and fly an epic interplanetary mission to Laythe in order to deploy a small ground outpost capable of refining Ore (for Pilot level) with the addition of an atmospheric exploration aircraft (for Commander level). This mission is designed to test your shuttle in the extreme, and also your payload construction and deployment methods. The ground outpost must have: Ore refinery and fuel storage with docking port Room for 4 or more kerbals The Atmospheric Exploration Aircraft must have: Room for 1 or more kerbals Docking port NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Jool STS Pilot - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore. Return home, capturing however you like and landing where you want. Jool STS Commander - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore and before or after deploying an atmospheric exploration aircraft. Return home, capturing however you like and landing where you want. HONORARY BADGES STS Engineer Award Given by an STS Architect for developing a sub-assembly that ends up being a core part of this challenge, or for assisting heavily in the development of a Shuttle. If you have a sub-assembly you'd like to be reviewed, please post a detailed analysis and example mission report in the challenge thread. Skunkworks Badge This badge is given to people who have submitted especially unique and outstanding designs which abide by the given definition of a space shuttle. Skunkworks badge holders are still eligible for the above mission badges. The full list of Skunkworks badge holders is as follows: @Alchemist - A full Jool-5 run in two shuttles completed on the Jool STS-1. A mission report here Architect Badge The full list of Architect badge holders is as follows: @Speeding Mullet - Version 3 and 4 Challenge Creator, temporary admin of Version 2 Challenge @inigma - Original Challenge Creator/Manager, Builder of highly-capable STS Space Shuttle and numerous STS-related subassemblies @FCISuperGuy - Version 2 Challenge Creator/Manager, builder of a highly capable shuttle, and excellent giver of advice @xoknight - Creator and maintainer of the venerable Hubble Space Telescope across 3 versions, requiring consistent updates To receive the Architect Badge is a rare honor. To be awarded at my discretion, or through nomination of SpeedingMullet, FCISuperGuy or Inigma for my consideration, and given for acts of invaluable contribution to the challenge above and beyond the call of duty.
  2. The minmus shuttle mission/challenge is where you need to build a space shuttle capable of landing on minmus and returning. I've already done this, so I'm going to challenge you guys to it as well. CairoJack, If you're Reading this, This is proven to be possible. Hard mode: Go to laythe using a shuttle. Scott manley mode: Go to eeloo using a space shuttle. This shuttle has to be strapped on the side of a rocket and at least 15 tonnes. all the parts must be stock and with a middle booster separating th the SRB's
  3. The Kerbin Shuttle Orbiter System: now available on Spacedock as multiple modpacks. This thread will serve for updates on the development of new models by Helldiver until release of the KSO EX. Last Update: June 19 2016 NOTE: Manually installing from the links below is the officially supported method for installing KSOS. If you are using any other method to install our mod, be aware that you may be creating errors for yourself, and you will likely not receive support from us. KSOS requires the following plugins to function properly: [RasterProp Monitor] http://forum.kerbalspaceprogram.com/index.php?/topic/105821-105-rasterpropmonitor-still-putting-the-a-in-iva-v0242-24-december-2015/ [Smokescreen] (http://forum.kerbalspaceprogram.com/index.php?/topic/64987-105-smokescreen-2613-extended-fx-plugin-februaryr-15th/) [Firespitter] (Plugin only) (http://snjo.github.io/) [Klockheed Martian Gimbal] (Removed June 2016: Mod not updated for 1.1) [ModuleManager] (http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/&page=1) Craft Files: KSOS Craft Files 4.4 Dauntless Orbiter mod files: http://spacedock.info/mod/239/KSOS:%20Dauntless%20Orbiter Space Station mod files: http://spacedock.info/mod/241/KSOS:%20Space%20Station Super 25 Orbiter mod files : http://spacedock.info/mod/240/KSOS:%20Super%2025%20Orbiter Space Center Vehicles mod files: http://spacedock.info/mod/242/KSOS:%20Space%20Center%20Vehicles License: All vehicle models and textures: VegaArt. https://creativecommons.org/licenses/by-nc-nd/4.0/ Thanks to the plugin authors whose work was used to help KSO become fully functional: Sarbian,ialdabaoth,Snjo,Mihara,MOARdV,Dtobi,Hyomoto
  4. Inspired by @Alpha_Gametauri questions about Shuttle design I have came up with a practical near stock (only Mecheb2, this was for delta inquiries, can remove and fly a-okay) tutorial fleet to introduce newbie pilots into asymmetrical shuttle flight. Lots of people ( @Raptor9 I am looking at you here) can explain how the change of position of centre of mass (COM) relative to centre of thrust (COM) as fuel burns causes this design to nose up aggressively as a result. But what does this mean in KSP terms? Well, your shuttle stage and tank-engine stage will need to balance their thrust output during the ascent - shift the COT upwards to stay aligned with COM. I have designed a fleet available for download via Kerbal X now. Just click the link - no need to register ( but you so should! ), place the .craft file into the VAB folder in your desired save and get your flight-suit on! You can add science and payloads as you desire! It's never been easier! The @Andetch Series C Shuttles come with a Minimus landing capable RCS runabout to add to the fun - and all at minimal extra cost! https://kerbalx.com/hangars/22952 The picture gallery is below the flight tutorial. Get on the pad. Trainer is advised for first flights. Throttles set to full. SAS on. Pin open the GUI for the lower stage engine. BLAST OFF! Correct the "nosing up" by reducing thrust output from the lower engine as you follow you desired ascent angle. Adjust main throttles to control ascent speed - don't over-speed and waste fuel. Separate the shuttle, set your desired AP height and prepare for LKO burn.
  5. Building Haven

    Ladies and gents, allow me to present Haven Station! Click for larger image: Damn, I guess it's been a long time since I shared anything here. I used to be a much more active contributor but life happened and reddit seemed to be easier to access in my limited free time. I've been sharing craft and producing videos and imgur galleries very sporadically since then, but I'd like to start posting content a little more frequently if I can. Haven Station is an ongoing project. It's already been built in the VAB, and I've hyperedited it into space run simulations a few times to make sure the design is viable. So far I've only sent up a few pieces, but I'm trying to properly document each launch in a short YouTube video. Let me know what you think and how I could improve:
  6. There's a new shuttle challenge, I had an idea for a small shuttle. The airplane stage wasn't hard for me to build, and it flys nice - holds prograde more or less by itself , generates optimal lift/drag ratio when in prograde hold , thanks to incidence angle on wings. I had the idea of putting a kickback on each wingtip to get the thing halfway to space. That's the easy bit right? Well, no. After I'd finished getting hung up on my own launch clamps, then the torque from the boosters sending me pitching up or down into a half loop crash, i found that the flight profile you get with solids doesn't play nice with the lift from the wings. On the solids, it accelerates harder and harder as the flight goes on due to fuel burnoff, we end up generating too much lift and steadily pitching up into a vertical climb, or even going over vertical. So we need to not build speed too fast down low, but we still need enough thrust in the first 15 seconds or you get another comedy takeoff. So, I'm starting over with liquid fuel boosters, since when has any shuttle program ever been about saving money anyway? Though i might need more than a pair of Reliants to get the job done... Here is the mini shuttle with a fail-tacular solid booster setup. https://www.dropbox.com/s/i9myyrt0vsj7v7s/Starswift micro shuttle.craft?dl=0 What it really needs is something that gets it to 15km+ at mach 3 or more, in a shallow climb (less than 15 degrees of pitch) - that way the upper stage isn't wasting it's meagre thrust against gravity for long, and is actually thrusting horizontally with some atmosphere to make lift from the wings. Basically the ascent the upper stage wants to follow looks something like this -
  7. The Charon Model 1, Mass Production is a lightweight shuttle useful for ferrying kerbals from planet to planet. It is highly recommended to rendezvous with a fueling station, and then ferry kerbals to their destination. Included in the Curse download page is the necessary mods and some cool pictures. Stock version coming soon (for the purists) https://kerbal.curseforge.com/projects/charon-1
  8. HRO shuttles, originally designed for some advanced levels of STS challenge, now join together for even more daring mission than before Launch sequence First is HRO-M03 with all the deployable vehicles. Including the Elcanoplan 2 strapped on its back Barely enough thrust for takeoff (and that's with payloads having the tanks practically dry). I even activated the main engine of the Elcanoplan, but that didn't seem to make much difference either. Those boosters barely miss the tail wings (just don't forget to set SAS to prograde) Also waited a bit after the tank ran dry before separating it - to wait for the ship to get a bit more balanced (orbiter's tanks are set to drain from the tail first) 55 km? Eh, this isn't Laythe yet! Also forgot to ignite OMS OMS + upper pair of main engines = the best balanced solution with this payload. One ship in orbit OK, now to the second launch... What the Kraken?!! OK, After a tweak to the clamps... let's pretend that didn't happen HRO-M takes off a bit easier, despite having full payload bay as well Looks like we launched a bit too early Well, raise the apoapsis a bit higher and let's meet in one orbit Let's align... and wait for some sunlight Despite the size, HRO is quite good at docking. If you don't rush. (Hey, it's called Heavy Recovery Orbiter - what else could you expect?) This position will provide the best balancing And in couple passes we get the transfer to... somewhere green But this is... Anyway, let's get into polar orbit. By the way, HRO-M also has the scanner antenna in the bay Going down This modification of HRO-M has got some landing upgrades from the latest version of HRO-M03 And a full mining rig in the bay Minmus means "mine me", doesn't it? And a few days later... And in the meantime HROM-03 changed to equatorial orbit - so here's the direct intercept with it There's enough to fully fill all LFO and ore tanks of the craft in orbit So let's make another run down - this time at the equator And after refuel... Who needs atmosphere for horizontal takeoff? And back together - with plenty of fuel Transfer And over 300 days later... (yeah, completely missed the window) What's the best way for Minmus-Jool transfer? Oberth effect! Say goodbye to Kerbin! And a couple years later... Let's just capture into Laythe-Pol transfer orbit What a view! And then, since there seems to be enough fuel to reach the destinations independently, let's separate the ships Oh, hey there! Has anybody checked for running into Vall? Now to pass by Tylo - barely missing its SOI (turned to get better solution than with slingshots) and we are getting to the destination Let's capture with rocket engines, and then release the mapsat - it will change plane at apoapsis Now, to lower the orbit... the shuttle way Strangely enough, the moment you get in, it feels about as much (if not more) drag as on the same altitude on Kerbin. Just don't forget to stabilize the orbit Low Laythe orbit achieved! Next phase - going down there
  9. SHUTTLE CHALLENGE v4 - THE 1.2.X STS THREAD Incredible artwork by @Pine from the Screenshots Re-imagined thread This heritage challenge is a revised and updated version of my STS Challenge, @FCISuperGuy's STS challenge, which was in turn derived from @inigma's original STS challenge The series of challenges below represent a sliding scale of difficulty ranging from relatively simple to highly complex. More incredible missions to exciting destinations will be added as the challenge continues, but I've had increasing calls for the challenge to re-open, so in the meantime I've re-worked a lot of the old ones to make them relevant for 1.2.x, and tweaked a few things to give you a taste of things to come! UPDATES ****I'm looking for someone to do a decent job with planetary badges so if that's you please PM me!**** ****I'm looking for a co- admin for when RL calls and I can't check in as regularly as I'd like. If you've completed at least STS-1 through to STS-8 and would like to help out, please PM me!**** ****NEW MISSION ADDED 10.02.17**** ****Rule change to allow for shuttles with no cargo competing for STS-1A**** RULES - PLEASE READ THESE BEFORE ATTEMPTING THE CHALLENGES Official definition of a shuttle for this challenge: A "reusable" winged Orbiter which carries Kerbals (and cargo for any mission beyond STS-1a) to orbit and back and is capable of a horizontal landing. It's advisable to have OMS engine(s) for trajectory changes as well as an RCS system for maneuvering. The Orbiter must be lifted into space by a Launch System that decouples or un-docks once expended, allowing the Orbiter to land entirely under it's own power. 1. You must declare any and all mods used so I can place you into the relevant category / award the relevant badge. 2. All atmospheric flight should be handled manually, with the exception of self scripted autopilot programs. Mechjeb etc is fine for on orbit procedures. 3. All atmosphere-altering mods (except FAR) are disallowed 4. You may not cheat in any way, whether it be by using plugins like HyperEdit or by using the Debug Menu for infinite fuel/RCS (you may, however, use the Debug Menu for part clipping). 5. You are required to use your own shuttle when completing any of the missions below (Astronaut badge excluded) 6. All missions require either an album showing each stage of the flight, or a video showing all stages of the flight. 7. Once you have completed a mission, please post your proof in this thread for my review. 8. SSTO's are not eligable for entry to the challenge 9. Missions must be completed in the logical order unless you are certified from either STS v1, v2, or v3 challenges to the relevant level MISSIONS STS-1a: Getting the Basics Right This is the simplest mission - all you need to do is build a space shuttle, fly it, and land it. Badges Available STS Pilot - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land wherever you like! STS Commander - Rank 1 Build a shuttle complying to the above space shuttle definition and fly it to orbit, then de-orbit and land. Land either at the KSC, the island airfield just off of the KSC, or at any Kerbal Konstructs airport STS-1b: Bonus Fuel Pod Mission (Do you even lift?) Mullet Dyne has contracted you to take their brand new 40t fuel pod up to the highest possible Kerbin orbit. Since it requires special on-orbit activation procedures, unmanned expendable launch vehicles are out of the question; it's up to you to take this behemoth to orbit and then return to land. Not only that, but they require a very precise orbit: You must adhere to the tolerances (Maximum difference between periapsis and apoapsis below). Can you do it? Tolerances: 70-1999km - 100m 2000-4999km - 500m 4000-5999km - 1km 6000-8000km - 10km 8000km+ - 50km Mullet Dyne Fuel Pod Available Here If you have successfully taken the Fuel Pod to orbit (70+km), you get the special Flight Director badge, the ultimate display of piloting and engineering prowess and skill. STS-2a: Can You Hear Me? This mission is slightly harder - your goal is to design and deploy two or more comsats to geostationary orbits from your Shuttle and to return to Kerbin. Additional goals are required for higher-ranking badges. Badges Available STS Pilot - Rank 2 Reach an orbit of 200+km and deploy two comsats without spin stabilization to geostationary orbits. De-orbit and land anywhere you want. STS Commander - Rank 2 Reach an orbit of 350+km and deploy three or more comsats with spin stabilization to equidistant geostationary orbits. De-orbit and land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-2b: Bonus Ore Pod Mission (Do You Even Land?) Mullet Dyne has contracted you to recover their 40t fuel pod from where you left it, after contaminates were discovered in the fuel. Can you land the thing!? If you have successfully landed the 40t fuel pod (from where you left it), you get the special Flight Director - Rank 2 badge, the ultimate display of piloting and engineering prowess and skill. STS-3: Can You See Me? Your mission here involves some design and orbital construction - you are to launch a Space Telescope into orbit and deploy it. This will require assembly with the 2 MMUs you will design, as the solar panels need to be attached on-orbit with Kerbals. Badges Available STS Pilot - Rank 3 Launch the space telescope to an orbit of your choice and deploy and assemble it; afterwards, deorbit and land. Land anywhere you want. STS Commander - Rank 3 Launch the space telescope to a 550+km circular orbit inclined at 25-30 degrees and assemble it. After deployment, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-4/4R: Can You Rescue Me? This'll be the most daring mission so far - first, you must launch a single shuttle to orbit, then send another shuttle to rescue it. See this article for technical details of the IRL proposed STS-107 rescue. Badges Available STS Pilot - Rank 4 Launch your first space shuttle into a 200+km orbit with a minimum of 4 crew, then send up your second shuttle to rendezvous with it and rescue its crew before coming in to land anywhere you wish. STS Commander - Rank 4 Launch your first space shuttle into an 350+km orbit with 6 crew at an inclination of 25-30 degrees, then send your second shuttle to rendezvous with it and rescue its crew. Land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-5-8: Can You Build Me? Your mission here is to build a 4 module space station with your space shuttle. Your space station must have: A service module with RCS, engines, and reaction wheels A habitation module 2 scientific modules Badges Avaliable STS Pilot - Rank 5 Assemble your space station above 150km. After each mission, you may land anywhere you want. STS Commander - Rank 5 Assemble your space station above 300km. After each mission, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. STS-9: Can You Land Me??? This mission is significantly more difficult than those before it. You must develop your own unique sub-assembly and fly a daring mission in order to capture a space potato and return it to Kerbin for study. This will test the balance and re-entry capability of your shuttle to the limits and is not for the feint of heart! Also It's not mandatory for a kerbal to ride the asteroid in on top of the shuttle, but serious respect if you manage it. Example mission here if you need inspiration. Badges Avaliable STS Pilot - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land wherever you like! STS Commander - Rank 6 Launch your shuttle and capture an asteroid, then de-orbit and land. Land either at the KSC, the island airfield just off of the KSC, or at any Kerbal Konstructs airport YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS IN ORDER TO PROGRESS TO THE MUN CHALLENGES MUN STS-1: Do I have Mun-quakes? @michal.don on the Mun and having a whale of a time! Landing on an airless body was never going to be easy in a shuttle, but your task is to not only successfully land on the Mun, but to deploy a small research facility of your choice to study the Mun. Oh yes you need to get back too! Badges Avaliable Mun STS Pilot - Rank 1 Land your shuttle anywhere on the Mun and deploy a small un-manned research facility (which you will design) on the surface and then return home, capturing however you like and landing where you want. Mun STS Commander - Rank 1 Land your shuttle on the Mun and deploy a manned research facility (which you will design) on the surface and then return home, perform an aero-capture and land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS IN ORDER TO PROGRESS TO THE DUNA CHALLENGES DUNA STS-1: Can You Visit Me? This mission is significantly more challenging than those before it and may require extensive shuttle modifications, or even a new shuttle design for some. You must develop your own unique sub-assembly and fly an epic interplanetary mission to Duna in order to deploy a small orbital outpost. This will test the range, aero-capture, and re-entry capability of your shuttle to the limits and is not for the feint of heart! The orbital outpost must have: Room for 4 or more kerbals, Electricity generation and storage Antenna for communication Probe core with SAS NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Duna STS Pilot - Rank 1 Launch your shuttle to Duna, capture how ever you like, deploy an orbital outpost at your chosen altitude, and return home, capturing however you like and landing where you want. Duna STS Commander - Rank 1 Launch your shuttle to Duna, aero-brake/capture at Duna, deploy an orbital outpost below 70km, and return home, aero-brake/capture at Kerbin, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. DUNA STS-2: Can You Land on me? This mission requires not only a Shuttle capable of getting to Duna, but also one capable of landing on the red planet and successfully returning to Kerbin. You may require extensive shuttle modifications, or even a new shuttle design for this mission. NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission, and feel free to use the mission to add another module to your outpost (this is not a requirement for the challenge) Badges Avaliable Duna STS Pilot - Rank 2 Launch your shuttle to Duna, capture how ever you like and visit your orbital outpost from STS-10 before or after your Duna landing. Return home, capturing however you like and landing where you want. Duna STS Commander - Rank 2 Launch your shuttle to Duna. Aero-brake/capture at Duna and visit your orbital outpost from STS-10 in Low Duna Orbit before or after your Duna landing. Return home, aero-brake/capture at Kerbin, land at either at the KSC, the Island Airfield just off of KSC, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS IN ORDER TO PROGRESS TO THE JOOL CHALLENGES JOOL STS-1: Can You Breathe here? This mission is hideously challenging and will no doubt require extensive shuttle modifications, or even a totally new shuttle design. You must develop your own unique sub-assemblies and fly an epic interplanetary mission to Laythe in order to deploy a small ground outpost capable of refining Ore (for Pilot level) with the addition of an atmospheric exploration aircraft (for Commander level). This mission is designed to test your shuttle in the extreme, and also your payload construction and deployment methods. The ground outpost must have: Ore refinery and fuel storage with docking port Room for 4 or more kerbals The Atmospheric Exploration Aircraft must have: Room for 1 or more kerbals Docking port NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Jool STS Pilot - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore. Return home, capturing however you like and landing where you want. Jool STS Commander - Rank 1 Launch your shuttle to Laythe, and land on Laythe before deploying an outpost capable of refining Ore and before or after deploying an atmospheric exploration aircraft. Return home, capturing however you like and landing where you want. HONORARY BADGES STS Engineer Award Given by an STS Architect for developing a sub-assembly that ends up being a core part of this challenge, or for assisting heavily in the development of a Shuttle. If you have a sub-assembly you'd like to be reviewed, please post a detailed analysis and example mission report in the challenge thread. Astronaut Badge This badge is given to anyone who has completed any of the above missions with a shuttle built by another person. Skunkworks Badge This badge is given to people who have submitted especially unique and outstanding designs which abide by the given definition of a space shuttle. Skunkworks badge holders are still eligible for the above mission badges. The full list of Skunkworks badge holders is as follows: Architect Badge The full list of Architect badge holders is as follows: Speeding Mullet - Version 3 Challenge Creator, temporary admin of Version 2 Challenge @inigma - Original Challenge Creator/Manager, Builder of highly-capable STS Space Shuttle and numerous STS-related subassemblies @FCISuperGuy - Version 2 Challenge Creator/Manager, builder of a highly capable shuttle, and excellent giver of advice @xoknight - Creator and maintainer of the venerable Hubble Space Telescope across 3 versions, requiring consistent updates To receive the Architect Badge is a rare honor. To be awarded at my discretion, or through nomination of FCISuperGuy or Inigma for my consideration, and given for acts of invaluable contribution to the challenge above and beyond the call of duty.
  10. My first real craft that I've really ever modded, I made a toy scale Space shuttle. It primarily uses Tweakscale, but on account of the f'd aero this thing produces I've also utilized part Welder on the entire Pilot bucket, and have edited the part file it produces to be quite a bit more reasonable. The only part on this craft that hasn't be tweaked with tweaked scale is the Command Seat, and I think this thing turned out beautifully.
  11. Shuttle Aurora ep1: Maiden Voyage

    Kerbal Space Program 1.3.0 This is my Shuttle, i called her Aurora because the launch is in the sunrise. This is the first video in a series of KSP experiments, I do not know where this will go. Salvatore, YourOldNerd
  12. INTRODUCING... Mabdi's Convenient Tourist Shuttle, by MASA AEROSPACE. [1.3.0] Ahem. This is a shuttle, used for tourism. It has 6 Crew cabins for holding tourists/crew (Duh!). It has 2 Kickbacks, A Mainsail and a Swivel as it's engines. It weighs 138T and has 4,739 m/s of Vac. Delta V. NO PICS, NO CLICKS CRAFT FILE Technical Specifications: Gravity Turn: Like any other craft Shuttle flip: 35km alt. Reentry and landing instructions: Turn on RCS. Burn Retrograde above Crater, until on impact course to peninsula east to KSC. Point Prograde. Turn off prograde and lift nose by 30-40 degrees above hori(s)zon. Turn on bake to open airbrake. No heating problems. KSC Continent @ 35km. KSC/Grassland Terminator at 1km alt. Touchdown at 50km. Turn on Parachute and brakes 2 seconds after touchdown.
  13. RO best Shuttle parts pack?

    I am looking for a mod which adds space shuttle parts and which is compatible with Realism Overhaul 1.2.2
  14. Endeavour shuttle

    Hello again, fellow Kerbalnauts, I've returned after a long slumber to bring to you a brand new shuttle that I've been developing over the past couple of days Endeavour - https://drive.google.com/open?id=0B_ZkNlM8j7rjR25kd2hraDNzX1k Mass - 410 tons Part count - ~290 Height - 35m Width - 12.6m Length - 21.2m ACTION GROUPS - 1 - Toggle Bay Doors Best way to fly it, that I've noticed, is that as soon as you launch, the craft wants to pull west at about 5 m/s within 10 seconds, so pull 5 degrees east. Once you lose the boosters, you'll be going about 270- 310 m/s and 6.5 km up. at that point, you will notice your velocity dropping just a little bit. DO NOT PANIC, it goes away pretty fast. At the altitude of 20 km and about 450 - 500 m/s, pull to 40 degrees east , once at 28-30 km, roll 180 degrees so the large tank is under you, closer to the ground. Once that happens, go to map view to monitor your Ap (Apogee) , once it's around 65-80 km, go back to the shuttle and reduce engines to 2/3rd power, and burn BELOW PERIAPSIS NODE. You need the horizontal velocity more than vertical velocity at this point. You will run out of fuel at around 2.1 km/s. Nose down, and while the shuttle's still moving, jettison the main tank and start the OMS engines and burn for a few seconds to get away from the big tank. Time warp to about 2 minutes to Ap, and start up the OMS to push to orbit. Great, you're in orbit, and probably wondering how to get down. Easy! just point your OMS in retrograde direction and fire when you're 90-100 degrees west of the space center in perspective to Kerbin. Point your shuttle up at about 25-40 degrees while in atmosphere to aero break. (Do not go above 40, or you'll flat spin at orbital speed, NOT pretty) The shuttle has a very low stall speed, it's about 45 m/s. so make sure you land the thing Anyways, hope you guys enjoy my masterpiece! pics - (just realized I misspelled Endeavour as Endeveror)
  15. Build a better Shuttle

    Discussion of Russian vs US launch vehicles and Buran vs Shuttle vs Soyuz got me thinking. I'm sure all of us here are well aware that the Shuttle program was based on some ill-conceived notions, both with respect to the demand for flights as well as the capability of NASA to execute rapid Shuttle turnaround. The Shuttle had some neat capabilities (launching payload along with service crew, e.g. Hubble) and promised abilities (sat recovery), but it was never really used like it could have been. And the flight rate was so low that reuse cost more than it saved. But what if they had been right about the demand for the Shuttle's abilities? What if the market demanded a launch vehicle that could sent up large payloads along with crew, as well as occasionally retrieving sensitive cargo from orbit? What if the market was so saturated with demand that economies of scale were in full swing? It's clear that even under those circumstances, the Shuttle's high refurbishment cost and lengthy turnaround time wouldn't have been the best fit (even ignoring its safety record). But what might have been better? If you were designing a launch vehicle with these sorts of target capabilities, how would you go about it?
  16. Hey all, I am still fairly new to Kerbal Space Program (about 90 hours) and I have recently established a space station. I have several designs for disposable launch platforms, all of which successfully get Kerbals to and from my space station. The thing is, I want to use at least a partially reusable launch system. My mind immediately jumped to NASA's late great Space Shuttle, which, as I'm certain you all know, was capable of carrying cargo to and from the ISS, as well as being able to put satellites in LEO. I have begun developing my own space shuttle, but it has numerous problems (flipping over, short range, etc.). Even with the help of Kerbal Engineer, I simply can't get it right. What I was wondering is whether or not anyone had a functioning design for a space shuttle that is capable at the very least of taking kerbalnauts (I'm guessing that's what their called) to and from LKO. Thanks!
  17. Hi, dear Kerbals, I made at home a very detailed plan of a space shuttle that i created myself but it looks a lot like the original shuttle but has some changes...I would just want some ADD ONS for space shuttle parts (BURAN AND AMERICAN SHUTTLE) If someone could answer me it would help me so much... thanks !
  18. Challenge: Design and model a fully-reusable PSTO (parallel stage to orbit) shuttle, suitable for taking a crew to orbit and returning them safely to Earth. People get excited about SSTOs (both of the VTVL and winged varieties), but for Earth, using multiple stages is almost always more cost-effective. However, we've never once flown a fully-reusable human-rated shuttle, and there's no obvious configuration for a fully-reusable shuttle that uses staging. In particular, I like the idea of a parallel-stage-to-orbit design, where all the launch engines fire on the pad together, with the orbiter engines continuing to fire through stage separation (think Space Shuttle). This introduces additional complications, particularly with respect to configuration. Some considerations: 0/0 LAS. Being able to escape in the event of a booster RUD is ridiculously important, from pad to separation. The orbiter either needs to have sufficient thrust to push itself free of an exploding booster, or it needs auxiliary solids for LAS, or it needs full cabin ejection with chute recovery. COM/COT. Centers of mass and thrust in a vertically-stacked launch vehicle are simple, but for a parallel-staged launch vehicle, it's a little more difficult. The SSMEs had ridiculously high gimbal ranges to help with this, but with a fully-reusable launch stack things may be more or less complicated. Engines and crossfeed. Using the same engines and fuel on the orbiter and the booster simplifies operations and can also allow for fuel crossfeed, but that does introduce some additional complications. If the launch engines are used for orbiter LAS, then they will be large enough to take full advantage of propellant crossfeed. Booster recovery. A liquid fly-back booster is one option; a RTLS tail-sitting booster with landing legs a la Falcon 9 is probably better. No splashdowns for this. Asymmetric thrust and COM may be a consideration depending on how the launch configuration looks. Orbiter recovery. Again, no splashdowns. The orbiter can have wings and landing gear, or it can come back and land vertically with landing legs. However, if it is going to land on its tail, then the crew cabin probably needs to be ejectable using landing-abort solids and chutes, since a tail-first vertical landing is a high-risk maneuver. The ideal solution is to have landing engines which (somehow) can vector or change orientation to allow a vertical landing in horizontal attitude, like sci-fi spaceships. This allows minimal-risk landing and immediate egress. Lifeboat. If the cabin is ejectable, then it makes sense to allow it to act as an orbital lifeboat in the case of orbiter damage a la Columbia. However, this means it either needs its own RCS and TPS. It may be possible to integrate its RCS and TPS for use within the orbiter. Airbreathing. Should you use a rocket-combined-cycle airbreathing engine on either stage? It's a good question. On the one hand, having airbreathing engines on the booster reduces the weight penalty (since they don't have to go to orbit) and can assist in recovery. Having an airbreathing engine on the orbiter increases weight penalty, but could be helpful for landing since airbreathing engines are more readily vectorable than rocket engines, which must be gimballed. It's also possible to conceive a partial airbreathing engine, like an air augmentation shroud on the booster which wraps around the orbiter's launch engine. Altitude compensation. If the orbiter engine doesn't have altitude compensation, it will incur a specific impulse penalty. However, aerospike engines are heavy. An SSME pressure-compensated engine is one possibility. Another possibility is to have the orbiter engine interface with the booster body in such a way as to allow a higher expansion ratio after separation. Keep in mind, however, that you may be using the launch engine for recovery as well. Cargo. A cargo bay is not necessarily a requirement, but it definitely adds versatility. A cargo bay can also be used to add an auxiliary fuel tank for extended on-orbit operations or BLEO missions. Consider orbital refueling as well. I have a few ideas for how to pull this off, but I'm really interested to see the kinds of things the forum can come up with. There are a lot of options here, and none of them are automatically ideal. Design, describe, and model your submission! You don't necessarily have to fly it; it will probably be ridiculously overpowered for stock KSP. Excited to see what everyone comes up with.
  19. [Stock] STS - Pegasus II

    STS - Pegasus II A more specialized Shuttle with a recoverable SSTO lifter... It's not very easy to fly and max payload is only 18T, but can perform a variety of missions, including interplanetary transport... Download: https://kerbalx.com/luizopiloto/STS---Pegasus-II
  20. Hello, I've created a craft (Space Shuttle) all-stock in 1.1. I've have since then flown it many times (as others) in version 1.1 of KSP without any issues. I haven't played for a few months, and now I'm dusting off my KSP and tried to load the craft file. Since it's all stock, it loads without issue of course but it doesn't fly as well anymore. Who with CoM / CoT / SAS / Flaps and such knowledge is willing to have a look at the craft file please ? https://kerbalx.com/mart_nl73/Space-Shuttle-Prometheus The 2 main issues (I can PM you a video of the issues): - During launch right when SRB occurs the shuttle starts to rock back and forth. Wobbles. It's controllable but annoying. - In space, when I circularize orbit (I do that with Main engines for the first part), the craft becomes very very unstable and uncontrollable. Note: The craft file has a 'hidden' RC-L01 in the nose. So there is SAS settings on the cockpit and the RC-L01. there are also 2 flaps 'tugged' away there for CoM and landing. Yes, some might be odd, yet this was one perfect bird to fly with in 1.1. Regards, Martin Ps. It mentions on Kerbalx, it's made during 1.2 pre-release. That's not true. It was build in 1.1 and intended for 1.1 and worked in 1.1 it is however never tested in 1.2 until now. edit: Can confirm 'gimbal' might be a big issue with this issue
  21. Chibi Shuttle

    Searching this forum for 'chibi' brings up a few tiny shuttle designs, but most are just scaled down, so I set out to build something with "proper" chibi/SD proportions. I quickly gave up trying to make an external tank and solid boosters work, so the orbiter sits on top of a liquid booster instead. Nonetheless, I think the result is kawaii: Shuttle-chan on the pad. Sayonara, Kerbin-san. Stage 1 separation. Circularising. Landing; engine bell hot from burning off excess fuel. Shuttle-chan parked in front of Tower-senpai. Shuttle-chan comes complete with an abort sequence and emergency parachutes: "Baka!" "Geez, Val, no need to get all tsundere." "Bill, you okay back there?" "Um, I guess..." "Bob? Bob! Bob, look at me. Use the bag. No, the bag!" If you're interested in boring technicalities, this next section is for you: The booster fins are too small to achieve static aerodynamic stability in the pitch axis; SAS prograde hold is mandatory during ascent. Planform of the orbiter. Stability is marginal* with full tanks... ...But improves as fuel is consumed. And finally, if you must have a copy of Shuttle-chan for yourself: Download *Not as suicidal as it looks here, thanks to a draggy fuel cell mounted high on the rear bulkhead.
  22. I've posted a challenge over in the gameplay challenges forum but I thought it could use a discussion thread. Here's the link: This thread is for discussion of different launch configurations to achieve a fully-reusable orbital shuttle with parallel staging. Lots of pros and cons to different configurations and engine types and recovery options, so I'm interested to see where the discussion goes.
  23. 15 seconds of pure extacy

    https://youtu.be/ADniojiWMJ8 Beautiful example of how NOT to fly a shuttle.
  24. 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 http://imgur.com/a/naD3O
  25. It's year 11 in my KSP save. After finishing my Kerbalnational Space Station it was time to start a new project. I was looking for the Chinese Station that will launch somewhere 2023/2030. So I thought that, because not many people have tried it, to make my own. I'm not going to do anything too realistic. I use the launchers and parts that I think fits well in my world of KSP. Progress: My inspiration image for this project is: Mods I'm currently using: Mission 01 - Ghidorah 9 (01): http://imgur.com/gallery/VQtAD Mission 02 - SYS-121: http://imgur.com/gallery/xKdN1 Mission 03 - STS-122: http://imgur.com/gallery/bnOhZ Mission 04 - Shenzhou (01): http://imgur.com/gallery/Vhxe0 Mission 05 - STS-123: http://imgur.com/gallery/kEKD6 Mission 06 - STS-124: http://imgur.com/gallery/czSI9 Mission 07 - STS-125: http://imgur.com/gallery/09jip Mission 08 - STS-126: http://imgur.com/gallery/3daad Mission 09 - Ghidorah 9 (02): http://imgur.com/gallery/Z7HwB Mission 10: Coming Soon™