Search the Community

Showing results for tags 'shuttle'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 93 results

  1. SHUTTLE CHALLENGE v5 - THE 1.2.X - 1.7.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 ****Slight clarifications of minor rules, general clean-up**** ****Rule change to allow for shuttles with no cargo competing for STS-1A**** ****Rule change to allow attitude control autopilots during reentry**** ****Rule change to limit overpowered modded engine use**** ****Amazing new badges created by @FCISuperGuy**** ****New mission - STS Minmus 1**** ****Rule change for STS-2a**** ****New mission tier - "Test pilot missions"**** 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 https://forum.kerbalspaceprogram.com/index.php?/topic/169590-sts-shuttle-discussion-thread/ - A topic in the science & spaceflight forum section by @GoSlash27. Lots of great information about the shuttle, and a heated, but very interesting discussion. 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. Modded engines used must be approximately in balance with the stock ones. For example - while large SRBs from "SpaceY" are ok, engines with insane both TWR and ISP are not. 3. All atmospheric flight should be handled manually, with the exception of self scripted autopilot programs and "attitude hold" instruments during reentry. Mechjeb etc is fine for on orbit procedures. 4. All atmosphere-altering mods (except FAR) are disallowed 5. 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). 6. You are required to use your own shuttle when completing any of the missions below. 7. All missions require either an album showing each stage of the flight, or a video showing all stages of the flight. 8. Once you have completed a mission, please post your proof in this thread for my review. 9. SSTO's are not eligable for entry to the challenge. 10. 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, except for the "Test pilot" missions. 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, the Dessert Airfield from MH, 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). Do not use any of the pod's resources - it must be completely full when delivered to proper orbit! 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 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 to equidistant geostationary orbits. De-orbit and land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, 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!? Do not use any of the pod's resources - it must be completely full when landed! 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 (Manned Maneuvering Units, like this one) 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, the Dessert Airfield from MH, 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. Resource transfer between the two shuttles is not allowed. 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, the Dessert Airfield from MH, 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, the Dessert Airfield from MH, 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, the Dessert Airfield from MH, 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, the Dessert Airfield from MH, 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, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. MUN STS-5-7: Can you LOP-G? Lunar Orbital Platform-Gateway This mission uses the shuttle program to expand the infrastructure around the Mun - you will build a spacestation in a munar orbit to support Mun exploration and serve as an outpost for long duration stay in space. The station consists of 3 modules: The PPE (Power & Propulsion Element) that generates electrical power and has ion engines for orbital maneuvering A science module/docking adapter A habitation module Badges Avaliable Mun STS Pilot - Rank 3 Assemble your LOP-G for at least 6 kerbals in any munar orbit with periapsis above 600 km. Land all three shuttles anywhere on Kerbin. Mun STS Commander - Rank 3 Assemble your LOP-G for at least 12 kerbals in a polar munar orbit (inclination of at least 85°) with periapsis and apoapsis between 600 and 700 km. After the departure of the last shuttle, demonstrate the orbital maneuvering capacity of the station by raising the orbit periapsis and apoapsis above 2000 km. Land all three shuttles either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, 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, the Dessert Airfield from MH, 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 Duna STS-1 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 Duna STS-1 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, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. DUNA STS-3: Can You Von Braun me? This mission continues to build your own infrastructure around Duna, but has a small twist requiring skilled interplanetary navigation. Your task is to bring a fully reusable lander to your Duna outpost from Duna STS-1 and return to Kerbin performing a flyby of Eve. This was an idea of Wernher Von Braun for his "Marsproject" missions, which would shorten the duration of the mission. Duna STS Pilot - Rank 3 Launch your shuttle to Duna, capture how ever you like, rendezvous with your orbital outpost from Duna STS-1 and deploy the lander for at least two kerbals. Then run a mission where you land on the surface of Duna, plant a flag and return to the outpost without decoupling anything from your lander. Leave the lander docked to the outpost. Transfer from Duna to Eve, perform a flyby and set yourself on a course to Kerbin. Return home, capturing however you like and landing where you want. Duna STS Commander - Rank 3 Launch your shuttle to Duna. Aero-brake/capture at Duna, rendezvous with your orbital outpost from Duna STS-1 and deploy the lander for at least four kerbals. Then run a mission where you land on the surface of Duna, plant a flag and return to the outpost without decoupling anything from your lander. Leave the lander docked to the outpost. Transfer from Duna to Eve. When in Eve's SOI, deploy two communication satelites - one in a circular polar orbit with a periapsis of at least 2 000 km, one in an equatorial circular orbit with an apoapsis of less than 150 km. Perform a flyby and set yourself on a course to Kerbin. Return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, 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, capture however you like and land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE EVE CHALLENGES EVE STS-1: Can You Survive Me? Shuttles were designed for both space and atmospheric flight. This mission will test that to extreme lenghts. Will your shuttle survive Eve's infernal atmosphere, or will a new design be neccessary? Your mission is to deliver a probe to dip into Eve's atmosphere, collect the experiment unit from the probe and return it back to Kerbin. The recovered experiment unit from the probe has to contain: at least 3 different science experiments a probe core a battery NOTE: You may launch 1 support package for your shuttle using a traditional rocket or shuttle launch for this mission. Badges Avaliable Eve STS Pilot - Rank 1 Launch your shuttle to Eve, capture however you like, deploy the atmospheric probe. The probe must dip into the atmosphere below 70 km, perform the scientific experiments and get back to orbit. Rendezvous the shuttle and the probe, and get the experiment unit of the probe to your cargo bay. Return home, capturing however you like and landing where you want. Eve STS Commander - Rank 1 Launch your shuttle to Eve, aero-brake/capture at Eve, deploy the atmospheric probe. The probe must dip into the atmosphere below 60 km, perform the scientific experiments and get back to orbit. Rendezvous the shuttle and the probe, and get the experiment unit of the probe to your cargo bay. Return home, aero-brake/capture at Kerbin, land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. YOU MUST HAVE COMPLETED THE ORIGINAL KERBIN MISSIONS 1-8 IN ORDER TO PROGRESS TO THE MINMUS CHALLENGES One very close celestial body has been neglected by this challenge so far. Mun's little brother, Minmus. That is over, a series of missions will be dedicated to the little rock floating around Kerbin. Since it's quite close, some parts are beautifully flat, and the gravity is negligible, these missions will probably not be very difficult for shuttle veterans. These conditions are however optimal for a new goal of the shuttle program - building and supplying a huge fuel depot in LKO. So, in this series of missions, you will explore this small celestial body and design and build the infrastructure needed to mine on Minmus, refine the minerals into fuels of different kind and transport it to the fuel depot in low orbit of Kerbin. This will serve as an important step toward the big missions the program was progressing towards. The details have not been announced to the public yet, but we'll learn the details soon. MINMUS STS-1: Ice cream mining operations: Prelude The first Minmus mission will do a bit of a reconnaisance. Are there any resources? If so, where are they located? You will take a look at this both from orbit and from the surface. NOTE: In this mission you will pick a site which will be used in the rest of the Minmus missions. I recommend picking one in one of the "Flats" biomes, since base construction is much easier on level ground. Badges Avaliable Minmus STS Pilot - Rank 1 Reach low minmus orbit and deploy a resource scanning sat. After performing the scan, pick a spot with reasonable ore concentration and land your shuttle nearby. You will then deploy a rover for at least 2 kerbals and perform additional measurements with the surface scanning module. After performing the scan, return home, capturing however you like and landing where you want. Minmus STS Commander - Rank 1 Reach low minmus orbit and deploy a resource scanning sat and one additional CommSat, which you will place in a polar orbit with a Pe and Ap of your choice. After performing the scan, pick a spot with reasonable ore concentration and land your shuttle nearby. You will then deploy a pressurized (no command chairs) rover for at least 4 kerbals and perform additional measurements with the surface scanning module. After performing the scan, return home, perform an aero-capture and land at either at the KSC runway, the Island Airfield just off of KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport. "TEST PILOT" MISSIONS - NO PREVIOUS MISSIONS REQUIRED An STS-or-Buran-looking shuttle+LV is strongly reccomended. You might not be able to complete certain missions with a significantly different design! STS-1T: Approach and landing test Approach and landing tests were a series of test flights of a space shuttle prototype "Enterprise" conducted in 1977. The aim was to verify the systems behaviour and test the parametres of atmospheric flight of the orbiter. The orbiter was released at an altitude over 7,000 metres and glided to land at the Edwards air force base. A bit of reading on shuttle flight testing available here. Your mission is to design an aircraft that will take your shuttle to an altitude over 5,000 metres, separate from the aircraft, and glide for a landing at the KSC. The orbiter can not use engines of any kind during the whole mission. Badge Avaliable STS-2T: RTLS abort Let's not practice Russian roulette, because you may have a loaded gun there. [John Young, STS-1 commander] RTLS (Return to launch site) was one of the procedures considered for aborting an STS mission after losing one of the SSMEs during the early stages of flight. It was considered the most dangerous abort mode, and was never used in a real mission. To read more about RTLS abort, I recommend this article, or a wiki page on all the different abort modes here. RTLS abort chart from NASA manual Your mission here is to simulate an RTLS abort situation. You will launch as usual, heading to orbit of your choice. At approximately T+30, simulate a loss of one of the main engines (for example by an action group). Continue your ascent, ditch the SRBs. When you are over 50 000 metres, commence the PPA (powered pitcharound) while still burning the SSMEs, and possibly the OMS engines. Your ascent trajectory should put you out of the atmosphere for a while. After depleting most of the ET fuel, separate from the tank and glide back to the KSC runway for landing. Badge Avaliable STS-3T: Cassini-Huygens This mission is a bit different than the two previous missions - the main focus is not shuttle flying, but payload design, mission planning and advanced interplanetary navigation. Your goal is to run a mission to the Jool system, mimicking the famous Cassini-Hyugens mission, which brought us a lot of valuable information on Saturn and its moons. If you're not really familiar with Cassini-Huygens mission, a brief article can be found here. Your task is to launch a space shuttle carrying the Cassini-Huygens spacecraft (and its trasfer stage) to LKO. After deploying the probe, the shuttle will land on Kerbin. Then, you will carry on with the mission to Jool. There are very specific requirements for the spacecraft and mission profile, so, please, read carefully! - The transfer stage must consist of solid rocket boosters only, and must separate after a single burn in LKO -The Cassini probe must be at least 1,5 tons, the Huygens lander must be at least 1 ton -The Cassini-Huygens spacecraft + the transfer stage must fit into the long MK3 cargo bay -The Cassini spacecraft and Huygens lander must enter Jool's SOI before separating from each other -The Cassini probe has to flyby at least four of Jool's moons and finish its mission by entering Jool's atmosphere, where it will meet its fiery end -The Huygens lander will land on Laythe -The only fuel tanks allowed on the spacecraft and the lander are: a single R-12 "Doughnut" (left) for the Cassini probe and a single "Oskar-B" (right) fuel tank for the Huygens lander Badge Avaliable STS-4T: Skylab boost mission Your mission here is to rescue the Skylab station - something NASA failed to achieve because of significant delays in the shuttle program. And while you are at it, you will improve the station a bit. There will be two shuttle launches in this mission. A bit of reading about a possible skylab boost mission can be found here. First, you will have to set up the station into a correct orbit. You can either download my version from kerbalX here, or build your own. If you choose to build your own, please build it in a way so all the objectives are achievable. The easiest way to set up the orbit is to go to "cheat menu" (alt+F12), choose cheats/set orbit, and put the station in an orbit with Ap/Pe between 80 and 90 km, and an inclination between 50 and 52 degrees. However, if you want, you might launch it on a rocket. Now about the mission. The first shuttle mission will: - Rendezvous with Skylab -Bring a docking adapter for all the future missions - the docking ports do not have enough clearance for a shuttle - Remove and deorbit the solar/comms array (detachable via docking port jr.) - Disconnect, load into a cargo bay and land the hab module (on the right of the screenshot, detachable via docking port sr.) -Dock a rocket stage to Skylab, which will boost the station into an at least 200 km/200 km orbit The second shuttle mission will: - Rendezvous and dock with skylab (which is now in a 200 km/200 km orbit) - Bring a new habitation module - Bring a new solar/comms module - Bring crew of at least 3 to Skylab Both shuttles have to land on Kerbin after their mission. You can do the "repairs" however you like - by MMUs, or some sort of probes doing the docking work. As always, creativity is encouraged. Badge Avaliable STS-5T: Shuttle-Apollo crossover This mission is a bit ridiculous, but will test yet another aspect of spaceflight planning - free return trajectories, and your capacity to guide your shuttle to a precise landing from sub-optimal entry conditions. Wiki article about free return trajectories can be found here. Your mission here will be to design an Apollo-like spacecraft for three kerbals and a lander for two kerbals. You will launch the spacecraft in a shuttle cargo bay, and the shuttle will perform a maneuver to reach a munar free return trajectory, which will place you into Kerbin's atmosphere on the inbound leg of the journey. You may perform one small correction burn on your way to Mun. In Mun's SOI, you will deploy the spacecraft, which will then burn for munar orbit, land two kerbals on Mun, rendezvous in LMO and return the crew to Kerbin in the command module. The shuttle will meanwhile continue its flyby of Mun and begin its way back to Kerbin. You may perform another small correction burn. Then you will perform a direct entry and land either at the KSC runway, the island airfield just off of the KSC, the Dessert Airfield from MH, or at any Kerbal Konstructs airport Badge Avaliable STS-6T: SRB recovery This mission doesn't focus on the orbiter, but on another part of the launch vehicle and the infrastructure associated with it. The SRBs of a space shuttle were supposed to be recoverable after splashdown to be refurbished and reflown in a short time. There were issues about that caused by damage from the sea water and the refurbishment was much more costly than estimated. Your mission here has two parts: you will launch a shuttle, separate the boosters as usually, and let them splash down in the water safely (it's not neccessary to fly the shuttle all the way to orbit, from the point of SRB separation you do not have to focus on the shuttle at all). Then a vehicle/several vehicles of your design will transport one of the boosters all the way to the SPH. Badge Avaliable 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 @Ozelui - Two shuttles going on an adventure to Duna, building crazy stuff all over the place. STS Duna 2 report here @Kerbolitto - An extensive trip through the inner solar system, including a Moho landing. 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. reDIRECT | V0.9.9 | Shuttle-Derived Launch Vehicles Revival of my old Shuttle-Derived launch vehicle mod for KSP 1.4.1. The mod has been completely rebuilt from the ground up, with new models & textures. It will not replace older versions of the mod to avoid conflicts. Principally, the mod adds STS-style 5m fuel tanks, and 2.2m Solid Rocket Boosters. Adapters and decouplers are also included! These can be used to built Space Shuttle (STS) stacks, or the Jupiter rockets from the DIRECT proposal that this mod takes its name from. Screenshots: Part variants are included! PHASE I: Jupiter STS External Tank. Jupiter Stack Parts, including adapters, separators and thrust plates. Shuttle 4-Segment Booster Parts 5-Segment Booster 2 & 3-Segment Boosters (for SRB-X) Jupiter Upper Stage Parts. PHASE II: Orion Orion Capsule & Associated Parts. Orion Service Module Parts PHASE III: Constellation/SLS SLS Parts Ares I Parts Recommended other mods: Cormorant Aeronology (essential for building Mk3 shuttles) Sigma Dimensions (I recommend you play at 2.5x scale) CHANGELOG 0.9.9. MAJOR RELEASE. Warning: may break existing craft files. - Re-bundled craft files. - Fixed tags for multiple parts. - Fixed B9PartSwitch errors. 0.9.8. DEV RELEASE - Improved normal maps across all parts. - Added Space Shuttle External Tank Decoupler. - Added Space Shuttle SRB Decoupler. - Added PlumePart plumes to SRBs. - Added nodes to SRBs to allow attachment to SRB decouplers. - Added node to Jumbo External Tank to attach to ET decoupler. 0.9.7b. DEV RELEASE - Bundled Benjee10_sharedAssets. - Moved KJ10 engine into sharedAssets. - Reduced SSME mass to 1.2t. - Added gimbal to KJ10 engine. - Rebalanced Shuttle/SLS tank masses & volumes. - Added whitelist for ReStock SSME. - Fixed most NREs with texture switching parts. 0.9.7a. DEV RELEASE - Overhauled RL10-B-2 engine model. - Bundled DeployableEngines. - Tweaks to balance & SRB thrust curves. - Tweaks to node placements on various parts. 0.9.6d. EXPERIMENTAL RELEASE - Replaced all engine/RCS plumes. - Bundled PlumeParty. 0.9.6c. EXPERIMENTAL RELEASE - Complete rebalance of all LH2/OX tanks, engines, & SRBs. 0.9.6b. EXPERIMENTAL RELEASE - Added SLS ICPS part. - Added Orion Fairing Base. - Added short 5m orange tank to lengthen SLS. - Added RL-10B (fixed nozzle) - Modified RL-10B-2 (expanded nozzle) model/texture. 0.9.6a. EXPERIMENTAL RELEASE - Added SLS 4x adapter. 0.9.6. 1.6.0 update - Re-release for 1.6.0 compatibility. - Bundled updated version of B9PartSwitch. - Fixed some errors/typos in part descriptions/names. - Fixed UV-layout accidentally overlaid onto adapter texture. - Bundled craft files. 0.9.5. 1.5.1 update - Re-release for 1.5.1 compatibility. - Removed duplicate geometry on 5-segment SRB which was creating Z-fighting. - Removed fairing from Ares I upper stage engine plate's editor icon. - Added 5m -> 3.125m adapter. - Added 3.75m -> 3.125m adapter. - Added SLS-style 5m -> 3.125m adapter. - Bundled updated versions of B9PartSwitch and Community Resource Pack. 0.9.4c. Minor iteration on Ares I parts. - Finished textures for Ares I parts. - Added normal maps for Ares I parts. - Added built-in decoupler for Orion Launch Abort System. 0.9.4b. DEV RELEASE OF ARES I. - Added Ares I parts: - Small & Large LH2/Ox Tanks. - 3.125m thrust plate. - 3.125m->2.2m adapter. - 3.125m avionics ring. - 3.125m stack decoupler (with built in RCS). - 3.125m fairing base. 0.9.4a. DEV RELEASE OF PHASE III. - Added K-2X "Jackdaw" cryogenic rocket engine. 0.9.31. Hotfix. - Fixed model for inline STS tank not appearing in game correctly. - Added placeholder IVA to Orion to allow crew portraits. - Fixed incorrect gimbal transform on KL-10-B-II Engine. 0.9.3. - Added Orion Parts. - Rebalanced all tanks & engines to use LqdHydrogen/Ox. - Migrated all mesh/texture switch functions to B9PartSwitch for 1.3.1. compatibility (and for more features in the future). - Rebalanced all parts to be in line with stock. - Tweaked SRB thrust curves. - Updated .CFGs so that all parts now have consistent manufacturers & feature tags and a description. - Bundled B9PartSwitch & Community Resource Pack. 0.9.1. BETA RELEASE. - Added KD75k "Monsoon" five-segment Solid Rocket Booster. - Added KD25K "Thunderstorm" two-segment Solid Rocket Booster. - Minor SRB texture improvements. - Minor Tank Endcap texture improvements. - Added Jupiter Upper Stage parts (fuel tank and engine mount). - Added new upper stage engine, KL10-B. - Rebalanced to be closer to stock values. - Added placeholder KS-25B "Rainstorm" engine (uses Stock SSME model) to account for increased mass of fuel tanks. 0.9.0. BETA RELEASE. - Initial release of Phase I. Download link: SPACEDOCK DEV RELEASES SpaceDock is hosting only the last stable release. On my GitHub you will find the latest development versions: GITHUB This features the newest parts and updates but may not be properly balanced or stable, and will frequently be updated which may result in craft files breaking. Use at your own risk! This should work correctly with 1.3.1 and up. ACKNOWLEDGMENTS Special thanks to HooHungLow & Tyko for sponsoring the Orion section of the mod, and to Beale for allowing me to use his fantastic solar panel texture. If you like what I'm doing and you'd like to donate something to keep me motivated & well caffeinated, consider making a one-off donation via PayPal:
  3. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  4. https://youtu.be/rkovMLD3BNQ this shuttle can go to the mun then minmus. the heavy version carry's 7 https://photos.app.goo.gl/8bJ9N736LrP6oskB7 the light version carrys 4 https://photos.app.goo.gl/xgrkzhUympSoiMCz6 please allow time for me to make the craft flies stock
  5. anyone who help me for the alternative MK2 cocpit. the current cockpit has limited view and hard to reed velocity at the same time. i hate arcade sims. flying with the limited view and unfriendly gage setup is frustrating.
  6. The Kerbin Shuttle Orbiter System: available on Spacedock as multiple modpacks. Last Update: Community Patch, Dec 3 2017 (see forum post) 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 (temporarily removed) 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
  7. Hello I decided to build a space station and send it to duna in order to finish my science tree in career mode. I already had a shuttle built, so I wanted to build the station in multiple parts and transfer the whole thing to duna rather sending one giant station. First part was the science module which consisted of only two mobile processing labs. The next part was electrical (batteries and solar panels) as well as the main engine and mono propellant (so no command module). After decoupling from the shuttle, it is being shown as debries and I can no longer track it to dock with it or to at least destroy it! https://i.imgur.com/UCNZXDY.jpg Is there anything I can do to save that or is it a lost cause?
  8. This is a modified version of the Saturn-Shuttle concept: https://en.wikipedia.org/wiki/Saturn-Shuttle 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 https://en.wikipedia.org/wiki/Centaur_%28rocket_stage%29#Shuttle-Centaur. 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?
  9. An almost stock Dream Chaser shuttle. I'm using Restock, (which I don't think you will need) and Procedural wings, which (should be stock at this point) you will need. At launch the TWR is a bit low but there is plenty of DV to get you to a stable orbit. When starting your gravity turn, try not to stray too far away from prograde until the air thins out. Otherwise the drag created by the shuttles wings will flip you over. Following that one simple rule will result in easy and predictable launches. Important note: Parachutes are staged with the last decoupler for abort purposes. Once orbit is acheived with poodle stage, click and drag the final pair of engines down to be staged next. Reentry is even easier. This craft is very stable at high speeds. Staying true to the real life counterpart. When you have slowed down enough that you begin to loose stability, simply stage the parachutes for a gentle 10m/s belly landing. Simple. I have only tested with stock aerodynamics model. If anyone tries it with FAR or NEAR, let me know how she does. Download here Dropbox link
  10. Right now i have a 110 km orbit, but i have 4 main questions: Where to put the maneuver node, where to aim the periapsis, how high the periapsis should be, and how to calculate with all that to the earth's rotation, and the drag what air makes. I made a test flight earlier on with the shuttle, and then i put the node 90 degrees ahead of the KSC and aimed the periapsis 90 degrees beyond the KSC, but i only used my eye, (just like i read somewhere in wiki) and when i reached the maneuver node, the KSC and the periapsis alligned up just to the right direction, but now, i have no idea how to recreate it again.
  11. Still not survivable. The shuttle, especially in the early days, had huge “black zones,” where any kind of failure requiring an abort would be LOCV, either due to reentry stress on the orbiter or lack of thrust/control. Remember, at launch the boosters gave 90% of the stack’s thrust, until the orbiter/ET combo could accelerate itself, even “shutting off” the boosters would be LOCV. The pilot/commander on those first few flights of Columbia pretty much knew if anything went wrong while the boosters were burning they were boned. Oddly enough, that part never changed with “operational” flights.
  12. For anyone looking for a reuseable vehicle to launch a small number of satellites in to orbit, this may be the craft for you. This vehicle comes with a ready fitted payload of 3 communication satellites that are able to reach 500km orbits and way beyond. They may require several burns and a recovery period for the batteries to recharge, but there is plenty of fuel on board each satellite to reach orbits way in excess of 500km. Due to the asymmetric thrust and offset centre of mass that is inherent in the design, flying this vehicle to orbit is probably not advised for newcomers to KSP but, having said that, if you can follow the flight profile I have developed you shouldn't have any problems. Pilot notes Due to the general low thrust to weight ratio, this vehicle needs a steeper launch ascent profile than normal At launch, turn on SAS and set throttle to full. Stage to launch and then sit back for a bit. When the solid boosters run out of fuel, stage to jettison them. Don't start the gravity turn too soon but aim to have the nose pointing at 45 degrees above the horizon by about 30000m and before the external tank runs out of fuel. When the external tank runs out of fuel DO NOT STAGE TO JETTISON. It is important you use AG key 1 to jettison the tank as this also changes the thrust on the engines to prevent an uncontrolled pitch Once the external tank is clear, put the nose on the prograde marker. When your Apo reaches 150km, shut the throttle, coast to Apo and then burn to circularise. Try not to push your orbit above 150km otherwise the shuttle will be short on fuel for de-orbiting. To release the satellites, AG key 5 will toggle the cargo doors, then AG keys 7, 8 and 9 will release the satellites in the right sequence. Use the [ ] keys to switch to the satellites as they are released and use AG key 3 to extend the antenna Right click the engine on the satellite and activate it, then burn to the required orbit altitude. When all satellites have been deployed, close the cargo doors. A de-orbit burn above the desert on the continent to the west of KSC with a predicted touch down in the sea a short distance to the east of KSC should see you set for a runway landing. AG key 3 will toggle the airbrakes if they are required. Action Group key summary 1 : Jettison external tank 3 : Extend satellite antenna / toggle shuttle airbrake 5 : Toggle cargo bay doors 7 : Deploy 1st satellite 8 : Deploy 2nd satellite 9 : Deploy 3rd satellite The craft file can be downloaded from Dropbox : https://www.dropbox.com/s/yiytlt50fhj1pw4/Comms Shuttle.craft?dl=0 Note : As presented, the included payload has a mass of 6.195 tons. If you wish to replace the satellites with your own payload I would recommend not exceeding this figure.
  13. This post is an improved copy past of my attempt at Jool5 & STS Jool I've added more beauty pics and more details around re-entry, orbital maneuvers, shuttle ascent lifter etc ... STS Jool / Jool 5 This was a first to me because I've only landed on Vall once (one week ago :o) and I'm quite proud of my Artisan shuttle design which proved itself to be very sturdy and adaptative Jool is an amazing system and there's so many possibilities with all those moons ... I'll be back for sure I decided to launch 2 shuttles to fly this mission. STS Artisan ST : almost standard DropCargo (with its bay facing the ground) converted as an SSTO. It's probably one of my best design so far, this thing is easy to fly with or without payload and at all fuel levels <3. It's the whitest and shortest version of the two shuttles STS Artisan HE : modified Artisan, turned into a rocket machine with Lf/Ox fuel tanks, more dV, 0.7TWR, smaller cargo bay. I tried to keep modifications at the minimum so I re-used the wings arrangement and the back end of the original design. It's the longest version, with dual big elevators and rocketfuel fuselage STS Jool 1 challenge require an outpost on Laythe with room for 4 people, an ISRU, an exploration plane and docking ports The ground base was split in half to fit into regular cargo bay and let some room to install the exploration plane (WhishPlorer !). The shuttles also hold a relay network which proved to be ineffective. As there was very little room available, I used a probe with 3 88-88 and 2 Ra-2 but the signal from the 88-88 could not be relayed to the RA-2.... =_=" Total duration of this mission was just short of 40 years. Part 1 : Take off, Docking in LKO, Jool injection STS HE STS ST Moving nuke pods on the front of STS HE Part 2 : Capturing around Jool, encounter with Pol STS ST burning to Pol I made a mistake while refuelling at Bop : every tanks were filled up and an excess of Oxidizer almost put an end to the mission during the later developpement. Because of this, take off was hard to achieve : 2 Nervas were unusable due to the alignement of the shuttles. TWR dropped to 0.105 and weight balloonned up to 234t. ! Part 3 : Artisan ST flies to Pol ! It was very cool to visit a new place, I've only saw those spikes on video and the surface looks great Part 4 : Vall fuel-pump Many things happenned around Vall. Both shuttles met in low orbit to transfer fuel, then Artisan HE landed using its Darts combined to Nervas. Once topping its tanks, it encountered STS ST again before landing a second time. At this point, STS ST still had tons of useless Ox inside. Once those maneuvers were completed, the two ships departed to Tylo. Part 5 : FEAR TYLO Believe it or not but this low pass occured at 1950 m/s. Absolutely not planned Tylo... Tylo took me some time First step was to dock the shuttles using as less dV as possible. Then the landing was hard because of low TWR (0.73). Then rolling take off was harder, took me lots of trials to find a perfect spot to pitch the ship. Then redocking to STS ST was impossible due to very high inclination. Only option after this landing was to re-unite around Laythe using its atmosphere to circularize both Artisans ! In the end I'm happy how things turned out, this was my very first touchdown on Tylo's surface and I learned a lot ! I built STS HE around Tylo's dV / TWR requirements but I somehow forgot that circularizing both ships would cost me a ton... Part 6 : Laythe, at last ! Finally touching Laythe ! Aerocapture After slowly aerobraking ~15 times the shuttles were able to reunite in low orbit. Part 7 : Outpost assembly, landing, refuelling ops First landing on Laythe I was surprised at how easy it is to fly and get back into orbit from here. Such a beautifull planet.. I deorbited the outpost before the plane so I could finally refill them ! Because the cargo bay is facing downward, I did not want to deploy the radiator through it, so I docked the shuttle to it using the bay doors as landing gears Part 8 : Take off, deploying WhishPlorer, refuelling again ! Once STS Artisan ST was available, I took it back into orbit to start the refuelling maneuvers with STS HE 3 successives times. WhishPlorer was deployed during second landing, its not very good at exploring because it will melt if flying for too long, but it's usefull for flyby at mach 4 . I finally managed to get rid of the excessive Oxidizer from Bop after flying 2 times around the base using Rapiers closedcycle, which is very effective. Part 9 : Ending a 40 years mission on Kerbin's surface I used a Tylo flyby to eject from Jool, then two Kerbin flyby before finally entering its atmosphere. Getting to Jool and flying all the moons took +/- 4 years. Coming down at Kerbin took 35 ! Jool5 flags : I still got a few more pics if needed, but I think everything's here Questions, remarks, insults (I know this is a lot of pics !) are welcome
  14. I just made a ring station with the Kerbalism mod parts. I assembled it in orbit using the Cormorant Aeronology Space shuttle. I attatched the final part with the Canadarm 2 and undocked. The shuttle moved like 5 metres away from the station but it wouldn't move,, except roll. Same with the station. So even though it was seperated from the station, it was stuck in that place next to the station. I tried everything to move away from it but it won't move an inch. Then i loaded a quicksave from 10 mins before but then almost everything, including kerbin "disappeared and you could see everything like a ghost, because they were transparent. I got really annoyed and went back to the space center. Then i found out the center was like a ghost as well, everything was transparent. I clicked on the VAB and the game crashed. Any ideas of what is going on? I did a lot of stuff in that world and i don't really want to do a re-install or anything... thanks
  15. Is there an other good space shuttle mod other than Cromorant aeronology, CSS, etc If you know reply
  16. 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:
  17. Hi ! So that`s my newest creation ! Small Multirole Shuttle called Hermes. It`s inspired by ESA Hermes shuttle, which unfortunately never flew. It comes in three different versions : - 500C (crew) - used for crew trasnport, 2 Kerbonauts + pilot. Equipped with fuel cell, retractable docking port and 2 solar panels. - 500S (service) - equipped with robotic arm, fuel cell, retractable docking port and solar panel. Used for servicing satelites and space stations. - 500T (transport) - Used for sending new satelites to orbit. Equipped only with fuel cell, for large storage volume. Launch system consists of external tank and two liquid fueled boosters. ("Safety, is number one priority" - Crazy Russian Haker) Flies amazingly well ! So now some game stuff... Mods needed : - B9 Procedural wings -> USE THESE - TweakScale - Infernal Robotics -Kerbl Joint Reinforcement ( will probably work without, if not add more struts ) - Adjustable Landing Gear (Included into download, because it was posted on KerbalStuff which is dead) - Tweakable Everything - Also I`ve modified stock KS-25 engine, to make it`s ISP closer to the original. If you don`t like it, you will have to build new launch system. (Included) Some notes on usage : - If it`s too wobbly during takeoff, reduce engines gimbal range in the VAB. (I`m using 10 on main engines, and 5 on booster) - Be sure to lock tanks in the shuttle before lift-off, or it will drain fuel from then and you will be stuck on the orbit. Unlock them after decoupling of the external tank. There is one on the back, and one in each wing. - Roll is achieved only by reaction wheels. It`s a little bit too nervous with ailerons controlled roll, but you can turn it on any moment. Do not turn it on during ascent. - THERE ARE NO RCS. I`m using the ones from AIES, but i don`t know if it`s still available for download so I`ve deleted it. I`m part clipping them inside the fuselage for good look. - Re-entry is hard, do it slowly (75-75 orbit, set PE to 30-35km), deploy airbrakes, and keep AoA of 20 degrees and it should be fine. - Landing gear is part clipped into the fuselage. You can move your camera in hangar so you "get inside" the cockpit or tank, and you can change/remove it. - Robotic arm is very slow. Because in space there are no forces keeping you craft in place, so when you act on a part, it acts back on your ship. If you don`t want it to drift away or wobble, do it slowly. Patience required. - Do not use main engines without external tank, use OMS instead. - Don`t forget to turn on fuel cell before reentering, or you might get suprised when electricity runs out. - Remember to take RCS fuel ! - Everything is attached to the fuel tank, so you set it as a root part, and attach whatever you want between cockpit and tank. Game photos : DOWNLOAD : https://www.dropbox.com/s/egovi5e0uv7g7fe/Hermes%20500.rar?dl=0 WARNING ! Add something, for ex. small round battery pack between "Claw" and the rest of robotic arm. Takes 5 seconds to do, kills the Kraken. Enjoy and leave feedback !
  18. Space Shuttle Mod Release Page updated to work with 1.1.2 now with less dependencies, required mods included changelog: added reflections to radiators (requires texture replacer - reflections version) airlock docking port working (tested) looking for feedback. please note I know the wheels may be bugged, waiting for next ksp update MUST WATCH VIDEOS! screenshots Features Realistic simulation of the NASA Space Shuttle Energy Generation requires the use of onboard fuel, making time in space limited Multiple payloads and adapter points for various cargos Low part count for less ram use compared to previous versions a multitude of other vehicles to go along with the NASA family available Downloads: Current version: 1.1.2 NEW!: updated RO patch for Space Shuttle by Winged: not updated =================================== (MUST DELETE the other version of this mod if you have it installed) LINKS Want real launch sites? Want to try out an alternitave History? Eyes Turned Skywards Storyline by Budgie The Popular interplanetary Farscape by Odyssey GUIDES and INFO (coming soon) MechJeb Launch: *Launch, *force roll 90°, *gravity turn East starting at 1km or 100 m/s, ending at 35km on a 40.6% launch angle. *Stage when necessary. Landing Guidance by Mark7 1. Wait till the shuttle is on the opposite side of the KSC and its orbit is right passing over the KSC. 2. Do the re-entry burn. Make sure the final landing prediction 5400+_300km ahead from the target landing site.(The exact number is depending on the velocity of the shuttle when backing into atmosphere) 3. When re-entry, keep a 30-degree-AOA ,and roll left or right to adjust the trajectory. 4. Enjoy(or suffer haha) Typical Launch and Return Mission Read up on the WIKI(coming soon) Frequently Asked Questions (and answers) Do I need to download anything to make this work? NO, everything you need comes with the download Will this work wit Realism Overhaul+FAR? YES, IF you download and apply the patch from the link above I have some good ideas for the mod, can I have them put in? Definitely!, new ideas are welcomed and are a fun thing to work on I have a lot of mods installed, will this cause me to run out of memory? POSSIBLY. this base mod will add about 140mb to your memory usage, which maxes out about 2-2.5gb with ksp I found some bugs with your mod, where do I post this? We have a development page for just this issue, feel free to post there Keen to try out the Buran? check out the development ! For a well made Caanadarm, Check out Jeast's Page HOW TO SAVE MEMORY - WINDOWS 1. create shortcut of your ksp.exe in your KSP install directory 2. in the PROPERTIES of the shortcut, in the 'Target' box, add: " -force-opengl -popupwindow" without quotes. 3.run game from shortcut 4.Profit? ================================================== ================ Notice This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Licence CC BY-SA 2.0 this mod is a continuation from that started by rocket2guns, with additions by DECQ and Dragon01 Also credit to NASA for spending billions of dollars to make the vehicles that are simulated in this, and related mods
  19. Hello, and this is my first post here! I hope this is not too much of a noob question, but is there anything like a VOR to help landing an aircraft, SSTO, or shuttle? If there is then I missed it, if there isn't then what else can I use to help make landing a bit easier? Is that too many questions? Any and all advice will be gratefully accepted. It is needed. Thanks you in advance, but I must attend to my clockwork band.
  20. The purpose of this mod is to make building a stock size Space Shuttle and SLS easier, with less parts and without using much more memory. Using Module Manager by @sarbian it duplicates several parts, and then resizes and enhances them. The engines have been re-balanced for the Shuttle as that is the least dynamically stable of the two designs. But that also makes a quite capable SLS possible. If you have Firespitter you can also have orange tanks. There are two example craft [pictured above], the Shuttle can take a 18t+ payload to 100km+ and the SLS can take a 70t+ payload to 100km+, that should make them quite flexible for most needs. Requirements Module Manager Optional Firespitter Download MIT Licence Parts Shuttle Main Engine (Vector) @maxThrust = 700 Shuttle Booster (Kickback) @maxThrust = 2000 Shuttle Main Tank Shuttle Medium Tank Shuttle Tank Adaptor 1 Shuttle Tank Adaptor 2 Shuttle Tank Nose SRB Nose Cone Shuttle Tank Bottom RS-25 Engine Cluster Flying the Space Shuttle In the video below you can see me pilot the Space shuttle with an 18t cargo to an ~100km orbit and return. Launching Pull back slightly straight away and slowly try and nudge it towards 45' by the time the SRB's are about exhausted, the closer they are to spent the smaller your adjustments should be as they are closer to overwhelming the SSME's I am not making any other adjustments here except nudging the pitch, and I advise you to do the same, deviating will result in instability. Orbiting Once the SRB's have gone you have more control but again I am leaving everything except pitch alone, the lighter the tank gets the twitchier it will be. Once I have reached an AP of 100km I switch on the OMS engines and rotate the shuttle upright to make control input easier. As I circularise you can see the shuttle become harder to control right at the end. Once you have a stable orbit, ditch the main tank and use action group 1 to switch to OMS mode. This disables the gimbals on the vectors and enables the internal OMS tank. You now have about 300-400ms of dV for rendevous and de-orbiting. Re-Entry Once you have disposed of your cargo set your re-entry manoeuvre well, there is no flight extension in this craft, you have to glide right into the runway, it is tricky. Set yourself to prograde and level the wings then set to radial-out, this will keep the shuttle belly on to the air and reduce your speed fastest. At some point equilibrium will be lost and the shuttle will start to deviate from radial-out, click prograde again and level your wings. Now it is up to you. Landing You need to keep your speed up above 50ms or you may start to lose authority. if you need help getting the nose up or recovering from a spin hit the brake, this will deploy the rudder in airbrake mode and help you stabilise the craft. In the video below you can see I overshot the re-entry and had to try for a circle and land on the grass. I was flying with the keyboard and as the speed dropped it got a bit unstable, as soon as I deployed the rudder brake it stabilised again.
  21. I love LonesomeRobots works, and i will ask if it's possible to make Soyouz launcher and spacecraft and STS shuttle on LonesomeRobots, it will be so Wonder full ! then can it be make ?
  22. Well, after playing for stock so long, I decided to add a challenge and go ASET IVA, love the instrumentation and the cameras! Added mechjeb for boring automated stuff, plus I hate when you have inactive stuff in your new IVA panel , but lets face it, NASA flys by computer, do why not at this point? Ok, so then I found CXA Aerospace aprts, love the APAS, etc. But ... I have no shuttle and arm to go really build up a station, I was "Launching" parts by using rnv cheat to place 150m and then docking, but witht eh realism of the parts and ASET IVA, I'd like to go for a real time station assembly as the new way to enjoy myself. Current mods installed in 1.3.1: ASET, CxAerospace, RPM, mechjeb, DPAI, prob control room, SCANsat, and vessel view. Any recommendations? I know for most I'l lbe adding more dependancies, but with to give this a shot. Thanks beforehand. Marc
  23. Hello everyone again! Ever since the Nastybird 2, I've been playing with that form factor. It took a while, but I finally got around to trying the Vector as a main engine. It's super-powerful, compact and efficient - and shuttles were what it was made for, after all! These are a family of 3 -\ The Nastybird 4, an all-purpose shuttle that can transport 4 Kerbals, plus a pilot and co-pilot AND a ~1-ton satellite. It can easily do crew rotations at an orbiting station or rescue missions. The Nastybird 4 - Nastylab edition is a science-oriented vessel, intended for role-play mostly. I can't really think of many practical reasons for why you might need it, other than perhaps for the extra Kerbal storage. The Cargobird 3 is, despite the number a full member of the Nastybird 4 family. It sheds the docking port and passenger cabin in favour of an extended cargo bay. This model needs boosters to get off the ground, but can space a whole interplanetary probe mission in one launch. All four models fly similarly and can easily land at KSC for full recovery of everything but the drop tanks. (and payload, of course. ) They feature parachutes for landing in water or rough terrain and are easy on re-entry so long as you follow my instructions. Behold: Instructions: Ascent: Just do a gravity turn like normal - MJ can handle this fine without much trouble. The Nastybird 4 and Nastylab both have a slight issue with developing a slight roll to one side during ascent - be sure to correct manually or your orbit might be at an odd inclination. The Cargobird is a bit tougher as it's much heavier, in fact during the stratoscpheric part of your ascent it actually relies quite a bit on it's wings' lift. This is normal - as long as your time to ap keeps going up you should be fine. Remember to stage off your drop tanks before you fully circularize if you want to avoid orbital debris! Also, remember to engage either the main or backup fuel cell located in the service/cargo bay, or you may run out of power and that would be bad. Lastly, I'd seriously suggest limiting the main engine's thrust to 50% or lower once on internal fuel - if only for the fictional Kerbonaut's comfort. Re-entry: Schedule a burn to bring your Pe down to about 15km and centered somewhere east of KSC. I use MJ's landing prediction and put the blue marker somewhere in the eastern sea. Then, pump ALL your remaining fuel into the front tank to adjust your centre of mass. If there's too much (3/4ths of max, for example) left, you might be too unstable in descent. Then, adopt a 45 degree or higher angle, engage both air brakes and elevon flaps and hold on. Keep this high angle-of-attack until your velocity falls below 1100m/s, then make a decision: If you're close to or over KSC, keep the AoA until you go subsonic, then glide into a landing, turning around if need be. Use bursts of your engine to keep up air speed if you go too far downrange. If you're still uprange from the landing strip, you may want to enter hyperglide, To do that, just disengage the brakes and flaps and point your nose forward. Then see how long you can keep up some absurd Mach number without engine power - you can go a pretty large distance if you keep a gentle drop. When you get closer to KSC, drop your nose and descend even faster into thicker air and slow down a bit before landing. Action Groups: 1:Start fuel cells 2:Toggle docking port 3:Toggle cargo/service bay doors 4:Unlock front-wheel steering AND toggle front gear light Lights: Toggle cosmetic cockpit and crew cabin lights Gear: Is self-explanatory Brakes: Activates A.I.R.B.R.A.K.E.S. and landing gear brakes. Abort: does nothing. Download link: Dropbox (If you don't have Mechjeb installed, grab the files labeled "No Mechjeb") If anyone uses this I'd love to hear what you think!
  24. Hi ! I'm trying to create a space shuttle (for the STS challenge) and I don't have any problem going in orbit, but the problem is the landing. It's very stable until maybe 500m/s speed where the orbiter starts to wobble unmanageably (roll axis) and finish to flip upwards (pitch axis) mostly towards retrograde. However, I can fly the orbiter from the runway and land easily when staying under 100m/s. Do you have any tips to improve or pilot my shuttle ? Thanks Edit : The center of lift is behind the center of mass
  25. Anyone that watches my stream knows I am more a spaceplane SSTO guy than a shuttle guy, but for you shuttle lovers out there, I think you will like this. It is not meant to be a NASA STS analogue but more a Kerbal version of what STS 2.0 could be. It is stock, but so much easier to fly using Atmospheric Autopilot in Rocket Mode as stock SAS has a major issue of over-correcting itself into a never ending oscillating roll. Or, with enough practice, pure manual flight. It can put more than 50 metric tons into a 250KM orbit and return. It can re-enter stable with 50+ tons of cargo as well, but you will need to practice approach and landing as it doesn't want to slow down and you have to keep about 3 times the velocity vs. empty on approach in order to flare properly. I created this and many other vessels on my stream https://go.twitch.tv/rocketpcgaming Here is the Advanced Orbiter + Stack: https://kerbalx.com/rocketpcgaming/Advanced-Orbiter-+-Stack (The mod Kronal Vessel Viewer takes the blueprint screen shots.)