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  1. VERSION 2.0! Download from Spacedock Download from GitHub Version 2.1 Development Branch ================================================================================================================= AlphaMensae's Modular Launch Pads Tired of wimpy launch clamps? Feel your KSP launch experience is lacking something? Well, then make any rocket launch an event by making a complete launch facility with launch base, towers and other accessories. Board your crew, start the countdown, then go for ignition sequence start! Modular Launch Pads is a collection of parts, including various launch clamp-type bases, towers, crew elevators, hold-downs and other accessories. You start by either attaching a base to a bottom center node on a rocket; this can be either the bottom node of an engine, or an attach node added by one of the included path files that add an extra node to various mod rocket tanks, stages or engine mounts. Towers attach to the four nodes on the sides of the base. Swing arms and drop umbilicals attach to nodes on the towers; other parts can be attached to the tower tops. Holdd-downs are surface-attached to the deck, frame top or support pad on the base. IMPORTANT: Use of the offset gizmo is required to customize the layout of the bases and towers. It is also necessary to hold left-shift when dragging the gizmo's arrow handles to get 20m of offset range, otherwise you won't be able to move a part very far. ================================================================================================================= NEW in 2.0 Complete remake and expansion of the old v1 Saturn and Soyuz base parts. All parts are completely new have new names. Addition of Shuttle Launch Platform and accessories. Addition of General Launch Bases and accessories. Addition of two Launch Stands (Small and Large) and early-career accessories, plus a Small Static Test Stand. Extensive use of mesh switching means fewer parts are loaded. All launch bases are now launch clamps, none are free-standing. Free-standing versions of the Saturn and Shuttle launch bases are available as separate extras, are not in GameData/ModularLaunchPads. All launch bases now have a fuel generator, outputting LFO, Mono and LH2 (with Community Resource Pack installed). Added Community Category Kit support, complete with a custom icon. Removal of old v1 Russian Launch Stand, its clamp features have been integrated into the new Soyuz Launch Base. ================================================================================================================= Version 2.0.6 Changelog: Added a drag cube definition (the one from the stock Mk1 Fuselage) to the parts with a deploy-limit adjustable animation to prevent the "Generating procedural drag cube" message spam in the console. Moving the deploy limit slider changes the shape of the part, and without a predefined drag cube, KSP will make, then remake again and again, a new procedural one. Version 2.0.5 Changelog: KSP 1.8: The current versions of B9PartSwitch, Animated Decouplers and Community Category Kit work in KSP 1.8 as is. When a 1.8 version of B9PS is released, it will be included in all future updates of Modular Launch Pads. Updated B9PartSwitch to v2.11.0; this one adds the ability to prevent B9PS modules from being moved to the end of the Part Action Window. It also fixes a bug with texture-switching on copied parts. Added lines to parts with B9PS modules to prevent them from being moved to end of Part Action Window. Removed alternate support columns from the Saturn and Shuttle clamp bases. They ended up outside the the base when the base was rotated. Adjusted General ROFI and Shuttle TSM sparker's burn time to a maximum of 15 seconds with full fuel amount. Renamed the alternate Saturn Lightning Mast to Shuttle Tower Lightning Mast. Added a Module Manager patch to hide the Modular Launch Pads parts from the stock Structural tab into the Extras folder. Added a basic Realism Overhaul compatibility patch into the Extras folder. I did not make this, I found it on the RO Discord server. It's just a simple rescale, TweakScale is not needed, and may not be complete or fully working. Removed KSP 1.3.1 versions of the dependencies, as almost all RO players use KSP 1.6.1 now. ================================================================================================================= Recommended Mod: The LC-39 pad statics in particular from KSC Extended are a great companion to the Saturn and Shuttle launchers; the shuttle launcher especially only properly fits on the KSC Extended LC-39, with the RSS sitting entirely on the top of the pad static. The FSS base and RSS both have an alternate variant for the LC-39 pad which shortens the supports so they sit correctly on the top of the pad static. ================================================================================================================= Installation Instructions New Install: Copy the contents of the GameData folder in the download .zip (NOT the GameData folder) into your KSP GameData folder. You will be copying ModularLaunchPads, Animated Decouplers, B9PartSwitch and CommunityCategoryKit into your KSP/GameData folder. If you already have any of the dependencies, then you do not need to copy them over. Craft files go into your saves/xxxx/Ships/VAB Subassemblies go into your saves/xxxx/Subassemblies folder. Module Manager (not included) is needed for the mod patches Installing Updates: When installing an update of version 2 ofModular Launch PadsDelete, first delete the old version, as file names change with each update, and any old files present will cause problems. Updating from v1: It's best to delete the old version of Modular Launch Pads and do a fresh install, but if you have any craft files that you want to keep first, then the v2.0 parts can co-exist with v1. Copy over the v2.0 parts into the existing ModularLaunchPads folder. Delete the old Category, Patches and Tree folders in v1, and copy over the new versions of those folders. ================================================================================================================= * * * * v2.0 Features * * * * ================================================================================================================= Launch Stands Small LaunchStand (Screenshots by @Zorg ; click for full version) The Small Launch Stand was inspired by the ring-shaped stool used for Redstone and Jupiter-C launches, and designed and intended for early career mode (it's located in the Start tech tree node) and small rockets in general. It also has a rectangular shape with a square outer frame so it can be properly rotated. Features: Switchable plain round, round with a conical riser and rectangular configurations, each with 8 color options. Switchable exhaust hole widths from 0.3125m to 1.875m; the 1.875m setting can accomodate the BDB Titan II and Atlas GLV. Integrated adjustable animated cosmetic hold-downs switchable between simple hold-down bolts and red-yellow clamp arms, or both at once. Integrated animated Redstone/Jupiter-C-type sevice pole with fallback retraction, switchable heights and umbilical connector lengths, and adjustable position. The Small Launch Stand is a one-part complete launch base, but does have a variety of accessories that can be used with it, all designed for early career mode when you don't have the tier 3 launch pad and VAB. They attach to one of the accessory/tower nodes around the stand. These are located in the Launch Stands tree node, just one step away from the start. These include: Separate version of the integrated service pole, so more than one can be used. Small truss-type service tower, with switchable heights and colors. The tower is limited to under 20m in height so it can be used with the stock tier 1 lauch pad, Small pole-type service tower (inspired by that used at LC-46 for the Athena II) with switchable heights and colors, and also limited to under 20m in height. A larger truss-type service tower, inspired by the one used for Gemini-Titan II GLV launches, with switchable heights and colors. This tower is limited in height to fit on the stock tier 2 launch pad. A small animated cosmetic umbilical for the three towers above, switchable between drop-hose and simple swing arm types. The length of the umbilical can be adjusted, and the pipe/hose can be switched in color. Also has an option for a longer mount for use with the Gemini-type tower. A crew access elevator inspired by the Mercury-Redstone and Mercury-Atlas elevators, with switchable heights and colors. It is limited in height to fit in the tier 1 pad. The elevator tower has an animated rollback retraction with an upward rotating crew walkway. The elevator pad and crew walkway are adjustable in height to match that of a pod's hatch. The elevator tower is able to reach the hatch on the BDB Mercury-Atlas. A crew access elevator inspired by the Gemini-Titan II GLV one, with switchable heights and colors. It is limited in height to fit in the tier 2 pad. The elevator tower has an animated fallback retraction with an exterior elevator car. The elevator car and crew walkway platoform are adjustable in height to match that of a pod's hatch. Large LaunchStand (Sceenshots by AlphaMensae; click for full version) The Large Launch Stand, available in the Launch Stands tech tree node, was inspired by the original LC-34/37 concrete stand used for Saturn I and IB launches, including Apollo 7. It has only one shape, the square frame with a round central opening. Features: Optional tower support block, switchable between 4 positions and has a ladder for crew access to the top. The support block can accomodate the General Crew Elevator (see below) and smaller tower types. Currently the tower support block cannot be adjusted in position, so a tower placed on is fixed in place. Integrated animated retracting cosmetic hold-down arms, switchable to fit tank sizes from 4.25m to 1.875m, with available fine adjustment. The hold-downs can be switched between various configurations, from just two to the full eight used by the Saturn I/IB. Small Test Stand (Sceenshots by AlphaMensae; click for full version) Also included is a small test stand, for all your static fire and R&D testing. It's a launch clamp as well, with switchable horizontal cradle and vertical tower configurations, and 8 color options. Three sets of cosmetic clamps can be independently adjusted to custom fit to different tank sizes. The vertical configuration can accomodate up to a 3.75m fuel tank/stage, and with the tower switched off it doubles as a launch stand as well. ================================================================================================================= General Launch Bases (Screenshots by @Zorg featuring KSC Extended, which has the lightning towers; click for full version) A core collection of non-specific launch clamp bases and towers and other accessories that can be used with each other, or with the other bases to create numerous types of launch facilities, either based on real ones or purely imaginative. Pick a base, then attach the towers and other accessories them, and adjust with the offset gizmo. Features: General Launch Base: A full-size platform with three switchable frame sizes and eight color options. Each frame size has switchable sizes of exhaust holes in both square and rectangular shapes. Includes optional adjustable hold-down support pads for both the core and side boosters to provide extra space to mount a hold-down or just to raise the hold-downs up a bit. General Launch Plate: A minimalist slimeline platform, each also with three switchable frame sizes , the eight color options and switchable sizes of exhaust holes in both square and rectangular shapes. Includes optional adjustable hold-down support pads for both the core and side boosters to provide extra space to mount a hold-down or just to raise the hold-downs up a bit. Also includes integrated simple animated hold-down arms as well has adjustable hold-down support pads. General Multi Modular Service Tower: A one-part modular unmanned service tower section. Has three switchable widths/styles, each with multiple height options and 8 color options. The base and top parts of the section can be separately turned off, allowing multiple sections be stacked to create a tower as tall as desired. The maximum height of the tallest variant is limited to under 36m so it will fit on the Tier 2 launch pad (KSP looks at all the meshes in a part, even the disabled ones, when it comes to determining the part's height and width). General Modular Crew Elevator: A one-part modular crew access elevator tower that can also be used as a service tower with umbilicals and/or swing arms. Has multiple height variants and the same 8 color options, along with two heights of the crew access section. The base and top parts can be separately turned off to allow stacking of multiple sections. Elevator car can be adjusted to stop at different heights. Specialty Towers: Two specific-type service towers are included, an Atlas V type and a Delta-II type. Each has three height variants and 8 color options (the Delta-II's default color is the "Delta Blue" type). The Atlas V tower can also be switched between the default angled version and a straight-sided version General Crew Arm: A switchable length and color crew access arm for the General Crew Elevator, with both classic truss and SpaceX-inspired styles. The hatch interface at the end of the arm is switchable between straight-flat, straight-angled, side-left and side-right types, and the arm can be retracted either to the right or left. General Drop Umbilical and Swing Arm: Two types of animated umbilicals for the towers, a drop-type hose/pipe and a center-mounted straight truss-type swing arm. Both attach to the tower, not the rocket. The drop-type has two length variants that can be fine-adjusted and multiple color options. The swing arm has three overal size options, each with two length variants,thatcan be fine-adjusted, and has 8 color options. The umbilical connecter can be switched between five conventional end types three Delta-IV-style side types. The triple side-type has adjustable outer umbilicals for custom-fitting to a tri-core rocket. The swing arm's retraction direction can be either to the right or left if done manually, or just to the right if done by staging. General Fallback Service Towers: Two separate versions of a SpaceX Falcon 9-style strongback tower, a full-sized one and a mini one, with switchable heights and two color options (light gray and black). Both have an adjustable height upper clamp and fixed short umbilicals. Fallback animation for both is either a manual 2-step method or a staged 1-step method. General Hold Downs: Seven types of animated cosmetic hold-downs are available for all the launch bases, plates and stands, including side and drop-arm types, vertical bolt types and two styles of clamp arms, with each type having three size options. The hold-downs are surface-attached to the launch base, making for easy symmetry options. The animated retraction can be done either manually or via staging. General ROFI: A multi-size Radial Outward Firing Initiator (ROFI, the "sparkers") for your cryogenic rockets, with either 1, 2 or 3 nozzle variants. This is also surface-attached to a launch base, and is staged like an engine. Has a custom sparker plume provided by @JadeOfMaar and a custom sound effect by @damonvv. ================================================================================================================= Soyuz Launch Base (Screenshots by @Zorg; click for full version) Fully remade and expanded, the new Soyuz Launch Base is a one-part complete launch base inspired by the actual Soyuz launch pad in Baikonur, but usable with other rockets with a core size from 1.875 to 3.75m. The base has two color variants, either the default "Tulip" green and yellow or gray-drab, a full accessible deck, and has a built-in ladder for Kerbal access from the ground. Features: Integrated animated fall-back clamp arms with adjustable position and auto-adjusting arm end pad, available in default 45-degree and alternate 90-degree configurations. Integrated service gantry arms with animated retraction and three height variants. The right-hand arm has a working crew elevator, with adjustable-height elevator pad and access platform, and an adjustable-length walkway extension Integrated separate small and large fuel arms, each with several height options and adjustable umbilicals, and with an animated retraction All the arms can be individually switched off, and separate versions used instead. All the separate arm versions except the clamp arm have additional height variants, and can be used with other launch bases. ================================================================================================================= Shuttle Launch Platform (Screenshots by @Zorg; click for full version) (Screenshot by @DylanSemrau) (Screenshots by AlphaMensae) The full NASA Space Shuttle Mobile Launch Platform and infrastructure, presently designed for the Cormorant Aeronology Mk3-based shuttle stack, but can be used with @benjee10's Shuttle Orbiter Construction Kit (SOCK) with a lot of adjustment with the offset gizmo. Version 2.1 of Modular Launch Pads will have direct support for the SOCK shuttle, please be patient. Features: Shuttle Launch Platform base with separate main engine and SRB exhaust holes. It is a launch clamp, but a free-standing version is available in the Extras folder in the download. Fixed Service Structure tower with separate base and multi-modular switchable tower section. The base has two separate elevators with different maximum height options, and the elevator pads stopping point can be adjusted downward. The tower section is three parts in one: six heights of regular tower section, two heights of crew access section with a movable floor, and the top section for mounting the hammerhead crane or lightning mast. Intertank Access Structure which mounts to the side of the FSS tower using one of the side nodes. Separate animated retracting service arms: LOX Vent "Beanie Cap", Hydrogen Vent and Intertank Access. Crew Access Arm for boarding shuttle crews. Animated Tail Service Masts with retracting umbilicals and built-in sparkers (same FX as the General ROFI). Animated cosmetic SRB hold-downs with drop bolts. Assembly Guide: ================================================================================================================= Saturn Mobile Launcher (Screenshots by @Zorg; click for full version) (Screenshots by @Friznit; click for full version) (Screenshot by AlphaMensae) "One giant leap...." The mighty Saturn V's Mobile Launcher, complete with the base and the Launch Umbilical Tower (LUT). But it is not just for a Saturn V, the modular nature of the tower parts makes it usable for all kinds of (big) rockets, both real, proposed and imagined. Features: Launch clamp base, with a separate free-standing version in the download's Extras folder. The base has three switchable exhaust hole sizes to accomodate a proper-scale Saturn V (6.4/5.625m), SLS (5m) and Saturn IB (no Milkstool, 3.75m), each with a square and various types of rectangular shapes. The exhaust holes also have switchable hold-down arm support pads in various configurations. Separate tower base section, with two style variants (regular large angled and smaller square types) and two color options (classic red and gray). The base has two separate crew elevators, each with with multiple maximum height options (up to 120m) and furthur downward adjustment via deploy limit slider. Separate "Milkstool", the tall stand used for the Apollo-Saturn IB launches from LC-39. The top ring has switchable hold-down arm support pads that can be adjusted for different rocket sizes. Multi-Modular tower section, a 3-in-1 part with 10 heights of regular section, 2 heights of crew access section with an adjustable-height floor, and a top section with the hammerhead crane mount. All section types have two color options, red and gray. Two separate sets of animated side-mounted angled swing arms: A Saturn V (plus a Saturn IB arm) set modeled after the actual Saturn V LUT arms, with two size options for the the Bluedog Design Bureau and DECQ Saturn Vs, and a general set for use with other rockets, with seven unmbilical types and switchable preset sizes for 1.875, 2.5m, 3.125m, 3.75m and 5.0m fuel tanks. Both sets have the red and gray color options and animated retracting umbilicals, with the swing animation to the right. Crew access arm for boarding your heroes on their Mun mission, with the red and gray color options and animated retraction. Separate Hammerhead Crane that decouples and can then be rotated 360 degrees with the Q and E keys; decoupler, probe core and batteries are built in. Has two color options, either the classic red and yellow version or a gray version. The crane has a node for attaching the lightning mast, which comes in two separate versions: the regular slim truss type, and the later white one which was first used for the Apollo ASTP Saturn IB launch. Separate Damper Arm, the wishbone-like "arm" that stabilized the Saturn V during the rollout to the pad, with animated raising and lowering, plus the red and gray color options. Separate animated retracting cosmetic hold-down arms, in both Saturn V and Saturn IB versions, and Saturn V Tail Service Masts. Assembly Guide: ================================================================================================================= LICENSE This mod is being shared under the CC-BY-NC-SA license:
  2. Landertrons Automatic retro-rockets for landing. Features Landertrons (left to right: XT-L1, XT-L2, XT-L2B) are small solid rocket motors which can be mounted on a craft and set to automatically fire in one of three modes: SoftLanding, firing to brake a rocket's descent and prevent the rocket from breaking. Note that the engines will cut out when the craft is above the ground, so be ready for a bit of a drop! ShortLanding, firing to arrest a spaceplane's momentum on landing. StayPut, firing downward to prevent a vehicle from bouncing or tipping (or at least try). A landertron will only fire if it can make a positive contribution to its desired mode, and will cut out automatically, but it's up to you to put them in the proper quantity and orientation to get the job done. If KAS and KIS are installed, then the landertrons can be refueled using the included hex-cans of solid fuel (far left). Just attach them to spent landertrons, and you will be ready to fly again in no time. (The XT-L1 requires one can each, and the XT-L2 and -L2B require two cans each.) There is also an XT-L-KRAB "Landertron Box" (far right), which will attempt to control a spacecraft's engines as if they were landertrons. Warranty void if used for critical mission phases! Download and install GitHub CurseForge From there, just unzip the "Landertron" folder into your GameData directory. Known and anticipated issues The math used in this mod is simplified compared to the real (non-linear) physics of propulsive landing, and so it does not function very well with vehicles with low TWR (<2) or high atmospheric drag. Run some test flights before sending any valuable crew or payloads, and be ready for a bumpy landing! Please let us know in the thread or on the issue tracker if you find any more. Version history and changelog 2014 Oct 10 (0.08): XanderTek's last release, for 0.25. 2015 Sep 06 (v0.09-beta.KAA): Restored functionality. Fixed Landertron module to work with 1.0.x atmosphere changes (new Isp calculation code based on Kerbal Engineer). Fixed Landertron Short Landing mode to be less sensitive to bouncy landings. Updated parts to 1.0.4 thermal and atmosphereCurve properties. Changed scale (and updated nodes and FX accordingly) to avoid bug with MODEL{} nodes and rescaleFactor. 2015 Nov 03 (v0.10.0-alpha): Complete code rewrite (by charfa) Config/persistence file changes: Fields endspeed, boom and showgui removed. If you depended on functionality switched by those fields, it won't work. Field names of electricrate and AnimationName changed to electricRate and animationName. Yeah, I know, silly little changes that require you to fix the save files, but I like consistent naming. Field mode now stores literal mode name instead of a number. You need to substitute 1, 2 and 3 with SoftLanding, ShortLanding and StayPut respectively. Functional changes: Methods of determining when to fire and shutdown landertrons in all modes have changed. This mostly results in improvements and avoids some bugs that were reported. One case that may be seen as a regression is the removal of throttling at the end of burn that allowed softer landings. This version burns full throttle until complete stop, which may cause the vessel to stop up to a few meters above ground due to discreet nature of physics in game. I felt like throttling solid fuel rockets was cheating. Some GUI changes, mostly decluttering. Of useful stuff, gone is the braking distance display and notification when there's not enough deltaV. Landertron now consumes electric charge when it's armed and disarms when it runs out of juice. You can arm it again when you refill your batteries. I honestly couldn't figure out what the behavior was in old code, so I don't know if it is a change. New features: Landertron module should now support being used on parts with ModuleEnginesFX and ModuleEnginesRF, and using other propellant that SolidFuel (as long as it's a single propellant only). Not tested though. There might be other changes not listed here. Like I said it's a complete code rewrite so it's hard to figure out how the behavior will differ specifically. 2015 Nov 07 (v0.10.0-beta): Also by charfa. Removed features: Config parameters endspeed, boom and showgui are removed. End speed is always 0, parts never go boom, GUI is always visible. Icon is no longer colored when Landertron does not have enough electric charge or deltaV. When running out of electric charge Landertron disarms and shows a screen message. Not having enough deltaV is not notified in any way. Removed throttling of Landertron to provide a soft touchdown. You may end up being stopped a few meters above ground now. I felt like throttling of solid fuel rockets was cheating. If you want a gentle touchdown use liquid fuel engines and MechJeb autopilot. Bug fixes: XT-L1 and XT-L2B can now be refueled. Mode is now initialized properly to SoftLanding and ShortLanding in VAB and SPH respectively. New features: Landertron module should now work when added to parts with ModuleEnginesFX and ModuleEnginesRF. Landertron module should now work with engines running on any propellant, not only SolidFuel, as long as it's a single propellant (i.e. won't work with LF+O, but should work with RealFuels' solid fuels). Other changes/improvements: GUI is significantly decluttered. Landertron module itself only adds mode switch button in editor and arm/disarm button and status information in flight. Logic behind deciding when to fire and stop Landertrons has been rewritten. It should now be more robust and better handle some situations that I saw reported on forum as causing problems (e.g. building landers in SPH, placing Landertrons at various angles, mixing different Landertrons in a stage...). All textures are converted to DDS. Other? It's a complete code rewrite, it's a hard to predict if the behavior hasn't changed slightly in other aspects. 2015 Nov 19 (v0.11.0): Also by charfa. Bug fixes: Fix "Look rotation viewing vector is zero" log spam. Turn off decoupler Enable/Disable Staging switch Internal: Compile for KSP 1.0.5 Switch to use 'stagingEnabled' to prevent engine and decoupler from activating upon staging. 2016 Mar 25 (v0.12): Ocean landings Landertrons will now soft-land over oceans as well as on land. 2016 Apr 24 (v0.13): Vnity 5 Incorporated "LandertronBox" module from Booots. A part with this module will control a craft's engines to achieve landertron functionality (at least, it will try -- this feature is a bit finicky). Added the "XT-LB Landertron Box" part (welded from the stock Small Inline Reaction Wheel and Atmospheric Fluid Spectro-Variometer models, so be careful when pruning). Compiled against 1.1 libraries. 2016 Oct 12 (v0.14): Future Proofing. Added support for thrustTransformMultipliers. Updated for KSP 1.2. Added .version file. 02016 Oct 13 0340 UTC (v0.15): Crunch! Packaged the right DLL this time... 02017 Apr 03 (v1.0.0): Terminal Burn New XT-L-KRAB model to replace the XT-LB, from steedcrugeon. (The old model has been made unresearchable, and will be removed in the next release.) Changed SoftLanding calculation so that it no longer fires late in landers with TWRs below 5 or so. Again, be advised that solid rocket motors do not throttle, so there will be a drop after they cut out! Bring airbags, girders, or something crushable to land on... Adjusted rearm/settle conditions for landertron box to be less 'bouncy'. Added subtle up-arrows to XT-L2, to clarify which way to orient it. 02017 Jun 10 (v1.1.0): I-D-18-N Updated for KSP 1.3. Completed deprecation of old XT-LB model. Accommodates new internationalization system. 02018 Nov 03 (v1.1.1): From en-us With Love Added some strings to the localization file. Now the display strings from the code (e.g. mode names) can be localized as well. 02019 Nov 12 (v1.1.2): 4.5 Roentgens Recompiled with .NET Framework 4.5 for KSP 1.8.x. Roadmap Just keeping it ticking along. Please let us know in the thread or on the issue tracker if you have any suggestions. Credits / License Source code and DLL licensed under GNU GPL (v3 or later). Variously by XanderTek, Kerbas_ad_astra, charfa, and Booots. SolidFuel HexCan part based on Greys' HexCans, licensed under CC-BY-SA. Landertron parts based on models by BahamutoD, licensed under CC-BY-SA. XT-L-KRAB model by steedcrugeon, licensed under CC-BY-SA (4.0 or later). Any redistributions or derivative works must use a different name and folder (per the GPL section 7c). All other rights (e.g. the Landertrons logo) reserved.
  3. This thread is for links to standing threads that cover upcoming launches from specific launch providers. These threads usually have links to the latest live launch coverage, as well as discussion about upcoming launches: (this has a countdown to next launch) (comprehensive list of upcoming launches) This is not a launch provider, but neither is Sierra Nevada. Has a thread, too (and flies rather a lot). Someday ( ): Unflown Crew/Cargo vehicle threads for spacecraft soon to fly: Eventually we need a Relativity Space thread here, and some others as well...
  4. Hey guys. I'm just experimenting with my Soyuz LES System. And everything worked well except for the last part. The Parachute won't open up after the Descent module seperated with the Orbital Module. The Descent module has been seperated from the orbital module succesfully, but why did the descent module parachute didn't worked? This isn't normal, when seperating the orbital module and the instrumental module after de-orbiting, it worked. Never been a unsuccesfull parachute deploy after entering the kerbin atmosphere. So please help me with this problem. Thanks
  5. Hello all, since a few times I have been asked to fill in all the work of one page from now on all the work will be a representation (or update) here. At the moment this new rockets. ANGARA: Young rocket, its first launch occurred only in 2014, the main emphasis on modularity thanks to the first stage. Author Angara RO cfg MoNsTroo, thank you! DOWNLOAD: version 1.3.3 Rocket Pack SOYUZ: The legendary rocket, pioneer in the exploration of outer space and simply beauty. Rocket comes with spacecraft Soyuz, and the cargo ship Progress. It does not RO cfg. DOWNLOAD: Upgrading to version 1.2.2. Has a functional IVA, updated textures and solar panels. the Sky - Soyuz TMA and R7?noedit=True Also a cyclogram on @kerbinorbiter with add-on KOS. Author's quote: it only includes the Landing and launch scripts i have also editied the scripts so the Apoapsis is 151Km and the periapsis 141Km. KOS add-on. KerbalX (Analog SpaceX) Put on the stream add-on KerbalX (SpaceX), I will not work on it on this if you do not like something correct it yourself. The rocket and ships are not a copy of their real counterparts, do not take this work seriously. v1.2.2 DOWNLOAD: rocket (analog SpaceX rocket) Authors addon: DECQ Dragon01 Thank you for helping MoNsTroo, KerbinOrbiter and Cerberus All rights reserved.
  6. Mat's Aerospace Allotment - Kerbalised Soyuz Mod v0.9 ARTICHOKE SPACECRAFT AND LAUNCH VEHICLE v0.9 (Stock-a-like / Kerbalised Soyuz mod) By DairyLee Hello Everyone! So in my spare time, I have been making a Kerbalised Soyuz mod. It started as just a small scale thing to mess about in unity and ended up being a complete (ish) Soyuz spacecraft and launch vehicle. It's far from finished, especially when it comes to behind the scenes config stuff, but I wanted to let people try it So what does this mod feature? Well we've got 11 or so parts to build a Soyuz or Progress Spacecraft as well as 13 parts to build a launch vehicle (this includes some adaptors to make the parts fit better with stock bits!) The actual art style should keep most of it looking pretty stock-a-like and for usability it's not a faithful recreation of any part of the real life vehicle. In terms of size it's bigger than Tantares and small than the HGR parts, the upper stage is 1.875m and the rest has bee scaled around that. The command capsule and orbital module both have internal views and I have tried to animate all the bits and bobs around the spacecraft, so the comms antenna, solar panels, docking port and service module engine cover all move, open and close. There's also craft files for the manned and unmanned spacecraft. Also, the two adaptors aren't in the above images because I forgot... To Dos Still lots of work needed. I need to sort the science/R&D side of things and balance the configs a bit. The cost of parts needs work. Want to add some more parts for this too. Improve localisation is on the list of to do's. More engine variants. Have the 1ST-R tank with a flat variant bottom for standard KSP parts to fit. Improve general usability with vanilla KSP. Work on detail/greebling. Requirements Needs BDAnimationsModule (BahaSP) - Available HERE - (Not Included in my mod's download) DOWNLOAD CurseForge Spacedock License This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. ----------------------------- The work I do is solely for my own enjoyment and knowing others get to share the fun by downloading my work is reward enough but if anyone ever wants to say "thanks" by paying for a coffee to keep me going they can click: donate
  7. Hello there! Lets introduce myself, I am a big fan of the aerospace, and what I love above all is the inside of cockpit space craft, I like to remake missions from inside cockpit, with the IVA mod (ASET) on the last ksp updates. The matter is that I would like to make some missions with the Making history Spacecraft but I don't have the knowledge and the time to make by my own all the IVA cockpit... Someone could make it?
  8. How to install Realplume for Raidernick mods WITHOUT RO?
  9. I've installed RSS and RO alongside with RN Soviet Spacecraft and Rockets mods. What I'm trying to do is to recreate the Soyuz 4-Soyuz 5 mission and dock two Soyuz spacecrafts. The launch site is Baikonur while the orbit's inclination is 51.7°. To achieve orbit I'm using MechJeb2 with Powered Explicit Guidance. When trying to launch the second spacecraft to the same plane as the first one I can get at minimum a 0.77° of difference between the two, difference that requires to much delta-v to take care of (105m/s, the Soyuz only has 172m/s). What can I do to perform a precise rendezvous? I'd prefer to not have to fly by hand as it seems extremely difficult. What about kOS?
  10. So I was thinking about my favourite real world rockets yesterday, and got curious, what are your favourite rockets?(specifically the booster stage, not the payload). I quite like the Soviet R7, an ICBM repurposed as a spacecraft? Hell yeah!
  11. As the title said, one thing that I would really enjoy to have is the ability to make "full Soyuz style" spacecraft instead of just Vostok, so having also the "descent module" alongside the "orbital module". What do you think guys? Do you also feel that is a little bit incomplete right now?
  12. Hey guys, I've been searching the internet, but haven't been able to find the answer to this. Maybe I'm using the wrong keywords or something, but then I remembered the well informed people on this forum, so I thought I'd ask here. Why do the R-7 family of rockets have their liquid boosters inset? What I mean is, most other rockets I see with boosters just strap cylindrical boosters to a cylindrical core, but R-7/Soyuz have a tapering core that has the boosters far closer together. I assume this makes it more aerodynamic, but how much difference does it actually make, and are there other considerations I don't know about? Thanks!
  13. In KSP I got this mod that adds Soviet Rockets and Spacecraft like the Soyuz and Vostok. While playing around with this mod, i decided to launch a N1 Rocket with a crew of 3 with A Soyuz LOK and LK Lander to the Mun. This is my challenge that i came up with: Launch a N1 Rocket with a crew of 3 and a Soyuz LOK and LK Lander to the mun, successfully land on the mun, and successfully splashdown back on Kerbin. As i do this alternate history mission challenge (because in real life the N1 failed), i will post images of different stages in the mission. If you attempting this too, post your images in the comments below!!! The N1 sitting on the launchpad shortly before launch: On July 4, 1969 N1-L3 Launches with a manned crew and Soyuz LOK and LK Munar Lander. The N1's first stage, Block A, has a thrust of 45,400 kN (10,200,000 lbf) and burns for 125 seconds, there are 30 engines in Block A. After 2 minutes and 5 seconds, the first stage shuts off and the second stage engines ignite. The N1's second stage, Block B, has 8 engines, a thrust of 14,040 kN (3,160,000 lbf) and burns for 120 seconds. After reaching over 35,000 meters, Block B begins the gravity turn for the N1. After 2 minutes, Block B's engines shut off. The N1's third stage, Block V, Ignites its Engines and the fairings separate, revealing the payload. Block V will put the rest of the rocket in orbit, including the trans-lunar stage. The N1's third stage, Block V, has 4 engines, a thrust of 1,610 kN (360,000 lbf) and burns for 370 seconds, putting the payload into Low Earth Orbit. You can clearly see the Soyuz LOK, LK lander, and the Block G trans-lunar stage. After entering orbit, Block V is jettisoned and the first views from inside the Soyuz LOK are transmitted to Soviet Mission Control.
  14. 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 ?
  15. TWILIGHT I think I'm going to make a music video for every planet and moon on Kerbal Space Program excluding those you can't actually land on. (JOOL)
  16. XB-70A

    This video...

    I simply can't stop looking at it for about a month now... I mean, this sound... this melody! Launched from Plesetsk with Uragan M-44 onboard.
  17. Has anyone tried hot-staging in KSP? Is it even possible to do without destroying the rocket trying to do it? I've been trying to get something working with Tantares, but I keep blowing stuff up. I'm thinking of just using MM configs to edit Max temps and such on the proper parts. Any ideas?
  18. would anyone be able to create the soyuz Sokol Launch and Entry suits i do know it will require texture replacer, thanks guys! thats litraly all it needs
  19. The new name for this version will be Soyuz 2LK. It wouldn't use the third stage, the Block I, using directly a Fregat upper stage, it will look a lot like the old vostok. Is made to be able to get 2 to 3,9 ton to heliosincronous orbit, filling an actual gap between the standard soyuz and the soyuz version without the lateral boosters. This is my source (sorry in Spanish, my googlefu don't encounter anything in english, but look the pictures) Original sources in russian:
  20. Is it true that a shuttle stack was held down by just eight bolts at the bottom of the SRBs? The whole thing? Orbiter and payload. By these bolts that sheer (spelling of that?) when the SRBs are lit? Soyuz stacks are held up by those four towers. How are other rocket stacks held to the ground/launch-platform?
  21. A Soyuz-style launcher. Stock. Has good dV to go to the Mun and back The airbrakes act as a fairing, activate before decoupling the stage. Download:
  22. Please don't be too harsh. I've decided to learn to model yesterday. ( June 21th , 2016 ) Never touched Photoshop, Unity nor 3DS Max before. It'll be a learning process I'll document. There's a long story involving a work accident, this is not the place to discuss it . But I'll be stuck in this very chair for the next 6 months. I love learning things ,got plenty of time on my hands and I got a pretty good PC ( FX-8350 +GTX 780 ) (32 inches 1440P Panel + 27 inches 1080P panel ). [CURRENT/ON HOLD] :So I begun this model to grasp the basics ( Soyuz Launcher ) ( One evening of work ) : [OUTDATED] : Ho , I've made some progress by observing @RoverDude on his streams ( Texturing wise ) So I began working on a Soyuz Capsule ( 3 days of work for the first version ( See spoiler-seption for latest version )). [OUTDATED] : 28/06/2016 : Happy with it so far ! First true re-edit of the post . Working on the OBM ( Orbital Module ( The round thing on the top of the capsule XD ) ). Moving to mod version 0.3 ( Progress is progress XD ) Stay tuned ! [OUTDATED] : 29/06/2016 : OBM is finished ! I figured out ( With the help of @Redneck ) ladders and how the hatch works . Config files are A-Ok and crew transfer works like clockwork. Very happy with it ! [CURRENT] : 29/06/16 ( Evening ) : Realized the proportions are jacked. Decided to re-do the whole thing with proper size in mind ( Smaller than Apollo MK 1-2 pod , bigger than Mercury Mk 1 pod ). This means a complete re-model ( For the hatch of the OBM to actually fit a Kerbal helmet ) and be still visually correct ( As much as KSP permits ). Also committed to do a Gemini KSP equivalent , since it's mostly ( I know it ain't exactly ) the same Mk 1.5 Size than Soyuz is. There's no equivalent 2 Kerbals pod in KSP yet , it ain't Soyuz-related, but I want to try making one for learning and practicing my ( Poor ) skills at modding. Stay tuned for this entire re-work ;). [CURRENT] : 30/06/16 ( Morning ) : The resizing for the Soyuz Descent Module is complete ! Ditched all the previous files and started from scratch. Makes for good practice I guess. Textured a tad darker and hopefully more stock-friendly. Will begin work on the OBM's resizing this afternoon. Enjoy ! [CURRENT] : 01/07/2016 : The rework of the OBM is complete ! Like the Descent Module , scale is correct and it' been started from scratch. It uses the " New " Mk 1.5 size for the bottom and the stock Mk 1 size on the top for docking ports and other Mk 1 stock size parts :). Here it is ! : [CURRENT] 02/07/2016: So ! Figured out I was going to need a Heat Shield that fitted the Soyuz Descend Module and the ( To come, WIP ) Gemini capsule. And it's done ! Quite proud of this piece. I'll also need the decoupler that's going to go between the heat shield and the Soyuz Service Module ( To come, WIP ) , that will be fun too.... Working on it right now ! For now , here's the Heat Shield (1.875m) : [CURRENT] : 02/07/2016 : Decouplers are DONE ! I realized I needed 2 custom-sized ones : One between the Orbital Module and the Descent module ( Effectively Mk 0.75 or 0.9375m ) and one between the Heat Shield and the ( To come , WIP ) Service Module. Here they are both ! They function just like the stock ones and I'm really digging this black scheme that matches the new Heat Shield as well ! Stay tuned for the Service Module ! : [CURRENT] : 03/07/2016 : About time I finished doing this pesky little thing XD. The " Skirt " of the Soyuz Service Module is DONE ! I'm debating making the round parachutes for the capsule as well , the stock radial ones are so big and ugly XD. I'm doing the service module itself now ! Stay tuned ! : [CURRENT] : 04/07/2016 : Service Module tanks are DONE ! Cranked these ( Ugly, I'll give you that XD ) puppies in less than an hour ! Fuel tanks are so much easier than all the rest I've made so far XD. So now the Orbiter is COMPLETE ! I'm so happy ! It does need balancing because with a Terrier, this thing has ridiculous Dv XD. Here is the dream made possible by kicking my butt to learn stuff ! Enjoy !
  23. Hello everyone! I love Kerbal Space Program but there's something missing in my opinion. I've always wanted add-ons that added rockets and space missions from the real world. Unfortunately, I couldn't find these anywhere. So, I decided to take it upon myself to make these add-ons starting with the Soyuz add-on!!! I just started making this add-on, so there's barely any work done, but it's coming. After this I'm definitely not going to stop making add-ons. There's still a lot of stuff to be made, like the Space Shuttle missions and the ISS Modules. Not only that, but I'm also enjoying the development of this add-on a lot! Here are a couple of screenshot of the only part that can actually be used already: The main tank! Thank you for reading! Hopefully you guys are as excited as I am! The_Boss-Ted
  24. Hello! So with 1.1 coming out very soon [and sort of is out right now] I have a little challenge for you all, to build by favorite spacecraft of all time. Of course I'm talking about the Soyuz! So you have to build a Soyuz rocket and spacecraft, And use that Soyuz on a variety of missions! So here's The challenge! Note: This is my first challenge and my first forum post, Played the game since 0.17 1. Build a Soyuz spacecraft that looks similar to the real one! It has to have a Orbital, Descent, And Service Module +2 2. Build a Soyuz rocket that looks similar to the real thing! 4 Strap-On Boosters, 1 Center Core Stage, Orbital Capable Upper-Stage. +2 3. Korolev's Cross [That's Just A Given!] +4 4. Build A Soyuz That Can Lift 3 Astronaut's/Cosmonaut's To A Space Station and back! +5 5. Retro-Landing-Rockets +1 6. Build A Modified Progress Cargo Spacecraft Based of your Soyuz's Design +3 7. Build It To Scale In KSP {That's Going To Be A Challenge!] +5 8. Soyuz-1 Send 1 cosmonaut into an orbit, and then abort the mission. Kill him during reentry. +3 9 .Soyuz-4-5 Launch 2 Soyuz One With 1 Cosmonaut, And the Other With 3 Cosmonaut's. Dock them in orbit and transfer 2 cosmonauts' by EVA to the other Soyuz. +5 10. Soyuz Station Crew Refresh Bring Up 3 Cosmonauts/Astronauts To a Space Station And Do a crew transfer. Simple! +4 11. Zond Mission! Launch Your Soyuz without an orbital module on Proton Rocket, on a flyby around the moon/mun! +4 12. Soyuz Lunar Orbital Mission! Use a space-tug to launch a Soyuz into an orbit around the moon/mun. Based on the Soyuz A-B-V Concepts +5 So that was my first challenge! Hope you like it and respond! Some Links To Help You