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  1. Download from Spacedock Download from Github Github Dev Builds AlphaMensae's Modular Launch Pads Tired of wimpy launch clamps? Well, then make any rocket launch an event by putting it on a Soyuz or Saturn V-style launch pad Board your crew, then go for ignition sequence start! v1.3.8 Update: Removed "layer = 0" line from the Saturn pad parts that have both ModuleAnimateGeneric and ModuleAnimated Decoupler. This was making these parts reset after the animation finished when staged. The included KSP 1.4.x versions of B9PartSwitch and Animated Decouplers work fine in KSP 1.5.x. NEW in v1.3 Partial mesh-switching has been implemented for the Saturn swing arms, base inserts, a new hold-down arm type and the Russian Launch Stand. Two new types of Saturn pad hold-down arms. The Russian Launch Stand has been revised, it no longer has the separate arm assembly, as the clamp arms and one fuel arm have been built into the stand now; up to two additional fuel arms and the crew elevator tower can be added separately. See the Changelog for a complete description of the new and revised parts. Russian Launch Stand Features One-part launch pad that's a node-attached launch clamp with amost no mass and no cost. Available from the start in career mode Animated retracting clamp arms that can be adjusted for rocket stages from 0.625m to 3.75m Separately retracting fuel arm that can output LF/O, LH2 and MonoProp. NOTE: Fueling can't reach tanks above/past a decoupler due to stock resource transfer rules. Up to two additional fuel arms can be added separately. Separate retracting adjustable crew access elevator tower can be added. Soyuz Pad Features Launch Pad Base with crew elevator for access to the deck from the ground (no direct access to rocket at this time). Base is free-standing, does not need launch clamps, but does require the Tier 3 launch pad. Clamp arm hinges tha can be adjusted in and out Clamp Arms that decouple and retract using counterweights like the real one Counterweights for use with the arms that make them retract The Soyuz pad is good for smaller rockets. Saturn Pad Features Two sizes of launcher base, standard and large (for real-scale Saturn Vs), withtwo different snap-in inserts to configure the flame hole for single-core or triple-core rockets Modular tower bases and sections to make a custom-sized tower for almost any rocket. Different general types of retracting swing arms sized for 1.875m, 2.5m, 3.75m and 5.0m tanks, with switchable umbilical types and colors (red and gray). Working crew access arms are also included. Special set of tower arms for the Bluedog Design Bureau Saturn V and Saturn IB, switchable between default (3.75m and 5.625m) and rescale (4.25m and 6.4m) sizes. Retracting Saturn V-style tail service masts and seven types of retracting hold-down arms. The Saturn IB milkstool, with switchable gray and red colors, plus switchable hold-down arm support configurations. Fully accessible by Kerbals with entrance ramp, walkways and an elevator to the lower level. The Saturn hammerhead crane, swithable between red-yellow and gray colors; can be decoupled and freely rotated with the Q and E keys (No actual hoist, though...yet). Both the Saturn launcher base and tower bases have elevators for crew accsss from the ground to the spacecraft. Drive your crew over to the pad, take the elevators up to the crew arm! Patches are included for TantaresLV, Tundra Exploration, FASA and Bluedog Design Bureau that add a size 5 node to the lower-stage fuel tanks or engine mounts for easier attaching to the pad bases. Module Manager is needed for the patches. Custom patches for other mod parts can be done by request if you don't know how to write an MM patch file. =========================================================================================================================== INSTALLATION INSTRUCTIONS New Install: 1> Copy the ModularLaunchPads folder (NOT the GameData folder) from the file into your KSP GameData folder. The Subassemblies folder in the .zip goes into your KSP saves/xxxx/ships folder. Do NOT copy the Old_Parts folder from the .zip 2> Select which version of B9 Part Switch you need (for KSP 1.3.1 or 1.4.3) and copy the B9PartSwitch folder from the .zip into your KSP GameData folder. 3> Select which version of Animated Decouplers you need (for KSP 1.3.1 or 1.4.3) and copy the AnimatedDecouplers folder from the .zip into your KSP GameData folder. Updating from pevious versions: If you have any craft files or saves that have any of the old parts, be aware that they do not load by default anymore. Craft files and saves may be broken. If necessary, copy the Old-Parts/Parts folder from the into GameData/ModularLaunchPads, and copy the contents of Old-Parts/3D-Assets to GameData/ModularLaunchPads/3D-Assets (or merge them). The old parts will not appear in any category or the tech tree, they are provided solely to enable craft files to be loaded so the old parts can be removed. Details NOTE: This mod supercedes and replaces my earlier standalone Saturn Mobile Launcher mod. That older one shouldn't cause any troubles if it is left installed, as most of the new mod's parts have different internal names--but maybe not all. The old one should be removed first before installing this one. Modular Launch Pads by AlphaMensae =========================================================================================================================================================== CONTACT INFO AND SUPPORT Forum Thread: Twitch: Youtube: Discord: =========================================================================================================================================================== *** NEW IN v1.3 *** **Russian Launch Stand** > The Russian Launch Stand no longer uses a separate arm assembly. The clamp arms and one adjustable (by mesh-switching) fuel arm are now built into the stand itself. The fuel arm can be retracted manually. Two additional fuel arms and a separate crew elevator tower can be added as well. > Russian Launch Stand's clamp arms can also be turned off, so the big Soyuz Launch Pad's gravity-retract hinges and arms can be used instead. > Color can now be switched to the Soyuz Pad's green. **Soyuz Launch Pad** > The Soyuz Launch Pad base now has switchable hinge-mount configurations, either at 90 or 45 degrees. > The clamp arms have adjustable-size clamp pads, done by the deploy limit slider. > Extra attach nodes are included on the base for use with the Russian Launch Stand's fuel arms and crew tower, as an interim step until I can make proper ones for the Soyuz Pad. > The color for the base's central ring, clamp arms and counterweights can be switched to the gray-drab color of the Russian Stand. **Saturn Pad** > The individual tower swing arms have been eliminated. There are now new switchable Saturn tower swing arms, in four general sizes (for fuel tanks of 1.875m, 2.5m, 3.75m and 5m diameter), each with seven switchable umbilical connector types. There are also new BDB Saturn V arms with two different size options (for default and rescale sizes). Eventually the general type arms will vary more from the Saturn V ones they currently use as a base; this is a small step in that direction. > The individual flame hole inserts for the base have been eliminated. They have been replaced by a single square and rectangular switchable insert, both with multiple options. > The standard launcher base no longer has attach nodes for accessories like SRB hold-down arms and tail service masts, these are now in the new switchable inserts. > The tower base sections' elevators are now off by default, and have switchable maximum heights when turned on. The deploy limit slider can still be used to fine-adjust the stopping height. > The hold-down arms no longer can be retracted manually, retraction is only by staging via Animated Decouplers > What was the Type 1 and Type 2 hold down arms have been revised and renamed the Saturn V and Saturn IB Type B hold-down arm. The other hold-down arms have been renamed General Type [x]. > Two new hold arms have been added, a bottom-mount type and another one designed for the Saturn IB, the Type A. > New Saturn Milkstool with an integrated insert, i.e. switchable node and hold-down supports. > NOTE: Disable staging for any part (like swing arms) that is manually retracted, or move its staging icon into a stage above that of the launcher base, otherwise they will reset if staged. **General** > ALL OLD PARTS ARE NO LONGER LOADED BY DEFAULT. They are in a separate folder called "Old_Parts" that is outside of the Gamedata folder in the .zip file. If they are needed to prevent craft and save files from breaking, copy the "Parts" foder from "Old_Parts" into the ModularLaunchPads folder, and copy the contents of the "3D_Assets" folder from "Old_Parts" into the "3D_Assets" folder in ModularLaunchPads. > Old parts won't appear in any category or the tech tree, they are provided solely to prevent craft and save files breaking so the old parts can be replaced. This is the last time old parts will be included. > Saturn tower swing arms are now back in the Structural category. > Added v2.3.0 of B9PartSwitch for KSP v1.4.3 > Added MM patch file for Tundra Exploration, it adds a size 5 node below the bottom of the three first stage tanks for attaching a launch pad. > Revised the custom category, old parts were removed, new ones added. =========================================================================================================================================================== INSTALLATION New Install: 1> Copy the ModularLaunchPads folder (NOT the GameData folder) from the file into your KSP GameData folder. The Subassemblies folder in the .zip goes into your KSP saves/xxxx/ships folder. Do NOT copy the Old_Parts folder from the .zip 2> Select which version of B9 Part Switch you need (for KSP 1.3.1 or 1.4.3) and copy the B9PartSwitch folder from the .zip into your KSP GameData folder. 3> Select which version of Animated Decouplers you need (for KSP 1.3.1 or 1.4.3) and copy the AnimatedDecouplers folder from the .zip into your KSP GameData folder. Updating from pevious versions: If you have any craft files or saves that have any of the old parts, be aware that they do not load by default anymore. Craft files and saves may be broken. If necessary, copy the Old_Parts/Parts folder from the into GameData/ModularLaunchPads, and copy the contents of Old_Parts/3D_Assets to GameData/ModularLaunchPads/3D_Assets (or merge them). The old parts **will not** appear in any category or the tech tree, they are provided solely to enable craft files to be loaded so the old parts can be removed. =========================================================================================================================================================== Patches for Bluedog Design Bureau, TantaresLV, Tundra Exploration and FASA are in the Patches folder; these add a size 5 node to various lower fuel tanks or engine mounts for attaching to the launch pad bases. =========================================================================================================================================================== PART GUIDE RUSSIAN LAUNCH STAND: > This is an alternative to the big free-standing Soyuz Launch Pad. It's a node-attached launch clamp that can be used by itself, it includes four animated retracting adjustable clamp arms and one separately retracting fuel arm. > The clamp arms have switchable size settings for different rocket fuel tank diameters. The fuel arm has switchable height and umbilical sizes. > Available separately is a retracting crew elevator tower that is attached to a node above the stand's ladder. The elevator's stopping height, exit platform height and exit platform extension walkway can be adjusted with the deploy sliders in the right-click menu. > Also available separately are three versions of the fuel arm, outputting either LF/O, LH2 or MonoProp. NOTE: Fueling can't reach tanks above a decoupler due to stock resource transfer rules. > The fuel arms and crew elevator can also be used with the Soyuz Launch Pad. The clamp arm can also be turned off so the Soyuz pads's gravity-retract arms and hinge mounts can be used instead. > The stand, crew tower and fuel arms can be switched between the default gray-drab and green colors. SOYUZ PAD: The Soyuz Pad consists of 4 parts, all with "Soyuz" in the title for searching. > Launch Pad Base, which is attached via a size 5 node in the central hole. There needs to be a free attach node at the bottom of a rocket; usually it will be an engine that has it. The included patch files add a node to TantaresLV, FASA, Tundra Exploration and BDB parts for easier attachment. The base has two switchable hinge-mount configurations, either 4x90° or 4x45°. Four extra nodes are provided for attaching the Russian Launch Stand's fuel arms and crew elevator tower. There is an elevator on the front side which allows Kerbals to access the deck from the ground; it works by an animation, so right-click on the base to raise/lower it. > Arm Hinges, which are attached to the base at 4 nodes around the central hold. Stack symmetry is enabled. Move the hinges in and out to adjust the fit of the arms for different-sized rockets. The Tantares ALV (Proton) does fit nicely on the Soyuz Pad. > Clamp Arms, which are attached to the hinges via a node; the size of the clamp pad at the end can be adjusted using the deploy-limit slider. > Counterweights, which are attached to the back end of the arms via a node. Both the pad base and hinges have built-in decouplers to detach at liftoff. The arms retract via gravity using the counterweights. The base's central ring, clamp arms and counterweights have switchable colors, either the default green+yellow or the Russian Launch Stand's gray-drab. SATURN Pad: The Saturn Pad is very modular, consisting of various components that can be combined in various ways to fit most any rocket. > Two sizes of the Mobile Launcher Base, a standard one for stock KSP scale and a large one for real-scale Saturn V-type rockets. The standard base makes use of 2 types of a separate insert part to adjust the flame slot for different-types of rockets. The insert attaches to the bottom size 5 node in the flame slot. The base attaches to rocket via the top size-5 node in the flane hole. There needs to be a free attach node at the bottom of a rocket; usually it will be an engine that has it. Both bases have an elevator on the side to allow Kerbal access to the deck from the ground. It operates by an animation like the Soyuz pad. > *** IMPORTANT NOTE FOR BASE POSITIONING *** The standard-size base should have its front legs inside the white part of the big circle on the VAB floor to position it properly on the KSP launch pad. The large-size base should have the flame hole centered on the big circle on the VAB floor, otherwise the middle legs won't sit on flat ground. > Saturn V-style retracting tail service masts are available for use with the Square insert; the nodes for them have to be turned on first. Seven types of retracting hold-down arms are available to attach to nodes on the inserts. These retract only by staging. > The Saturn IB Milkstool is also available as an option, with switchable colors. This attaches first to a rocket, then the launcher base is attached to the bottom node of the milkstool. The milkstool's top ring has switchable configurations for attaching hold-down arms. > The tower consists of 2 types of base sections, modular tower sections, the swing arms, and the Saturn-style hammerhead crane. All can be switched between traditional red and new-era gray colors. The tower bases are placed first, and have a generator, which has to be manually turned on and off, and an elevator for Kerbal access to the crew arm. The elevator is off by default, and can be switched to one of four maximum stopping heights; fine-adjustment of the elevator's height is done with the deploy limit slider. Due to a "quirk" in the stock ModuleAnimateGeneric, the elevator has to start at the top-most position to allow the deploy limit function to work properly. This means the elevator has to be brought down to the launcher base level first. The modular tower sections come in 8, 4, 2 and 1-floor versions, with switchable red and gray colors. There is also a 1-floor crew access section and a 1-floor top section that has the crane mount. The crew access section has an adjustable floor (done by right-click menu deploy limit slider) for fine-tuning the fit with a command pod. The crane attaches to the upper node of the top tower section. It has a built-in decoupler for separating from the tower, and can then be freely rotated using the 'q' an 'e' (or roll control) keys. There is no actual hoist on the crane (yet). The swing arms come in four general types, to fit fuel tank diameters of 1.875m, 2.5m, 3.75m and 5.0m. Seven different switchable umbilical types are available for each arm. There is also a special set of arms for the Bluedog Design Bureau Saturn V and Saturn IB, each with a switchable size (default or rescale), except for the Servicee Module arm. Crew access arms come in 1.875m, 2.5m and 3.75m sizes. The swing arms retract by an animation, which can be done by staging, right-click menu or action group. NOTE: Disable staging for any part that is manually retracted, or move its staging icon to a stage above the one that has the Launcher Base. =========================================================================================================================== LICENSE This mod is being shared under the CC-BY-NC-SA license: Animated Decouplers is by Starwaster, two versions are included: v1.3.5 for KSP V1.3.1 v1.3.6 for KSP v1.4.x B9 Part Switch is by Blowfish, two versions are included, for KSP 1.3.1 and 1.4.2 Assembly Guide video for the Bluedog Design Bureau Saturn V (default scale) and Saturn Pad-Tower: ================================================================================================================================================ LICENSE This mod is being shared under the CC-BY-NC-SA license:
  2. 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
  3. Delli's Tantrums & Drakenex Deluxe Counterfeits presents: Tantares - Now in Colors! Spacedock DROPBOX Featuring: BDB Now in Colors Preview!! Dropbox Following @Beale great overhaul of his work, together @Deltacand @Drakenex decided to share efforts and bring you Tantares in full color! So far this pack contains: Soyuz in many colors and combinations (includes both 2 and 3 crew variants) TKS in it's realistic military green and Vintage Salyut parts in realistic colors Progress spacecraft in modern black, green and vintage The Shenzhou spacecraft, resized and painted.* The N1 moon rocket, in all it's green, gray and white + vintage green glory The Soyuz 7K ** Many more coming soon, feel free to make requests! -- V 1.4.3 of KSP required -- Latest version of Tantares required -- Latest version of Firespitter required (for parachutes only, while Squad fixes that bug) Changelog: V 1.0.1: Updated incorrect engine textures Added RCS matching with colors V 1.1.0: New Soyuz MS rocket with fueled and un-fueled textures V 1.1.1: Fix for Soyuz Rocket central engine texture swap V 1.2.0: Updated to new VA/Alnair/TKS revamp, now in Vintage green Added Vintage Green to all FGB parts Soyuz Spacecraft now in Vintage Green (Including RCS) ASTP variant for legacy engine Rasvet/Mir adapter now in gray N1 Rocket now in L3 and Vintage Green colors Soyuz Rocket now in Light Gray and Vintage Green/Frozen Gray Various textures fixes here and there *** Last KSP compatible 1.3.1 Update *** V 1.3.0: Updated to the stock texture switch module - Firespitter core is no longer a dependency Soyuz now in Rust color! Updated all Mir and FGB parts, some re-done and some new All new Shenzhou textures Stock themes supported Many more changes and new stuff V 1.3.2: Parachutes temporarily ported back to FS texture switch because of a game bug who render them dragless if they use stock Texture switch. Energia launcher now in Soviet White. Zenith also in Soviet White and Vintage Green (1st Stage only + engines) Some small textures fixes V 1.4.0: Zenit now available in ETS Vulkan and Soyuz 5/Feniks flavors Vostok now in vintage green Progress updated to latest revamp LK lander now in Soviet vintage green LK-1 now in vintage green FS is still required for parachutes Many other texture and config fixes V 1.4.1 Fixed LK-1 drogue chute FS texture switch Changed LK lander fuel tank color to gray, because it looks better. V 1.5.0 Almaz / Salyut now in colors! Fixed a lot of stuff. * Requires CST-100 ** Requires Contares N1 re-colors @Deltac Soyuz, Progress, Soyuz Rocket, Shenzhou, N1, Salyut, Zenit, Energia, LK, LK-1, Almaz and TKS re-colors by @Drakenex All works and modification permitted by the great and talented @Beale This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  4. 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) Someday ( ): Unflown Crew/Cargo vehicle threads for spacecraft soon to fly: Eventually we need a Relativity Space thread here, and a Firefly thread as well...
  5. 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! Recommended addons Home Grown Rockets (plus HGR Community Fixes) have retro-rockets in their "SoyJuice" descent modules. With Landertron, they will automatically fire to soften their landings, just like the real Soyuz pods. (Note that they are not capable of substituting for parachutes!) 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. 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.
  6. 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?
  7. How to install Realplume for Raidernick mods WITHOUT RO?
  8. 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?
  9. Ol’ Musky Boi

    Favourite real world Rocket?

    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!
  10. 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?
  11. 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!
  12. 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.
  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. Blinkboy77

    Lonesome Robots

    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. DJ Reonic

    Hot Staging

    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. awfulhumanbeing

    Soyuz replica

    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. The_Boss_Ted

    Soyuz add-on for KSP 1.1!

    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. The_Shortline_Gamer

    Small Soyuz Challenge 1.1

    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