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Found 43 results

  1. File structure has changed, delete old version if updating from 1.2.1 Attribution-NonCommercial-NoDerivatives 4.0 International Mk3 Shuttle Pack (aka Shuttle Lifting Body) is required to use this add-on. Shared textures are engines>CA_STME and shuttleStack>CAet Attribution-NonCommercial-NoDerivatives 4.0 International - If you like what I do and would like to donate it would be appreciated If you would like to see a mod supported by Cormorant Aeronology, write an @part patch and message me with the patch and a link to the mod so I can check it out. Like these fine people did Realism Overhaul Patch (KSP v1.2.2) by @DrLicor (Github Link) 2.5x Scale dV Patch by Me and @TheRedTom on Github (Works with Quarter RSS by @pap1723) Real Plume Configs by @VenomousRequiem included USI-LS patch by @FellipeC included TAC-LS patch by @Spike88 on Github Cool Rockets effects by @damonvv on Github Stock Fuel Values by @PickledTripod on Github (Adjusts the ET and boosters to match Stock fuel volumes. Best used in 2x-3x systems) Shuttle Payload Technologies by @MrMeeb Ultimate Shuttle IVA by @G'th (RPM/MAS/ASET) Kermantech MK3 IVA by @luizopiloto (ASET based IVA) 6 seat Mid-deck IVA by @Daelkyr CxAerospace by @cxg2827 Persistent Rotation by @MarkusA380 Atmosphere Autopilot by @Boris-Barboris Gravity Turn by @Overengineer1 and @AndyMt (Set your roll to 180 at launch) Changelog This mod redistributes Firespitter Core by snjo and Roverdude - Forum Thread Module Manager by ialdabaoth and sarbian - Forum Thread Attribution-NonCommercial-NoDerivatives 4.0 International Parts derived from stock assets are free to be used in any way: CAdelta, CAstrake, CArudder, CA_Elevon1, CA_Elevon2 ----------------
  2. So here is my new LKO space station. I built it over 4 missions using space shuttles, and I sent up the crew in the 4th launch. Compared to my previous stations (which were, erm cough, not the nicest looking things), I think I did an ok job on this one. It's design is loosely based of the ISS, and I could still expand it further (If you have any ideas there, let me know). This is the shuttle I used to build the space station. It's based of the American design, and I decided to name it The Zubrin (after Robert Zubrin, founder of the Mars Society and author of "The Case for Mars). I don't know precisely what its payload to LKO is, but I know that its more than enough to take a fully fuelled orange tank to orbit. It's also pretty stable in flight, re-entry is another story, but as long as you stay relatively flat and don't make sharp turns it flies OK. Here's the link to the craft file: Enjoy! (EDIT: I mildly updated the craft to make it easier to fly)
  3. Shuttle Payload Technologies v0.2 This is the development thread for Shuttle Payload Technologies, a mod that I'm currently working on. The main goal is to flesh out the amount of parts available for shuttle payloads. Currently in the plans are: KU Band Antenna Spacehab Weird Shuttle-Salyut module thing Build-your-own LDEF + contracts for it Spacelab Pallet experiments + contracts Probably some satellite mounts Maybe Hubble and it's servicing equipment from the following missions? Anything else people ask for that I agree with! License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Changelog: Download Spacedock Github Required Mods: Comorant Aeronology DIRECT
  4. Updated for KSP 1.4! Yes yes, shuttles are old news now, but I still love them so here's an update for all you Shuttle huggers out there. New for KSP 1.4 - Uses new 1.4 parts for proper size ratios between ET/Shuttle/boosters - Solved SAS launch oscillation (was due to change in stability algorithms or something, since the control nodes are always offset from the centre of mass it was messing up badly) - Fully certified for 40+T of cargo with zero modifications. Just load her up and go. Tested to 1500km with Mullet Dyne fuel pod Space Shuttle "Resolution" The HMS Resolution was one of James Cook’s ships (One of which was Endeavour of course). As well, there was apparently once an enthusiast recreation of the shuttle cockpit that was named Resolution. So I thought it an appropriate for a KSP recreation by another shuttle enthusiast. Download: New 1.2 SSME Fuel flow view! New for this version! Uses new KSP SSMEs Certified to launch 0 to 68T (4 full Ore tanks to 100km!) Vernier engines as well as RCS for maneuvering Redesigned OMS pods now use Fuel+Oxidizer rather than Monoprop. Shares fuel with fuel cells and vernier thrusters. SSME fuel is still isolated from rest of shuttle systems so you can safely burn to ET fuel exhaustion and still have OMS fuel remaining! hybrid boosters (SRB integrated in LRBs to provide a bit of extra thrust and more dramatic exhaust effects) Multiple control points for optimal control during Launch/Orbit/Docking/Re-entry (see details here) Reduced part count! 1.0.x Shuttle still available here: Sample payloads: ISS Replica modules Features: * Does NOT rely on Reaction Wheels to fly! * Ability to perform Single-Engine-Out aborts like STS-51F. Depending on when the engine goes out, you may or may not make orbit! (just like real shuttle!) * Realistic "twang" effect on SSME ignition * Realistic fuel load (Oxidizer above Fuel) * Realistic braking system (main landing gear brakes only, front landing gear steering only) * Braking drogue chute * Action groups allow for OMS assist during launch * Fuel cell powered, use EDO pallet if you want extended duration missions! * Realistic OMS and RCS placement * Removable external airlock (reconfigure based on your cargo size) * Fuel dump ports to help adjust CoG for landing * CoG allows for stable nose-up re-entry up to about 40 degrees! * MechJeb compatible * Compatible with Inigma's Shuttle Mission Pods! i.e. Flight instructions If you can launch a basic rocket in KSP, you can fly this. There are no tricks or "be careful whens" in this craft, it flies exactly as you'd expect and has good control authority throughout the flight profile to authentically replicate a complete real Space Shuttle flight. The simplest way to fly is with MechJeb, since launching the same way a dozen times to build a space station can get tiring! Without MechJeb, I suggest you use the SAS Radial mode during launch and roll maneuver, roll heads down to your desired heading and pull up until your prograde vector points about 10 degrees along your desired heading, then just switch to SAS Prograde mode the rest of the way. Otherwise, there are NO "be careful it will flip over at X thrust/altitude" or "you have to manage the throttle blah blah blah" instructions with this shuttle. Just fly. You have full control authority in all flight regimes, you can easily stress the wings off if you attempt to fly too sporty but you can experiment with all REAL shuttle maneuvers including RTLS and reentry side slips. Suggested MechJeb settings for authentic launch profile These settings will send you on a launch profile that closely replicates a real shuttle launch. You can see why the shuttle flies upside down on its way to orbit (it helps shield the wings from the airflow), and how it uses a gravity turn to reach orbit. You can also watch the boosters separate and coast to a maximum height before landing back in the ocean for a safe recovery, and how the external tank remains sub-orbital for disposal even after the main engines shut down. Use these numbers as a guideline, you'll have to adapt them depending on your payload and orbit target. For reference, this shuttle has been tested to successfully launch an 18T fuel tank to a 300km 90 degree polar orbit. Orbital Altitude: 100 to 500km Orbital Inclination: 0 to 90 degrees Limit Acceleration to: 40m/s (this is about 3Gs, just to replicate the real shuttle limits) Force Roll: (This replicates the shuttle's roll maneuver after launch) Climb: 180 Turn: 180 (Real shuttle rolled to heads up during the last third of their launch post-1995ish, just change this to 0 when you want to roll to heads up, or leave it at 180 to simulate the earlier launch profile) Corrective Steering: on Autostage: on Pre-Delay: 0 Post-Delay: 0 Stop at stage: 4 Edit Ascent Path: Automatic Altitude Turn: off Turn start altitude: 0.5km Turn start velocity: 100m/s Turn end altitude: 60km Final flight path angle: 8 degrees Turn shape: 66% Action Groups: 1 - Toggle OMS engines 2 - Shut down SSME 3 - Toggle CargoBayDoors/Lights/K-Band Antenna 9 - Toggle OMS fuel dump 10 - Deploy braking chute Here are some "concept" shuttle variations that NASA explored during the Shuttle's golden age. These are all derived from this same shuttle craft file. Shuttle-C version: Changelog: Enjoy! Comments welcome!
  5. I built an STS replica mostly based on some tutorials I saw, and if I wrestle with the controls during ascent, It works. The only problem Is reentry. When I reenter, if I pitch up more than 5 degrees it flips over and sways around, going in backwards. The only way to land it is to deploy the drogues and flip it over. The com is in front of the col even with the fuel drained and it flies well if launched from the runway. (I didn't get to take a screenshot of reentry because I was fighting it.) the cargo bay is open in the pic where the fuel is drained does anyone have a solution?
  6. moJosh

    Osiris 1, and the A. S. S.

    It would do me great pleasure if you guys would check out my new video!
  7. Hi Kerbonauts, After alot tedious RL work i had time to play this game again and i fiddled as you might guess with another Kerbal Space Shuttle. I have made a handfull nicely working ones in my careerplay but suddenly i started to wonder how the external liquidfueltank depleted itself by the SSMEs... Where was the center of mass during the launch in the external tank, respectivly how does the CoM move (external tank only) during the process of draining? Thanks in advance for any hints or answers!
  8. Since I've just recently built my space shuttle Dislantis, I'd like to see what you guys have for reusable orbital transport. Here's the Dislantis (in orbit): Mods used: Cormorant Aeronology (awesome for creating a realistic shuttle that still blends in with stock!) The premise for a shuttle is that it must be a vertically launched spacecraft that has a winged orbiter that will glide back to a landing after its mission. Although it doesn't have to be fully reusable, it must drop stages to get into orbit (no SSTOs!) Show me yours!
  9. I Got space shuttle system and i downloaded everything and am not getting the cockpit Can anyone help? (I Am using 1.3 with it)
  10. Hi, Alpha Gametauri here. Thought about starting a discussion talking about each others Shuttle's, how to improve them, combination of each others ideas, etc. Nothing specific. I was going to upload my Space Shuttle, but i lost it going back to 1.2.2, (reason being there is a Interstellar mod i miss having and trying to find again.) Let's just say my Shuttle handles like a Drunk Rhino on Landing, come down even a tinsy bit too fast and it shatters. She is a little hard on launch, and i probably have enough fuel left over after i dump the ET for a one-way trip to Duna or Eve. I do have a Shuttle Test Bed file, a Shuttle i use for test upgrade/improvising design and see how it flies. I have tried designing an SSTO, all of them fly wonderfully, except i have little fuel left when in orbit, and if i carry too much, i max at 48-52,000M. Can't wait to see what ya'll have to say.
  11. KerbalTween

    Atlantis Space Shuttle

    After a few days After The first Atlantis Launch They Had the second time they had a crew To Test The Newly Made robotic arm It is Told That It Is Hard to find and Build In a few hours They will return for a runway landing The Last flight til now Was Unmanned and Landed Near By the KSC And Tried to Land at the Runway But didn`t have enough runway space for a landing The Next Part will be in a few hours
  12. Anyone that watches my stream knows I am more a spaceplane SSTO guy than a shuttle guy, but for you shuttle lovers out there, I think you will like this. It is not meant to be a NASA STS analogue but more a Kerbal version of what STS 2.0 could be. It is stock, but so much easier to fly using Atmospheric Autopilot in Rocket Mode as stock SAS has a major issue of over-correcting itself into a never ending oscillating roll. Or, with enough practice, pure manual flight. It can put more than 50 metric tons into a 250KM orbit and return. It can re-enter stable with 50+ tons of cargo as well, but you will need to practice approach and landing as it doesn't want to slow down and you have to keep about 3 times the velocity vs. empty on approach in order to flare properly. I created this and many other vessels on my stream Here is the Advanced Orbiter + Stack: (The mod Kronal Vessel Viewer takes the blueprint screen shots.)
  13. DeltaDizzy

    The Great Technicality

    THE GREAT TECHNICALITY A STORY OF MY URGES So, there's something about me that needs explanation. I like to finish everything I start. It's one of my many interesting traits. I wanted to do the space shuttle challenge, but my PC was broken and by the time it was fixed, the challenge as over. Now, the design you are about to see is legal under the challenge, even though it may not seem so. Here is my justification. It doesn't say anything about the orbiter being radially attatched, does it? We have Liftoff! Getting some heat Kessler Syndrome Orbit Insertion Burn We're here Proof An EVA Descent Initiated After that, well, I over shot and entered the night side, where I prompty crashed, with only the cockpit and some other bits surviving. There is no surviving footage of this event. I'm sorry. ATTENTION! REDESIGN IN PROGRESS. SUGGESTIONS WELCOME.
  14. SpaceEnthusiast23

    How to Land the Space Shuttle

    Some other day, I saw this video. It's really nice how Brett explains how to land the space shuttle lands in a comprehensible way. Anyone agree? This can also help with ksp if your playing in rss/ro and you're trying to land a shuttle.
  15. Does anyone have a closeup photo of the bipod attach fitting on the shuttle
  16. Hello enginieers. I would like to present you easy, safe way how to earn a lot of $$$$ on turists. NO RISK, NO DEBRIS, NO MESS in space!!! SMART IDEAs: Smart idea with airbrake in space shuttle: you dont need to have dedicated A.I.R.B.R.A.K.E.!!!! you can use 4 elvons (2 on each wing), invert them in full deploy mode and set action group to activate/deactivate deploy mode. (look at space shuttle picture bellow, you can see elvon airbrakes on both wings. Smart idea with hover technology: Kerbals developped this idea during building moon space shuttle. By the smart layout of teriers week and light engines in the bottom of the ship, it is posible to land verticaly on moon. Starting hover engines and main engine is by seting start/stop engine in action group. Space shuttle: Hello, this is the example of cheep space shuttle ship. Cheep and easy to build ship can travel up to 4 passengers for mid- high orbit. You do not need to research dedicated space shuttle parts who are avaible in later stage of career. Let's build own cheeper version, this can help to earn more money for "passengers orbital and suborbital flights" because construction allows you to preform maneuvers in high parts of atmosphere and land on runway of the KSP. Luch cost is quite hight but 80% of the ship is recoverabe, so will pay only for boosters How does it work? Ship upload link: Moon shuttle: I would like to show you example of ship which is able to cary 6+1 kerbals to the moon, land there in hover technology, come back to kerbin and land on the runway of the KSP. I have hope that some ideas from my project will inspire you in yours. How does it work? Times and titles: 00:40 setting up position of kerbin and moon 01:20 Ship presentation in VAB 03:20 Take off/lunch 06:25 Adjusting maneuvers to hit the moon (moon gravity breaking) 09:20 Adjusting maneuvers and choosing place to land on the moon 13:10 Prepearing to Land on the moon 15:20 "Hover technology landing" 19:30 Take off from the moon 21:40 How to preform maneuver to come back to home 26:40 Aerodynamic breaking 31:00 Final entry 35:30 Missed approach to rwy 09 - Standard 45/180 Procedure Turn (almost) 41:20 Landing rwy 27 Craft file:
  17. Jens Lyn IV

    Chibi Shuttle

    Searching this forum for 'chibi' brings up a few tiny shuttle designs, but most are just scaled down, so I set out to build something with "proper" chibi/SD proportions. I quickly gave up trying to make an external tank and solid boosters work, so the orbiter sits on top of a liquid booster instead. Nonetheless, I think the result is kawaii: Shuttle-chan on the pad. Sayonara, Kerbin-san. Stage 1 separation. Circularising. Landing; engine bell hot from burning off excess fuel. Shuttle-chan parked in front of Tower-senpai. Shuttle-chan comes complete with an abort sequence and emergency parachutes: "Baka!" "Geez, Val, no need to get all tsundere." "Bill, you okay back there?" "Um, I guess..." "Bob? Bob! Bob, look at me. Use the bag. No, the bag!" If you're interested in boring technicalities, this next section is for you: The booster fins are too small to achieve static aerodynamic stability in the pitch axis; SAS prograde hold is mandatory during ascent. Planform of the orbiter. Stability is marginal* with full tanks... ...But improves as fuel is consumed. And finally, if you must have a copy of Shuttle-chan for yourself: Download *Not as suicidal as it looks here, thanks to a draggy fuel cell mounted high on the rear bulkhead.
  18. eagle92lightning

    Spaceplane design advice

    hey I don't even have KSP installed yet but I want to be ready. So lets talk spaceplanes. Is there any advantage over rockets? Do you have to land on a runway? Can I put chutes in the cargo bay and just splash down?
  19. I am stumped at making a space-shuttle, all I know is vectors, orange fuel tank, kickbacks, and Mk3 parts, but it tried continually and failed continually. Any help?
  20. I have 2 new aircraft and 1 space plane (A shuttle). F22 Raptor, F35 Lightning, and a space shuttle that gets to orbit. Space shuttle - - Recommend after jettisoning the boosters, and at about 600 - 800 m/s, click the autopilot to go prograde. The shuttle will wobble, but it won't flip out. F35 Lightning II - (+ VTOL mode) Action groups 1 through 4, 1: Toggle main engine, 2 toggle VTOL mode, 3 shut down VTOL, 4 Shut down Main engine) F22 Raptor - - Nothing much special about this. Made it look similar though
  21. eagle92lightning

    space shuttle design

    okay I want to see how a shuttle will perform and I kinda have an idea of what it should look like but I would appreciate your advice
  22. These things don't belong in SSTO threads because they aren't single stage, nor do they even come close to it. But they represent a significant challenge to construct, especially in the stock game. Feel free to post your creations. I'm not going to impose any restrictions because for one, I'm not sure what defines a "shuttle" type vehicle. Partially, but not highly reusable, wings, solid rocket boosters, and a lack of airbreathing engines? How easy is yours to fly ? How well does it perform ? How close to the real thing have you managed to get (if that was your aim?) In terms of cost to launch and tech required, would it remotely make sense to use in a career game? To get things started, this is my Kolumbia III. Now that I finally figured out the Mk3 Engine Mount is supposed to have three 1.25m engines and one 2.5m to avoid open node drag , I built a shuttle around the part. I wanted it to be stable and easy to fly, so I compromised on visual similarity by going with a symmetrical arrangement of four boosters & internal fuel with no external tank. The Vector engines may look exactly like the RS-25 but are a bit too powerful for the job and much, much too heavy. They give a CG that is far to the rear. The shuttle wing planform, which I kept, also has CoL far to the rear, but that means all the cargo and fuel is ahead of CG, making it excessively nose heavy when loaded and excessively unstable empty. So, I went with the much lighter combo of 3 Terriers and a Poodle. I still needed some way to shift the CG up a little more. I also had this unused LF capacity in the wings that it pained me to just ignore. So I ended up mounting a pair of NERVs to the wing strakes and panelling them in with wing segments so their presence isn't too obvious. Looks good from this angle. Hey Jeb, you seem to have put the boosters on the wrong side.. Like a good plumber, I boxed in those unsightly NERVs. You'll never realise they're there. Hopefully everyone is too distracted by the majestic booster separation to notice we have twice as many exhaust plumes as there should be. Maybe if I launch in the day it won't be so obvious, but then people are more likely to notice the extra SRBs. . I would say successful payload delivery, but the lab module has no rcs, no power, and no probe core, so it's more a case of "fly tipping" in space.
  23. Emperor of the Titan Squid

    The space island group

    In the 1980s and 90s, the was an organization known as the space island group. they intended to build and operate there own fleet of space shuttles, and to bring the fuel tanks to orbit. how credible is the idea of a fuel tank station, or using tanks for on-orbit infrastructure? What if we could bring SLS fuel tanks to orbit? how economical would this be compared to inflatables? How would we design a rocket if we wanted to bring the tanks to orbit?