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Found 49 results

  1. Shuttle Orbiter Construction Kit | V1.0.0 | Stockalike Space Shuttle Orbiter Cinematic trailer by @damonvv Shuttle Orbiter Construction Kit is a parts mod designed to build a Kerbalized version of the NASA Space Shuttle Orbiter. This has been something of a labour of love for me - I started work on the modelling for this almost four months ago, and it's been an almost all-consuming project ever since. Countless hours have gone into the modelling & (especially) texturing, along with hundreds of test flights tweaking the balance and aerodynamics. Well, it's finally ready to release to the world - I hope you enjoy it! Key features: Highly detailed parts replicate the Space Shuttle Orbiter in a stockalike/Restockalike style at Kerbal scale Switchable Shuttle names & decals Minimal part count (mirrored parts are handled through part switching) 2.5m diameter payload bay Fine-tuned aerodynamics ensure ease of flight while maintaining realistic mission profiles Works best in 2.5X scale Kerbin, but will function just fine at stock scale Canadarm ("KerboArm") utilizes Breaking Ground DLC robotics, or Infernal Robotics - Next in 1.7.2 if installed Full IVA for all parts, including Mid Deck and Aft Flight Deck Craft files included for Stock + Breaking Ground, as well as for reDIRECT & Infernal Robotics - Next User manual included! IMPORTANT: This mod DOES NOT include the orange External Tank or boosters - these are from my other mod reDIRECT, which is designed to integrate with this mod but is not a dependency. It is perfectly possible to build a working launch system for this Orbiter using stock parts only! Screenshots (feat. reDIRECT, HabTech2 & Restock parts): More screenshots: Download: SPACEDOCK Dev versions available on GitHub USER MANUAL Dependencies: This mod has B9PartSwitch and PlumeParty as dependencies, both of which are bundled with the mod. My mods Benjee10 Shared Assets and HabTech Robotics are also bundled - these contain the parts for the APAS port, OMS engines, and the Canadarm. Recommended mods: reDIRECT contains the External Tank & Boosters used in these screenshots, and is the recommended mod for building a complete shuttle stack for 2.5X scale solar systems. HabTech2 and Stockalike Space Station Parts Expansion contain space station parts in a matching art style - perfect payloads for your shuttle. Bluedog Design Bureau contains many US rocket parts, including the IUS which was used in Shuttle flights. Restock because seriously, if you don't have this installed, what are you doing? Future plans: Additional shuttle payload adapter parts, including cradle for BDB IUS Improvements to IVAs, including RPM/MAS integration Additional variants to parts, e.g. Columbia SILTS pod Continued refinement/tweaking of existing parts, balance & overall flighty dynamics Spacelab and other Shuttle-specific payloads
  2. (WIP image) Shuttle Orbiter Construction Kit Today, being Yuri's Night and the anniversary of the first orbital mission of the Space Shuttle program, STS-1, felt like a good time to reveal what I've been working on lately: a pack of parts designed to replicate the US Space Shuttle Orbiter in a stockalike style. The stock mk3 parts, while excellent, are off in a number of ways in terms of proportions and performance when compared to the real space shuttle orbiters, and building a working space shuttle can be quite a challenge due to aerodynamics, thrust balance and a host of different reasons. This mod aims to do the following: Shuttle Orbiter System scaled to Kerbal sizes in a stockalike/restock-alike art style Payload bay sized for 2.5m payloads Performance appropriate for a shuttle in a 2.5x game (many mods, including reDIRECT and BDB, follow this principle) Easy construction with snap-together parts (all node-attached, no fiddling with surface attachment) Launcher agnostic (i.e. you can use parts from a number of mods or from stock in order to build the launch stack) Easy to fly with sensible aerodynamic properties Fully interactive, immersive IVA powered by 3rd party mods Low part count both in terms of editor clutter and in flight. Mirrored parts (such as wings) will be handled using mesh/texture switching Integration with reDIRECT launch vehicle parts (this will involve texture tweaks to the reDIRECT parts to bring them up to standard) So far, the shuttle is reasonably far along in texturing, but very far form functional in game. Many parts, such as landing gear, are not implemented at all yet, and others have very rudimentary textures or lack colliders, aerodynamics. This is by no means going to be an easy or quick task, so I wouldn't expect a release any time soon. To celebrate the anniversary of Columbia's first flight, please enjoy some of the screenshots below featuring a heavily WIP orbiter and parts from my reDIRECT mod. The shuttle features 15 switchable name slots, six based on the real flight-worthy orbiters, four based on test articles and mockups produced for the program, and five slots for custom names added by the user. In terms of size, the shuttle cockpit works out at slightly smaller but longer than the mk3 pod, and payload bay is longer but smaller in diameter. Happy to answer any questions you may have and take suggestions!
  3. What is this? In real life the Space Shuttle Program was originally supposed to make access to space cheap and easy, flying up to every two weeks and being the US’ sole launch vehicle. For various reasons the Space Shuttle never lived up to these early goals, but in this KSP play-through I’m recreating the program somewhere between what it was supposed to be and what it actually was. I’m probably never going to get to a launch every two weeks, but I’ll be flying frequently and including payloads planned for the Shuttle but never flown like the Shuttle-Centaur liquid-fueled upper stage. While I’m not going to be keeping detailed tracks of budgets or anything, I am going to be assuming that my budget is larger and supports more planetary/science missions than the IRL NASA budget did and plan fun payloads accordingly. (Mid-1980s Viking 3 lander to Duna? Moved-up and expanded Mariner Mark II Program? Yes, please!). The Game I’m playing in Sandbox because I want all of the shuttle parts available immediately, and generally want to do things as I see fit for my recreation (which is not always the way KSP wants to do things). I am, however, self-imposing other rules for verisimilitude; for instance, the Space Shuttle Main Engines cannot be re-started. I am not allowing reverting to launch or VAB, and while I am quicksaving at key points I will reload a quicksave ONLY in cases of gross pilot error during launch or landing. I’m renaming most of my Kerbals (except for Jeb, Bill, Bob, and Val, obviously) using a random name generator, mostly so that my mission patches don’t just say “Kerman Kerman Kerman Kerman Kerman ….” Mods: TAC Life Support, Dang It! Continued, Decal Stickers R2.0. I may add other part mods later but don’t intend to significantly change the functionality of the game beyond the mods I already have. The Metagame In order to do my own homebrew simulations of things not included in the base KSP game, I’ve written Python scripts to tell me how long the Shuttle needs to spend being processed after each mission, and whether the weather is clear for launch or landing on each day, including a forecast for the next week (based on real-life Kennedy Space Center and Edwards Air Force Base weather data for the dates in question). I’m also using the calendar Year 1=1981, Year 2=1982, etc., and split the 426-day Kerbin year into 12 months, each of which has 5 more days than our real-life calendar (except for February, which has 6 more). The Dirty Secret The shuttle’s crew compartment is actually two Mk3 cockpits clipped together It was the only way I could get the orbiter’s balance right so that it would be stable during both hypersonic flight and landing, and has the added benefit that I can fit the same crew of 7 or 8 used by the IRL Shuttle. Mission Reports For each mission I’ll provide a mission written from the perspective of the kerbals, including mission patches and screenshots. Once I start flying I’ll edit this post to include a table of contents/quick-links below. Preview Following extensive simulator tests for craft design and years of construction of testing, the Space Shuttle Columbia was rolled out to Pad 39A at Kerbal Space Center on February 34, 1981. After a successful Flight Readiness Test Firing during which the three Space Shuttle Main Engines were fired for 23 seconds on the pad on March 20, the shuttle now stands ready for its first flight. Astronauts Jebediah Kerman and Abe Dykstra are scheduled to launch on April 3 to take Columbia on a 2-day test flight. All eyes on Kerbin turn towards the brave astronauts and the shining winged rocket straining towards liftoff… Columbia completes Flight Readiness Test Firing, March 20, 1981.
  4. 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 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 ----------------
  5. Flat-Bottom Shuttle Systems is a modular parts pack which allows you to build flat-bottom space planes! These parts have a triangular cross-section of 2.5m and, due to the flat bottom, provide some lift. Please note, the RasterPropMonitor mod is required for the IVAs and will have to be downloaded separately. Comments and feedback are appreciated. Updated: 3/17/2019 The latest update includes surface-attachable wings, added adapters for Mk2, Mk2.5 and Mk3, and new engine mounting plates. Now uses B9 Part Switch. Download from: SpaceDock Required: RasterPropMonitor Parts List: Sample Images: Cross-section Specifications: Please note this mod is still a work in progress. Next Update:
  6. Hello everyone, It's Trekkie148 here, I'm just wondering on how to make my space shuttle stable, get to orbit, rendezvous, docking with an object, maybe mun orbit, and mostly mk2 and mainly mk3. I am using the mod Kerbal Engineer Redux and for visual Planet Shine to see the ship from the dark side of a celestial body. When ever I make a orbiter that looks like and supposed to act like the NASA space shuttle and I also empty out the tanks of the orbiter and put on the CoM and CoL indicators and sometimes CoT all standing for Center of Mass, Center of Lift, Center of Thrust, and I try to make the CoL closer to the CoM, I seriously do not know about what is happening what is happening with my design because it keeps on flipping my spacecraft either while landing or Reentry. This thread will be updated tomorrow on Thursday November 22 2018. Stay tuned, But do tend to give me help and reply. This helps out a lot. Thank you everyone. Also Happy Thanks Giving!
  7. Full Scale, Full Stock, Full Function On April 21, 1981, STS Columbia launched for the first time. Just as Yuri Gagarin’s first flight exactly 20 years earlier, Columbia opened up a new era of space flight. The Shuttle provided an unparalleled capability to service satellites in orbit, providing a flexible base of operations for seven astronauts for two weeks in low earth orbit. It is not too much of an exaggeration to say that without the shuttle we wouldn’t have Hubble, the ISS, and many, many scientific advancements. About the replica This craft began about five months ago, as I realized that I was rapidly approaching 100 craft uploads on KerbalX. I wanted something BIG to mark the milestone. This craft went through two major revisions, and countless minor revisions. Of note, this craft wouldn’t be where it is without the help of @HB Stratos who took my poorly made cargo bay and made it work 100% of the time. Additionally, this craft deserved a proper craft video. I'm really proud of it, give it a watch: Flight Manual Launch Orbital and Payload Operations Reentry and Landing Download Link https://kerbalx.com/servo/11-STS Enjoy! This is a difficult craft to fly, but I promise you, it's well worth it.
  8. 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
  9. 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: https://kerbal.curseforge.com/projects/space-shuttle-zubrin/files Enjoy! (EDIT: I mildly updated the craft to make it easier to fly)
  10. 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 https://kerbalx.com/Speeding_Mullet/Mullet-Dyne-40t-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: https://kerbalx.com/crafts/14202 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: http://kerbalx.com/crafts/1923/ 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. http://kerbalx.com/inigma/STS%20Fuel%20Pod 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: http://kerbalx.com/crafts/2740 http://kerbalx.com/crafts/2743 Changelog: Enjoy! Comments welcome!
  11. 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?
  12. It would do me great pleasure if you guys would check out my new video! https://www.youtube.com/watch?v=ewEVni-bPQY
  13. 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!
  14. 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!
  15. 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)
  16. 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.
  17. 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
  18. Anyone that watches my stream knows I am more a spaceplane SSTO guy than a shuttle guy, but for you shuttle lovers out there, I think you will like this. It is not meant to be a NASA STS analogue but more a Kerbal version of what STS 2.0 could be. It is stock, but so much easier to fly using Atmospheric Autopilot in Rocket Mode as stock SAS has a major issue of over-correcting itself into a never ending oscillating roll. Or, with enough practice, pure manual flight. It can put more than 50 metric tons into a 250KM orbit and return. It can re-enter stable with 50+ tons of cargo as well, but you will need to practice approach and landing as it doesn't want to slow down and you have to keep about 3 times the velocity vs. empty on approach in order to flare properly. I created this and many other vessels on my stream https://go.twitch.tv/rocketpcgaming Here is the Advanced Orbiter + Stack: https://kerbalx.com/rocketpcgaming/Advanced-Orbiter-+-Stack (The mod Kronal Vessel Viewer takes the blueprint screen shots.)
  19. 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.
  20. 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.
  21. Does anyone have a closeup photo of the bipod attach fitting on the shuttle
  22. 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: http://www.filedropper.com/kspcheepspaceshuttle 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: http://www.filedropper.com/moonshuttlepax
  23. 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.
  24. 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?