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Found 73 results

  1. The Kerbin Shuttle Orbiter System: available on Spacedock as multiple modpacks. Last Update: Community Patch, Dec 3 2017 (see forum post) NOTE: Manually installing from the links below is the officially supported method for installing KSOS. If you are using any other method to install our mod, be aware that you may be creating errors for yourself, and you will likely not receive support from us. KSOS requires the following plugins to function properly: [RasterProp Monitor] http://forum.kerbalspaceprogram.com/index.php?/topic/105821-105-rasterpropmonitor-still-putting-the-a-in-iva-v0242-24-december-2015/ [Smokescreen] (http://forum.kerbalspaceprogram.com/index.php?/topic/64987-105-smokescreen-2613-extended-fx-plugin-februaryr-15th/) [Firespitter] (Plugin only) (http://snjo.github.io/) [Klockheed Martian Gimbal] (Removed June 2016: Mod not updated for 1.1) [ModuleManager] (http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/&page=1) Craft Files: KSOS Craft Files 4.4 (temporarily removed) Dauntless Orbiter mod files: http://spacedock.info/mod/239/KSOS:%20Dauntless%20Orbiter Space Station mod files: http://spacedock.info/mod/241/KSOS:%20Space%20Station Super 25 Orbiter mod files : http://spacedock.info/mod/240/KSOS:%20Super%2025%20Orbiter Space Center Vehicles mod files: http://spacedock.info/mod/242/KSOS:%20Space%20Center%20Vehicles License: All vehicle models and textures: VegaArt. https://creativecommons.org/licenses/by-nc-nd/4.0/ Thanks to the plugin authors whose work was used to help KSO become fully functional: Sarbian,ialdabaoth,Snjo,Mihara,MOARdV,Dtobi,Hyomoto
  2. planet-creations

    The Kerbal XX Space Station

    The task is to add modules to the Kerbal XX space station in low orbit around Kerbin. Note that certain modules will already be added, such as the crew module and cupola. But other than that, start building! (Lucida Sans Unicode for LIFE) My module: Life support module (You obviously need that to survive!)
  3. Hello there, I've been posting all my fan art on the Kerbal Space Program sub-reddit (as DJOzmanMJ) so far, but figured the best place to post them is on the KSP forum itself. So, I'll be posting all my previous artworks as well as any new ones on here. So what's the image below? I could go in detail but why don't you have a look at the deconstruction I posted on Artstation: https://www.artstation.com/artwork/2xLdNK. Simply put, I render most, if not all of my images in Element 3D - a 3rd party Plug-in from VideoCopilot for After Effects. Enjoy! - Tinem
  4. After having the beginnings of my first space station wobble into my own personal Kessler Syndrome, I've decided to look at other options to keep my creations stable. I previously only used EAS-4 Strut connectors, and they did just fine for keeping rockets and landers together. But my space station, having been composed entirely of Sr. docking ports and pieces which are entirely stable on their own, did not have this option. My searches suggest that Autostrutting may be the answer to my problem, but I'm having trouble getting clear info on it; Does Autostrutting dynamically change what an object is "attached" too depending on circumstance (docking/undocking, decoupling, explosive spontaneous deconstruction, etc.)? If not, what happens when the object strutted to is disconnected or destroyed? What do the various options do, and when are they best used? "disabled" is obvious of course, but the rest confuse me, especially since I'm not sure about the above two questions... Should Autostrutting be used to replace EAS-4 Strut connectors or supplement them? How effective is it at keeping space stations and other large docked up structures from destabilizing and damaging or destroying themselves? I've heard people sing it's praises, and I'd like to know why, but I'm just not sure how to make use of the feature, or even where to get good info on it. Also, I'm trying to go vanilla for now, so I'm avoiding mods; I've only just started, so simple things like bringing one-way payloads to planets and moons are still a real struggle to me. I'd like to really get to know the game before I mod it...
  5. Welcome to the KOMMUNITY SPACE STATION!!!! The save file! The parts lists! KSS 2 Planning Document! KSS 2 will be the second-generation KSS, and will have a module plan made before assembly begins. Go ahead and add a module! The station is in a 250 Km orbit at Kerbin. Your job as a station builder is to launch a module there to add to the station. There is also a Munar station, a Minmus station, an Eve Station, a Duna Station, a Gilly Station, and a Moho station. There is also a polar orbit station and a Keostationary station, and a munar surface base. A few rules: 1. No parts mods or DLC parts on the station. This is to keep the save compatible with stock installs. You can use mods on the LV, however, as long as the LV is not connected to any stations and the mod is not called hyperedit or vessel mover 2. Fly it like a real mission (no hyperedit or f12 menu shenanigans) 3. Don't move the station 4. Don't break the station. If this happens, reload the save and retry, or just move on. 5. Station modules should be up to 5 parts and 2 minimum docking ports, preferably Sr ports. The docking ports don't add to the total amount of parts however. Land base modules should be up to 10 parts and an additional 4 landing gear parts or wheels. 6. I reserve the ability to veto modules that abuse the rules, such as hundreds or thousands of docking ports. 7. Add one module per mission, and let someone else add a module between your missions. 8. Try to do the mission quickly, then upload the station. The next person is waiting for you to finish your module so they can add their own. You have 3 days to do your mission. 9. Missions should be done in 1.4.1 to avoid save loading comflicts. 10. Leave a docking port open for other players to add modules. If there is no docking port left for your module, then attach to the station by a klaw. 11. Connect struts FROM the launcher TO the payload if you need to use them, otherwise they will stay on the payload and count against your part limit. 12. Posting pictures of your work is recommended, and save file posting should be able to be done through the folder in my Google Drive that is linked to at the top. (Please notify me if it is not working) 13. Please clean up all debris from your launch. We don't want excessive lag from several crafts being simulated in the background. How to run a mission: 1. Check that no one else is launching a module in our reservation system. Add your name to the end of the list. You are clear to launch in the save file when your username is at the top of the list 2. Create a module that adheres to rule 5 listed above. This can be done in a seperate save if someone else is adding their own module while you decide you want to add a module. You would then move your .craft to the save file before launching the game. 3.Download the latest savegame, unzip it, and move the resulting folder to your saves folder in KSP. The save file should be up at the top of the page, but check the last few posts before you download from there to make sure that the link upload is working and that people haven't posted it somewhere else instead. 4. Fly a mission to the station to dock the module, taking screenshots as you go. 5. Deorbit (or terminate from the tracking station) any debris from your launch. 6. Upload the save file as a .zip folder named as (Turn x), with x replaced with the number of your turn, to the Google Drive folder and post again to say that you are finished with your mission and to post pictures. Also remove your name from the reservation list Based off this community space station. Thanks @Jetski! Thanks to @ZooNamedGames we now have a Discord server for general discussions. Join it here: https://discord.gg/PNDScxk
  6. Station Parts. (Ver 1.2) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For Reflections and solar panels), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.5 & ASET Avionics 2.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Station Parts. (Ver 1.1) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Station Parts. (Ver 1.0) Parts pack for building orbital space stations. This mod is meant to be used with TAC Life Support. If you have TAC Life Support installed the part "Station Waste Container Module" will only store waste products. Without TAC Life Support the part is renamed to "Station Alternate Propellants Storage" and will contain Liquid Fuel, Oxidizer and Monopropellant. Features 2 different habitation modules, a science lab, probe core, a cupola, a fuel and resurces storage module, a waste container module, an airlock, an access tunnel, a PMA extender, solar panels, an exposed facility for experiments, a berthing mechanism for connecting parts together in orbit, a radial attachment point, a surface mount light, and different structural trusses for the solar panels and radiators. "Station Science Lab", "Station Living Quarters module A", "Station Living Quarters module type RB" and "Station Cupola" parts feature functional interiors. There is no docking port part included. Recommended is the HOYO Docking Port from the HOYO CSM. Fits like a glove on the PMA and all the modules. Use the Jules Kerman ATV mod for your station servicing. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections), RasterPropMonitor (For functional interior), Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1537/Station Parts. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.0. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics 2.0 created by Alexustas. Redistributed as per license. SCREENSHOTS. Just two possible designs. These are included in the LRAERO .craft files.
  7. <mod list to be added> KSP Version: 1.3.1 A Twilight Epic Revival, Names, and Ulterior Motives After installing The World Beyond, I decided to make a Space Station around Kerbin to serve as a jumping off point for voyages to Duna. It was also my attempt to get back into KSP after an absence of a few months. Chapters with a # next to the title were originally posts in "What did you do in KSP Today?". Index: Book 1 Book 1 - On Fire and Gateways Part 1: Twilight Power# I don't even know anymore. Twilight Station Assembly I added the backup power module, launched using the Pozhar-1A. I deorbited both upper stages. I encountered a heat bug.
  8. As the title suggests, I'm building a space station that I can use as an interplanetary travel spacecraft - named the U.S.S. Enterprise after the famous ship from Star Trek. There's no way I can launch it all in one stage, which is why I'm assembling it in Kerbin's orbit before sending it to Eve (and who-knows-where-else). So far, my plans for it involve: MAIN COMPONENT: 5 crew capacity (1 cupola and 2 mobile processing labs), 4 RA-100 Relay antennae, 8,835 power units, well over 15,000 units worth of fuel, 4 docking ports between the two labs for other parts, MechJeb and a probe core, 1 Rhino engine and 16 Swivel engines (the swivels were mainly to help with ascent into orbit), 20 docking ports to hold escape pods/landers/other craft, 8 gigantor solar panels, 8835-V of power ULTIMATE SCIENCE: 6 crew capacity (1 Hitchhiker and 1 mobile processing lab), 2 Communotron-88 antennae, 1,085 units worth of monopropellant (to help with attachment, 4,000-V battery, 1 survey scanner, 1 narrow-band scanner, and a 2.5-m service bay with: 1 science Jr, 1 barometer, 1 thermometer, 1 gravioli detector, 1 mystery goo container, 1 atmospheric scanner, 1 seismic accelerometer, 2 experimental storage units. ORE STORAGE: 3,000 units worth of ore storage space (tanks will start empty), 72 fuel units (to save weight, can refill tank later), convert-o-tron 250, 4 medium extendable radiators, 20 monopropellant (to start - can be refilled later), 4000-V battery, extra 6-sides docking module at the other end. EMPTY CARGO BAY: 1700 monopropellant for the assembly stage, 1 empty Mk3 Cargo Bay CRG-100, 4 Gigantor solar panels, 4000-V battery, 1 Infrared telescope. SSTO DOCK: 4 crew capacity (1 Hitchhiker), 4,000-V battery, 750 monopropellant for assembly, 1 docking port for an SSTO I found on the Internet, (https://drive.google.com/file/d/1c1vkqUQ3RVFw2Pgqdo-vFpC2jDwMEsYN/view), SSTO ITSELF: (Check the link above). It's purpose is to dock on and off the Enterprise and get crews on and off planets as well as bring ore back. I plan to modfiy it so that it can easily dock with the Enterprise MOON LANDER: 3 crew capacity (Mk1-3 command pod), 914 Fuel Units, 750 monopropellant, 4 Mk2-R Radial-mount Parachutes, 4,000-V battery, 4 1x6 Solar Panels, 4 LT-2 landing struts, MechJeb and probe core. Also came with a decoupler. Should I remove it or not, since I obviously plan to send the moon crew back up. Pros of keeping decoupler: can also be used as a one-way escape pod Cons of keeping decoupler: it goes off, the crew is going to be stuck there. 3 ESCAPE PODS: EACH HAS (from top to bottom): 7 crew capacity (that's 21 in total), 2 docking ports (1 on top, 1 on side), 9 Mk2-R Radial-mount Parachutes, 4 1x6 Solar Panels, MechJeb and probe core, 10-m inflatable heat shield, 1 25-m decoupler, 2188 units of fuel, 750 monopropellant, Skipper Engine Basically, if you're going to a planet/moon, this is a one-way trip. If you're transferring crews to/from Kerbin or other stations, use only one pod at a time. Keep the pods locked at all times. Do not use all of them (or any of them, for that matter) unless it's a life-threatening emergency that warrants immediate evacuation. I haven't sent any of this up yet, since I wanted to hear your input on what the Enterprise could use. Any ideas, I'm open.
  9. Mars-Bound Hokie

    Intentionally Crashing a Space Station

    I know that sometimes space stations fall out of orbit and crash onto Kerbin. But, has anybody tried to do that INTENTIONALLY? And even then, how much money can you get from debris recovery? Here's the story. I was preparing an interplanetary spacecraft (named the U.S.S. Enterprise) for assembly in orbit. Hours after I launched my first idea, I figured out a way to put in a station with more fuel tanks (and docking ports) attached to it. Since the first variant was very expensive and is currently unmanned (has a standard-issue probe core and MechJeb), I thought about cutting my losses and crashing it into the ocean so that I can collect debris money and have only one Enterprise ready. How profitable is that strategy? - also, has anyone tried rendezvousing two space stations (in my case, the two Enterprises) together and docking them? I'm considering transferring most of my fuel from the first ship to the second one before crashing it.
  10. Welcome to the Kerbal Space Station Showroom and Market or the KSSSM. Post your Space Stations in the Showroom (add #Showroom to your post) or to the market for download (add #Market to your post). The KSSSM suggests that you post in the Showroom before you post in the Market so it is double the looks. Happy Posting ☺.
  11. Duna Base Camp & HOYO CEV expansion (Ver 1.0) Parts pack to build the Duna Base Camp orbital space station. Also features parts to build the CEV variant of the HOYO Spacecraft. This mod is meant to be used with the HOYO CSM & DADV Lander. You can use the AresV LonesomeRobots rocket to put parts of the station in to orbit. Find it here. Alternatively it will fit any 7.75m rocket. Features functional interiors for the command module and Lab module. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For reflections and solar panels), RasterPropMonitor (For functional interior), ASET Props 1.5 & ASET Avionics 2.1, TDProps 1.1.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1669/Duna Base Camp & HOYO CEV Expansion. LonesomeRobots Aerospace .craft files for all LRAERO ships can be found here . These are saved from KSP 1.3.1. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.5 & ASET Avionics 2.1 created by Alexustas. Redistributed as per license. TDProps 1.1.1 created by TiktaalikDreaming. Redistributed as per license. Screenshots
  12. Hi all. I have the problem. Quest is to build orbital station for 19 kerbals then place it on solar orbit (at stable orbit station should have 6000 fuel) and one more condition "Place 3 kerbals with tourist prof. on the station" First I make station with 20 seats take additional contract with 5 tourists place 3 of them on station and launch it to solar orbit... Does not work Then I make 1 station with 6 seats place on it 5 tourists launch it to solar orbit then build another station with 20 seats and launch it to solar orbit then docked one to another and place 3 tourists from first station to another... Does not work... Any advice ?
  13. Hello, I just launched a rocket into space trying to dock to my small space station. Now i managed to get there and also pretty much dock but i realised, that i put my RCS thrusters (Place Anywhere RCS Port) onto my Docking port on my Rocket which doesn't allow me to dock. I've tried it multiple times but it always got stuck with the magnetic force active but the vessels not connencting. Is there any way to solve this or do i have to do this mission all over again? Thank you in Advance
  14. Hey guys, I'm sorry if this was asked before but I'm just losing my mind. I recently started building my space station, it has living quarters and a science module, connected by a Rockomax Multihub connector. My problem is, because of the idiot that I am, I forgot to add docking parts to the remainder of the ports of the Multihub connector. My question is, is there any way that I can attach a docking port to the remaining ports of the Multihub connector? Or do I just destroy that space station and build another one? Thanks
  15. I may be entirely daft here - it's likely, but I have my space station set up, with its fuel tanks. I have 3 tanks for monopropellant, and 3 tanks for Liquid fuel and oxidizer. I filled them all up at launch with monopropellant. Now 3 are empty - i want to convert these empty tanks to hold Lq and Ox. How do I make it do this as it won't let me transfer LQ and OX into them Below is a picture hopefully explaining what i mean... P.S. I have interstellar fuel switch installed.
  16. It's not much, yet, but I'm quite happy with it so far: They grow up so fast
  17. What mod Gives Iva Moving In 1.3?
  18. The challenge is simple- Build the largest space station you can! Allowed mods TweakScale HyperEdit Any Parts Mod
  19. What seemed straightforward to me when I was using a rocket was to give each module RCS thrusters, a bit of mono (or more), a probe core and MechJeb, as I detached each module I'd fly them close and then have Jeb dock them. Worked fine. However I'm now trying to use an OPT spaceplane, and when I try to take off with three modules in the bays bound for the station, I start the spaceplane engines and the throttle goes instantly to zero; engines on but zero thrust and the throttle won't respond to any command. If I take the HECS/OKTO units off all of the modules, the spaceplane now starts and takes off normally. I'm assuming for some reason with the probe cores in place (one of which has a Terrier for later Kerbin return), it's getting confused as to which vehicle is the master and which ones are just being carried. What's the best way to do this? TIA
  20. The X-Mas Station Challenge: The Christmas Station is a challenge in which, you will need to launch a 1.25m orbital mini-station in the shape of a Christmas tree. The spacecraft has to have at least 2 Gigantor-X solar arrays, 1 Communitron 16, 1 Stayputnik (as star and main control) and capacity for 4 crew. It has to be in an 80,000km-200,000km orbit around Kerbin. The cost restriction will be 55,000. Only stock parts allowed. Remember to show me your images! Example: P.S: Doing this challenge made me build my best orbital cargo ship.
  21. I want to build a refueling station in orbit of Kerbin with five of the big orange tanks. I want to do it in a 'x' shape, but i'm afraid it will be unstable due to the mass it will have. To fix this, i thought about using three Clamp-O-trons lined up. My question is: would this configuration work? Does the game allow for three docking ports to be attached on the same side? Here's an illustration of my idea.
  22. First, I have KER and KAC installed. Those are the only mods. I am running 1.3.0, but the station was made in 1.2. The issue I describe below began happening in the KSP version in which the station was started, so I know that's not an issue. Now, let me explain my issue and what I have done to try and fix it. In my career mode game I have put up an orbital station around Kerbin. I attached the first few modules, and everything was ok. However, once it got large enough, it would begin to wobble uncontrollable, and within 30 seconds it had torn itself apart (don't worry, I quicksaved as soon as I saw it vibrating). Here are the solutions I have tried: 1. I exited KSP and got back in. 2. I perused the forums and reddit to try and find a solution, but the only solution I found was to go into the save file and make every part have auto strut. I did this, and when I went back into the game, my framerate had slowed to a crawl. So far nothing has worked, and for now, every time I dock another ship, I keep manually autostrutting until the wiggling stops. That is my current method for stopping the wiggles, but it is very annoying to do, and my framerate is a little laggy. Here's a picture of the space station: I can share a save file, if that's necessary. I just need to know how. So if anyone has any solutions, that'd be great!
  23. Things slowed down here due to an update a while back, but it has been revived spectacularly here! This is a challenge for the space station builders out there. I have created a very simple Sandbox Stock savegame (I'll try to keep the latest link above the picture), and it has been added to by other players. There is a single orbiting station that started with 5 parts at about 100km over Kerbin, and a number of kerbals are inside. Your mission is to add 5 parts to the station by flying a mission and docking to the station. Do it in this order to complete the challenge: Post a note in this topic saying you are launching a module. This lets everyone know you have the latest version, and they should wait on their attempt until you complete the challenge. Download the latest savegame. Link is below over the picture, or if I haven't updated it just grab it from the latest forum post. Fly a mission to add a module to the station. Max 5 parts plus up to 2 docking ports can be added to the station, this includes tanks, lights, solar, batteries, any additional docking ports, RCS, everything. So choose carefully. Or add no docking ports, but you still only get 5 parts Dock your module with the station without destroying it. Deorbit any debris or additional ships, or delete them from the tracking station. Take pictures or video of the mission Upload your images to a new post, and the (new and improved) savegame for the next person. New! Community Spaceship Assembly for Jool mission on station - Cleared for launch! Station Maintenance Mission: Instead of launching a module, you may launch a maintenance shuttle (make it look cool!) with KIS/KAS installed, and basic tools on board. Absolutely no mod parts (even struts/fuel lines) left on station please, the savegame still has to load for stock players. It is understood that this side mission is fairly advanced work, and requires a bit of skill, so don't take it on unless you are quite certain you can manage it. Also, get yourself a shiny new badge! I'm interested to see what the Kerbal community can assemble in orbit - kind of like the ISS with different nations adding their modules. Hoping for a truly spectacular station by the time everyone is caught up in 1.1 A few ground rules: No parts mods at all, and particularly no modded parts added to the final station savegame, or it will break it for the next user. No HyperEdit, F12, etc, fly this like a real mission. I particularly encourage innovation - if you have a nice SSTO to bring your module up in a cargo bay, or a clever way to build a module, go for it! Leave the station in LKO. You can move it if you absolutely must, but keep it well within the orbit of the Mun to avoid interference and keep this challenge doable even by newer players Imgur albums are good for pics, unless you have a better way, also Dropbox is decent for posting the savegame. If you break the station or break parts, you have failed the challenge. Either reload the save, or accept a failed mission Try to only keep the station savegame long enough to do the challenge. If you post that you are starting your attempt, the next person has to wait for you to complete it, so don't hold on to it forever. Do your mission, post the savegame, and let the next person give it a shot. Missions are all to be done in 1.1.x, to avoid savegame loading conflicts. One at a time! You can add multiple modules if you like, but only one per attempt, and let at least one other player take a turn between your additions. Leave a docking port open for the next player! Please make sure all struts used connect FROM your launcher TO the payload, otherwise they add mass and part count, and will count against your 5 part limit. Here's a recent shot of the station, and I'll try to keep an active link to the latest savegame If it's not current, just look to the latest forum post. Total 245 parts and growing For newer players, here's how to use a downloaded savegame.
  24. NFS "Intrepid" In Mid-April 2017, a disaster destroyed the NFSS Intrepid. Now a new station has been commissioned to replace it. It is very similar, but with lessons learned as well. It is made in KSP 1.2.2 with many mods. Core Module First version of the Crew Vehicle, made for the escape pod challenge. Going to the station Docked FURTHER IMAGES IN PROGRESS