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Found 57 results

  1. Welcome to the COMMUNITY 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 and a Minmus station, after you add a module to the LKO station. And an Eve Station, and a Duna Station after you add to the main stations in Kerbin's SOI. Any other station and surface bases become available after you add to that body's equatorial station. A few rules: 1. No parts mods, especially on the station. This is to keep the save compatible with stock installs. 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 Clamp o tron Sr docking ports. The Sr docking ports don't add to the total amount of modules 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 1.3 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. In order to add to the Mun station, you need to have added to the LKO station first. The soon to be launched Minmus station can be added to after the Mun station, than the Eve station and Duna station. This is in order to have a logical progression for the station building. 14. 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 new 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 Also, we have 3 new badges from @scottadges for this! Feel free to grab any one of them it once you have added a module! Based off this community space station. Thanks @Jetski! Thanks to @ZooNamedGames we now have a Discord server for general discussions. Join it here: Special thanks to @Combatsmithen for announcing the next person for me whenever I'm not here when someone finishes.
  2. What mod Gives Iva Moving In 1.3?
  3. The Kerbin Shuttle Orbiter System: now available on Spacedock as multiple modpacks. This thread will serve for updates on the development of new models by Helldiver until release of the KSO EX. Last Update: June 19 2016 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] [Smokescreen] ( [Firespitter] (Plugin only) ( [Klockheed Martian Gimbal] (Removed June 2016: Mod not updated for 1.1) [ModuleManager] ( Craft Files: KSOS Craft Files 4.4 Dauntless Orbiter mod files: Space Station mod files: Super 25 Orbiter mod files : Space Center Vehicles mod files: License: All vehicle models and textures: VegaArt. Thanks to the plugin authors whose work was used to help KSO become fully functional: Sarbian,ialdabaoth,Snjo,Mihara,MOARdV,Dtobi,Hyomoto
  4. The challenge is simple- Build the largest space station you can! Allowed mods TweakScale HyperEdit Any Parts Mod
  5. 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
  6. 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.
  7. 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.
  8. 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!
  9. 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.
  10. 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
  11. Curie Orbital Akademy and Gas Station has taken between 3 to 6 launches, thus far depending on how you count. I'm learning / messing with MKS, hence the akademy module, and power distribution module. The original launch consisted of an MSL and Hitchhiker Can as a habitat, along with a set of Nom-o-Matics. While launching the second module of the Ada Lovelace Munar Kolony, I stopped by Curie to grab a couple of scientists, and also brought along a small truss with an inflatable mini-habitat, and the newly invented Docking Ports (not Jrs). I attached it with the Jr. Port on board. This truss also had an antenna, as I sort of forgot one on the original launch. Having accepted a contract to rescue some kerbals, I figured I could bring them down on my crappy SSTO which I have yet to successfully land. Crappy SSTO, "Reliant" I found after orbiting it at 72km, I didn't have the delta-V to get it up to 150km, where Curie lives. I was already getting ready to launch my first tanker, and figured I could rendezvous and refuel it en route. The tanker launch vehicle had extra lift capacity, so I included another Truss segment along with 4 de-orbit pods. The Truss had 4 docking ports around the middle. Turns out, my SSTO docking port was right at about the CoM, so instead of refueling it, I just attached it to the tanker's front docking port, and pushed it up to Curie. At that point, I realized I couldn't dock the SSTO to the truss docking ports, because there wasn't enough room. So I attached it to the end of the truss for now, with plans to bring up docking tubes in a later launch. On the 2nd tanker launch, I included hardware to de-orbit any other capsules I get on rescues (heat-shield, probe core + batteries, parachutes, and Konstruction Docking Port Jrs). The next big construction launch was to send up the MKS Akademy and required Power Distribution Unit (turned out to be overkill). This would be used to train up Kolonists for the Ada Lovelace Munar station and future Minmus kolony. I included 4 docking tubes along with an RCS tug to help put them in place and with future berthing operations. Here's an image before I de-orbited the last engine stage. I realized later I should have disassembled them for MKS parts, but oh well. So right now, I've got the SSTO berthed (on top), 2 fuel tankers with those great looking (high part count) inflatable tanks (replace when I unlock Mk. III fuselage), the Heisenberg Nuklear Tug below, and half of the Bohr Munar Bus (passenger trailer / aka "Short Bus") on the left. The drive section of the Bohr is picking up an empty 2 kerbal passenger compartment from a previous rescue, which I'll convert into a de-orbit vehicle for a tourist and rescuee. This was necessary, as I originally planned to bring them down on the SSTO in the lawn chairs in the cargo hold, but realized the tourist can't EVA to it. At this point, I realized I can't run the PDU for too long, while in sun, as the heat build up is too high. I included Konstruction Ports on the PDU with plans to attach trusses with Gigantor Panels once I unlock them to take the strain off the nuklear reactor. That should help make the fuel last longer. With the heat issues, I'll also throw on some more radiators.
  12. NFSS "Interim" (Formerly KSS Intrepid) This is a continuation of my space station originally built for the Space Station Week challenge(ON A 4GB LAPTOP), which can be found here. An album: -Delta
  13. What Do You Use Space Stations For?

    So, I've been playing KSP for almost a full year now and have always loved building space stations. When I first started the game, my first big goal wasn't actually to land on the Mun, but to build a giant space station. The first one I built had no particular purpose, I just made it to look cool and have something to brag about. It wasn't until much later that I actually started using them for a purpose. I placed a relatively small station out near Duna before I sent my first manned missions there. Its purpose was to be able to act as a lifeboat in case one of the missions went wrong. It had a decent amount of fuel onboard that would hopefully allow a stranded crew to be able to come home. The next time I built a station for a real purpose was when I started my first "science mode" save. After sending about 6 missions to the Mun to collect me some science, I decided it would just be easier to have a small SSTO lander attached to a large refueling hub in orbit around the Mun. I would periodically send missions out to the station to refuel the station itself (I hadn't unlocked ISRU yet), take home science, and transfer crew. I guess my whole reason for creating this post was to ask what other people use their space stations for and create a place for people to share any space station tips they have that could be of help to both newbie Kerbonauts, and veterans alike. ...psst... I love pictures, so by all means... post away. Cheers!
  14. Von Braun's Moon Mission

    I thought this seemed very Kerbal, and hope you guys enjoy watching it: Regards, Northstar
  15. HELLO! I have finally perfected how to build space stations and dock crafts, and now I have recently visited Dres! I have a new idea: First: Is there a Kommunity Space Station I could add a module to? If no, look at #2- Second: Can I MAKE one? If so... If so, I need to know a way I can download the files for your modules, and remember- NO MODS! KEEP IT VANILLA! I will only send up the main module with the 4 docking nodes, and the spacetug. The rest can be sent up by you guys! If this isn't possible, see if you can send me a video of your module in the VAB and then I'll try my best to recreate it! Catch y'all later!
  16. In honor of love lost Place (or have) a space station in orbit of Kerbin in range of 100x100 to 120x130 with at least two docking ports Place a female kerbal in the space station. The method of doing so is expected to use up one of the docking ports. Send as a male kerbal to to the space station at high speed. In particular: * Have a TWR of at least 2.5 on the pad. * Get shock heating during ascent * Get a space station intercept within 2.5km while still suborbital (PE below 70km); use the velocity matching burn also as your orbital insertion burn * Dock with the space station within one orbit after launch. Hard mode: * Intercept space station with PE still below the ground * Exceed 5 TWR at some point during flight. * Dock within half an orbit * Do not rotate the space station Insane mode: Do it in RSS (adjust space station height to something reasonable) I have done easy mode entirely by accident in my career save, and hard mode on purpose. My entry (hard mode): I got to intercept and matching velocities within 6 minute of launch. I managed to fail to record the time to dock, but from this point it was without time acceleration and couldn't have been more than 5 more minutes. Balanced mods welcome. If you really want to keep score, probably the best way in keeping with the spirit of the challenge is minimum time to dock. Yeah that leads to radical risky docking maneuvers but that's the Kerbal Way.
  17. <|HE|> Low Orbital Station 1 +Launch vehicles for station / crew (single launch station construction!)
  18. It's year 11 in my KSP save. After finishing my Kerbalnational Space Station it was time to start a new project. I was looking for the Chinese Station that will launch somewhere 2023/2030. So I thought that, because not many people have tried it, to make my own. I'm not going to do anything too realistic. I use the launchers and parts that I think fits well in my world of KSP. Progress: My inspiration image for this project is: Mods I'm currently using: Mission 01 - Ghidorah 9 (01): Mission 02 - SYS-121: Mission 03 - STS-122: Mission 04 - Shenzhou (01): Mission 05 - STS-123: Mission 06 - STS-124: Mission 07 - STS-125: Mission 08 - STS-126: Mission 09 - Ghidorah 9 (02): Mission 10: Coming Soon™
  19. Howdy, I have a few questions, I'm building a space station in my career game, its altitude is almost exactly 90.000 around. I have added two habitats modules, along a "pilot module" and a storage/life support module. I have a few solar panels, but all of them in proportion to the station itself, in other words, they aren't those huge ones. But as i expand the station, i thought it would be cool to add those really big solar panels. But how? Do i build the whole structure then simply dock it to a free node? or is it better to separate the process in sections (first the central column, with docking ports jrs. along its sides, then adding each solar panel individually by docking it to the column, etc)? What is a good way to add big solar panels and the support structure for you guys? Which bears me to my second question, last night i saw Scott Manley's solar flare challenge, on which he did a orbital rendezvouz the nasa way. He simple matched his ascent from the launch pad to the targeted vehicle, without having to orbit kerbin first, and do hohmann transfer next. Now i'm curious, what is the kerbal math behind this? Is there any good rule of thumb for it? My third question is a quick one. I have KIS/KAS mod, and in one of my crew exchange missions to my space station, i thought of bringing on a storage compartment big solar panels to be added by the mission specialist on an EVA. Thing is, the solar panel's volume is around 350. And the maximum volume a kerbal can take is 300. Is there any way around this? Is it possible to manipulate items and structures with volume's greater than the kerbal top limit? Thanks !!
  20. The challenge is simple. Build a stock fully functioning space station in orbit of the Mun. Easy: Have the station in orbit around Minmus. Challenging: Only use multi stage rockets to build it around the mun. Insane: Only use SSTO's to build it around the mun. Why: Have the station in orbit around Laythe. To get on the leaderboard of the challenge you will be judged by me to see if you deserve a spot on the leaderboard. Easy Leaderboard 1st: bEAstmode 2nd: Nobody 3rd: Nobody Challenging Leaderboard 1st: Nobody 2nd: Nobody 3rd: Nobody Insane Leaderboard 1st: Nobody 2nd: Nobody 3rd: Nobody Why Leaderboard 1st: Nobody 2nd: Nobody 3rd: Nobody Have fun out there!
  21. I am relatively new to ksp but have already achieved a lot. at the moment I want to build a space station. However, I am playing on science and don't want to waste what precious little Science I have on tech not necessary for it. So please tell me what tech will I need to make a space station
  22. T&L-KST

    Hello, i want to show you my little space station It is created on Kerbin orbit (400kmx400km) It's a home for 12 kerbals(Now 15, cuz a little ship is docked) Enjoy I hope that screens are good ( A little bit informations ) If you want to comment this post, i'll be glad ( And if you want, check out my channel on YT ) (Only Cinematic KSP Films)
  23. This is a problem that has been plagueing me since the beginning of KSP time. Whenever I build a space station is ends up shaking itself apart. This particular time All I did was add a mk3 fuesalage with a docking port at both sides. Only 3 parts and a station that was completely stable then shook itself into oblivion. My space stations have no reaction wheels or stability addons. SAS is not enabled (though it makes no difference if it is).
  24. I'm probably a pain to the KSP Community but I've got another problem, so lets just get this over with. I'll be providing pictures, don't panic xD Pictures of the Payload: Probe Controlled Circulurisation Booster: Ascent Stage: Craft Download: Hitchhiker Orbital Station.craft?dl=0 When I try to ascend, it starts pitching over in the wrong direction. I want to pitch over towards 90 Degrees on the Navball but my ship wants to do anything but that, all TWR and Delta-V Costs are provided in the screenshots above. (Ignore the staging, it is a mistake xD) So any help would be appreciated! Ascent Profile GIF (To show you what I mean by how it is pitching in the wrong direction): Thanks KSP Forums (Again) xD EDIT: Please tell me how I can show you the image of the GIF. I'd like help with that, so if anyone can, much appreciated xD
  25. Mods please move it to the Spacecraft Exchange. Hi, Crafty here! Today I bring you my Orbital Station which currently has these modules/smaller craft: 1 Space Station Core 1 RCS Module 1 Space RCS Tug Images will be provided in the Spoiler below: Craft File (Space Station Core): Hitchhiker Orbital Station.craft?dl=0 Craft File (Space Station Tug + RCS Module): COMING SOON! Mods Required: -Good Luck KSP Forums and hope you enjoy and continue to expand on this magnificent Space Station, Crafty