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Found 34 results

  1. 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!)
  2. So, yeah. I want the know how to build a missile that includes target functionality. Like you double click on something and it pulls up a target sas mode. I need an atmospheric and space faring version. Can both take down a building. (Any.) I'm quite new only 130-ish hours on KSP and I want this for my Kethane Wars video. Don't care how big. Make some physic-bug ones if you want and make sure it can fit in a 1.25 meter hull or mk2 payload. (Full size.)
  3. The Rockleford E-1 is great at putting it’s payload into kerbin orbit. The first stage pushes it most of the way into orbit, and the second stage with four F3S0 solid fuel boosters finishes the orbit insertion of the payload. It's also my first craft. Below are the stats and some images. Stats: Mass - 24.47t Cost - 19,807 Funds Stages - 8 Part Count - 25 Built in KSP 1.8.0 Download: https://kerbalx.com/TheKSPKerbalGuy/Rockleford-E-1 (KerbalX) Enjoy using this craft! It's also the first in the E-Series of the Rockleford Rockets.
  4. This is a post I originally started a couple years ago in a thread for My History of Spaceflight, but it got a little buried (...I couldn't find it...) so I thought I'd make a new post and include my thoughts on spacecraft design et. al. I would like to keep updating it with comments of various craft that I've created as well as the through process behind them. Philosophy and Approach This actually encompasses more than just KSP as I've been "designing" spaceships since I was a little kid, "swooshing" a few little Lego parts that I wholeheartedly believed was a spaceship. I have a vivid memory of playing with these handful of Legos and intuitively thinking: Spaceship. That passion for Lego eventually evolved into much larger SHIPs (Ex: #1, #2, #3, #4, #5). But at that same time, I would pore over the many versions of Star Trek technical manuals, marvel at blueprints of the Millenium Falcon, and stand in fascinated awe at the Space Shuttle in the early 80s. Add to that, basically 30+ years of pop-culture spacecraft awareness, a dash of actual space history, a whole of of imagination, channelled into a digital medium that allows me to build & fly these things. Watching Star Wars movies literally more times than I can count, continuously consuming Star Trek for over 30 years, loving late-70s Buck Rogers (unaware of the monumental cheesiness), hyperactive over Battlestar Galactica (the 70s original, but then much more importantly, the 2004 reboot); really just about anything in the Sci-fi genre that might include a vehicle maneuvering through the vacuum of space, or on alien planets, or heck even our own planet. With Kerbal Space Program, I've found one of the best tools to express the combination of creative and analytical thinking that is spacecraft design. It's a pseudo-practical approach that, for me, makes this game endlessly playable and allows that expression. So even though it's a game, the fact that you engineer things in this game to actually fly adds an entire level of realism (or not... depending on your KSP playstyle) to the process. And while KSP & Lego are aspects of the same thing, i.e. working with a specific set of parts, creating something unique but not overbuilt; KSP allows me to take this newly created vessel for a spin around the solar system. So, you ask, what do I mean by "pseudo-practical"? A personal philosophy, I guess, that imposes a set of realistic parameters on an inherently unrealistic creation. Designing in a way that balances in-game mechanics with a broader use case for a spacecraft. Working with symmetry and aesthetics, while balancing the inherent asymmetricality of space technologies melding together into a ship. Maintaining the internal logic of specific part choices used in specific ways within an overall visual context, that hopefully comes across as both "realistic" and creatively interesting at the same time. I find myself constantly evaluating the aesthetic choice of a set of parts in trying to meet a certain need, then reviewing whether those parts meet the game's technical needs, then going back to adjust how they mesh visually, then back to the parts specs... until many iterations later, an actual spacecraft evolves. Then I keep looking at it, noodling with it; taking away anything that strikes me as "off" and in some cases completely re-working the craft. When I do orbital test runs, if anything jumps out at me visually, I usually re-work it. If the ship isn't meeting the technical needs of the mission, I re-work it. This goes on until I think I can't possibly make any more changes (then I usually find 1 or 2 more...) until FINALLY, I can't stop looking at it. There's nothing that my brain says, "Wait. Change that." It's odd to use the word 'perfect', but in a sense that's what it is. My brain has gone through just about every iteration until it just seems 'right' on all facets. There's a creative pride that comes from this iteration process. There's a sense of childlike whimsy when the thing can actually make orbit, or I can actually dock it, or the antennas extend, or the light and shadow catches it just the right way. The same feeling as when I was 6 years old making Lego ships. "I made a ship that flies through space."
  5. Taurus & Amarok Mod Pack Download: SpaceDock Source: https://github.com/macluky/MacLuky Manual: Assembly Guide Taurus Launch Systems The Taurus Launcher series provide an early to mid-career set of lifters that enable you to launch payloads in LKO and beyond without too much assembly, whilst making an effort to look a bit more like a real rocket. They are based on bits and pieces from Lionhead's ESA Launchers, Socke 1.875 HGR extension, some texturing ideas from Benjee and a lot of creativity and testing. The included guide gives some examples of various configurations ranging from 1 ton to 12 ton LKO. Support for CTT is included. Parts Taurus Launcher Family Amarok Space Systems The Amarok Space Systems are a series of space craft that help you through your career in a fashionable and recoverable way. I never quite understood how the Navy was supposed to find grey capsules at sea, therefor these craft follow a pain job similar to that of Copenhagen Suborbitales (https://copenhagensuborbitals.com). Based on some texturing ideas from Martinezfg11 and modeling ideas from the Phoenix capsule from MoviesColin IVA snippets from Tokamak and Fuji parts from Beale. As well as the Circular Panels from Yogui, and FusTek doors, docking ports and some decal. The lunar module is quite in alpha yet and must be considered a prototype. All capsules come with pretty IVAs (hence Kottabos click-bait) but the Mk2 capsule is having difficulties on KSP 1.3.1 it does show properly on 1.3.0. Parts Requires ASET Props by Alexustas (bundled in download) and Module Manager Plays well with - CTT, Kerbalism, TAC, Taurus, StockeAA, HGR, Tantares, BDD, Kerbal Engineer License CC-BY-NC-SA Pictures or it didn't happen https://ibb.co/album/b7Cx6F
  6. Here is the Lil' Guy 1 light spacecraft KerbalX Craft File Lil’ Guy 1 Lil Guy 1 is a multi-purpose light craft designed for maximum precision and fun. It sports a unique and practical feature set that’ll make any rookie Kerbonaut look like an ace pilot! Its lightweight aerodynamic frame, combined with powerful RCS ReEntry Control System, allows for an unexpected amount of glide in the atmosphere, and should have you touching down in, or at least near, your intended LZs. The orbiter carries all the basic experiments plus Goo, and a Kerbal on EVA can collect them all without leaving the ladder. With more than 2K dV in the tank, this ship can cruise all over the local system, and even venture to distant planets. After activating the orbiter’s main propulsion system, all 3x engines will be enabled by default. Action group 3 toggles off the outboard Switch engines to enter Eco-Friendly Gas-Saver mode. Toggle them back on when you need the extra zip! Reentry attitude should be facing retrograde for a braking phase, and then reorient to prograde for a precision glide landing. Chutes won’t support the full weight, so leave some gas for a final braking maneuver on touchdown. As a bonus, this Launch Vehicle comes with the Smart-@5S remote controlled transfer stage. After reaching orbit, flight plan calls for a transposition and docking maneuver, where the fairings will be shed to save weight. After docking, Action Group 0 shifts control to the Xfer stage. You are now free to move about the solar system! Imgur Album
  7. I usually go with Greek gods and other ancient mythologies for rocket and/or spacecraft names. Here are some: - Artemis II Heavy Rocket - Osiris IV Medium Rocket - Hercules Crew Pod - Phoenix Mun Lander - Icarus Rescue Capsule - Atlas Duna Landing Vehicle - Capricorn Eve Ascent Rocket Anybody got something better? I'd like to hear them.
  8. Yesterday, September 15th 2018, was a day of two endings. It was both the last day of the Delta-II, and the first anniversary of Cassini-Huygens mission completion. So, I'll put a little text-based tribute to them both, here in this thread. _______________________________________________________________________________________________________________________________________ Cassini-Huygens was a mission of firsts. A trailblazer. First mission to orbit Saturn. First soft-landing in the outer solar system. Weighing 6 tons when fully fuelled, it is going to be a long time before a mission of this scale is launched again. Spending 13 years (half a Saturnian year) at Saturn, it observed the changes in the Saturn system over Spring and Summer. Discovered 7 moons (6 of which are named). Took 453048 images.162 targeted flybys of Saturnian moons. 360 engine burns. 635 GB of data collected. Its ride-along sister probe Huygens made the first soft landing in the outer solar system, landing on Titan on January 15th, 2005. It discovered methane rivers and lakes on Titan. Evidence of salty, liquid water sea heated by hydrothermal vents under Enceladus. Tests of general relativity. Radio occultations of the rings, revealing their composition and particle size. Verifying spokes in the rings, first confirmed by the Voyagers. And, on September 15, 2017, it literally tasted the atmosphere of Saturn itself. 1500 km above the cloud tops, Cassini entered the Saturnian atmosphere. Struggling to keep radio contact, signal was finally lost 7:55:46 AM EDT on 15th September 2017. The spacecraft is believed to have broken up 45 seconds after loss of contact. And so, on that fateful day, the probe was united with the planet it had studied for over a decade. Ad astra, Cassini-Huygens. We will certainly miss you. The Delta-II rocket was a reliable workhorse. Launching 54 science missions for NASA, our current understanding of the solar system wouldn't have been possible without it. It launched 2001 Mars Odyssey, Dawn, Deep Impact, Genesis, Mars Phoenix, MESSENGER, NEAR-Shoemaker, both STEREO spacecraft, both MER rovers Spirit and Opportunity (Hang in there buddy!), WISE, WMAP, Spitzer Space Telescope, all 5 THEMIS spacecrafts, the Fermi Gamma-ray Space Telescope, 24 GPS satellites, 60 Iridium satellites (which are now an endangered species, if you've been paying attention to Scott's science videos), the Kepler spacecraft, and so much more. Without Delta-II, we wouldn't have had any of this: (Asteroid Eros imaged by NEAR-Shoemaker) (Comet Tempel-1 imaged by Deep Impact) (Vesta imaged by Dawn) (Asteroid Mathilde imaged by NEAR-Shoemaker) (Comet Siding Spring as imaged by WISE) (CMB as measured by WMAP) (Polygonal Martian terrain as imaged by Mars Phoenix) (The sun, as imaged by one of the STEREO spacecraft) (Heinze 206 as imaged by Spitzer) (Mercury, as imaged by MESSENGER) On 15th September 2018 at 13:02 UTC, the final Delta-II launched ICESat-2 out of SLC-2W at Vandenberg Air Force Base in California. The mission went as planned, and earned the launch vehicle a streak of 100 successful missions in a row. Thus ended the illustrious career of the Delta-II. Ad astra, Delta-II. Goodbye, old friend. ________________________________________________________________________________________________________________________________________ (Feel free to add your own tributes below, in any format.) ________________________________________________________________________________________________________________________________________ Edit: I've decided to make this a tribute thread to other spacecraft too, as Dawn and Kepler have come to an end.
  9. Common Core Pods The Common Core Pod Program it's a effort to develop a modular capsule suitable to a wide range missions, using well known as established materials and building techniques with Composites and 3d Printing. Not to be confused with the incomprehensible Common Core Astronaut Training Program. BIG Thank You to KottabosGames for the review. Download: http://spacedock.info/mod/750/Common Core Pods ?ga=+3102+'kerbal+space+program'> http://kerbal.curseforge.com/projects/common-core-pods Changelog: LICENSE: creativecommons Attribution 4.0 International
  10. Today I realized that i didn't explore other planets at all I only explored mun and the other moon. SO I was like let's go exploring in KSP in that time realized i need some sort of a good and efficient spacecraft.So in this topic we will just talk about what's the best spacecraft to build for landing on other planets and coming back safely.My Targets are to land on Duna,Eve Or Jool. I haven't yet build a good craft to go somewhere
  11. I don't know you but each time I have to launch into a specific orbit inclination for contract mission, going to Minmus .... I am facing the problem of when will the ascending or descending node will past over the KSC to permit a clean direct orbit inclination without modification once in orbit. I asking you if there is a way to do that in the stock game or if a mod allow you to know that and if it is not ,if it is possible .
  12. Hi all, So, I've noticed that my landers, when I revisit them (either from the Tracking Center or via the map), leap into the "air" anywhere from 10M to more. 10 meters isn't much on either Minmus or the Mun (aside from a few moments of terror), but I've had a lander leap so far up that it crashed and burned. The only mods I have installed are the Docking mod and Kerbal Engineer. I thought at first the SAS ring might be the culprit, so I turned it to SAS only, but the landers still leap. It's quite a thing to see four modules linked together leap as one above the ground, but it still freaks me out. Any thoughts on locking these things down so they stay put where they're supposed to? Thanks in advance.
  13. Greetings people, Today I want to show you the third version of my Arrowel Rocket series, Arrowel III! The third version of the original rocket is two staged, and it's second stage has alot amount of fuel tanks. It might be heavy, but thanks to SpaceY SRBs the rocket can lift off at a TWR of 3.25! The download link for the rocket is not ready yet, but I'll let you know. Here's the demo video.
  14. There was a brief mention in an older thread about the Haynes manuals: I just received the Haynes "Soyuz Owners Workshop Manual" by David Baker, and all I can say is WOW! There's a fair amount of background through Vostok and Voskhod and the development of the "7K-OK" that became the Soyuz we know and love (and I finally understand why it was "7K-OK"), but then Baker really gets into the details. I don't know that I'll necessarily need to know the exact VHF frequencies the radio operates on (though Baker mentions them), but knowing that there's both a shortwave and a VHF system that are in use in recovery operations is interesting. There's enough general detail for non-techies and enough technical detail to satisfy all but the most hardcore. Great stuff. I have the "Gemini" manual on order next, and I have high hopes for it as well.
  15. Hi guys, so I was flying my plane when i had something (a satellite) in orbit at 80 km. I believe I saw that satellite from my plane, as a fast moving object. Is this possible in KSP mechanics?
  16. Here I'll be posting my drawings of various spacecraft/rockets in MS Paint and where you can ask for drawings of other real-life rockets/spacecraft. I drew a Saturn V (image below) and thought, In the comments, tell me what I should draw next. (I'm already going to draw the Mercury Redstone, so don't suggest that.) It has to be a real-life spacecraft or rocket. Also, tell me what you think of them! They may not be the best in the world with detail (I actually forgot the ridges on a part of the Saturn V next to the right fin if you'll notice). Waiting List: 1. N1 - cubinator 2. ITS - TheEpicSquared 3. Gemini Titan - munlander1 4. Apollo LEM - Dafni 5. Apollo Little Joe - munlander1 6. Titan IIIe-Centaur - IncongruousGoat 7. DynaSoar - munlander1 8. Venture Star - Pine 9. Mercury Little Joe - munlander1 10. Open 11. Saturn 1b - munlander1 12. Open 13. V2 Bumper - munlander1 14. Open 15. Apollo 13 CSM (post-explosion) - munlander1 16. Open 17. Orion - munlander1 18. Open 19. CST-100 - munlander1 See ya!
  17. I spent the last week or so designing my own spacecraft. The capsule, rocket, space suit, engine, control panel, everything! Here are pictures (some aren't completed): The spacecraft The full assembly Spacecraft labeled Spacecraft diagram Control panel (incomplete) Rocket diagram Engine/turbopump diagram Space suit diagram Hope you liked it, feel free to give any thoughts on it (and yes, it is based off of Mercury).
  18. Hello! I have recently gotten into calculating the delta V of all my rockets, just for fun , and have come across a problem. I have some rockets where the first stage is a liquid fueled engine and 2 SRB's. The basic equation assumes that all of the boosters burn out at the same time. However, in this case, the SRB's burn out first, while the liquid-fueled portion of the stage continues burning. Is there any perfect equation for this calculation?
  19. Hello there intelligent Engineers! Today, I've got a challenge for you! A very tough one. So I've seen people building SSTO's in Ksp RSS but none of them was reuseable. Now I'm inviting you to join this challange and be maybe the first ones to ever crate a SSTO on RSS in KSP or a fully reuseable spacecraft. The rules are: Full reuseability no debris has to achieve orbit has to carry atleast 5t to LEO Realistic mods! (That means no warp drive ) RSS FAR The winners spacecraft will get a youtube review. I cant await to see your spacecraft
  20. KSP 1.1.3 Space Shuttle with work in progress kOs autolaunch script This my ksp Space Shuttle It is capable of reaching a 80KM/80KM Circular orbit with 40 tons of cargo in its bay. The shuttle has a currently work in progress kOs script which is only half done, but I am working on finishing it soon. The Shuttle has two Kickback Solid Boosters for the SRB's, 3 Vector Engines for main engines, and 2 Thud engines for the OMS. Once in orbit after circulazation with OMS there is about 800-1000 Delta v left for orbital manuvering and de-orbit burn. The Shuttle also contans a docking port and RCS system. Mods: 1. Stock 2. Mechjeb 3. kOs Downloads, Scripts, and Launch instructions: https://github.com/Unixkernel/kOs-Space-Shuttle Warning! kOs script is not yet complete(I am trying to get it done ASAP) at this point manual launch will be required, remember roll program at launch, kOs script may be used for roll program but make sure to abort program shortly after.
  21. I'm working on my second spaceplane and I'm stuck. This is the craft file for Aquila Falcon. I think that any real master, looking at my work, is going to know pretty fast what I don't know and be able to offer a critique that will benefit not only me but maybe a few other noobs. I am following three requirements: It's a surface-to-orbit shuttle for duty on Kerbin and Lathe, so it must have a Mk-3 cabin I want to be able to couple it to an interplanetary vehicle (as well as launch it from Kerbin that way when I feel too lazy to wrestle it), so it needs a Senior docking ring for a vertical launch In order to fit in with the rest of my fleet, it has to be butt-ugly. Falcon, as it is, has the following problems that I am aware of and many more, I'm sure: the landing gear aren't straight, but cocked slightly forward I don't understand what the SPH is telling me about the Center of Lift, but I think that is the key to: a lack of pitch authority, hampering landings. I've landed it but only on the back of the power curve... the tail fins are unreasonably butt-ugly and are producing drag via downforce. maybe the wings are on upside down -- I can't tell; it's one explanation for the crazy lift vector. I can't land it heavy with fuel -- it breaks and explodes the MP tank is unreasonably butt-ugly but I don't know anything about cargo holds either (Sorry, no screenshots as I am actually without internet at home at the moment.) I'm hoping that one or more Grand Masters will comb over this file and not only a) list out every last little flaw and nit with this craft, but also b) teach the technique in the SPH for everything I've been unable to do. Thanks in advance! Go, team.
  22. Arrived at Omega 7 for a Dual Docking Test to find that I forgot to add some Block Thrusters , the Dual Docking Ports are an adapter that I designed for the Omega Transit one.
  23. One thing that always bugs me about KSP is the lack of inertia. Multi-ton craft behave like they have the inertia of a wet egg carton. No, strike that. They have the inertia of a DRY egg carton. It's what ruins the feeling of immersion for me. I've tried to work around it by reducing the strength of the reaction wheels and reduced the thrust of the RCS but when you bump anything it still bounces all over the place. Sooooo... is there any mod out there that can increase inertia in relation to weight mass of your craft? Edit: Ooops, my mistake... I meant to say mass instead of weight.
  24. This is a version of a near-identical post on Sufficient Velocity. For years, I have played the Kerbal Space Program. I have traveled world to world, exploring the very bizarre terrain scattered throughout the Kerbol system. From the space program's inaugural flight to the colonization of Laythe, my veracity was unbroken. Plans were finished and dreams were fulfilled, but there was always one world I never ventured to, one no Kerbal ever stepped foot on: The scorched ball of rock known as Moho. Something important to note is that my visual mods and screenshot resolution vary within missions. Unfortunately, this was my fault and, though eventually corrected, it will plague the first series of images. Mod conflicts are wonderful, aren't they? First up, a Dawn-1B lifts off with an unmanned satellite. Known as the Vulcan OreSat, this satellite is to scan the planet for valuable resources and double as a reconnaissance orbiter. VOS will inject into Moho's orbit approximately two days before the manned spacecraft, entering a polar orbit four hours from then. Next up is the interplanetary spacecraft. To carry a crew of three to Moho both safely and effectively, a nuclear tug must push a crew module and a lander to the planet. In this, I have opted for a near-minimalist approach while remaining in the general guidelines. In the original plan, four launches were necessary to construct a spacecraft in orbit. Fortunately, I was able to shrink the nuclear propulsion stage and fit it into a single launch, lowering the total launches to three. This saved cost and time removes ~1000 ΔV from the spacecraft, leaving little room for error. The first piece is the nuclear stage. Launched atop a Seraphim-II Heavy, the 200-ton Behemoth Nuclear Stage is injected into a circular, equatorial orbit of 125 km x 125 km. This booster separation remarkably resembles the R7's Korolev Cross. In fact, the bottom of the boosters actually push upwards, then the booster nosecones push away, separating the heavy boosters in a beautiful fashion. Following the launch of the Behemoth Nuclear Stage, a lander, Haven, will attach to the forward berthing node. This lander is a two-stage unit with excess ΔV to carry the primary module home, should the BNS fail. It's launch vehicle is a standard Seraphim-II with a Taurus upper stage and Proprietary Avionics Package (PAP). The Taurus deorbits itself shortly after separating from Haven. Several days after Haven berthed with the BNS, the Moho transfer window lies only one day away. The well-trusted Wyvern crew module is to be the crew's living space and escape pod, while Haven provides room to stretch their legs. The launch vehicle, the Sentinel-1A, is a partially-reusable rocket that works in a similar fashion to the Falcon 9; first stage is recovered via boostback or, in this instance, barge, while the second stage is expended. Scatterer + EVE + EngineLight = TERRIBLE ENGINE LIGHT A mobile pad on the ocean is the target of the first stage. Abort tower jettison. Unfortunately, I never took any images of the Wyvern docking to the main ship. Also, broken sunflare. That is one of the reasons I was changing out visual mods. With the vessel constructed, it was time to orbit thrice and then set off for the inner world. The crew were eager, Mission Control was prepared, the engines were ready for full-power. Only one more objective had to be fulfilled before the mission could commence, and that was... giving the ship a name? I'm such an idiot. Throughout the entire planning, construction, launching, docking, and tracking of the spacecraft and planets, after giving every individual module a name, I never once considered to name the entire spacecraft. For basic communications purposes and being able to keep track of the damned ship, I rushed to create a true name, and fabricated one: Shepherd of Fire. Currently, this is where the mission stands. A maneuver node lies 65 days away for the Shepherd of Fire; 63 days from VOS. Both spacecraft will soon correct their orbital positions and traverse to the huggled world. Check back for updates!