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Found 111 results

  1. I've always liked to put NERVs on my spaceplanes, but nonetheless accepted the received wisdom that their weight more than offsets any fuel saving to be made, especially if you're only going to low orbit. Imagine my surprise when i built these large, mk3 low orbit transports, and found i get better payload fraction then the pure chemical ones? The cargo version made 43.7% payload fraction to 100km and feels like it could go further with extra fuel (the engines and wings can deffo lift more). Obviously payload fraction isn't that big of a deal. Ease of use, part count, even time-to-orbit, are more important considerations. The "Partridge" (43.7%) is probably a couple of minutes slower to orbit than Thor Wortansen's 35% payload fraction entry, and definitely has a higher part count for a lower payload. I'd dispute it's at any "ease of use" disadvantage, the huge wing area (necessary to make NERV-powered flight in upper atmosphere viable) makes for a very docile ship that's easy to take off, land and re-enter. The key design parameters for an oxidizer-free SSTO are very different for a RAPIER-only one, less focus on weight reduction and fuel capacity, more on lift/drag. Once you get a feel for it, it's not that hard. Just wish i'd come to this realisation sooner.. pax ship -
  2. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.3. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Also available on CKAN Changelog Latest Version Release 6.3.2 Release for KSP 1.3 Fix some mismatched brackets Previous Versions FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  3. Welcome to Spaceplane Innovations, the online leader in executive Spaceplane sales. Dropping tanks is so yesterday, earn back some self-respect by going fully-reusable today! We have Interplanetary leviathans and nimble Mun Hoppers, Single-stage-to-anywheres and Cargo-carrying brutes. All capable of high crew capacity and total galactic dominance. Shop now, the SSTO of your dreams is just a click away. We also make rockets. View the full catalogue! Click to view the full catalogue! Artemis Class These spaceplanes are the biggest of the bunch (so far), consisting of 3 Mk3 fuselages side-by-side, with the ability to carry an enormous amount of cargo/crew to many different interplanetary destinations. The Archangel is the first of the Artemis line, and has the ability to easily go to Duna or Mun with 60 Kerbals, and pilots who have a good grasp of gravity assists will find further destinations, such as Eeloo, very possible as well! Video - Mun mission Video - Eeloo mission The Artemis is a monstrous spaceplane capable of carrying 124 kerbals to LKO with just over 4,000 m/s of DeltaV to spare. It can't fly quite as far as the Archangel, but it is quite capable of going to Laythe and back without refuelling. Video - Laythe mission Archangel Download Archangel Download Archangel v2 Download Artemis Download Argus Class These spaceplanes are big, brutal, and capable of interplanetary missions without breaking a sweat, independent of mining or refuelling. WARNING: You will need to replace the landing gear on the Argus II and Engadine with larger ones if you're playing in 1.1 or later. The Odyssey will work fine though. The Argus was built as a Bop SSTO, but in the end was mainly used for Duna cargo missions and Eeloo voyages. It doesn't work so great in 1.05, and so is no longer sold by Spaceplane Innovations. Video - Eeloo mission Video - Duna mission The Engadine was the hugely popular successor to the Argus, packing more DeltaV and a massive 20 Kerbal capacity. So far it has only been used for Mun landings, but we at Spaceplane Innovations believe it could easily be used for Duna returns too. Video The Argus II was built following the success of the Engadine as an ultra-long-range SSTO. It has more m/s of DeltaV in LKO than any other SSTO produced by Spaceplane Innovations. Video The Odyssey was built to replace the legendary Engadine. doubling its crew capacity while retaining its high range. Duna and Gilly missions are well within its capabilities, as well as Eeloo and Jool for those who have mastered the fine art of gravity assists. Video - Mun mission Make no mistake: these planes are unruly, bulky, unbalanced and difficult to tame. They are therefore best suited to more adept pilots who understand gravity assists and how to efficiently ascend from Kerbin. They're hard to master, but for those with the patience to learn their functions the pay-off is huge. Argus II Download Engadine Download Odyssey Download Acacius Class Acacius ships have an IRSU on board and are capable of refuelling themselves using mining equipment. These are at the forefront of exploration, and are the best "single-stage-to-anywhere" planes we offer! Only one model is currently available for consumers: The Acacius 2 is the first SSTO produced by Spaceplane Innovations to feature the "Single Stage to Everywhere" guarantee. Doesn't do Tylo. Or Eve. Or Jool. These craft are ideal for beginners who want to get to grips with gravity assists or the Jool system, without having to worry about fuel. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. Video Acacius 2 Download Dune Class Before the Argus class, there was the Dune class. The second oldest class of spaceplane made by Spaceplane innovations (after the discontinued Revenge class), these are lightweight, agile, and pack enough DeltaV for Duna, Minmus, Mun and Gilly. Flybys of planets further out are also possible. Dune 3 is the latest and greatest in this class, sporting 3 seats and a cosy interior. These are moderately difficult to use, but experienced pilots shouldn't have too much trouble. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. Video Dune 3 Download Phantom Class These SSTOs are the little-brothers of the Argus Class, and are slightly larger than the Dune class. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. With room for 6 kerbals, the Phantom class is currently offers 3 models: The Minmus Trainer is the easiest-to-use SSTO sold by Spaceplane Innovations, and was specifically designed to train budding kerbalnauts in the fine art of Minmus SSTO-ing. Only the instructions are available for purchase, so that pilots can also learn how to build an SSTO too! Video (SSTO Tutorial) The Mun Phantom was the first Phantom Class SSTO packing enough DeltaV for Mun and Gilly landings, in addition to being able to do Duna flybys. Video The Mun Phantom 2 is a modified version of the Duna Phantom, packing a spacious cargo bay for all your rover carrying needs! Video The Duna Phantom is able to carry 6 kerbals to Duna and back, all in a sleek Mk2 fuselage! Video Video (SSTO Tutorial) The Laythe Phantom is capable of taking 2 kerbals to Laythe and back without refuelling! Craft file has been altered so that it won't enter a flat spin when the fuel tanks are empty now Video Mun Phantom Download Mun Phantom 2 Download Duna Phantom Download Laythe Phantom Download Vulture Class These SSTOs are designed purely for LKO missions. Vulture 1 is the first publicly available model in the Vulture class, capable of carrying 6 Kerbals comfortably to either a polar or equatorial orbit. Vulture 1 download Matlon Laboratories Matlon Laboratories is a new company, designing cutting-edge rockets, shuttles, stations, bases, rovers, and much more! SSTOs are still very-much exclusive to Spaceplane Innovations, but for anything else, Matlon has you covered! Brutus is a high-capacity Space Shuttle, and uses Solid Fuel boosters and 3 Vectoring engines to lift the orbiter into space. Played a key-role in the construction of the SkyBase Space Station, which was commissioned following the destruction of SpaceLab during the Duna Attacks strikes Video Sparrow is a seaplane packing every science experiment unit in the game, in addition to communications tech and a deployable mini-sub! Video Monolith Station aims to bring stations to the masses, being a space station capable of being fully assembled in 1 Launch Brutus Download Sparrow Download Monolith Station Download
  4. This is a companion thread to my Mk2 spaceplane parts expansion pack. While that thread will handle releases and support, WIP models and so forth will be posted here to avoid main thread clutter. I am also working on a similar Mk3 Spaceplane expansion parts pack as well as the occasional non-spaceplane part; WIP content, dev releases and so forth will for those will also be posted here. Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 dual-mode engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Elephant' 2.5m Thrust-Reverser equipped Turbofan 'Hurricane' 2.5m prop engine 'Wellington' Mk3 basic jet 'Wipeout' TurboRamjet 'Coxswain' Orbital Maneuvering System 'Hades' Nuclear rocket 'Sievert' Nuclear Jet 'Atlas' Mk3 SRB -FuelTank Mk3-1.25m adapter mk3-mk2 tricoupler mk3-1.25m tricoupler mk3-1.25m quadcoupler mk3-inverted mk2 mk3 hypersonic nosecone mk3 rounded nose cap OMS shoulder tank -Control Chine Cap w/ RCS Chine Segment RCS Fuselage Extension RCS cap Fuselage Extension RCS segment Heavy RCS thruster -Structural Mk3 Decoupler Mk3 T-Hub Mk3 X-Hub Radial Fuselage Extension/saddle tanks, 5 variants(endcap, 2m, 4m, intake, 1.25m adapter) Radial Fuselage Extension crew cabin Truncated Fuselage Extension for Mk3 cargo bays -Aero: Chines in three flavors; short, long, endcap Big-S class wing boards - square, rectangular, and triangular Mk3 circular intake Mk3 Shock cone -Utility mk3 Service Bay w/ integrated EC/MP storage Mk3 inline docking port Mk3 shielded docking port Download from Spacedock or GitHub Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License' This mod uses the Interstellar FuelSwitch plugin Feel free to post comments/critiques/feedback, and if any of you have ideas for parts that you simply have to have to flesh out your mk2/mk3 experience, speak up! Ideas for new parts are welcome. The list of parts on the to-do list/suggested/requested: Mk3 heavy radial/inline air intakes mk3 double-decker crewcabin inline and rover cockpits mk3 ion/nuke engines mk3 landing legs
  5. A single config mod. Converts select OPT parts for use with USI Life Support. Requested by a handful but I'm sure will be welcome by dozens. It's not being offered as a patch to be included in the OPT downloads as USI LS may change drastically, rendering this (as a bundled patch) quickly outdated. Download it from: GitHub sandbox SpaceDock Includes MiniAVC so everyone can be aware of updates. Comments and suggestions welcome. Feature list:
  6. My original plan was to create a cargo SSTO that could carry 4 large Mk2 bays worth of cargo, land at Mün, and return to Kerbin. This turned out to be a much bigger challenge than I though it would be! As the plane got bigger, it needed more engines, more fuel, then it couldn't land anymore, so needed more engines, more fuel, etc. So I tried going simpler with only 2 large Mk2 bays. Still took quite a bit of trial and error, but I finally did it. As a craft, it's a delicate balance of size, mass, fuel, cargo, and power. 76 tons, 3.5k - 4k ∆v after reaching LKO. How did I do?
  7. 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
  8. Hello, After watching some videos I decided to try to build an aircraft capable of launching a rocket. I installed a rocket fuel tank to on the aircraft itself to provide the fuel to the rocket via fuel lines until separation, but it doesnt work. The rocket keeps using the fuel from its own tanks and nothing from the tank in the aircraft. I checked orientation of fuel lines, detached and reattached the rocket and moved the fuel lines to attach to different tanks, and even the engine they are supposed to feed, but to no avail. Here are some images:
  9. Ver 1.2 Dyna-Soar & SIV Space Station mk2. Now with an updated IVA using the latest ASET Props & Avionics You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD %26 SIV Space Station. LonesomeRobots Aerospace. 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. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.1 Dyna-Soar & SIV Space Station mk2. You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior) and KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.). Important! You should completely delete all LonesomeRobots mods and re-install all the latest versions from scratch. (Gusmobile has been updated too.) Also don't forget that the GameData/LonesomeRobots folder must be merged and not replace the existing LonesomeRobots folder as you install the mods one by one. This way all the IVA's will work correctly and reference the same and correct props for all the mods, reducing clutter and conflicts. You can read the reason for this below. ASET Props and FlightSystemsRedux are no longer bundled with the release. Only the relevant props from these 2 mods are moved inside the "props" folder of the HOYO mod. I had to do this since ASET Props have been updated, but for some reason the game crashes instantly when i try to use them. I contacted alexustas and he tried to sort it but it is kind of a freak case that applies to some OSX installations and he cannot help. So in order to keep the IVA fully working for people that have updated to the new ASET Props i moved all the relevant files inside the mod file structure. This way the IVA will work whatever version of ASET Props you have and even if you don't have it at all. I also have to state that i do not claim i made any of the props used in this mod. Credit goes solely to alexustas and MOARdV. DOWNLOAD %26 SIV Space Station. LonesomeRobots Aerospace. 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. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.0 The X-20 Dyna-Soar ("Dynamic Soarer") is a Kerbal States Air Force (KSAF) program that developed a spaceplane that could be used for a variety of missions. Features parts to also build a KSAF SIV Space Station for you to rendezvous and dock with your DynaSoar. Supports RealChute, kOS and Telemachus. The mod comes bundled with all the dependencies. KSPWheel mod by Shadowmage redistributed as per license, is absolutely needed for the landing skids to work. DOWNLOAD %26 SIV Space Station. LonesomeRobots Aerospace. Note: I had to modify some of the props from ASET Props and MOARdV FlightSystemsRedux in order for them to work correctly with the latest versions of KSP and RasterPropMonitor. I duplicated and added them inside the DynaSoar props folder so as to not tamper with the original props. When ASET and MOARdV updates will be released i will also update the mod and remove the duplicate props. If you have the LonesomeRobots HOYO mod installed overwrite the files when you are asked. *This is my second parts mod, there might be bugs. If you report a bug please be patient as it takes a few days for me to have time to tackle the issue.* *Also if you have any solutions or tweaks and you want to help i will be happy including yours on the next update and attributing you for your help* 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. KSPWheel created by Shadowmage. Redistributed as per license. ASET Props created by Alexustas. Redistributed as per license. FlightSystemsRedux created by MOARdV. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. Still to come from LonesomeRobots Aerospace: HOYO Lander. MAVR Heavy Interplanetary Spacecraft. Also check out HOYO CSM. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Screenshots
  10. The K-Prize Party Thread. K-Prize badge by WafflesToo (sig badges). The K Prize challenge is to make the obvious craft, a spaceplane, and make it work. All those who succeed will be included on the roll of honour and get a free back stage pass to hang with Kay Kool and the Kerbettes after their next live performance at the Dog and Booster (where free beer will be available). To enter report relevant accomplishments on a mission which actually flew, your word is good enough but images and videos are welcome. Rules 1. The craft may not lose any parts in flight, no decoupling allowed. 2. The craft must lift off horizontally, reach orbit (PE > 70,000m) and land intact (on Kerbin) ready for 'refuelling'. 3. All fuel tanks, wings (ie lift generators & aerodynamic environments) and engine parts must be stock, for fairness. Provisos to rule 1. A. Payloads may decouple from the craft providing all payload tanks are as full on decoupling as at launch and any thrust (or lift) generators on the payload were not used prior to decoupling. B. Docking is permitted providing no fuel is transferred (net per fuel type) into the K-Prize craft and then used for propulsion (it can be transferred out). Crew transfers are permitted. C. Mining and refining are permitted providing none of the resulting fuel product is used to drive the craft i.e. mined fuel is treated as payload only. +Kudos 1. Smallest ship (by weight, weight info required). Minimalist record. 2. Largest ship (by weight, weight info required). Maximalist record. 3. Highest orbit beyond Eeloo. Altitudinalist record. 4. Landing on KSC terrain. Pilot proficiency medal. 5. Landing on any KSC runway or docking in orbit. Advanced pilot precision award (1stClass for both). 6. Visiting other SOIs. Kosmokerbal Commendation. 7. Planetoid landings. Astrokerbal Distinction. 8. Payload to orbit and mined product or fuel store to Kerbin from asteroid. Utilitarial Commendation. 9. Payload to distant planet surface and mined product or fuel store to Kerbin from planet. Utilitarial Distinction. Prefixes: Exploratory applies to planetoid missions and Expeditionary applies to planetary lander missions outside Kerbin's sphere of influence. (Planets are defined as the central body in their own SOI within Kerbols SOI or gravity exceeding 0.75 of Kerbins.) Guest List (Roll of Honour.) Version 1.2 + Kertech Advanced Pilot Precision Award with with Laythe Dragon 3. - Utilitarial Commendation, Advanced Pilot Precision Award with Sickle mk 2. Workable Goblin Advanced Pilot Precision Award with QS-1 Needletail light SSTO. ChaoticPhoenix Utilitarial Commendation, Advanced Pilot Precision Award with Tanto. n.b.z. Advanced Pilot Precision Award with Bonkers Bonsai. cikho Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with SSTO_Perrier. RCgothic Advanced Pilot Precision Award with SSTO. - Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with SSTO. NoobTool Utilitarial Commendation (236.8t), Advanced Pilot Precision Award with Czar Galactica MK 3 EX. - Utilitarial Commendation (301.8t), Advanced Pilot Precision Award with Czar Galactica MK 4. - maximalist record holder (1325t), Utilitarial Commendation (476.8t), Advanced Pilot Precision Award with Czar Galactica MK 5. EliteGuy3 Utilitarial Commendation, Pilot Proficiency Medal with Jeremiah (5.996t). - with Binoree I (1.910t). - with Corinthians I. something Advanced Pilot Precision Award 1st Class with Heimdal. - Advanced Pilot Precision Award with Erwin. boolybooly Advanced Pilot Precision Award with Whiplash PT. - Utilitarial Commendation, Advanced Pilot Precision Award with Hefty. Kergarin Utilitarial Commendation (Duna Train : video), Advanced Pilot Precision Award with Crossbow SSTO. RAINCRAFTER with Billy-Bobdock. W. Kerman Advanced Pilot Precision Award with \(*)/Bird, (cyclopean bird). rkarmark Advanced Pilot Precision Award with SSTO. Eidahlil Advanced Pilot Precision Award with Reed. Cherubiel Advanced Pilot Precision Award with Spaceplane Alpha One. tseitsei89 with Kolibri (5.200t). - with Kolibri II (4.277t). - with Kärbä III (1.295t). - with SpecialSpeckofDust (minimalist record holder 0.836t) Eidahlil Advanced Pilot Precision Award with Bulbous (0.920t). Hodari Advanced Pilot Precision Award 1st Class with X-1. Major Tom Advanced Pilot Precision Award with Full-of-Stars Mk1. Harry Seaward Advanced Pilot Precision Award x2 (east and west) with SSTO. Speeding Mullet Advanced Pilot Precision Award 1st Class, Utilitarial Commendation (Mün), Kosmokerbal Commendation (Mün & Minmus) with Mullet Dyne Crosswing (Variant 5). tosha Advanced Pilot Precision Award with Pheonix 1.4. Samniss Arandeen Advanced Pilot Precision Award 1st Class with Project Crossbow. qzgy Pilot Proficiency Medal, Utilitarial Commendation with Swedish Fish. Suicidal Insanity Advanced Pilot Precision Award, Utilitarial Commendation with Atlas. - Advanced Pilot Precision Award 1st Class with Flamespear Mk2. Thor Wotansen Utilitarial Commendation with craft with no name. - Advanced Pilot Precision Award, Utilitarial Commendation (36t) with Róta. Space Yorkie with X-13 Greyhound II Spaceplane. Numerlor Utilitarial Commendation with SSTO2. Ozelui Advanced Pilot Precision Award 1st Class, Utilitarial Commendation with Beluga mk5. Luizopiloto Advanced Pilot Precision Award, Utilitarial Commendation (Mün) with X-98L BlueJay (video). Special homemade IVA dashboard award. Mjp1050 Utilitarial Commendation with Excelsior. overkill13 Advanced Pilot Precision Award 1st Class, Utilitarial Commendation with Panther II cargo SSTO. voicey99 Expeditionary Utilitarial Distinction (Duna) with Yate Haugan. Mr. Me Advanced Pilot Precision Award with Freebird SSTO. ForScience6686 Pilot proficiency meda with Convertible. Scarecrow Advanced Pilot Precision Award 1st Class with Jeb's Limo. JoeNapalm Advanced Pilot Precision Award with Vampire Mk1 SSTO. JYNg Advanced Pilot Precision Award 1st Class with Kaiser 4. Skylon Advanced Pilot Precision Award with STP-2 'Javelin' Trainer Spaceplane. Fulgora with Minimalist SSTO 5. JacobJHC Advanced Pilot Precision Award, Expeditionary Astrokerbal Distinction with Dres SSTO. - Advanced Pilot Precision Award, Expeditionary Kosmokerbal Commendation (Duna++) with the I don't know if this SSTO has enough fuel. Invisifly2 Utilitarial Commendation with Sparrow. 53miner53 Kosmokerbal Commendation (Mün) with SSTO 1. Joseph Kerman Advanced Pilot Precision Award with SF-01 Falcon. zanie420 Exploratory Astrokerbal Distinction, Utilitarial Distinction (Gilly) with Klementine. Spaceception Advanced Pilot Precision Award with SSTO. herbal space program Advanced Pilot Precision Award, Expeditionary Astrokerbal Distinction (Duna) with Duna Moth. Version 1.1 + Version 1.0.5 Guest Lists from previous versions. Gate Crashers (Dodged the bouncers.) K-Prize Gatecrasher's badge by WafflesToo (sig badges). Hall of infamy. Previous gatecrashers. Temstar insisted that upstaging Elon Musk was not against the K-Prize rules. Kokanee declared the runway to be disruptive technology. ihtoit quoted in kerbin Gazette "trial and error isn't so expensive if you leave insurance claims until after the next launch". Gojira1000 didn't mention the drilling equipment and fuel converter to the K-Prize adjudication panel since it was a minor detail. manni01 was adamant that refueling was essential for returning to Kerbin, supplied video evidence. Didnt read proviso C because it was "just the small print". micr0wave forgot which side the wheels were on, may have lost a wing... or two. JebsDead said whatever exploded wasn't very important... probably. (Presented a couple of mining videos to show how rarely explosions matter.) n.b.z. wasnt sure how to get Mirgy and her flying saucer back from Duna but was OK with that. Spartwo beat the odds but lost quite a lot of spaceship. cy4n argued that a spaceplane was a rocket with wings, suggested the K-Prize panel should try not to worry about the "drop tanks". luizopiloto considered the mission a democratic success, since a majority of parts didnt explode on touchdown. Jebediah Klerman brought a rocket to a spaceplane challenge. Felt rules were biased against vertical take off, which they are. Spaceception came back down to Kerbin with a bit of a bump... and an explosion... or two... ... can you do better
  11. In the age of reuse, space agencies have a decision to make: TSTO rocket or SSTO spaceplane? Of course, until Skylon flies (if it ever does), TSTO rockets are the only game in town. But in Kerbal Space Program, spaceplanes fly with ease...which brings us to this challenge. Your mission, should you choose to accept it, is to build either an SSTO spaceplane or a TSTO rocket to carry commercial payloads into orbit over Kerbin. Every stage of your launch vehicle must be reusable, and you must use the exact same vehicle to launch each of the following three payloads: A 15-tonne survey satellite to polar orbit (150x150 km or higher). The survey sat must be fully functional. (ADDED OPTION: 15-tonne sat constellation in the same orbit) A 6-tonne relay comsat to Kerbostationary Transfer Orbit (75x2863.33 km or higher). The relay must be able to self-circularize into an equatorial KSO; the relay must be fully functional. A crew vehicle containing at least 7 kerbals to rendezvous with an equatorial space station (200x200 km or higher). The crew vehicle must have independent maneuvering capability and power generation, and must be recoverable. You do not actually have to have an equatorial space station, though if you do, awesome! The challenge is to build a launch vehicle with the lowest possible dry weight. Rules: General: All entries must use 100% stock parts. No piloting mods, though other mods are fine. Obviously, no infinite fuel or similar cheats. TSTO rocket: Both stages must be recovered and must land propulsively. The crew vehicle must have abort capabilities and must also land propulsively (chutes okay for backup; e.g., on abort). Payload fairings, assorted decouplers, and engine shrouds may be jettisoned without recovery. First-stage recovery must be reasonably close to KSC; second stage (and crew capsule) can be recovered wherever you want, as long as it comes down on land. Chemical fuel only (other than on payload). Vertical takeoff from the launch pad. SSTO spaceplane: Takeoff and landing must take place on the runway. Must launch and land with probe only; no crew (except for the crew-vehicle launch). No nukes, ions, or solids. Other than RAPIERs, the only rocket engines permitted are low-thrust OMS engines. All payloads must launch and deploy from inside a payload bay. The crew vehicle must be able to dock back inside the payload bay for re-entry. It does not need to have 0/0 abort or independent re-entry. An expendable solid kick stage is permitted for KTO injection of the relay comsat. To reflect that Skylon will need to carry liquid hydrogen for its precooler to work, LF tanks may not be more than 50% full at launch. Oxidizer tanks may be filled completely. This is a community challenge, so here's how it works. You can submit either a TSTO rocket, an SSTO spaceplane, or both. There will be a leaderboard for lowest-dry-weight rocket and lowest-dry-weight spaceplane, but the overall competition will be between rockets and spaceplanes. The winning leaderboard will have the lowest total mass from the three leading entries. Good luck!
  12. Daredevil Spaceplane The "Daredevil Squadron" is home to the boldest pilots on kerbin since shortly after the invention of powered flight. It is therefore a natural recruiting place for the new spaceprogram. Unfortunately technological progress is not as fast as some of those pilots would like it to be and there is a growing fear that manned spaceflight with all the proper precautions, safety concerns and design delays for capsules is coming too late for some of the pilots. And for those kerbals who live in a cockpit, taking familiar risks in flight is much more appealing than taking the risk of missing their chance. Thus some of the daredevil pilots pushed hard and called in favors to try to go to space with the current technology, even if it is only for a quick peak into what lies beyond the confines of the kerbin atmosphere. The challenge Your challenge, should you accept it, is to reach an altitude (apoapsis) as high as possible, with a kerbal piloting the vessel, under the facility upgrade and technological limits described below and then safely return to the KSC (must be visible when landed). Ranking is done by altitude (apoapsis). For those who reach space, a second ranking is done by vehicle mass (KER readouts in SPH/VAB). Minimum picture requirements for a ranking are 1. Design showing KER readouts in SPH/VAB, especially total vessel mass. 2. In flight, at or very close to apoapsis. Apoapsis displayed by KER or mechjeb (switch KER to partless instead of career in KER settings available in SPH/VAB). Note that the altimeter shows altitude over terrain when in surface mode. 3. Safely landed back at Kerbin with KSC visible in the background. Beware, the cockpit was not designed for space flight, it is somewhat fragile. Of course additional pictures, videos, etc are very welcome. As is a link if you stream it. The challenge was inspired by @Steven Mading who streamed trying out the "Giving Aircraft a Purpose" mod pack by @inigma on twitch (which is a bit buggy at the moment due to ksp spawn calculation changes). The restrictions 1. No R&D, SPH/VAB, Runway/Launchpad facility upgrades! (=> 30part / 9ton mass limit, regardless whether you start from Runway or Launchpad) 2. Tweakscale is only allowed for wings/control surfaces/landing gear/adapters. 3. No mods except the ones specified below. Visual and similar mods are exempt from this rule. 4. No cheating. 5. Science/parts restrictions as shown here (thus no liquid fuel engines, reaction wheels, RCS, decouplers, etc.) Start node Early Aviation node Modular Wings node The mods 1. Install CKAN for a separate, clean KSP install. 2. Only select the "SETI-MetaModPack". Click "ApplyChanges". 3. Leave all recommendations selected. Click "Continue". 4. From the suggestions, only SETIprobeControlEnabler is allowed, though for this challenge it does not matter. Click "Continue" and wait for the the mods to be installed. 5. RCS Build Aid is among the recommendations, but is currently not available via ckan. You may (highly recommended) install that manually from here: 6. Visual mods are allowed at your own discretion. The ranking By altitude: 1. @Tux1 with ~78,006m above sea level. 2. @Yemo with ~18,295m above sea level. (Altimeter shows 18,232m above terrain) By mass, for those who reach space: 1. @Tux1 with 5,766kg, reaching an altitude of ~78,006m above sea level. I ll start with a simple submission (no pics no clicks!), though I have tested the challenge before and space (70km+) is possible, given the restrictions.
  13. I’m currently designing an Eve spaceplane mission. I’m very excited for this mission and so far quite pleased with my craft. The mission profile looks like this: 1. SSTO from Kerbin 2. Refuel in LKO with fuel tanker (capable of Minmus refuel with ISRU if you’re not lazy like me) 3. Fly to Eve and land 4. Refuel on Eve with ISRU 5. Staged ascent from Eve, with only the cockpit eventually making it back to Kerbin. Anyway, I digress, none of this is too relevant to the question. My issue is that I cannot for the life of me reenter the plane on Eve. I will burn up every time seemingly regardless of my entry profile (shallow vs steep and several in-betweens). Are heat shields a must now? And how to put heat shields on a plane that’s supposed to SSTO from Kerbin without totally ruining the areo? Any help is appreciated. I will say I’ve had lots of fun looking at the firework show each time I’ve blown up the 150-part plane during my tests!
  14. Download Craft File This thing's designed to take 10 kerbals to LKO and back. All stock parts. No LV-N's or Rapiers, because I haven't unlocked those parts yet. The first picture is an earlier version than the following pictures. It never made it to space because it would start to tumble uncontrollably at 20kM. I fixed the problem by shortening the overall length of the plane and adding extra reaction wheels. The Final verion with some alterations. The performance has improved significantly. I shifted some things around to make it less nose heavy, increased the battery capacity, and exchanged the twin swivel engines for a vector engine. Download Craft File
  15. To follow up on the famous K Prize, this challenge asks you to show off your master spaceplane design and flying skills. Build a spaceplane capable of reaching orbit, and returning safely using a single jet, and a single rocket engine. I have found this an interesting limitation that makes spaceplane design a lot harder. Mostly because the trust vectors are no longer trivially aligned with the CoM. Enjoy! Rules: The spaceplane must follow the rules as defined by the K Prize. In short: a horizontal take-off stock SSTO that can reach orbit(pe>70km) and land again in one piece. The provisions of the K Prize do apply to this challenge too. Use exactly 1 jet engine - defined as an engine that requires intake air and liquid fuel to run. Use exactly 1 rocket engine - defined as an engine that runs entirely on on-board fuel. An ion engine is also allowed. Rapier engines are allowed, but cannot switch mode during the flight and as such operate entirely as a jet, or entirely as a rocket engine. Merging/clipping/offsetting the two engines together into one is also not allowed (this is not much different from a mode switching rapier). Please remember to take pictures or a video as proof and for our enjoyment. Advanced Aviators: @Scarecrow - Rotate the engines, why not? @Martian Emigrant - The perfect case for a Thud @goduranus - Reverse trust in reverse @StanK - Me @Wanderfound - With spare seats @foobar - You can see through it @tsgaerospace - Pushed up into space @Rosvall - Rolling into space @michal.don - Pancake to accelerate! ...can proudly wear their badge: I have done a few times in past versions. To show it is still possible in 1.3 below is my own new entry: Album:
  16. For the first time ever, I took an SSTO to mine for ore on Minmus. I had to refuel once in LKO and once on the surface of Minmus. I then flew to the North Pole to mine. Once full of ore, I flew back to Kerbin, and somehow landed on the runway too. Mods: -tweakscale -mj -p-tanks -mk2 expansion Enjoy.
  17. SPACEPLANE PASSENGER CHALLENGE! Categories: The Dunatian:Go to Duna and orbit it. Local Tourist:Stay in Kerbin orbit. SpaceX style:Go suborbital. Munar Mission:Go to the Mun. There's more than one?:Go to Minimus. Rules: Mods are ok(pls ask and state)* Do NOT go past Duna(people have deadlines) Do not use Nuclear engines or RTGs(people are afraid of the radiation) No Xenon gas(people don't like the gasses)** Scoring: Price divided by number of kerbals. Bonus points: Lander:Land on the body you are orbiting. 10 points There can only be one:Use an SSTO. 25 points Happy Easter!:Land near an Easter egg. 15 points My own Easter:Land near an Easter egg without looking it up. 20 points Oops:Lose a kerbal. -5 points. Scoreboard: SpaceX style: 1. 2. 3. 4. 5. Local Tourist: 1. 2. 3. 4. 5. Munar Mission: 1. 2. 3. 4. 5. There's another one?: 1. 2. 3. 4. 5. The Dunatian: 1. 2. 3. 4. 5. *:No cheaty mods(hyperedit). **:I know Xenon is an inert gas but most people don't really know. Will post my try soon.
  18. The Grus III is a long-range SSTO capable of Mun landings, though according to my Delta V calculations it can easily go well beyond that. It can get into orbit very easily due to its high TWR while using its Rapier engines. Its (roughly) estimated Delta V in LKO is about 4,270 m/s. Specifications: Part Count: 97 Mass: 80.545t Height: 5.8m Width: 22.8m Length: 25.6m Here it is on The Mun. It can make the trip easily as it was designed for bigger missions. It is also equipped with four science experiments, located on the belly of the craft. Here it is in the SPH. Some (kinda) strange features are its extra pair of engines. While very helpful during the initial ascent, extra reaction wheels are needed in space to prevent the Grus III from flipping all over the place due to the weird Center of Thrust. (At least this isn't the case with the nukes, though. That would be bad.) The Grus III completed the Mun trip with quite a bit of fuel left over. I am currently taking it to Duna, and I plan on finding out just how far I can take it. (Gravity assists, here I come!) Download here:
  19. Hi, just suggest to add a new type of vessel when you rename it: A Spaceplane, for SSTO and so...
  20. In honor of SpaceX winning the launch contract for the next X-37B mission (planned launch date NET August 2017), I decided to throw together a mockup of what the whole mission might look like. This was the first time I'd ever built a proper spaceplane. The only mod used was Tweakscale, because I couldn't very well get the proportions right without that. The booster does a RTLS landing; the X-37B does a once-around and re-enters. No RCS for attitude control on the orbiter. I saved in orbit before payload separation and I am considering going back and doing a Mun mission with the orbiter.
  21. I have this vessel and intend to improve it a bit, adding a bit of extra deltaV in orbit , a docking port, and some RCS. Higher tech may be used but I prefer to avoid (specially I'm not going for the simpler solution: RAPIER). The main question is if there is any hope to extract more juice from the spark+whiplash combo or should I just change to stronger rockets? If the later, how do you think a single Thud will fare? I feel that 2 Thud may be a bit to much for that small craft, but using 2 terrier means 2 stack of 1.25m. Thank in advance for any input.
  22. This is a parts pack of 2.5m spaceplane parts with a flat bottom, possessing a bit of aerodynamic lift. I am going to be updating this mod sporadically, and I would appreciate any comments, critiques, etc. I would especially like to know people's thoughts on the balance of the mass and lift. As of 5/12/17, I have changed the license for this mod to MIT Download: Note: updating to 1.3 renames/replaces many of the parts. Spacedock: Curse: Part List: Check out this video from Kottabos! If you're interested in using the Mk2.5 Specification, you can use this drawing: Changelog:
  23. Hello All, I recently learned that I'm heading back to school to do some postgraduate study and I need an excuse to revise and touch up my MATLAB skills. Simultaneously I have been grappling with the SSTO design problem and the fact that I cannot find any tools that will guide me in the design of an SSTO and payload. My thought is that while fluid dynamics was not my strong suit (I am a mechanical engineer) the simplified modelling of KSP should make this a reasonable endeavour with a bit of research. My a first step will be to produce an aircraft design tool that I will input a desired payload, ceiling and perhaps a few other parameters and the program will output required thrust, lift surface area and required coefficient of friction. In this way, the 'art' of aircraft design still exists because you have to design something within those parameter (x lift surface, y kN of thrust etc) so but at least the science gives you a starting point. Would be keen for thoughts, guidance, advice or be pointed at any existing tools. Good flying
  24. My spaceplane somehow has more drag acting on the nose during re-entry than on the delta wing and tail, causing it to be unstable and flip to retrograde no matter what I do. Why is the drag so mismatched? The center of lift is well behind the center of mass.
  25. Hi, I recently started hard career with every parts reused except for heatshields, separators and fairing. I want to do it as cheap as I can, so I want to know if Panther-based spaceplane is cheaper than reusable TSTO. Basically these are what I want to know: 1. Cost per crew 2. Cost per ton of payload (does it beat 400/t easily?)