Search the Community

Showing results for tags 'spacex'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 131 results

  1. Old thread merged with the BO and Orion thread. This is the new one. Useful links: r/SpaceX Wiki Long list of acronyms
  2. Tundra's Space Center After a long wait, I can finally share you my version of some historic real life launchpads! To set it up, put the TundraSpaceCenter folder into your GameData, open the KK menu (ctrl + k) and place it anywhere you want! After that convert it into a launchpad and you are good to go! Statics: LC-39A/B - LC-41 - LC-40 - LC-19 - LC-46 - Barge - Engine Test Pads In-game pics: Current parts TLC-39A/B TLC-41 TLC-40 TLC-19 TLC-46 Engine Test pads (Horizontal and Vertical) Barge Additionally, you can get the Titan II launch clamps if you have AdvancedTextures installed Planned features Roadmap Known issues Nothing that I know of. Review + tutorial on how to place and use them. Required Mods Kerbal Konstruct (1.4.5.64 and above) Recommended Mods KSC Extended Tundra Exploration Omega's SpaceX landing pad Bluedog Design Bureau Modular Launch Pads A very special thanks to @Beale, @Eskandare and @Omega482 for the help and advise they gave me to make something awesome. But a very very special thanks to @Ger_space for spending the time with me getting the final touches working. Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under All Rights Reserved License. CKAN is NOT supported. Follow me on Reddit! /u/damonvv
  3. Including Iridium Next, New Horizons and soon many more! (Check roadmap for what is coming) Join me on Discord! (DEV talk only) (Special Gojira Guide HERE) Tundra Exploration pics: Tundra Technologies pics: Planned features Roadmap Known issues IVAs are weird. The next update will be focused on IVAs! Required Mods Kerbal Reusability Expansion (For the F9 legs and grid fins) B9 Part Switch (For part switching) Animated Decouplers (For FH sideboosters decoupler) RetractableLiftingSurface (For actuating fins on Gojira Mk3) Module manager (For all your module manager needs) Textures Unlimited (For a shiny Gojira Mk4) Recommended Mods MAS Interactive IVA (For big screens inside Rodan command pod) Near Future Props (for custom props inside IVAs) Smokescreen (Realplume NOT required!) Kerbal Actuators (For multiple engine modes on F9) Flight Manager for Reusable Stages (For landing your BFR/F9 first stage) Omega482's Stockalike Structures NTR (For your Ghidorah and Gojira landing needs) Basic DeltaV - Basic Orbit by DMagic (For better understanding of how much fuel you have to land all your crafts safely back) Tundra's Space Center (To launch from LC-40!) Near Future Solar (For the Solar Panel plugin if you want full 180 degree tracking) Beta versions on GitHub Realism overhaul config patches (Currently for TE v1.6 only) by @Nessus_ Video by @damonvv A very special thanks to @Beale, @CobaltWolf and @Nertea for the help and advise they give me to make something awesome. And @DiscoSlelge for creating those awesome patches! And a massive thanks to @Rock3tman_, @Nessus_, @JadeOfMaar, @Starwaster, @neistridlar and @Infinite Monkeys for the help of balancing some of the rockets for a better gameplay! Changelog: Any of the configs are distributed under CC-NC-SA-4.0 License. All Textures/models are distributed under CC BY_NC-ND 4.0. SootyShaderLoader is based on the custom shader importer by shadowmage and modyfied by DMagic with custom modules and settings. CKAN is NOT supported by me, any problems with it is not on me. (kinda) Follow me on Reddit! /u/damonvv Donate a coffee to support what I do!
  4. 2.0 coming soon 1.4 Media 2.0 License
  5. Delta Pack Adds the Delta II, III and IV rockets into the game, featuring highly detailed models & textures. (No, this is NOT the official ULA mod pack! I do not have any affiliation with them, I've released my work on my own since otherwise you would never get your hands on this.) Overview of the parts included: RS-27A, RS-68A, RL10-B2, AJ-10-118K, LR-101 GEM-40, GEM-46, GEM-60,GEM-63, GEM-63XL, Star 48B SRM's 4m DCSS (2 colour shemes), 5m DCSS, Common Booster Core, Thor Tank, Delta K, Extra Extended Long Thor Tank various Payload Fairings A wide range of different payload adapters based Note: These launch vehicles are scaled down to fit the Kerbal universe, Delta II has a diameter of 1.5m, Delta III of 2.5m and Delta IV of 3m. A seperate manual is also included in the .zip file. Real Solar System / Realism Overhaul configs are made by @raidernick and are included in the upcoming RO patch. More pictures: https://imgur.com/a/MHVdhPr DOWNLOAD v.1.0 FROM SPACEDOCK All rights reserved - Kartoffelkuchen Logos used are owned by United Launch Alliance Important note: I do not want to make any profit off of my work, so I always appreciate some nice comments if you like it! Enjoy! Great review by KottabosGames SpaceX Pack Falcon 1 (Merlin 1Ci, Kestrel) Falcon 9 1.0 "Block 1" (Merlin 1C, Merlin 1CV, Dragon Cargo Demonstrator as used on Falcon 9 Launch 1) Falcon 9 1.1 (Merlin 1D, Merlin 1DV, landing legs, Gridfins) Falcon 9 Full Thrust "Block 3 & 4" (Uprated Merlin 1D and 1DV, gridfins, landing legs same as on 1.1) Falcon Heavy Different textures: Normal & Worn textures for Falcon 9 first stage Payload Fairing Textures (White, ABS-3A/Eutelsat 115 West B, America, AsiaSat 6/Thaicom 7, CASSIOPE, DSCOVR, Orbcomm OG2, SES 8, Thaicom 6, Tuerkenaelem 52E/MonacoSat 1, Jason 3, JCSAT 14, IridiumNEXT, Echostar 23, NROL(-76), Inmarsat(-5-F4), BulgariaSat-1, Intelsat35e, FormoSat-5) Also includes a "stockalike" version of the Block 1 Fully Reusable Falcon 9 as seen in this animation from SpaceX * Note: The texture for the Formosat-5 payload fairing was found here and I simply copied that onto my fairing template. All credit for that texture goes to the original creator of the image found on the linked website. Hope I won't get sued for that lol. Thanks to reddit user u/soldato_fantasma for linking it More images: https://imgur.com/a/oPiFw https://imgur.com/a/qzhQ6 https://imgur.com/a/PaGzj[ [This Mod is by default not compatible with RO/RSS. If you have any questions or problems with this mod regarding Realism Overhaul, please post in the RO thread] Download from Spacedock Block 5 textures for Falcon 9 and Heavy by @SpaceBirb Realplume configs for every engine by @SpaceEnthusiast23 Various payload fairing textures by @MrPacmanCo Not compatible with v.5.2, requires firespitter to work Launch Towers Pack by @sciencepanda Real F9 Specs for RSS by @Matheo G Note that this does not include RO configs, but rather adjusts fuel/thrust for Real Solar System Changes in the latest update (v.5.2) Removed firespitter as dependency (KSP 1.4 introduced "part variants" which lets you select different model types / textures for one part) Fixed landing leg texture bug Included F9 Demo craft file Great review by KottabosGames Atlas Pack Includes: Atlas V Rocket 400 & 500 series (3 Payload fairings for each version) Centaur with RL-10 Payload interfaces (C13, C15, C22, C25, C29, A937S, B1194) http://imgur.com/a/3qlH3 Requires Old School Fairings , BD Animation Module Recommended Editor Extensions KSP Version 1.1.3 Version 2.0 (Released September 9 2016) Download SpaceDock Realism Overhaul configs are included in the RO mod Real Plume config provided by @Hysterrics , downloadable here License All rights reserved
  6. From wiki. Phase Orbit shells (km) Number of satellites Inclination (degrees) Half size contractual completion time Full size contractual completion time Current completion (23 May 2019) 1 550 1,584 53 March 2024 March 2027 62[43] 1,110 1,600 53.8 0 1,130 400 74 0 1,275 375 81 0 1,325 450 70 0 2 335.9 2,493 42 November 2024 November 2027 0 340.8 2,478 48 0 345.6 2,547 53 0 So, they distinguish 335, 340, and 345 km orbit, and as well 1110 and 1130. They also distinguish 53° and 53.8°, i.e. 0.2° = 12' ~= 12 nm ~= 22 km. So, this gives us a mesh step ~= 5..20 km in their sat pattern. Total area of a sphere of radius: 330 km = 4 * pi * (6370+330)2 ~= 564 mln km2 1330 km = 4 * pi * (6370+1330)2 ~= 745 mln km2 So, 564*106 * ((345+5) - (335-5)) / 7500 = 1.5 mln km3/sat in 340 km orbits. 745*106 * 20 / 4400 = 3.4 mln km3/sat in higher than ISS orbits. A 340 km orbit length = 2 * pi * (6730 + 340) ~= 44 400 km. A 480 km orbit length (ISS) = 2 * pi * (6730 + 480) ~= 45 300 km. So, say, our orbit is ~45 000 km long. Say, our cross-section area is 20 x 20 m ~400 m2 = 4*10-4 km2. (A large sat, a spaceship + upper stage, or else). Total volume of the orbital torus = 45 000 * 4 * 10-4 ~= 18 km3. So, the probability of a sat crossing our way is roughly: ~18 / 1.5*106 ~=1.2 * 10-5, 1 chance per ~80 000 orbital turns in LEO. ~18 / 3*106 ~= 0.6 * 10-5, 1 chance per ~160 000 orbital turns in typical OS 480 km orbit (ISS, Mir), when the sats orbit get significantly decayed. 1 day = 24 / 1.5 = 16 turns. Chances to hit a sat spending in 340 km orbit a day = 1-(1 - 1.2*10-5)16 = 0.0002 = 1:5000 a week = 1-(1 - 0.0002)7 = 0.0014 = 1:700 a month = 1-(1 - 0.0002)30 = 0.006 = 1:160 a year = 1-(1 - 0.006)12 = 0.07 = 1:14 Chances to hit a decaying orbit sat spending in 480 km orbit a year = 1-(1 - 0.6*10-5)16*365 = 0.034 = 1:30 *** Say, a sat lifespan is ~15 years. This means that every year they should deliver ~1/15 of total sats amount = ~800 sats/year. Probably they are going to deorbit the failed sats, so ~800 sats are going to deorbit. But as a launch vehicles are ~0.98 reliable, and the sats to be deorbited are by definition out of service, we can presume that ~20% of sats will stay in orbit as garbage. So, +160 sats every year. Twenty years later there will be ~3000 additional dead sats plus to the initial amount. *** Plus kesslerization of this Say that 15 years long Starlink sat. Say, its cross-section is ~5 m2 (including the solar panel) Its orbital torus volume ~ 45 000 * 5*10-6 ~= 0.2 km3. At 1.5 mln km3/sat around, the probability to hit another Starlink sat is ~ 0.2/1.5*106 ~= 1.3*10-7 per turn. Per year = 1-(1-1.3*10-7)16*365 ~= 0.00076 = 1:1300. So, we can expect ~5..10 Starlink collisions per year. Every collision creates, say, 10 debris, so +several hundred objects per year. Of course, most of them will deorbit, but while deorbiting they can hit a Starlink sat in a lower shell. *** So, if the Starlink had been raised, 30-40 years later there will be no safe orbit below the radiation belts for anything bigger than a Starlink sat.
  7. Kerbalized SpaceX for KSP1.3.X Want to build the SpaceX BFR crew/cargo, Falcon 9, falcon heavy, etc.... This mod is for you! This mod is designed to help you save on part count big time. Be it docking ports to cargo bay's- every part is integrated with something (or multiple somethings) to help you lower your parts count. HOW TO RE-ENTER WITH THE "BFR" -Kill 98% of velocity on a 55 ton vehicle with aerodynamics only-. (I took a steep angle of attack, and experienced very high G's, with good piloting skills and a lower angle of attack you can limit the amount to under 5g's. This happens during the flip maneuver(You will see). Includes: Pods- Dragon, Dragon V2, ITS Titan, Space Bug, BFR crew & cargo variation. Rockets- Falcon 9 Ft, Falcon 9, BFR Engines- *31 raptor cluster, *3 raptor cluster, *4 raptor vacuum cluster, *9 merlin engine cluster, merlin vacuum, merlin atmospheric. Misc: Dragon 1 trunk, Dragon V2 trunk, Dragon nose cone, Dragon panel Covers, Heat shield, Falcon Legs, Aero Fins. Downloads: Spacedock: https://spacedock.info/mod/1477/Kerbalized SpaceX Curse: https://www.curseforge.com/kerbal/ksp-mods/kerbalized-spacex Real plume config: (Currently not working because new engines) Dependencies: Retractable lifting surfaces for aero fins (included in download) Requires "near future solar" for the solar panels on the trunk to work. RPM and Asset Props are required for any functionality in the V2's IVA. Recommendations: Kerbal joint re-enforcement will make ur life much easier playing with the BFR. Appreciation Section: Thanks to @Mecripp for converting all the textures to .dds and for his help in various other areas. Thanks to @mrtagnan For taking the time to provide some beautiful new engine plumes using the Real Plume mod Thanks to all my followers for helping me keep the ambition to continue the development of this mod! I likely would have stopped with the V2 if it wasn't for you guys. Disclaimer: All rights reserved. 1.3 Compatible
  8. So I'm trying to create mod of sorts. Well not a mod per say but it's a custom part and it has a lot of functionality. In a nutshell I am trying to create Space-X's Starship. I have created the model etc but I am stumped on the config for it and how to create the functionality I want. I want to have soundFX on a door animation, I want to have deployable landing legs from inside the spaceship(3D Model created), I want to have the wings on the side move for turning etc. And I want to add custom engines and SFX and VFX in general. This is the first time I have created a mod and I can't seem to find any more in depth documentation online so if anyone knows about the internals and how it works then please help me out. I have moderate experience with blender and C#.
  9. TL;DR Is it possible to create a part that has all the functionality I need it to have like and also have deployable landing legs? Long Version I am trying to create Space-X's Starship and I want to have the Starship(the top piece) have deployable landing gear built in to it. I want them to have exactly the same functionality as normal landing legs but I do not want to add as secondary pieces outside. I can build them in the model and create animations in blender for them but other than that I have no idea how to procceed in order to create my idea. Please give me any tips you have and ideas. Any feedback is welcome.
  10. Presenting the SpaceX StarShip Starbase: S.S.S.S. As seen above the basic premise of the idea is to reorient a landed StarShip to the horizontal position Taking a page from the Apollo Venus mission proposal for the 1970's Logistics aside, what are the advantages of an unflyable StarShip As a base/ Starbase? The StarShip is cited as having appx. 1000M^3 of habitable space internally. However this is above the fuel tanks and only accounting for ~1/3-1/2 of the ship volume. If the tanks were drained, you now have approximately between two and three times the volume. Bear in mind 1000m^3 is about the internal volume of the ISS! For further comparison its roughly ~150/ 300 Apollo LEM’s internal volume. Other Advantages, 1. Once horizontal it could be covered directly by lunar soil or have a thin tarp draped over it and then covered providing radiation protection and protection from micrometeorites. 2. Ease of access, instead of having to use the proposed elevator for going to and from the crew quarters the air locks would now be at ground level, though depending on design may be sideways but still usable. 3. For a moon trip in theory SpaceX could get away with just three vacuum engines allowing more cargo to the lunar surface. 4. Prefabricated base ready on arrival, instead of relying entirely on inflatable structures initially crew will have a nice area to work, sleep and prepare for base expansion whether on the Moon, Mars or wherever. 5. In theory the in development fuel transfer system could be designed to be removable within an airlock bulkhead. Back of the envelope calculations for StarShip (These are my guesses only, if you have better data please expand upon this idea) Diameter 9m, height 50m, Assuming cone is ~5m also containing the forward fuel tank V= Pi(r^2)(h/3) area of cylinder Pi*(r^2) *H with draining the tanks V = Pi(4.5^2)*45m + Pi(4.5^2)(5/3) V ~= 2970m^3 Obviously it would be significantly less as 9m is the exterior diameter but even with factoring in 20mm of steel for the hull assuming that floor thickness and tank thickness are similar we still have over 2000m^3 of usable space! Next question, how to orient to horizontal? As the ship is not designed to land horizontally this does pose a challenge but solvable. The benefit of all solid celestial bodies in the solar system that humans have desire to visit have less than one g of surface gravity. On the moon 1/6 and Mars 1/3. In assuming that StarShip has sufficient structurally sound an anchor and winch system could be set up to safely lower the ship without compromising its habitability. There are probably other ways of setting up such a system but in my mind going through the thought experiment you need at least four cables. Two pulling on either side near the top of Starship and two anchors at the base to prevent sliding. Once Starship has tilted sufficiently in the direction you want it to be in you can take away one cable as gravity is now doing the work for you. It will then be a relatively simple matter of lowering Starship to the ground assuming you anchored your winch system sufficiently beforehand. Alternatively depending on the torque that the RCS system can give on the ship it may be able to slow its rotational decent down to a survivable angular speed though I find this unlikely. From Wikipedia, StarShip’s empty mass ~ 120,000kg on the moon that translates to a weight of ~196kN admittedly the forces would be different I will get around to doing proper calculations later but a 45mm (1.75") diameter steel cable would be capable of handling the load. Less would likely be sufficient and admittedly this would eat into cargo mass but considering the advantages it may be a small price to pay compared to shipping a similarly voluminous area for a first outpost. Besides steel is recyclable and the new area we just opened up will need it for dividing into floors, walls etc.
  11. I built a functional Falcon 9 replica. I launched from the desert launch site, made orbital corrections, and landed it at the ksc. It did work, and the rover it launched made it to orbit. Not too many screenshots.
  12. Starman's Tesla Roadster On February 6th, 2018 this very Tesla Roadster along with an assortment of other things began their billion year journey around the Sun. Fortunately, the Kerbals discovered this amazing piece of history and brought it back to their homeworld of Kerbin. Now you can control the launch, and send Starman to whichever planet or moon you desire. Features: Detailed model of Elon Musk's Tesla Roadster and Starman based off of the real car. Craft file for the stand with the car pre-mounted. (Fixed as of 2.1.1) Don't Panic sign. This mod was designed purely for entertainment and has no real functionality yet. Changes in latest update v2.1.1: The craft a file has been updated and added back to the mod. Changes in latest update v2.1: Removed rearview mirror and windshield wiper. They are not on the real car. Fixed the side reflector colors. They now appear orange and red like they are supposed to. Slightly adjusted the tires. About 2% larger and fit nicer in the wheel well. Completely new Starman model and other visual improvements are on the way in a future update. Download from SpaceDock Download from CurseForge Requires: SpaceX Launch Vehicles by @Kartoffelkuchen HullcamVDS by @Albert VDS; @linuxgurugamer
  13. It's about time someone added this mediocre flying water tower into the game! This is just a real quick add-on that adds SpaceX's Starhopper into the game. Images:
  14. http://www.orlandosentinel.com/news/space/os-expandable-living-space-for-astronauts-heading-to-space-20160318-story.html Bigelow Aerospace is finally getting to send up their module to the ISS in or about April on one of the SpaceX launches which SHOULD include some form of landing attempt. I am pleased to see this day. Anybody got any additional info on the module in question?
  15. Привет обитателям этого форума! Есть вопрос к знатокам. Ksp 1.4.1. Стоит мод Tundra explotation и Tundra tehnogies ну и куча ещё других. Вывожу в океан платформу из мода для посадки ступеней. BFR/Its с помощью мехжабы пытаюсь посадить на эту платформу, но они промахиваются и садятся за ней, хотя в жабе целью посадки выбиралась платформа. Они всегда стремятся сесть в одну точку за платформой, причём Its разбивается при посадке на 140 м/с, хотя на середине спуска скорость почти не гасит двигателями. Подскажите, в чем может быть проблема? Всю голову себе сломал, от моих матерных криков жена икает)
  16. The first one took several days for us to finally get predictions, and by that time they drifted apart and are obviously a lot less easy to see with naked eye right now. They're still relatively close, at least some parts of the "train". https://heavens-above.com/StarLink.aspx Post your observations here.
  17. Pictures: https://imgur.com/a/YMrd28A I've built a Stainless steel SpaceX Starship by using the new silver panels from the Making History DLC. Works very well. It can to a Mun fly-by in a single launch and If refueled, it can land on Duna and the Mun. The link here allows you to download the Crew, Tanker and Cargo versions! It is recommended to circularize into LKO before re-enry since the two fins at the top have terrible thermal performance. NOTE: The file may be read as incompatible. This is because I use FRMS which is a mod to assist the re-usable functions of a rocket. (https://forum.kerbalspaceprogram.com/index.php?/topic/157214-151-flight-manager-for-reusable-stages-fmrs-now-with-recoverycontroller-integration/) It doesn't add extra parts to the game so if you're a purist just ignore the warning the game gives you. Should still work. NOTE 2: It's still a work in progress. I will post when I add more features and update the link. Craft file: At my website https://sites.google.com/view/denshispaceprogram/rocket-downloads#h.p_ok59RHeaMUSF
  18. Do note that such verbose names are, generally, a bad idea for anything manned. If you have to call mayday, ideally you want either a single word, or something that can be comfortably truncated to a single word (like a person's name). There's a good reason to avoid silly-sounding names for anything that's going to come up when talking on the radio. Common words are not exactly a good idea, either. As is "Damfino".
  19. Designed a new Launch vehicle in KSP using KOS. This is the testing of the Launch Escape System.
  20. So today I created a stock falcon 9 and crew dragon/dragon 2 spacecraft if any one wants to use it. Download it from kerbalx, its for 1.6.1: https://kerbalx.com/JohnsterSpaceProgram/Falcon-9-and-Crew-Dragon This craft includes a falcon 9 which you can try and land the first stage if you want, and crew dragon (which recently was flown on the DM-1 mission). Carries 5 kerbals to your space station and back, or around the mun. Check the action groups to see what you can do with the crew dragon and falcon 9 first stage. The main reason I made this was so I could recreate DM-1 in ksp: What do you think, if there are any improvements I could make tell me.
  21. HOLY BOLOGNY Musk just said he is restarting research into nuclear pulse propulsion! He says that the BFR will be equipped with a pulse drive in the 2030s! Ahhhhhh https://www.youtube.com/watch?v=dQw4w9WgXcQ
  22. Now is your time to help SpaceX. We've been waiting for this mission for years and it's finally here. Your task is: 1a) Launch Crew Dragon Demo-1 1b) *Optional* Land first stage booster 3) Rendezvous & Dock with the ISS (International Space Station) 4) Land on Kerbin, alive. Sounds easy? Good, no pressure. Required Mod: https://kerbal.curseforge.com/projects/kerbal-reusability-expansion DOWNLOAD MISSION HERE
  23. My Rockets 99% Mods, 1% Stock So these are some of my rocket recreations of real world rockets. These are just some of the recreations I do, the crafts I make use a few mods. Falcon 1 Boeing Starliner Soyuz MS Falcon 9 1.1 Falcon 9 FT Falcon 9 Block 5 Falcon Heavy Blue Origin New Shepard Mercury Redstone X-15 + B-52 If you've got any ideas on what else I should make, leave a comment! (They will be recreated and uploaded to my YouTube Channel) Thanks for reading!