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Found 82 results

  1. It appears the SpaceX thread has been merged with the blue origin and Orion thread (?!), so I thought I would take it upon myself to start a new SpaceX thread. Here it is... The NROL-76 launch is scheduled for the 30th of April, and the static test fire completed.
  2. Kerbalized SpaceX- (WIP)

    Kerbalized SpaceX for KSP1.3.X(WIP) Do you love powered landings? I DO! So much in fact I decided to create this mod. I hope you guys enjoy! More to come. 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: NEW- SpaceX "BFR" 7.5m and 3.75m versions. Now contains a set of 37 raptor engines with multi mode capability, the upper engines also have multi mode capability. Also included are the fins, decoupler, rear docking port, and booster tank for the new BFR. The second docking port is animated. One of the space bugs now have multi mode engines. Currently contains the Two Dragon1's (3.75m&2.5m), two Dragon V2(3.75m&2.5m), The ITS Titan, two k9x "space bugs"(one meant for lunar missions, the other has a heat shield and atmospheric/rocket engines -you will need to add air intakes for now-), and the "BFR" command modules 3.75m and 2.5m. Their are also two trunks for the 3.75 dragonv2 and one trunk for the 2. version. The dragon V2 has an seven man IVA and custom ones for the other are in development. The docking ports on the pods are compatible with the stock clamp-o-tron. The dragon 1 and dragonV2 have 2.5m and 3.75m versions; the "spacebugs" fit 3.75m, the ITS titan fits 7.5m, and the "BFR" fit 7.5m and 3.75m parts(two variations). If you would like to follow the development of this mod you can check it out on the forums. Download: Command Edition: Contains: Dragon1, DragonV2, ITS Titan, and a few other useful parts https://github.com/jharri74/Dragon2/releases/tag/1.23 Spacedock: https://spacedock.info/mod/1477/Kerbalized SpaceX Curse: https://kerbal.curseforge.com/projects/kerbalized-spacex/files Dependencies: 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, You may also need some big parts like those from SpaceY. Appreciation Section: Thanks to @HebaruSan for getting this put up on CKAN. 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. The Docking ports on all the pods except for the ITS "Titan" are compatible with the stock clamp-o-tron. The ITS "Titan" is compatible with the clamp-o-tron Jr. as its intention is re-fueling. The dragon1 fits 2.5m, the V2 fits 3.75, and Titan fits 7.5m parts. Integrated Docking port compatible with clamp-o-tron This mod is a WIP . I have almost completed the first stage, which is all the command modules and IVA's. I have yet to finish the ITS titans but expect to within the week. First Stage: Command modules, iVA'S, and support vehicles.- 90% complete Second Stage: Launch Vehicles: 5% complete 3rd stage: Deep Space!?!?!? Disclaimer: All rights reserved. 1.3 Compatible
  3. The full post for you to enjoy and discuss, from here: http://toughsf.blogspot.com/2017/10/spacex-sfr-small-falcon-rocket.html Performance estimates revised: 24 tons expendable, 12-14 tons recoverable to LEO. The Small Falcon Rocket is a scaled down alternative to SpaceX's Big Falcon Spaceship that fits on top of existing Falcon 9 boosters. We will discuss the advantages and disadvantages of such a design. SpaceX's Big Rockets The BFR, or Big Falcon Rocket, is comprised of the Big Falcon Spaceship and the Big Falcon Rocket booster. It is a scaled down and simplified design based on the ITS, or Interplanetary Transport System. The BFR is a BIG rocket. The ITS was revealed in June 2016, although work on the design has begun in 2013 under the name 'Mars Colonial Transporter'. The ITS promised to deliver 300 tons of cargo to Low Earth Orbit, or up to 550 tons if reusability was ignored. It would have massed 10500 tons on the launchpad. The vehicle had a diameter of 12 meters and a height of 122 meters, making it one of the largest rockets ever plausibly considered. And the ITS was positively massive. The upper stage, called the Interplanetary Spaceship, was supposed to hold 1950 tons of propellant with a dry mass of 150 tons. Without a payload, the mass ratio was 14. The BFR replaced the ITS in September 2017. It is a smaller, more sensible design that SpaceX believes it can actually deliver in the next few years. The diameter is reduced to 9 meters and it will mass 4400 tons on the launchpad. Payload capacity is reduced to 150 tons. The upper stage BFS should have a dry mass of 75 tons, but Elon Musk states that this might rise to 85 tons due to development bloat and overruns. It holds 1100 tons of propellant, giving it a mass ratio of 13.9. It is important to note that despite being up to 78% smaller than the previous ITS design, the BFS stage maintains the same mass ratio. Why? Because we are now going to scale down the BFS again. Why go smaller? How big the BFR's booster would be compared to the Falcon 9 booster. Going big is the best way to reduce the cost per kilogram for sending payloads into orbit. SpaceX jumped from the Falcon 1 to the Falcon 9 because the larger rocket can deliver payloads much more cheaply into space. When first considering options on how to make travel to Mars affordable to the general population, SpaceX immediately came up with a gargantuan tower of rocket fuel over three and a half times larger than the Saturn V! A big rocket is also easier to develop. It is more forgiving of development bloat that increases mass over time as the designs are perfected. It has larger safety margins and room for many backups, such as multiple engines. However, bigger is not always better. The total development costs will be higher, as large components need large factories. It is much more difficult to test the components too, and a full testing regime of the completed rocket will require launching and even destroying a full-scale model many times. Remember the failed Falcon 9 booster landing attempts, and imagine them replaced with a vehicle eight times bigger. There is also the fact that the second sure-fire way to reducing launch costs is to have rapid turnover. This involves loading up rockets, sending payloads into space, recovering the rocket and refurbishing it for another launch in a very small time frame, measured in days or even hours. Rapid turnover and minimal refurbishment would allow the space launch industry to more closely resemble existing airline business models. The main benefit of this approach is that a small number of launch vehicles can handle a large volume of missions, critically reducing the initial cost of the vehicles and reducing the amortization rate. Even if SpaceX manages to develop rockets that liftoff and land several times without needing to go to a workshop, they'd still need to solve the issue that there just aren't enough payloads on the market that need to be lifted into space to fill the BFR, let alone the ITS. For example, even the BFR's 150 ton payload capacity can cover all of last year's payloads in about two or three launches. Three launches is far from sufficient. Elon Musk is betting that the space industry will be able to fill the BFR's cargo bays with new satellites and LEO payloads once the lowered cost per kg is offered to them... but there will be a long delay between the launch costs being reduced and the industry contracts appearing en masse. Cost per kg in orbit is only part of the picture. Waiting for more contracts to appear and bundling them together to use the most of a BFR's cargo capacity is not a good solution. It will force SpaceX to delay launches until the mass delivered to orbit reaches a profitable amount - launching BFRs nearly empty with the usual 2 to 5 ton satellite is surely wasteful and a loss for the company. The SFR The SFR, or Small Falcon Rocket, is a possible solution to the development costs, under-utilization and low expected launch rate of the BFR, or Big Falcon Rocket. The SFR is a scaled down Big Falcon Spaceship sitting on top of an existing Falcon 9 booster. It will carry a smaller payload to orbit, but will have a capacity SpaceX is sure to fill up. Existing Falcon 9 boosters can be mated to a fully reusable upper stage, drastically cutting down on development costs. We will now look at the details of the SFR's two stages. The upper stage is the only new part. It is a BFS scaled down to 3.7 meters diameter, using the same Raptor engines rated at 1900kN of thrust at 375 seconds of Isp. We will call it the SFS, or Small Falcon Spaceship. The Raptor engine. The SFS will be (9/3.7)^2: 5.9 times smaller than the BFS. The dry mass is expected to be only 85/5.9: 14.4 tons. It will be 19.7 meters long. Based on the mass ratios calculated above, the SFS will be able to hold 187.2 tons of propellant. An SFS with no cargo and full propellant tanks will therefore mass 201.6 tons and have a deltaV of ln(14)*375*9.81: 9708m/s. The Vacuum-optimized Raptor engine is quite large, with a nozzle opening 2.4 meters wide. It is unlikely that more than one such engine can be fitted under the SFS. It will provide enough thrust for an initial Thrust-to-Weight ratio of 0.96, which must be compared to the current second-stage initial TWRs of 0.8-0.9. For retro-propulsive landing, we will not be able to fit, or even need, the sea-level version of the Raptors. Instead, we will use two of the existing Merlin-1D engines with 420kN of sea-level thrust, but possibly with a lower pressure rating as the thrust generated makes them too powerful for landing. The alternative is the SuperDraco engines with 67kN of thrust and 235s sea-level Isp. Rocket engines in the Raptor + 2x Merlin configuration would represent 13.2% of the overall dry mass, or 8.1% if the Raptor + 4x SuperDraco configuration is used instead. The Raptor engines are assumed to have a TWR of over 200, so their mass should be lower than 969kg. There are no numbers on the SuperDraco's mass, but it should be at most 50kg. These ratios seem not too outrageous when compared to the 7% engine-mass-to-dry-mass ratio in the BFR's original design. Merlin-1D engines. The SFS's mass is based on the 85 ton figure for the BFR's dry mass, but this is a cautious estimate with room given for development bloat and mass budget overruns. The BFR's design on paper gives a dry mass of 75 tons instead. Using the on-paper mass, the SFS could have a dry mass as little as 12.7 tons. The SFR's booster is the Falcon 9 Block 4. The booster will mass 22.2 tons when empty, and can hold 410.9 tons of propellant. This gives it a mass ratio of 19.5. The nine Merlin 1D engines have a sea-level Isp of 282s and an vacuum Isp of 311s. Because the booster stage does not spend a long time at sea level and performs most of the burn at high altitudes with negligible air pressure, we will use 300s as a low-ball estimate of the average Isp. The true average might be a few seconds higher. Taken all together, the SFR will mass 634.7 tons on the launchpad without any payload in the SFS's cargo bays. It stands 89.7 meters tall. We will now calculate how much cargo it can lift into Low Earth Orbit in expendable or reusable mode, and where else it can go. Performance To achieve a Low Earth Orbit, we will set the deltaV requirement as 9400m/s. In reality, it could be achieved with as little as 9200m/s, but we want decent safety margins. Expendable mode is the easy part. It assumes every bit of propellant is consumed and the SFR's stages left dry. Using a multi-stage deltaV calculator and setting the Falcon 9 Block 4's Isp to 300s and the SFS's Isp to 375s, we work out that the booster provides 1899m/s of deltaV and the SFS provides 7488m/s for a total of 9388m/s with a payload of 13.7 tons. Recoverable mode is harder to calculate. The propellants cannot be completely used up: some must be kept in reserve to perform a retro-propulsive landing burn. BFR landing. A landing burn by the SFS requires that about 300m/s of deltaV be held in reserve. This represents 1.65 tons of propellant with Merlin-1Ds or 2 tons of propellant with the SuperDracos. The Falcon 9 booster needs to retain 15% of its propellant reserve to make an ocean landing. This gives it a deltaV of 3910m/s, which is largely enough to cancel most of its forwards velocity and make a very soft landing. However, holding back 61.6 tons of propellant means it boosts the SFS by much less. In recoverable mode, the SFR's cargo capacity drops to 9 tons. If the SFS follows the paper designs more closely and achieves a dry mass of 12.7 tons, it will have cargo capacities of 16.7 tons in expendable mode and 12 tons in recoverable mode. The SFS could achieve a deltaV of 2500m/s after launching on top of a recoverable Falcon 9 booster and without any payload. This is not enough to reach the Moon, so the range of missions the SFR can take payloads on is limited to Low Earth Orbit. Smaller rockets might solve the problem of having to crane down cargo from the top of a tower. However, if it is refuelled in orbit, then the entire Solar System is available. It can deliver 50 tons to Low Lunar Orbit (5km/s mission deltaV). It can send 35 tons to the Mars Low Orbit (5.7km/s mission deltaV) or 21 tons to Mars's surface (6.7km/s mission deltaV). Refueling the SFS will take between 16 and 20 tanker launches. With 14.4 tons of dry mass and a propellant capacity of 187.2 tons, the SFS has a maximal deltaV of 9.7km/s, enough theoretically to put itself far above Jupiter or even Saturn. Conclusions The SFS is a limited vehicle. It is restricted to Low Earth Orbits and can deliver payloads of 9 tons, up to 12 tons, at most. It is far from the multi-purpose machines the BFR or ITS promised to be. However, it is enough to dominate the medium lift launch market, as it is fully recoverable. The re-use of existing Falcon 9 boosters and the smaller number of Raptor engines (one per rocket) will drastically slash the development costs compared to something like the BFR. The smaller payloads are easy to fill, meaning every launch is profitable. Multiple launches promises rapid turnover and a maximization of the return on investment on the craft. With re-fueling, the SFS in orbit can complete missions that require it to send decent payloads to the Moon and Mars. With minor improvements and operating in fleets of multiple vehicles, it can even match the payload capacity of the BFR to various destinations. What do you think?
  4. SpaceX Pack Falcon 1 (Merlin 1Ci, Kestrel) Falcon 9 1.0 "Block 1" (Merli 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 Requires Firespitter Recommended Launch Towers Pack Supports KSP 1.3 Download Spacedock Realism Overhaul configs for Falcon 9 "Full Thrust" are made by user @ReventonHawx and can be downloaded here Real Plume Configs are provided by @Hysterrics and can be found here 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
  5. I am a stockalike mod player and I saw the reveal of the new Dragon V2 and wondered, "That would be cool to fly in KSP." Then LazarusLuan made one for LazTek and I saw how awesome it was. As much as I love it, I felt that it was lacking the stockalike feel to it since it's more of a replica. Well now I am making a mod that will include various stuff from SpaceX and other cool stuff that is stockalike. Video by @kaue4arp10 Video by @Kottabos Current parts Rodan command pod, heatshield, and trunk. It also has a nice IVA included. (Dragon V2) Staub control block, fuel tank, and OCS. (LADEE) Ghidorah 9 fuel tanks, second stage engine, first stage engine, legs, grid fins, and decoupler (Falcon 9) Gigan pod, heatshield, shroud, trunk, solar panel, solar shroud. (Cargo Dragon) Igel probe (Hedgehog probe) Paneer probe (New Horizons) Mothra probe (Rosetta) Pill probe (Philae) Planned features Roadmap Known issues None so far Required Mods Kerbal Reusability Expansion Recommended Mods RealPlume Stock Configs A special thanks to Beale for teaching me the basics of modding, Nertea for making the awesome curved solar panel plugin, and many of you awesome community members! Changelog: Enjoy the mod? If you want, feel free to leave a donation to buy me a coffee or something!
  6. You could have made the same argument about any colonization or exploration people have ever made in the past. And it would be wrong in almost every case.
  7. THIS MOD HAS BEEN RELEASED! CHECK OUT THE RELEASE THREAD HERE SpaceX Interplanetary Transportation System! With realistic sized parts (aka massive), accurate mass (launchpad might explode occasionally) and other stats as close to SpaceX presentation as I could get. Now you can colonize Mars SpaceX style. Intended use for this mod is going to be RSS/RO, because it is obviously overpowered for stock Kerbol system. It took me a lot of time to model these parts and even longer to make them work properly, so I hope you will enjoy and provide feedback, because it is very much needed! DISCLAIMER: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/oxygen) and engines don't suffer from ullage and other great features that RO brings. DeltaV stats, Isp, masses and all related parameters are nevertheless more or less correct. Currently in development Internals RSS/RO configuration for proper fuel usage - partly done, files on Github ISRU Backwards compatibility for 1.1.3 (for RSS and RO) - compatibility done. Config files for stock KSP Proper configuration for the landing legs Engine heating animation (I totally forgot about them) Split body flaps for the ship Imgur Album - more pictures. Downloads: Spacedock Curse Github - extra configs for RealPlume and SmokeScreen, also WIP configs for RealFuels LICENSE: All rights reserved. If you want to use models or textures from this mod, just ask. It's the second mod ever and therefore there are many, many sharp edges and strange solutions. Some parts might summon Kraken, so be warned. This endeavour turned out to be far bigger than I ever expected and I have certainly underestimated the complexity of such operation. Development will be slow because I have learn things on the fly, but if you would like to help with the development, please contact me. In any case, I hope you'll enjoy the mod and please share some screenshots!
  8. Elon/SpaceX is amazing

    Can we talk about how amazing this is, and how Elon is single handedly going to push humanity into a new era?
  9. Shocked no one has done this yet...but glad, because I wanted to be the one to do it. I'm sure most of us have seen Elon Musk's 2017 IAC presentation, which raises the bar (even though that "bar" is somewhat smaller) tremendously over the 2016 version of BFR/ITS/MCT. If anyone hasn't had a chance to see it, I highly recommend checking it out: What's the challenge? Build the 2017 version of the BFR, of course. Specifically: Build a large two-stage fully-reusable launch system capable of propulsive landings on Duna, Kerbin, and the Mun. It must be capable of in-orbit propellant transfer and needs to be able to deliver substantial payload (at least 20 kerbals, or a fully-functioning autonomous ISRU unit) to Duna. No nukes, ions, jets, rolling landings, or parachutes. Tweakscale is the only allowed part mod for engines and tanks. Once you've demonstrated proof of concept with a single launch, subsequent launches (for refueling, etc.) may use the debug menu to get into orbit. You can also use Unbreakable Joints and No Crash Damage as long as your landings are under 5 m/s. The scoring system is designed so that the closer you make your version to the one revealed by Musk, the more points you get. I may add additional ways of earning points as the challenge progresses, but I'll try to keep it balanced. Scoring: Basic challenge (two-stage, reusable, propulsive landings on Duna, Kerbin, and the Mun): 5,000 points Booster executes RTLS: 200 points Dedicated propellant transfer ports in tail: 50 points Single-stage to Mun and back to Kerbin after Kerbin orbit refueling: 600 points Demonstrate single-stage return from Duna to Kerbin after Duna ISRU: 800 points Six engines on second stage: 60 points Thirty-one engines on first stage: 31 points No reaction wheels: 200 points No monoprop (Vernor engine RCS only): 175 points Booster lands in launch cradle: 650 points Delta wings on second stage: 85 points Dedicated crew vehicle, cargo vehicle, tanker: 400 points Ties are broken by total upper stage dry mass, the lighter, the better.
  10. Taking a break from all my spaceplanes, I'm trying my hand at making a stock, recoverable two stage rocket. The booster stage has wings and will glide back to the space centre, before landing on parachutes. The upper stage also has stub wings (mainly to help it aim and slow down) and parachutes. The goal is to come up with something you can put on KerbalX and have the average joe just be able to fly it, without having to install mods or tweak physics range etc. As you can imagine, physics range is the bugbear. I keep finding one or other part of my rocket has gotten auto deleted before I can deal with the other. Each time i want to tweak separation altitude/ascent profile, means a complete redesign, moving propellant from one stage to the other then having to rebalance the aerodynamics so each component is stable on its own. If you guys can help with that, it will save a lot of time building iterations of this rocket. Attempt 1 My first iteration only had about 1000dv on the lower stage, but with 8 aerospikes the lower stage was pretty powerful (TWR 2.75) and launched steeply. Separation altitude was 20km and due to the steep ascent, the first stage didn't have a long glide to get back to the space centre. The upper stage had about 1900dv but only 0.5twr and i think i should have boosted that, in retrospect. The problem is, these engines only run for as long as i'm flying that vessel. They do take the upper stage's AP out of the atmosphere, but as i understand it, I have to switch back to the lower stage before it gets more than 2.5km away. EDIT - ok, it appears the non-focused stage is ok so long as it stays above 25km OR is within 2.5km of the flown vessel. When i switch to the lower stage, the upper stage's engines immediately stop and it is still well below orbital velocity. It completes the sub-orbital arc and falls below 25km and gets deleted before i can land the lower stage. Attempt 2 I tried adding extra fuel to lower stage and removing from upper. The lower stage now has 1700dv. Separation was at 950m/s at 35km in a 65 degree climb. The booster reached 65km before falling back. I still wasn't able to put enough velocity on the upper stage before having to switch back to the booster, and it fell back below 25km again just as the booster was opening its parachutes. I don't like adding more fuel to the booster, it means either a very inefficient lofted trajectory or being too far from the space centre to glide back at separation. So, it seems i need to give the upper stage some serious TWR so it can get close to orbital velocity much quicker. BTW, what happens if the upper stage is an SRB? Does that magically extinguish itself when i switch away from the vessel ? Just thinking out loud.
  11. I'm happy to share with you the first public release of this mod. Most of the parts are done and ready to use and you can now properly replay the Mars colonization mission in KSP. IMPORTANT NOTICE: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/oxygen) and engines don't suffer from ullage and other great features that RO brings. DeltaV stats, Isp, masses and all related parameters are nevertheless more or less correct. PARTS Crew Transport Ship with 4 crew and 100 passenger capacity. Tanker Ship for orbital refueling. Reusable Booster with attachable fins and gridfins. Built-in decoupler, probe core and antenna. Dedicated shielded side docking port. Matches stock senior docking port. Raptor engines for atmospheric and vacuum use. Ship landing legs Deployable Gridfins that act as control surfaces and airbrakes Booster fins Solar Panels, RCS etc. FEATURES Booster has a built-in decoupler for stage separation. Built-in docking ports can be activated in config files (as an alternative). Currently uses Liquid Fuel/Oxidizer mixture but with correct masses for the ship and booster Engine Isp and thrust are set to values given by Elon Musk in his presentation All sizes are as accurate as I could estimate Ship and booster masses are as specified by Elon Musk. Raptor engine mass is estimated based on Merlin mass Tested in KSP 1.2. Backwards compatibility for KSP 1.1.3 and some extra config files for RSS are available on GITHUB Landing legs are missing landing leg module. They are still animated and act as landing legs, and are by default activated by Gears action group. They cannot overstress. CURRENTLY IN DEVELOPMENT Internals IRSU module RSS/RO configuration for proper fuel usage - partly done Configuration for stock KSP that is not game-breaking Split body flaps for the ship VIDEOS! A quick video I made how to assemble the ship: Kottabos review: DOWNLOADS: SPACEDOCK CURSE GITHUB - Backwards compatibility and extra configs are available here. DEVELOPMENT THREAD is where all the important updates and future features, as well as current issues (there are some) are discussed. I hope you will enjoy this mod! It took me a long time to (sort of) finish and I wasn't even sure if I could do it. Because of that, I'm even more excited to share it with you! A big THANK YOU to Marcus House for the support and testing, as well as config adjustments!
  12. SpaceX Challenge!

    This applies to any version, First make a dragon like Resupply craft. And then make a fully reuseable rocket, then: You must land the first stage and recover it(No parachutes(No drouges either)).Then land the 2nd stage from orbit(drogues are allowed on the second stage de-orbit/landing)and recover it.And then resupply a space station with the dragon like craft.Then finally land the spacecraft and recover it.(you can use parachutes and drouge chutes on the spacecraft).
  13. Does anyone have tips on how to land 2 seperate boosters decoupled at the sametime in the lower atmosphere?
  14. Doing It Elon Style

    In much the same spirit of @Bottle Rocketeer 500's rather-popular "Doing It Orion Style" challenge, I decided to put together a similar challenge featuring sequential missions, building up from the launch of the Falcon 1 through the present and beyond. But, since Elon also owns Tesla, some steps in the challenge will include building all-electric vehicles to match the Model X, the Model S, and the Model 3. To add variety to the challenge, I'm also going to include planned-but-never-flown configurations like Falcon 1e and Falcon 5. For each mission, I'll do my best to provide a set of mission requirements which are specific enough to make it interesting and challenging but not so specific as to make it arbitrary or time-consuming. Missions are optional; you can choose a single one, skip around, or do them all one by one in sequence. Possible missions (I won't do all these but it's a sampling of possibilities based on demand): Falcon 1 Falcon 1e Tesla Roadster Falcon 5 Falcon 5R Falcon Air Tesla Model S Falcon 9v1.0 Dragon 1 Falcon 9v1.0 Dragon 1 + comsat, engine-out Falcon 9v1.1 Cargo (polar, soft splashdown) Falcon 9v1.1 Cargo to KTO Falcon 9R Dragon (soft splashdown) Falcon 9R Cargo to Kerbin Escape (soft splashdown) Tesla Model X Dragon 2 launch abort test Falcon 9R Dragon (ASDS attempt) Falcon 9 FT Cargo (RTLS landing) Falcon 9 FT Cargo GTO (ASDS attempt) Falcon 9 FT Dragon (ASDS landing) Falcon 9 FT expendable (fairing recovery) Falcon 9 FT with X-47B Tesla Model 3 Falcon Heavy Demo Falcon 9 Block 5 with Dragon 2 Dragon 2 max-Q abort Falcon Heavy Constellation Falcon 9 Crew Falcon Heavy: Grey Dragon Falcon Heavy: Red Dragon If there's some interest, I'll get started on the requirements for the first few missions! General rules: Tweakscale is allowed Readout mods are allowed Piloting mods are not allowed Unbreakable Joints and No Crash Damage are allowed for propulsive landing attempts Part mods which alter tankage ratios or engine performance are not allowed No reaction control wheels are allowed You must use the same engine for all first stages, so plan accordingly. The engine you choose will start with low thrust and be uprated over time. Scoring is based on lowest LV dry mass. EDIT: Missions below!
  15. Dragon Rider (Originaly By cBBp) I'm porting this modpack to the latest KSP version. Most of this is updating the node attachments, flipping the y angle. There's other problems. Download: <link deleted while waiting for written explicit permission from cBBp> Links: Original link: [http://forum.kerbalspaceprogram.com/index.php?/topic/24217-dragon-rider-capsule-023-21414/] Mod Support: * Lazor * Kerbalism * TAC * MechJeb * CTT INSTALL: Unzip into your main KSP folder, delete old versions before that. Have module manager already installed. CONTENTS: * Dragon Capsule * Trunk * Solar Panel Covers * Nose cone NOTES: * none Changes * fixes for KSP 1.2.2 * added mission flags * updated buoyancy profile * updated COL profile * techtree integration * editor search and category integration * generic docking node fits normal and jr clampotron * emergency fuelcell if power drops below 10% * integrated heatshield and insulated capsule * science container and crew report * integrated transmitter CREDITS: * cBBp for original setup LICENSE: https://creativecommons.org/licenses/by-nc-nd/3.0/us/ This pack is originally made by cBBp. This licence does not forfait any original licences. SCREENSHOTS: http://imgur.com/a/isypC
  16. Where does everyone think space flight is going, and who do you think is the future of space flight is gona be? Btw, feel free to comment more company's to add to the poll.
  17. SpaceX vs NASA

    Just wondering who you guys think will send humans to Mars first.
  18. Hi guys! I just wanted to share with you the new project I'm working on. It's a YouTube series called "The Story of Space Exploration". In this series I'll talk about and explain the most important missions in the story of Space, with some help of Kerbal Space Program. I made 2 trailers and just published the first episode, "How does a rocket work?". I'll put the links below just in case you're interested: Trailer 1 Trailer 2 How does a rocket work? The Story of Space Exploration ep 1 Please let me know what you think
  19. DISCONTINUED UNTIL FURTHER NOTICE! THIS MOD IS STILL A WORK IN PROGRESS AND NOT YET AT A POINT FOR RELEASE. PLEASE KEEP AN EYE OUT AS THIS MESSAGE WILL CHANGED TO RELEASED. THANKS. UPDATE: THIS WILL BE RELEASED AS AN ALPHA ONCE STAGE 1 IS COMPLETE. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ABOUT: From a small team just entering the modding world, we bring to you the SpaceX parts pack. This mod brings you all the parts required to produce your very own Falcon 9 series. Based off measurements and specific information provided on the SpaceX website along with some good guess work, these parts provide a 1:1 scale of the real Falcon 9 used by SpaceX. CONTENTS: This pack includes a variety of parts that can be used in combination to produce realistic looking Falcon 9 rockets. This pack will currently include the following: · Merlin Octaweb Engine · Merlin Octaweb Engine Mount · First Stage Fuel Tank · First Stage Control Module · Landing Legs · Grid Fins · First Stage Radial Decoupler · Interstage Decoupler · Merlin Vacuum Engine · Second Stage Fuel Tank · Second Stage Control Module · Dragon Decoupler · Dragon Trunk · Dragon Trunk Fins · Dragon Solar Panels · Dragon Heat Shield · Dragon Preassurised Pod · Farings More parts will be added as I progress through the models and assemblies. PROGRESS: As I have previously mentioned, I am new to the modding community and am developing this mod in partnership with a few friends. This pack will take some time to be released as I work a standard work day and have personal priorities. I am currently working on this pack with any time I have. I ask for your patience with this and I will keep this up to date. The progress so far: · Merlin Octaweb Engine o Modelling – 100% o Texturing – 0% o Coding – 50% · Merlin Octaweb Engine Mount o Modelling – 100% o Texturing – 100% o Coding – 95% · First Stage Fuel Tank o Modelling – 100% o Texturing – 0% o Coding – 50% · Landing Legs o Modelling – 100% o Texturing – 0% o Coding – 50% · Grid Fins o Modelling – 100% o Texturing – 0% o Coding – 50% · First Stage Radial Decoupler · Modelling – 0% · Texturing – 0% · Coding – 0% · Interstage Decoupler o Modelling – 0% o Texturing – 0% o Coding – 0% · Merlin Vacuum Engine o Modelling – 50% o Texturing – 0% o Coding – 0% · Second Stage Fuel Tank o Modelling – 0% o Texturing – 0% o Coding – 0% · Second Stage Control Module o Modelling – 0% o Texturing – 0% o Coding – 0% · Dragon Decoupler o Modelling – 0% o Texturing – 0% o Coding – 0% · Dragon Trunk o Modelling – 0% o Texturing – 0% o Coding – 0% · Dragon Trunk Fins o Modelling – 0% o Texturing – 0% o Coding – 0% · Dragon Solar Panels o Modelling – 65% o Texturing – 0% o Coding – 0% · Dragon Heat Shield o Modelling – 0% o Texturing – 0% o Coding – 0% · Dragon Preassurised Pod o Modelling – 50% o Texturing – 0% o Coding – 0% · Farings o Modelling – 0% o Texturing – 0% o Coding – 0% PICTURES: DOWNLOAD: This mod is still far from completion. Once completed this mod will be available to download off Spacedock. A link will be provided once released and this post will be updated. UPDATE: THIS WILL BE RELEASED AS AN ALPHA ONCE STAGE 1 IS COMPLETE. CREDITS: As I have previously mentioned, this is a shared project. Although all the modelling has been carried out by myself, this mod would not be possible without the correct configs and texturing. I would like to thank my friends Fordie, Spoonstiker and Mr Mental for their help with coding this mod and making it work.
  20. Elon Musk said that he will land first stage of the ITS back on the rocket holder (don't know what it is called) and that is what this challenge is. Show that it is POSSIBLE. Design a ITS-like rocket that can have the first stage land on the pad Level one: land the booster back at ksc. Score is 100times(Launch mass/distance to the pad)/dv used to land. Level two: land the booster back on the pad. Score will be Score will 20Launch mass/Dv used to land. Level three: land the booster back on the launch holder (Dock with the launch holder using engines). Score will be 30 times Launch mass divided by Dv used to land. Docking ports are recomended for the launch holder. Dv will be measured in m/s in a vacuum, distances in meters and launch mass in tonnes. Rules 1. No f12 menu, hyper edit, cheating, or exploiting glitches. 2. You can use the landing guidance in Mechjeb as an informational tool, but not the autopilot. 3. The only three part adding/changing mods allowed kerbal reusabitity expansion, any life support mod, and deep freeze. 4. Must have at least 100% re-entry heating, plasma blackout, kerbnet enabled, have it so the signal is required for control, and must have no partial control allowed. 5. Must have no kerbals on the booster. 6. FAR, FMRS, and deadly re-entry are allowed 7. NO PARACHUTES 8. NO DROPTANKS/ASPARAGUS. Must be Two stages. 9. Modded. Only mods that don't offer a signifigant advantages over stock are allowed. If it adds fuel tanks with a better full to empty mass ration than stock, it is not allowed. Prohibited; Procedural parts and near future propulsion. Obviously, no using the ITS mod (It is WAY overpowerd). Tweakscale can be used if it is not abused. Bonus points Second stage goes into orbit +1 Second stage lands back at kcs +1 Second stage lands on launch pad +2 Booster can refuel +.1 Multiply final scor by ten Documentation Have informational tabs and Dv stats open (Mechjeb, not KER for dv) Keeping the landing guidance tab open with the information tab is highly recomended Video is great. If you take pictures, use an imgur album; when to take pictures; Pre launch (on the pad). Gravity turn. Stage seperation. EVERY BURN. Re-entry Take plenty of pictures in during landing for level three and two. Refeuling (If done). Leaderboard; Stock; Modded; My exemple entry on level one. Score=1000*266.924t/75.2m/1995m/s+1=1.178
  21. SpaceX TGT-Telescope mission

    Note: these are two separate launches, because FMRS doesn't want to work for me, and the videos are very quiet for some unknown reason (not because QuickMute). Payload's view Booster's view and "landing"
  22. I recently had another series, 2mF, developing a KOS script to automatically fly, return and land boosters in KSP. I decided to try that again, this time with less "empirically determined values" and with explaining my code. This should make the script fit to multiple different missions, not just this one specific rocket. I hope to be able to demonstrate New Shepard, Falcon 9 and Falcon Heavy like missions. This also is an editing-learning-experience for me. So I hope the audio quality on the next video will be better, I am trying! I want this to be a community-thing, so I am looking forward to your feedback, improvement suggestions and criticism! Links YouTube channel Forum Thread GitHub Repo Modlist CameraTools for recording DistantObjectEnhancement little dots for planets and ships PlanetShine planet illuminating the vessel Scatterer better atmosphere and water kOS programming rockets Other Info Text Editor Atom Syntax Theme Solarized Dark KSP Version 1.2.2 Video Editing Software Adobe Premiere Pro Microphone Blue Snowball Hans Episode #1: Automated Booster landing development tutorial using a KOS Autopilot script. Inaugural episode: Dumb suicide burn with a simple hop. I promise the audio will be better next time! Also go to the YouTube video, to like and subscribe!
  23. For clarification this would be Kerbin Orbiter's space program however that save is corrupted and well I've done two saves on that one so this is the third save ive added a few mods, removed some aswell, most notably RT because KOS refuses to do anything with RT installed even with a connection BREAKING PRESS RELEASE! so are you planning to go to Duna? KSEA-"yes we are we plan to go to Duna by the end of the decade" will you be using falcon heavy? KSEA-"no we won't we will be unavailing the rocket in around 10 days all I can tell you is it's HUGE" woule you take it to the Mun and/or Minmus? KSEA-"we will take it to the Mun but not Minmus because Minmus doesn't have the gravity" info: Currently the KSEA is working towards a recoverable rocket (this is the time i show you my code) Launch vehicles how to get involved Scheduled launches: Mission: Kerbinorbiter sat One objectives: Launch the satilite into orbit Secondary objective: Safe splashdown in the ocean Updates: we are now constructing a space station, i will also put the save file for downlaod every fortnight (two weeks) mod list incase you want to create a module for me video versions (release one soon!) https://github.com/Kerbinorbiter/KSS-expeditionary-missions/releases