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Found 134 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. This pack provides realistic models of SpaceX's rockets and spacecraft, made for your Stock Kerbal Space Program installation. Crew Dragon Starlink Satellite Falcon 9 with parts to make all of its versions: Block 5, Full Thrust, 1.1, 1.0 Falcon Heavy Falcon 1 Interplanetary Transport System [2016 version] ASDS Droneship "Just Read the Instructions" and "Of Course I Still Love You" Landing Zone 1 You will find all flown Merlin versions (M1Ci, M1C, M1CV, M1D, M1DV and its subsequent upgrades), Raptor and Kestrel, 22 different payload fairing textures from real missions, booster and fairing recovery hardware, different textures for the booster, 4 different textures for Crew Dragon and 2 textures for the drone ship ("Of Course I Still Love You" and "Just Read The Instructions") included. Download from Spacedock Installation Follow the instructions in the included "readme" file. You can choose to install the parts at their real sizes or at a stock-compatible size (2.5m). The following mods are recommended to be installed as well: Textures Unlimited for shiny, metallic looking parts by @Shadowmage Animated Decouplers for retracting Falcon Heavy decouplers and Crew Dragon trunk umbilical by @Starwaster RetractableLiftingSurface for a working fairing parafoil by @linuxgurugamer Launch Towers Pack for realistic launch towers by @sciencepanda Note that Module Manager by @sarbian is required to make the rescaled configs and some of the above mentioned mods to work. Realism Overhaul support is currently pending. Changelog Known Issues Media All rights reserved.
  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. 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.
  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 Due to its size and popularity, the SpaceX Pack has been split into its own thread. You can find it 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
  6. 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! This mod only works with KSP 1.8.x and above!! Statics: LC-39A/B - LC-41 - LC-40 - LC-19 - LC-46 - Barge - Engine Test Pads LC-5 - LC-6 - LC-14 - LC-17 - LC-34 In-game pics: Current parts TLC-5 TLC-6 TLC-5-6 launch control building TLC-14 TLC-17 TLC-19 TLC-34 TLC-39A/B TLC-41 TLC-40 TLC-46 Engine Test pads (Horizontal and Vertical) Barge Planned features Roadmap Known issues Nothing that I know of. Review + tutorial on how to place and use them. Required Mods Kerbal Konstruct (1.8.x 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
  7. 2.0 coming soon 1.4 Media 2.0 License
  8. 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
  9. I decided to post my work on BFR, it is not finalized and does not have a connection to RO, since I do not sit in the KSP at all, but maybe he'll need somebody. The package includes: 1. Simplified engines Raptor 2. Two versions of the BFS ship, cargo and manned 3. BFR rocket 4. fins and RCS for BFR 5. Solar panels for BFS 6. Docking port for BFS The manned version of BFS has 4 compartments for the exit the Kerbonauts, two in the payload compartment, one for the EVA (main), another with a built-in ladder, it also has built-in landing legs, a docking port for connecting two BFS ships, and animation glow of windows. The cargo version also has a built-in docking port. All the textures in the .png format, so that every newcomer to Photoshop can change them at will. V1.2 1. Added evelons for BFR 2. Added RO Patch Ship file in VAB works only with RSS/RO. DOWNLOAD: https://spacedock.info/mod/1813/BFR
  10. 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?
  11. I have been trying to figure out the exact landing burn altitude for my hoverslam script and I can't work it out accurately. I've looked at others' script but does not seem to work well with my script. lock burnAlt to (ship:velocity:surface:mag^2)/(2*(ship:sensors:acc:mag)). This is what I use to determine the landing burn altitude. And my condition is: if trueRader <= burnAlt { set autoThrottle to hoverslam. } else { set autoThrottle to 0. } From what i understand from this condition, the throttle should be never 0 whenever it is below and equal to burnAlt unless otherwise. But that's the problem, the burnAlt decreases as the rocket throttling up. Do I need to use constant to find my landing burn altitude or something else that is more efficient? P.S: This does not account for aerodynamic drag nor that it need to be accounted for as I'm playing stock and not RSS/FAR.
  12. i already know about FMRS and how to use it, but when i try to land a booster, it flips over head-first and no matter what i do i can't recover it, also how do you balance the fuel/twr ratio? can i see some of your designs for inspiration?
  13. Dragon Rider (Originaly By cBBp) I'm porting this modpack (with permission) to the latest KSP version. Most of this is updating the node attachments, flipping the y angle. There's other problems. Download: https://github.com/macluky/cBBp_Dragon/releases/tag/0.2 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: * The offset of the RCS thrusters is wrong Changes * fixes for KSP 1.8.1 * 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
  14. 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#.
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. 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!
  20. 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:
  21. 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)
  22. 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.
  23. 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
  24. 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".