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About me



Found 4 results

  1. This is a complete rebuild of the work done by StinkyAce and MajorTom. Resizing, adaption, creation of new parts and textures. There is part variation to give a large selection of mix and match craft. We go from a simple craft that is ready to fly with 3 parts to a frame set up to take hydraulic landing gear so that you can lower and raise the craft for pod docking etc. Then there is a fully modular Eagle based on the parts created by MajorTom. The Interceptor created by StinkyAce also comes in variation and can make use of the Eagle add ons. There is a new internal for the cockpits. The very versatile Buggy created by MajorTom has been upgraded with an impeller for pushing it over water, wheels resized and made compatible with 1.12.1 onwards and mounting nodes for micro hover jets to make it a hover buggy (without the wheels). It can also be used with the Kerbal's parachute to be a paraglider. The engine and RCS systems have been rebalanced but the magic generators have been left in, your choice whether to use them or not. There is a large docking port designed to click in to the Eagle frame, while another of them attaches to your choice of pod. On land most pods will jump up and connect once you line them up straight. The flat open cargo pod may require lowering the landing gear. The hydraulic landing gear versions require "Breaking Ground" to be installed. As these parts are much more powerful than average stock, they are mostly towards the end of the tech tree for career games. Pods wise, there is a passenger pod to carry 16, an advanced pod for science and more inventory slots, an ore refinery for conversion, an ore storage pod, a flat open cargo platform and an enclosed cargo pod with opening door and ramp that is good as a mobile garage for the buggy. It has been sized to make sure you can drive in. All cockpits can now be entered and exited from the sides and have grab handles. The StinkyAce cockpits now have spotlights. All the add ons have nodes, some are just a bit fiddly till you get used to them. Enjoy. Licences: CC-BY-SA-4.0 CC-BY-NC-SA-4.0 GPLv2 https://spacedock.info/mod/2837/Beyond Space 1999?ga=<Game+3102+'Kerbal+Space+Program'>
  2. A place to showcase craft based on the Television shows of Gerry Anderson. I've started with what I have found available. Mods by @MajorTom69 and @StinkyAce giving me access to Space 1999 and UFO meshes. If anybody knows of Captain Scarlet, Stingray, Thunderbirds etc meshes, please let me know. I have reconfiged craft to be balanced and more functional and to me atleast aesthetically pleasing. If you have been doing this sort of work in these worlds as well, please post here to let us know and to show off your efforts.
  3. Dive testing has commenced on SkyDiver 1
  4. Who doesn't love the original puppet show from the 60s by Gerry Anderson? And if you've seen the recent -very faithful - remake series: Thunderbirds are Go! then you may have received either a boost of nostalgia or a bit of inspiration! Because - hey - while we all like the characters in Thunderbirds, let's face it - when it comes to KSP, you KNOW who the real stars are. The Thunderbirds craft themselves. It's been possible to do vague recreations in KSP starting with some of the earliest versions of the game, but we've come a long LONG way since it was possible to do a version of TB3 with 3 engine pods linked by girders angled up to the nosecone and not able to do much beyond sub-orbital lawn-dart practice and take a few screenshots on the way up and down. The use of mods and even stock features in vanilla KSP has advanced to the point that it's actually conceivable to design craft that emulate Thunderbirds 1, 2, 3, and 5. Yes - even Thunderbird 4 is possible to do now that we have water physics in the game! For me it really started when the Mark IV spaceplane parts mod set came out. Nertea's parts pack was a straight-up salute to Thunderbird 2 if ever there was one in KSP, and of course, I couldn't resist trying it out to make my own. And I did a pretty passable job at it too. Amazingly enough, at least in KSP aerodynamics, it doesn't take much tweaking to make TB2 fly. (Then again, KSP physics are more forgiving than ours, Kraken aside...) Inspired by that, I experimented with trying to emulate Thunderbird 1, and though I liked what I eventually got out of it, it really wasn't practical as a design. It took off vertically just fine, but I still couldn't make the thing VTOL and taking off from a runway was dicey to say the least. Landing? Pffft... there was a REASON I kept the parachutes on the cockpit and a decoupler right behind it! But it did FLY nicely once in the air and it could orbit. But In so doing I eventually realized what I really had was a too-big version of TB1 or a too SMALL version of TB3 combined into a package that didn't really do either's jobset at all well. Still - it looked pretty. So what am I doing in this thread? I've decided to rework this into a showcase thread for development, testing and design for making WORKING versions of the 5 classic Thunderbirds vehicles! At the very least I want to them to fly (or orbit - or swim) well enough to be fun to use. And maybe, just maybe, even be able to do useful stuff! (Latest version of TB2 makes a fine cargo transport as she is already) BUT - I don't want to be exclusive about this. If YOU have ideas for designs, or want to chip in a suggestion for how to make the existing ones work better, by all means, join in! The whole point in KSP is to have fun, after all. And I'll shamelessly stealborrow ( ) any good ideas I can just to make stuff work. Just like I'm sure you'll steal a few bits from my ideas to make stuff work better in your designs. Anyway - For now - I'm dividing this up into sections based on each major Thunderbirds machine. THUNDERBIRD 1: Initial Prototype testing done in KSP .25 and KSP 1.04 - 1.05. Promising techniques, but design is too large. Size and performance should be comparable with a fighter/bomber, not an ungainly space shuttle with pretensions of grandeur. Also - based on the source material, I'm not sure if it needs to be orbit capable or not. I think it should be, if only for short trips to low orbit and back. But that's not it's primary job. TB1 is supposed to be very, very VERY fast in atmospheric flight, with rocket assisted speed boosts and at least 2 modes of VTOL. (Rocketship tail landing and classic VTOL). Addendum: After completely re-thinking almost everything about this build, I now have a new working prototype that not only has almost all the features of the original from the show, but actually LOOKS the part even better than my other craft do! It's now posted at Kerbal X. Prototype 1 - Deemed non-usable for intended role. Prototype 2 THUNDERBIRD 2: Initial Prototype in KSP 1.04. STOL with Large cargo capacity. Successful design overall. Not balanced as well as it could be. Prototype #2 made in KSP 1.05 and fully balanced with full VTOL capability (though not a full fuel capacity and range). Needs more work on VTOL testing. Able to land well. Difficult to make pinpoint landings for delivery of payloads. (Possible use of Quiztech air thrusters for turning while hovering?) Prototype 1 Prototype 2 THUNDERBIRD 3: Initial Prototype testing in KSP 1.05. Promising start. Launches to orbit well with fuel to spare for operations. Need to work on possible trade-off between fuel and cargo capacity. Massive failure during de-orbit testing could be due as much to pilot inexperience with design and flight plan design as to any failure in actual design. Prototype 1 destroyed. Prototype 2 in construction. THUNDERBIRD 4: Prototype released in KSP 1.05. Fits inside TB2's cargo bay for transport to any ocean on Kerbin. Successful design. May evolve a bit over time. But the basic design is sound. Grapplers,supplementary equipment bay and airlock for rescuing Kerbals make this a versatile design. Prototype 1 THUNDERBIRD 5: It's a Space Station. As for flying, it's only got to do so ONCE, then it gets to stay up there. What features should a KSP Thunderbird 5 station have, anyway? Communications hub, obviously. Remote tech parts mods? Fuel depot for TB3 would be obvious. Anything else? I'm actually more partial to the new Thunderbirds are Go style than the original for this one. Anybody got anything that they want to load onto Thunderbird 2 for transport? As long as it fits in the bay, it ought to work. Lastly - anybody game to recreate Thunderbird S from the new series?
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