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  1. Is there a way to make functioning, preferably electric, propeller engines in the stock game, without having them be a separate craft? I know of one youtuber who built a cool fan boat, but his design required stage separating the propeller assembly and controlling it as a separate craft. I'm looking for a way to propel an amphibious base on Eve's bodies of explodium, so jet engines are out of the question, and rockets would be extremely inefficient.
  2. Hi, this is my first post here! The Dassault/Dornier alphajet is a lightweight aircraft used by the Patrouille de France as a training craft, and also used for the national day, July 14th As a French myself, I love this little guy, so I built a replica. I used some of @Servos technique to build it, making it as smooth as I could! I made a little video to present it: and here are some few screenshots: Download link: https://kerbalx.com/Coca992/DassaultDornier-Alphajet Hope you'll enjoy it!
  3. Stock Aircraft What A Nice Place to Put Them In! Anyway, I like building rockets, but building planes is another thing I like to do. I will try to update this as often as possible. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Fully Stock DC-3: Fully Stock Lockheed L1049 Constellation Fully Stock Orion III (2001 A Space Odyssey)
  4. This post is an improved copy past of my attempt at Jool5 & STS Jool I've added more beauty pics and more details around re-entry, orbital maneuvers, shuttle ascent lifter etc ... STS Jool / Jool 5 This was a first to me because I've only landed on Vall once (one week ago :o) and I'm quite proud of my Artisan shuttle design which proved itself to be very sturdy and adaptative Jool is an amazing system and there's so many possibilities with all those moons ... I'll be back for sure I decided to launch 2 shuttles to fly this mission. STS Artisan ST : almost standard DropCargo (with its bay facing the ground) converted as an SSTO. It's probably one of my best design so far, this thing is easy to fly with or without payload and at all fuel levels <3. It's the whitest and shortest version of the two shuttles STS Artisan HE : modified Artisan, turned into a rocket machine with Lf/Ox fuel tanks, more dV, 0.7TWR, smaller cargo bay. I tried to keep modifications at the minimum so I re-used the wings arrangement and the back end of the original design. It's the longest version, with dual big elevators and rocketfuel fuselage STS Jool 1 challenge require an outpost on Laythe with room for 4 people, an ISRU, an exploration plane and docking ports The ground base was split in half to fit into regular cargo bay and let some room to install the exploration plane (WhishPlorer !). The shuttles also hold a relay network which proved to be ineffective. As there was very little room available, I used a probe with 3 88-88 and 2 Ra-2 but the signal from the 88-88 could not be relayed to the RA-2.... =_=" Total duration of this mission was just short of 40 years. Part 1 : Take off, Docking in LKO, Jool injection STS HE STS ST Moving nuke pods on the front of STS HE Part 2 : Capturing around Jool, encounter with Pol STS ST burning to Pol I made a mistake while refuelling at Bop : every tanks were filled up and an excess of Oxidizer almost put an end to the mission during the later developpement. Because of this, take off was hard to achieve : 2 Nervas were unusable due to the alignement of the shuttles. TWR dropped to 0.105 and weight balloonned up to 234t. ! Part 3 : Artisan ST flies to Pol ! It was very cool to visit a new place, I've only saw those spikes on video and the surface looks great Part 4 : Vall fuel-pump Many things happenned around Vall. Both shuttles met in low orbit to transfer fuel, then Artisan HE landed using its Darts combined to Nervas. Once topping its tanks, it encountered STS ST again before landing a second time. At this point, STS ST still had tons of useless Ox inside. Once those maneuvers were completed, the two ships departed to Tylo. Part 5 : FEAR TYLO Believe it or not but this low pass occured at 1950 m/s. Absolutely not planned Tylo... Tylo took me some time First step was to dock the shuttles using as less dV as possible. Then the landing was hard because of low TWR (0.73). Then rolling take off was harder, took me lots of trials to find a perfect spot to pitch the ship. Then redocking to STS ST was impossible due to very high inclination. Only option after this landing was to re-unite around Laythe using its atmosphere to circularize both Artisans ! In the end I'm happy how things turned out, this was my very first touchdown on Tylo's surface and I learned a lot ! I built STS HE around Tylo's dV / TWR requirements but I somehow forgot that circularizing both ships would cost me a ton... Part 6 : Laythe, at last ! Finally touching Laythe ! Aerocapture After slowly aerobraking ~15 times the shuttles were able to reunite in low orbit. Part 7 : Outpost assembly, landing, refuelling ops First landing on Laythe I was surprised at how easy it is to fly and get back into orbit from here. Such a beautifull planet.. I deorbited the outpost before the plane so I could finally refill them ! Because the cargo bay is facing downward, I did not want to deploy the radiator through it, so I docked the shuttle to it using the bay doors as landing gears Part 8 : Take off, deploying WhishPlorer, refuelling again ! Once STS Artisan ST was available, I took it back into orbit to start the refuelling maneuvers with STS HE 3 successives times. WhishPlorer was deployed during second landing, its not very good at exploring because it will melt if flying for too long, but it's usefull for flyby at mach 4 . I finally managed to get rid of the excessive Oxidizer from Bop after flying 2 times around the base using Rapiers closedcycle, which is very effective. Part 9 : Ending a 40 years mission on Kerbin's surface I used a Tylo flyby to eject from Jool, then two Kerbin flyby before finally entering its atmosphere. Getting to Jool and flying all the moons took +/- 4 years. Coming down at Kerbin took 35 ! Jool5 flags : I still got a few more pics if needed, but I think everything's here Questions, remarks, insults (I know this is a lot of pics !) are welcome
  5. The result of a bunch of random experimentation, this fighter craft ended up being heavily inspired by various Sukhoi fighters. It is also quite large, being 3 meters longer and having a 4 meter wider wingspan than an F-22. The craft has excellent low speed preformance, as well as a very high top speed and service ceiling. There is also an alternate version available which possess 4 small missiles. These missiles each utilize 8 seperatrons, they have probe cores and reaction wheels, are able to accelerate from 0 to mach 2, and have an effective range of 2-3 kilometers. These missiles would (obviously) function best in air-to-air applications. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-SD-1-Buzzard -Part Count (Unarmed): 287 -Part Count (Armed): 363 -Rotation Speed: 35 m/s -Stall Speed: 20 m/s -Max Speed Dry SL: 280 m/s -Cruising Altitude: 12500 m -Max Speed Afterburner CRZ ALT: 933 m/s -AG1: Toggle Afterburners -AG2: Launch Missile #1 -AG3: Launch Missile #2 -AG4: Launch Missile #3 -AG5: Launch Missile #4 -AG0 (or is it action group 10?): Detach Hard-Points
  6. Hello, how to create textures like stock ones? Textures that match the style and brightness. Stock textures have some alpha channel or sth in it that makes them less shiny and bright. Is there some way to recreate this?
  7. The stock Stearwing A300. The first plane I successfully landed, so I have a soft spot for it. But let's be honest, it is not the most exciting aircraft out there. So, in the spirit of innovation, here is the challenge: Take the stock Stearwing and customize it. Make it faster, slicker, sillier, spaceworthy, submersible...The finished product does not need to be an aircraft. Rules: 1. You may change and/or remove engines and landing gear if you wish. 2. You must not remove any other parts, however, you can move parts around, and add as many additional parts as you like. 3. No restrictions on Mods (though please indicate what you have used). Of course, all stock creativity is greatly appreciated and wins kudos. 4. Anything not explicitly forbidden by the above rules is not only allowed, but encouraged. 5. Please include photos and/or video and brag unashamedly about why your modification is simply the best, fastest, coolest, weirdest. I've got to learn Adobe Illustrator for work (last used it years ago and have forgotten everything), so I will use that as an excuse to make some badges. Categories TBD based on what people come up with, though probably one in each category for stock and modded. The example below is just a basic three-minute alteration. I'm working on something better and much farther outside the box. But you get the idea... Or this, which I created on the fly when the Mission Builder came out. Again, this is still pretty basic. You can tell by the engine placement that quality control was pretty lax on the assembly line that day. or this awesome video I found:
  8. Hey there, This will be the thread linked to my attempt at @Death Engineering challenge, which is a reboot from @sturmstiger The objective is to set an permanent outpost on Duna, complete a dozen of achievements and take into consideration a lot of requirements (minimum weight, habitat confort, shuttles..). It is challenge which, just like Constellation's challenge, asks for a lot of planning and forward thinking with design. Just like @michal.don, I'll post here so the main thread would not be flooded under tons of pictures and various reports. Questions, feedbacks, remarks are well appreciated The first task is to designed a Standard Launch Vehicle (SLV) to carry a Nominal Payload Mass (NPM) into 180*180 orbit maximum. Reusability and NPM will determine how often it is possible to launch a new payload so it is very important to plan everything according to Duna's transfer windows. I settled on a 87.5t. NPM which will allow me to launch 6 times before year 10 with a tiny margin. VEHICLES : SLV S4 15-3 This is the mighty SuperFour 15 nozzles under 3 bottles, which is a reusable SSTO rocket, a modified version of a 150t. lifter which is now able to put 87.5t. into 180*180 and land safely. It's easy to fly, has a huge 5m. fairing, requires only 43 parts and is very stable thanks to Vector's gimball. SLV 01 : Duna's Outpost Vermillion's Seeker SLV 02 : Kerbin Space Station, ISRU 2-g, more nuke pods SLV 03 : DunaSpaceStation, Outpost extension and 5 new ships ! SLV 04 : Habitat extensions, heavy rover, WoldhoundPod, tank and KERHS prototype Space Stations Kerbin Space Station Duna Space Station Habitats Shuttle systems DunaSpaceBus DeepSpaceTransit Evac vehicle Various Pods Dart-tugs Nuke Pods Heavy ISRU Rovers The world famous RoboTug Life Support SCORE : THREAD IN PROGRESS
  9. KM-05 DESIGN NOTES The KM-05, affectionately designated 'Privateer' by carrier-borne squadron members, is designed to fly low and fast through enemy territory and attack ground targets. Capable of water landings, STOL, and boasting an impressive range for a single-seater aircraft, the Privateer is purpose-made for hit-and-run attacks. The craft has extremely high G-force tolerances, and pilots may use these to escape tricky situations. A variety of armaments may be installed on its sturdy single-piece wings. SPECIFICATIONS Length: 15.4m Wingspan: 9.7m Height: 3.8m Empty Weight: 7.682 tonnes Full Weight(1200LF): 13.682 tonnes excl. armament Stall Speed: 40m/s Maximum Static Thrust: 240KN Maximum Return Range: 1415km  Maximum Range of No Return: 2830km KerbalX Link: https://kerbalx.com/Kestrel/KM-05-Privateer-High-Speed-Bomber
  10. The F-1 and J-2 were both developed by Rocketdyne in the late 1950's and 1960's. Both engines famously powered the Saturn V with 5 F-1 engines being utilized on block S-IC, as well as 5 and 1 J-2 engines being utilized on block S-II and S-IVB respectively. The J-2 also saw service on the Saturn IB, with a single J-2 powering the rocket's second stage. Both engines recently saw modernized versions, those being the J-2X and the F-1B, these engines saw great performance increases over the original versions and each were slated for use on the in-development SLS. Although this is no longer the case, and furthur development on the J-2X and F-1B have been cancelled. J-2 Engine Information: -Download link: https://www.dropbox.com/s/7fp60mogogwt393/J-2.craft?dl=0 -Part Count: 41 This is a stock replica of the J-2 engine, the primary goal of this replica was to replicate the engine’s design as much as possible while maintaining a reasonable part count. the engine is the same size and produces a similar amount of thrust as the J-2, however certain statics were simply impossible to replicate using stock parts. The engine is powered by a single KS-25. Replica Thrust SL: 936.5 kN Replica Thrust Vac: 1000 kN Replica Mass: 4.88 tonnes Replica Gimbal: 4.5° Real J-2 Thrust SL: 486.2 kN Real J-2 Thrust Vac: 1033.1 kN Real J-2 Mass: 1.79 tonnes Real J-2 Gimbal: ??? -Does anyone know the J-2’s thrust vectoring range? An hour of searching turned up nothing so any help would be much appreciated. F-1 Engine Information: -Download Link: https://www.dropbox.com/s/aie6xjpg39b23fx/F-1.craft?dl=0 -Part Count: 94 This is actually a simplified version of another F-1 that I had posted, this version is only slightly less detailed yet has about 40 less parts. This fact also made the process of building this engine significantly simpler and easier than that of the J-2, along with the abundance of information available on the F-1 compared to the J-2 due to its far greater popularity. This engine is powered by 8 KS-25 engines. Yes, the Mainsail is just for show. Replica Thrust SL: 6930 kN Replica Thrust Vac: 7400 kN Replica Mass: 39.86 tonnes Replica Gimbal: 6° Real F-1 Thrust SL: 6770 kN Real F-1 Thrust Vac: 7770 kN Real F-1 Mass: 8.40 tonnes Real F-1 Gimbal: 6° My other F-1 replica is available here for those interested: https://kerbalx.com/Kronus_Aerospace/Kronus-F-1-Engine
  11. Post here any picture of any jet fighter of yours!
  12. So someone recently challenged me to make a replica of the Quinjet from the Marvel Cinematic Universe. It is a cargo VTOL aircraft with a similar purpose to Boeing's V-22 Osprey. I wanted to make my replica unique, so I decided to make some stock electric/jet powered propellors for the VTOL function. But I've never really delved into the world of stock propellers before. So I was wondering if any of you had any tips on building them, or which design would be most appropriate (are high TWR propellors even possible)? Preferably they need to be relatively low profile, although I acknowledge that I may have to lose some aesthetics for functionality. The design for the aircraft will probably use MK3 parts although I could switch to MK2 for lower mass. Any help/criticism is welcome!
  13. Kerbin Kollapse is our attempt at starting a stock multiplayer war in KSP. We're using a discord server to organize the war and keep track of everything. The link for the discord is down below for those who don't need more info and want to jump right in. Kerbin Kollapse isn't entirely stock. It has to take in use a few mods to make it work. The most important of these are LunaMultiplayer and vesselmover. There's no part mods or anything that makes the weaponry and such easier to make. All the vehicles need to be made fully functional in stock version of KSP. It might be hard, but the challenge is the entire point of it. You can choose from a small number of nations. Each one has borders that can only be expanded by taking land from others. You will need to play tactically. This is not like those small dogfights and such we have right outside the ksc. It will happen all around Kerbin. (Note that this war will not have space combat. Inside atmosphere only.) You can ally with other nations and form alliances if you want, but you have to talk with the rest of the players in your nation/team before allying someone. Your can also do trading with other nations. And example would be exchanging a tank design for ore (ore is the resource required to spawn in crafts). We are not very strict here and will help you with anything you need. Can't make a good autoloader, gun, or warhead? Need better tracks, engine or turret mechanisms? Ask for ideas. Don't be scared off. The game is complicated, but you'll understandt it quickly. We'll explain any questions you might have. Minor details can be found in the discord server. Kerbin Kollapse is still w.i.p. By the time of this post we still have no LMP server up running, but we're working on it. Kerbin Kollapse is not flawless. There's still some stuff to be done. Discord link: https://discord.gg/tAFcTrd - TheNordicToast - General Incompetence
  14. M-52 KERMAN Main Battle Tank What better way to come back to the forums, then to post your favorite thing to do: tanks! As usual, this tank is completely stock [NO MODS REQUIRED TO RUN]. It might be a little part intensive for low-end computers. No real need to list and specifications as they are all located on the video or the following album and spoiler below! If you choose to download it, just hit the "DOWNLOAD HERE" to be taken to kerbalX! Enjoy the pictures! and to the few who saw my publicly released video before I posted this here..... well played DOWNLOAD HERE ↓ PHOTO ALBUM BELOW ↓
  15. This is a stock 1:1 replica of the SABRE hypersonic precooled hybrid air-breathing rocket engine currently being developed by Reaction Engines Limited. This engine is slated for prospective use on a variety of hypersonic aircraft, although most famously for the Skylon launch vehicle. I would suggest throttling down slightly before switching over to rocket mode, this isn’t strictly neccessary but I found that the sudden burst of thrust from the Vectors occasionally caused the engine to explode. This engine is powered by 8 R.A.P.I.E.R.s and 4 KS-25 engines. SABRE Engine Information: Download Link: https://kerbalx.com/Kronus_Aerospace/SABRE-Engine Part Count: 110 Replica Thrust Rocket-Mode Vac: 2940 kN Replica Thrust Jet-Mode SL Mach-1: 1920 kN Replica Gimbal Rocket-Mode: 1.6° Replica Gimbal Jet-Mode: 3° Replica Mass: 38.9 tonnes Real SABRE Thrust Rocket-Mode Vac: 2940 kN Real SABRE Thrust Jet-Mode SL Mach-1: 1960 kN Real SABRE Gimbal Rocket-Mode: Unspecified Real SABRE Gimbal Jet-Mode: Unspecified Real SABRE Mass: Unspecified
  16. This is a stock replica of the GP7000 Turbofan developed by Engine Alliance, a joint venture between General Electric and Pratt & Whitney. This replica’s central feature is definitely its spinning turbine, which is functionally a turboshaft as it is powered by two Juno’s set to very low power. This method of spinning the turbine means that the turbine actually throttles with the actual engines, which is obviously super cool. This engine uses 3 Wheesley’s which in total provide similar thrust to the real thing. The one downside of this engine is that you will need to place intakes in a seperate location on your craft, as there is no way of incorporating intakes into the engine itself. Download Link: https://kerbalx.com/Kronus_Aerospace/GP7000 Part Count: 113 Engine Mass: 9.97 tonnes Engine Thrust: 330 kN
  17. This challenge is set to find the best fighter of KSP [1.4.3] The contestants will have to make a video that will demonstrate the Fighters abilities. Your Fighter Jet will be tested on the following: -Acceleration: plane must start by flying at 100 m/s at the height of 500 m and will accelerate to 900 m/s (timed) - Stability : your plane has to be edited to have an orbit with this statistics (ap= 100,000 m pe= 20,000 m) and at pe, it has to perform a 90 degree dive. the “no heat damage” cheat may be enabled for this test. - Maneuverability : This test will be split into 2 parts: 1) The plane must be flying at 500m/s (or higher for better points) at the altitude of 500 m and will have to perform a 180 degree turn (timed) 2) the plane will have to be at altitude of 500 m and fly at the speed of 500 m/s and should decelerate to 100 m/s (timed) Rules: - The game version must be in [1.4.3] - The plane must be fully stock - Cheat console must be on screen at all times to show that the cheats are not used (except when allowed) - Testing should be conduced on Kerbin - No engine clipping allowed The contestants must send a video of their fighter in the comments below. Good luck, and may The Kraken be ever in your favor!
  18. In my near to 1000h of KSP I have built many rockets (not that much SSTO or planes but rockets). I wasnt everywhere but where I was i did it with a return and as much science as possible. Interessted in space flight all the time and a fan of the Saturn V i built last month my own Lego NASA Apollo Saturn V (Set 21309). With that model i tried my first ever "real life build" in KSP (full stock! - i dont use part mods). I'm really happy with it so i want to share it with you! The NASA Apollo Saturn V is designed for Mun and is capable to do a equatorial landing. It should be much forgiving as i over engineered it a bit. Check the staging all the time because KSP make a mess with it after you redock the lander (LM) to the comand module (CM). For the return acending with the lander make sure do DEACTIVATE the main engine of the LM after touchdown on mun. Otherwise you can't throttle up and press space (staging) to leave with the top of the lander. Use the correct timing with the CM to have enough fuel for the rendevouz and docking. Now to the special one. After using the Saturn V i tried to pump it up a little bit to be cappable for Duna... and it worked! I also added a lot of science (sorry that i wasnt able to include also the science jr... i will keep going to try that in a B version)... This is the NASA Apollo Saturn VII. It's a little more challenging to fly and is able to do a equatorial landing on duna. The hardes point of the journey is the return from the Duna surface to the orbit. Make sure to deactivate the mainengine of the LM and enable SAS. Wait for the CM in orbit and lanuch. Make a proper acending and keep an eye on the Duna atmosphere. You dont have much fuel for this manouver. Probably practice this manouver with the use of the "CM+LM" craft and cheat it in a duna orbit (ALT+F12). For the descent of the LM don't go in to deep. Use maximum of half of the tank to slow down. Just use the engine to brake near the surface. Let the paracutes do the main work but they are not able to slow you down enough. They need time so keep the path flat. Its just a practice thing. After you are able to land, start and redock you can use the Saturn VII in carrer. With small modifications its usable in mid-to-late-techtree. Have fun with it! Edit: Pictures are the VII for Duna. No Action Groups needed except "ABORT!" this can be use if the s*it hits the fan until 2nd stage after that its not usable anymore (decoupled). You can do everything with "Space" (Staging).
  19. Hello everyone. Some days ago i reinstalled mods and find out some problem with parts miniatures. Steam consistensy check was failed, one file (26kb) was re-downloaded. It didn't resolved this issue. I performed a clear install, but got the same. Check always fails on this 26kb file, if i launched the game after previous check. Installation to another hdd does not help too. I'm not alone in this situation, one man in steam community replied in my topic about same issue.
  20. So here is my new LKO space station. I built it over 4 missions using space shuttles, and I sent up the crew in the 4th launch. Compared to my previous stations (which were, erm cough, not the nicest looking things), I think I did an ok job on this one. It's design is loosely based of the ISS, and I could still expand it further (If you have any ideas there, let me know). This is the shuttle I used to build the space station. It's based of the American design, and I decided to name it The Zubrin (after Robert Zubrin, founder of the Mars Society and author of "The Case for Mars). I don't know precisely what its payload to LKO is, but I know that its more than enough to take a fully fuelled orange tank to orbit. It's also pretty stable in flight, re-entry is another story, but as long as you stay relatively flat and don't make sharp turns it flies OK. Here's the link to the craft file: https://kerbal.curseforge.com/projects/space-shuttle-zubrin/files Enjoy! (EDIT: I mildly updated the craft to make it easier to fly)
  21. Disclaimer: I was originally going to call this project an "ISS Replica". I had already built Zarya, Node 1 Unity, and the first two PMA's... and then I discovered the following thread. After seeing what those guys did, I decided to call this an "ISS Approximation". If you're at all interested in a stock version of the ISS, I encourage you to check out what they built. It's pretty amazing! My first attempt Stock ISS was built back in v0.23.5, and back then the high part count made the game lag very badly. I knew that part count would not be as big an issue this time. However, due to my lack of time (and skill), I had planned to leave out certain elements such as robot arms, CETA cart, stowage platforms, etc. But I am building in docking ports to possibly add some elements later. Also, this project will be launched with non-IRL rockets, and assembled with a purpose built Tug. Space Shuttle not modeled, sorry EJ My goal was to find some balance between appearance & functionality. For example, I won't have a working Canadarm, but Zvezda is able to perform orbital reboosts (although it's not needed in KSP). EVA's will only be possible from IRL airlocks, all other hatches are covered / blocked. Crewmembers are transferred to station and returned to Kerbin via a functional Soyuz, however it only has two seats instead of three. I'm streaming the fabrication & assembly sessions on Twitch, but I don't feel the need to document this project with YouTube videos... that's what this thread is for. And frankly, I have no experience making videos. ISS Approximation, KSP v1.3.0, sandbox stock parts, no mods Station will be assembled to it's config as of JUN 2017, according to the historical timeline... mostly. Relocation of some elements will be skipped, i.e. P6 Truss. Future station configurations will be addressed as necessary, i.e. deorbiting Pirs, adding IDA-3 & Russian modules. Reference Sources: https://spaceflight.nasa.gov/gallery/images/station/assembly/ndxpage1.html https://en.wikipedia.org/wiki/Assembly_of_the_International_Space_Station https://upload.wikimedia.org/wikipedia/commons/c/ca/ISS_configuration_2017-06_en.svg https://upload.wikimedia.org/wikipedia/commons/2/25/Russian_Orbital_Segment.png https://www.youtube.com/watch?v=vgfWH3g9kpY https://www.youtube.com/watch?v=ZYUpdG1tKH0 https://www.youtube.com/watch?v=VopaBsuwikk https://www.youtube.com/watch?v=UgaC1fmF5ao ====================== Stream 01, 16 AUG 2017 Module Name, Part Count, Mass (dry) Launch 01, Zarya FGB, 36, 7.9t Launch 02, Node 1 Unity, 10, 3t - PMA 1, 6, 1.4t - PMA 2, 6, 1.4t Launch 03, Zvezda Service Module, 34, 11.9t Launch 04, Soyuz/Progress, 19, 4.4t Total: Parts = 111, Mass = 30t My first ISS build (KSP v0.23.5) contained several reaction wheels. It was fairly stable in orbit when other ships docked to it, also when the whole station rotated (in any axis) using SAS. This time, not so much. So someone in my stream suggested autostruting, and it seemed to work. I've never used autostruts since they were added to the game. If I built something that needed struts, I did it the old fashioned way. Having not used it before, I figured it would be best to autostrut to the center of mass of the completed station... which roughly would be Node 1 Unity. Well, Node 1 was not the first station module launched IRL, nor in this project. And apparently when assembling a station in orbit, the first module launched becomes the root part. So I started over by deleting what I had already assembled in orbit (the first 4 launches). Then I went to the spaceplane hanger where my assembled mockup is. Then I rerooted the assembled mockup to Node 1, then cheated it back into orbit. Sorry, I didn't feel like doing those launches & dockings again. ====================== Stream 02, 23 AUG 2017 Launch 05, Z1 Truss, 29, 1.6t - PMA 3, 6, 1.4t Launch 06, Destiny Lab, 12, 6.5t Total: Parts = 158, Mass = 39.5t ====================== Stream 03, 27 AUG 2017 Launch 07, Quest Airlock, 15, 2.2t - Pirs Docking Compartment, 9, 1.6t Total: Parts = 182, Mass = 43.3t
  22. This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-DD-3-PTV Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out. https://kerbalx.com/servo Servo has also made a large fighter aircraft inspired by this craft. It's quite awesome so check that out as well! https://kerbalx.com/servo/200-F-16 Side Note I accidentally posted this craft on the wrong section of the forums. The topic is still there unfortunately as I do not know how to delete a topic. Any help would be much appreciated.
  23. DOWNLOAD Click here to download FASA_RCS I decided to make some stock-like RCS blocks I thought were sorely missing from the base game. I like the new making history expansion but I didn’t like the absence of new RCS thrusters to go with it. RCS 45 is similar to the stock one just at 45 degrees. Lastly is a powerful single direction RCS for retro thrust applications.
  24. This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-DD-3-PTV Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out. https://kerbalx.com/servo
  25. Hello I was hoping the manual would explain and talk thoroughly about fairings, but it was barely able to say what a fairing was. So, to start with, there's the "sides" options. The problem with this for me is that I can drag the bar, not having only whole numbers to choose from (for example: I can choose to have 4.09 sides, what got me pretty confused). Then there's Ejection Force. I think it's pretty self-explanatory, but is there any usefulness in changing the force? Now for Clamshell Deploy, Truss Structure and Interstage Nodes, I have absolutely no idea of what they're for or their uses. I'd be very glad if someone could explain at least this for me with pratical examples. Thanks.
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