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Found 13 results

  1. I think procedural command parts would be incredible for those of use that love the building element of the game. Examples: Pods - Pick a diameter, slider for height, slider for top node diameter. Makes anything from dragon to fuji possible. To go above and beyond, add curvature sliders to make soyuz and vostok style pods. Probes - Pick a shape and height Rovers - I'm not sure how to do this one Cockpits - mkI or mkII shape, then window style, and length/curvature of the nose Hitchhiker cans - Diameter, height, maybe shape Inflatables? - Please How many kerbals does it fit? - Have the game calculate the maximum sized cuboid that the shape can contain, then calculate how many whole kerbal sized cuboids can be sardined inside that. How much does it weigh? - Use a density for each command type part for the volume - cuboid, then + weight of kerbals Doors, windows, and more. - Make these parts radially attachable. This would open the possibility for built-in containers that can be opened by kerbals, cargo holds, multiple hatches, windows. Think parts like ladders are now. Would this sacrifice IVA? Most likely. But we would still have the old parts for those. Although, procedurally generated IVAs could be done, may not always look great though.
  2. KSP Version Operating System and version Windows 10 CPU and GPU models, any other system information which could be relevant Intel i-9 9900K Nvidia RTX 2080 Ti Description of the bug. Vehicles, or parts..., landing in a body of water fail to interact with the body of water and instead proceed on their course until just stopping under the water and appearing to just freeze. Expected Behavior When a vehicle lands in a body of water the expected behavior is a splashdown and then the craft either floating or sinking depending on its current buoyancy. Observed Behavior Vehicles instead go through the water layer, almost like a film, and then just stop at some point underwater but, frozen in position. Steps to Replicate Appears to occur reliably with rockets using a command pod, haven't checked to see if cockpits experience the same behavior. Fly a rocket with a command pod into the sky and then perform reentry with the command pod. Upon "splashdown" the command pod will go through the top layer of the water and then stop at a seemingly random point underwater and freeze in position. Fixes / Workarounds (if known..) None that I am aware of. A list of ALL mods. If the list is long, please consider using a spoiler window. None Other Notes / Screenshots / Log Files (if possible..) https://ibb.co/JKJ5nxX
  3. Procedural Pods Tired of monotonous command pods in KSP? Want to go to space (or not) in style? Introducing Procedural Pods, your one-click solution to fancy Kerbal canisters! With Procedural Pods, you can create command pods of any shape and texture, as long as they are available for Procedural Parts. Use this to imitate real-life capsules, or create your own! Review by Kottabos Thanks a lot, Kottabos! Pictures Procedural Command Pod with airlock door by Tiktaalik's Airlock Collection A white procedural pod with decorative parts during propulsive landing VAB editor view These look normal... And safe... But you can do something whacky also! Alien egg with Kerbals?... ... Or a habitable apartment! https://imgur.com/a/w5PSL Dependencies Procedural Pods requires Procedural Parts to be installed to work. Recommended Mods Tiktaalik's Airlock Collection - for EVA capability. Freedom Textures - for more texture options. Other PP texture mods also apply. Compatible Mods (should have the same compatibility as Procedural Parts) Real Fuels (PPods is balanced for RF) Tweakscale Short-Term Plans - Dynamic crew capacity and dynamic SAS power relative to size - Procedural probe cores? Long-Term Plans - Custom textures - Dynamic IVAs Download https://github.com/MrrRoMe/procedural-pods License: MIT
  4. Hey! Recently, I've been messing around with using Ion engines powered by fuel cells. As it happens, the combined ISP of ion engines powered exclusively by fuel cells is a pretty respectable 1293 seconds. One large fuel cell can power two ion engines, so I built an all-purpose crew vehicle that uses 16 large fuel cells and 32 ion engines, allowing all 32 of them to be run at full throttle for as long as one's heart desires, and at any distance or occlusion to the Sun. It also comes with RCS thrusters and a forward mounted docking port. The command module has the standard decoupler, heatshield, and parachutes for return. When placed in LKO using its launch vehicle, it has 4,100+ m/s of delta-v (vac) and an initial Kerbin TWR of 0.25. When flying, keep in mind that the delta-v value that KSP will display on your staging diagram will be less than your true delta-v, because the game does not factor the consumption of lf/ox into the calculation. The ratio of rate of xenon to liquid fuel consumption is roughly 50.08, so the orbiter has 22,800 xenon to 450 lf (ratio of 50.66). This means that all three fuel levels stay roughly equal as a percentage of their initial value throughout the duration of the mission. Because the Ion + fuel cell combined specific impulse is 1293 s, you can estimate your remaining delta-v in m/s at any point using this formula: Delta-v = 9.81 * 1293 * ln ( m / 18.851 ) where "m" is your current mass in t. The launch vehicle comes with the standard launch escape system (LES), with action groups: ABORT: activate LES, separate command pod AG1: activate LES, separate LES (use prior to orbital insertion, or shortly after abort) AG2: toggle fuel cells AG3: deploy parachutes Craft file: https://kerbalx.com/Jamie_Logan/Ranger-FCI-13 Gallery: Hope you liked it! Check this out:
  5. Dunno if somebody published this before, but I made a little Mod that brings back the old Mk 1-2 Pod. I liked it's more modern Look than the Mk 1-3, especially the IVA, so I kept using it (you still found it when you know where to look) after it has been hidden from the TechTree and was disappointed when it was completely removed from the Game. The "Mod" is just the Part Files copypasted from an older KSP Version without any Changes, except setting "TechHidden" to false in the .cfg File. So it should run fine with any Game Version. https://spacedock.info/mod/2310/Mk 1-2 Pod To any new Players who don't know the Mk 1-2 anymore, it's a 2.5 m Command Pod for three Kerbals. It has pretty much the same Characteristics as the Mk 1-3 but is a bit havier. I'd guess that this is due to better Radiation Shileding in modern Spacecraft compared to the 60s. I'm not registered to any Photo sharing Sites so no Images but you can see the Mk 1-2 in Action here in this Video that I made: If I violated any Squad/Take Two Copyrights please warn me immidately. I am no Lawyer and don't see any Problem in bringing back old Parts to the Community but the Fact that I didn't find similar Mods like this gave me Concerns that this might be due to legal Reasons.
  6. I've been flirting with the idea of working on a suicide lander command pod. No parachutes. Just a small reserve of solid fuel with high ASL SRB mini deployable engines for the final suicide touch down. It would also house a deployable airbrake to aerobrake in the lower atmosphere. How would i go about increasing the drag value for the pod when the air brakes are deployed? Iv'e looked at cfg files for the stock air brake and also the grid fins from the re usable parts mod and i can't seem to figure it out. Also, do imported animations from blender affect the actual mesh when deployed? As in the case of the storage containers and landing gear. It would seem that there are two drag cube values for a deployed state and stowed state. Any pointers to the proper cfg modules would be great.
  7. R&S Capsuledyne is proud to present their first project: A 3.75-m stockalike command module system: the Taurus High Capacity Vehicle The Parts: Features -Seats up to 7 kerbals (3 pilots and 4 passengers). -Ideal for station transport, deep space exploration, command module operations, and more! -Featuring incredibly safe totally awesome-looking retractable built in launch escape system! -Fully modeled interior with support for both Stock and RasterPropMonitor -Includes separate stock thermodynamics compatible heatshield part Features -Operates like stock science bay, but requires more Kerbals, power, and transmits data more efficiently -Two unpressurized cargo bays for storing science instruments, RCS, solar panels, KAS parts, Kerbals, and more Features -Carries up to 8 unwilling participants into space -Allows you to ruin your reputation in one fell swoop Installation Instructions -Merge the GameData folder from the download with the GameData folder in your KSP install -To remove the LES, copy the file inside the "alternateConfig" folder to Gamedata/R&SCapsuledyne/Parts/TaurusHCV and replace the file with the same name Download Links Please delete any previous installation before installing version 1.5+! Special thanks to @Deimos Rast for the 1.2 compatibility patch! Download the fixed, rebalanced, and better than ever Taurus HCV here! LEGACY DOWNLOAD LINKS Media Parts Inspirational images Launch escape system demo video Credits Version 1.5.3 Created by R&S Capsuledyne: jnrobinson and bsquiklehausen -Animation Modules plugin created by BahamutoD -Also thanks to those of you who helped me blunder my way through unity over on the part modeling forum. Related projects Orion-like service module pack by blackheart612: Aerojet Kerbodyne RSS configs/rescaling done by RedAV8R: RedAV8R Realism Packs for RSS Taurus HCV uses the animations modules plugin by BahamutoD: Animation Modules BahamutoD also has some awesome large rocket parts: Constellation Essentials TopHatDragon has created a TACLS ModuleManager script to add life support resources to the various crewed parts: @PART[TaurusHCV]:HAS[!MODULE[LifeSupportModule]] { RESOURCE { name = Food amount = 4.97 maxAmount = 4.97 } RESOURCE { name = Water amount = 9.45 maxAmount = 9.45 } RESOURCE { name = Oxygen amount = 1598 maxAmount = 1598 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1374.38 } RESOURCE { name = Waste amount = 0 maxAmount = 3.57 } RESOURCE { name = WasteWater amount = 0 maxAmount = 10.43 } } @PART[TaurusScienceBay]:HAS[!MODULE[LifeSupportModule]] { RESOURCE { name = Food amount = 2.13 maxAmount = 2.13 } RESOURCE { name = Water amount = 4.05 maxAmount = 4.05 } RESOURCE { name = Oxygen amount = 684.6 maxAmount = 684.6 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 589.02 } RESOURCE { name = Waste amount = 0 maxAmount = 1.53 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4.47 } } Changelog DeimosRast Compatibility Patch -Brought mod back from the dead -More detailed changelog exists on page 29 of thread, but trust me, it's all good stuff v 1.5.3 (7/1/15) -Changed researchTime and researchMultiplier in the Science Bay to integer values v 1.5.2 (6/28/15) -Adjusted thrust and ISP values of engines to match changes in 1.0.3 -Adjusted science production values to be more similar to stock -Adjusted heatshield config to match changes in 1.0.3 v 1.5.1 (5/25/15) -Fixed thrust and Isp values of both engines -Capsule and heatshield aerodynamics adjusted so they no longer tumble on reentry -Science bay should now properly shield parts inside cargo bays -Updated included bdanimationmodules.dll -Taurus escape engines can no longer be turned off (sorry, had to do this to fix a bug with the effects not showing properly) -Thrust of Taurus engines can now be adjusted through tweakables v 1.5.01 (4/28/15) Hotfix: -Removed Baha's landing gear which I accidentally packaged earlier -Added thermalMassModifier = 0.001 to Heatshield v 1.5.0 (4/27/15) -Added new part: a 3.75 m nuclear engine with four gimballing bells and fairing -Added new part: a 3.75 m ore tank for stock ISRU system -Added internal view for Science Lab -Updated parts config files to include information for stock aerodynamics and heating -Rebalances for the Quadroodle and fuel tank to fit stock closer -Updated science bay to include new lab mechanics and new aero support -Updated heat shield for stock ablator and aero - now matches stock 3.75m shield -Removed TACLS from Taurus Config to allow for other LS mods to be used -Fixed Quadroodle collision mesh bugs -Added launch surface FX to Quadroodle v 1.4.0 (12/15/14) -Added new part: a 3.75 m reaction wheel unit with a 2.5 m battery inside -Modified some textures to get ever closer to that stock look -Modified LES to allow for shutting down of escape engines if accidentally fired -Fixed a typo on the heatshield texture. TIL 'Capsuledyne" has two 'e's -Cleaned up Unity materials used, may cause performance gains, may not, who knows -Introduced KNOWN BUG: the engine sinks through the launchpad, even though it has a proper (functional) collider (let us know if you can help!) -Just don't use the Quadroodle as a launch engine - it's not good at that anyway v 1.3.0 (10/7/14) -Added new part: a 3.75 m orbital engine with fairing -Added new part: a 3.75 m 8-Kerbal hitchhiker with interior -Added new part: a 3.75 m extra thin fuel tank perfect for large service modules -Modified all textures for every part -Modified ALL textures for every part (too much work for a single changelog line!) -Moved parts around the tech tree to spread everything out for career mode, parts now distributed across several nodes in the last tier -Changed part costs and entry costs for several parts. Should be reasonable in-line now -Actually balanced LES thrust much more -Converted SolidFuel LES boosters to MonoPropellant so you don't have to lug SolidFuel through the solar system. We can pretend the LES is now an abort program that can't be stopped, it that makes you happy. -Removed alternateConfig as ExtraplanetaryLaunchpads should now be compatible -Changed name of Science Processing Bay to allow FAR/NEAR compatibility -Updated Science Bay to use new stock animation module, removed Firespitter.dll from download as it is no longer needed -Removed many bump maps as new alpha-channel speculars made them too much overhead for a small gain -Removed specific specular maps, replaced by alpha-channel speculars -Converted textures to .mbms. We're sorry, but it reduces aliasing from far away. v 1.2.1 (7/22/14) -Updated firespitter.dll to 0.24 compatible version -Added R&S Capsuledyne as an in game Agency v 1.2 (7/17/14) -Added new part: a 3.75 m combination science lab and storage bay (with doors!) -Added new part: a 3.75 m slim stack separator (dual-sided decoupler) -Modified textures on heatshield fairing -Balanced cost values for new parts -NOTE: Science bay requires firespitter.dll to use doors in VAB v 1.1.1 (7/8/14) -HOTFIX: Fixed compatibility issues with RPM .17 -Continuing to modify engine thrust transform placement in an attempt to fix phantom torque issues v 1.1 (6/9/14) -Added heatshield, fully DRE and FAR compatible, with fairing -LES thrust is now centered, will no longer create sideways torque -Removed useless/ugly structural members from interior -Added specular effects to windows in exterior view -Slightly modified interior textures -Slightly modified exterior textures -Laid foundation for light-up windows (coming soon) -Updated to latest version of the AnimationModules plugin v 1.0.1 (4/20/14) -Hotfix: moved the ModuleManager config file out of the folder to prevent issues where ModuleManager would try to load the RPM internal but fail if RPM wasn't installed. You now have to manually add the patch file if you want the RPM props v 1.0 (4/20/14) -Added interiors -Added flag decal -Added RPM support for interiors v 0.6 (4/15/14) -Updated external textures to be more stock-y -Fixed LES pieces disappearing when zoomed in too far -Boosted capacity to 7 in preparation for upcoming IVAs -Increased dry mass to 7.5 units (tons? metric tons? slug?) -Increased thrust of LES motors to compensate for increased weight -Move capsule into the proper spot in the career tree -Took steps to alleviate FAR-based asymmetric drag issue, which occurs because FAR includes the collision mesh for the ladder and the hatch in its aerodynamic calculations; Ferram has informed me this will likely be fixed in an upcoming version of FAR -Attempted to fix Kerbals flying of ladders/doing a 360-no-scope when exiting the hatch -Changed license to be more lenient v 0.5.2 (4/7/14) -Included modified part file without engine config for those who were having compatibility issues (possibly with extraplanetary launchpads) v0.5.1 (4/4/14) -Actually included the 1k textures. Whoops v0.5 (4/4/14) -Initial release. Official R&S Support will return... someday. Please do not distribute without asking permission first. Also, if you charge someone for this download, you're a butt. License: Distributed under BY-SA 3.0 https://creativecommons.org/licenses/by-sa/3.0/
  8. Is this bugged or is there just a massive torque on the MK 1-2 for no reason? I have a lot of use for the 3 man pod and dont want to have to rig two 2-man pods or use a 4 man lander can, for no reason. [/img] [/img] [/img] [/img]
  9. Kerbalized Dragon v2 development thread. First release http://forum.kerbalspaceprogram.com/index.php?/topic/162949-kerbalized-dragon-v2-command-pod-first-release-wip/
  10. The one major thing that has always bugged me about this game since it's inception is the lack of updating the crew capsules. Why is there not a larger command pod (capsule) like some of the older mods I've seen that can hold 5-6 kerbals and look better as well? I remember using the Apollo capsul and I even used the SSL Orion type capsule but why not just have it part of the original game? Anyway I would just like to have a larger capsule without other parts. I have zero idea on how to mod so I'm reaching out to see if anyone else can come up with one. (If I knew how or could learn how to make them myself I would do it and post it)
  11. iv made many attempts trying to make a command pod and a do have some command pods in my mod (Parts O' Plenty). but if i put a kerbal in them it says "no exit hatch". so how do i put a exit hatch on a command pod using unity and blender, and can you grab on to it when on EVA.
  12. I mentioned this in another thread I started, but I really wanted to push this idea, since it has grown on me a lot Has it ever seemed weird to anyone else that if I want to send 1 Kerbal to Moho and back (depending on your specific mission architecture) the love-able breadbox with a paint job that doesn't match anything else in the game and a window smaller than -insert your own jokes here- known as the Mk1 Command Pod is the best option? I love the thing, but let's be honest: it's not pretty, it's not got a cool IVA, and it breaks my immersion (hoorah buzz words!) So I have come to request the creation of a new- no, RE-creation of the Mk1 Command Pod. As a mod, we can surely rebuild it, better, stronger, faster. Or at least prettier, which is of course what actually matters. My idea was fairly simple: Leave the general dimensions the same, give the pod an even white paint job like the Mk1-2 and Mk1 Cockpit, and replace the window with one in the Gemini style (aka, inset and forward facing). Then add a matching IVA that's actually full like every IVA EXCEPT the Mk1 Command Pod's, add it as a new part called the Mk1A (for Advanced), and Viola! Now I say that like it's simple, however I am wholly incapable of doing any of that, and don't have the time to learn. That's why I'm making the request If ANYONE with the skill to make a model/texture/IVA/drag-all-that-together-in-code has an interest in the idea, please do give it a try, because I'd love to use one of these. Can you imagine flying a little cargo tug up to a station with your one Kerbal staring out at it in that IVA? Would be way more immersive and aesthetic (ooh, more buzz words!)
  13. I want to spend a moment talking about command pods. There are currently two in the game... and that's it. The most popular and reliable method of getting into and leaving space for the past 50 years and the forseeable future, and it's represented in KSP by a mere 2 parts. There are 3 cockpits for crying out loud, and this is Kerbal SPACE Program. This needs to change (at least on my install) So I thought,"Ok, no problem. I'll just go over to the forums and find the mod pack of only Command Pods that surely exists!" ...and now I'm here. My request is simple: More Command Pods! Preferably stockalike with IVAs at some point. I'm not looking for suggestion for currently existing mods as I've seen "most" of them already, though I won't turn any down. Some Ideas Bellow: "Advanced" mk1 pod. It always seemed odd to me that when I building a vessel destined for Eeloo, the breadbox with the tiny window and mis-matched paint job is still one of the better options. This pod would be essentially a mk1 pod with a white paint job and better (more Gemini?) window. Simple mk 1-2 redesign. Put the door in a nice place, clean up the textures, etc. Long 2 crew pod. This would be a 1.25 meter capsule that's extra long so it can seat 2 kerbals in a row, F-4/F-14 style. Wide 2 crew pod. This would be a 2.5 meter part with 2 kerbals sitting in it side by side, like in the top seats of the mk 1-2. There's already a mod that does this well, so that's not really a priority. 4 crew Pod 5 crew Pod Many crew pod Round pods Uniquely shaped pods etc.
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