Jump to content

Search the Community

Showing results for tags 'saturnv'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 4 results

  1. Just adds details for the creation of the Saturn V rocket, and nothing more. All information about this add-on, as well as the recommended and mandatory add-ons is in the ZIP file. Read, otherwise some functions will not work. The engines are added to the package with permission from Bimu (F-1) and DennyTX (J-2) v1.0.1 1. Renamed J-2 to J2_Engine for RO.. v1.0.22 1.Fix FX RealPlume for F1 and J2. 2. Updated craft file. 3. Slightly changed the texture for Apollo CM/SM/Engine. v1.0.3 1. Added a new model lunar module ascent stage added to the game 2. Added a new engine model aj10-137 and LMDE 3. Glass in ApolloCM and new LEM have a light animation, to replace the transparent glass 4. Added insulation F1, it is located in the center of the first stage 5. Corrected the problem in which the Cherbams incorrectly left the LEM 6. Changed the center of mass of the rocket, now it is better controlled in the atmosphere Add-on authors: DECQ Dragon01 There is no RO/RSS support, my crooked hands are not able to do this... Download, if you are not afraid : https://spacedock.info/mod/1902/SaturnV License: GPLv2
  2. Λ uɹnʇɐS ʎʇɥƃᴉW ǝɥ┴ uooW ǝɥʇ oʇ ɥʇɹɐƎ ɯoɹɟ ʍǝlɟ ʇI ǝɯᴉʇ ɹᴉǝɥʇ uɐ sɹno ɹoɟ ǝuᴉɥɔɐɯ snolǝʌɹɐɯ ɐ puɐ 'ʇɐǝɟ ƃuᴉɹǝǝuᴉƃuǝ ʎʇɥƃᴉɯ ɐ sɐʍ Λ uɹnʇɐS ǝɥʇ 'ƃuᴉɹǝǝuᴉƃuǝ ɟo ʇɥƃᴉɯ ∀ ¡ɟɟoʇɟᴉ˥ pu∀
  3. Download Album A fairly detailed replica of an Apollo 15/16 mission with Lunar Rover and many small authentic touches. 265 parts You can see me flying the mission until impacting the moon on my Twitch stream, another video is coming where I don't crash Control lander from RC-001S Remote Guidance Unit when landing/taking off Action Group 1 turns the red/orange lights on in the skirt to simulate stage II engine start (stole that) Action Group 2 extends Command Module dishes Action group 3 extends Lunar Module dish (retract for docking) Features For realistic seperation sequence: When going to S-II, stage the S-I seperation, turn on the lights with action group 1 while simultaneously staging the outside S-II engines at low thrust, stage the skirt, engage high thrust and center engine once the skirt has cleared. There is a fuel cell hidden underneath the heat shield for Bus B undervolt Role Play There is a fuel cell and docking port on the Lander base to dock and recharge the rover. The ladders on the Lunar Module are for decorative purposes mainly go up one into capsule and transfer internally to other capsule It should be good for Minmus as well, the third stage tank is not full.
  4. this is my first time posting a craft here, but anyways. I have created a semi-realistic version of the Saturn-V with a Munar and command modules built in. garunteed 100% stock parts I had to add boosters to help stablize the rocket during early ascent do to the rocket having a wobbling effect. Speaking of Wobbling, when the rocket is around 20k-23k there is some difficulty controlling the ship. I recommend to only put it at half throttle until the second stage is activated. Other than that, the thing flies like a sturdy rocket, or a cow, mostly like a cow. Command and Munar modules The idea is to use the rest of the second ascent stage to achieve a long enough burn to set the ship on a flyby trajectory, decouple the Munar module, turn it around; and to attach itself to the command module where it would then decouple from the second stage soon after. Then circulize around the mun, undock, and land. After all said and done, the Munar Module (small tiny lander) take off, reandevous, and dock again. Where it will then transfer all resources/kerbals into the Command module to be taken back home to kerbin. here are some pics: Exiting atmosphere and into planetary orbit. Docking of Munar/Command modules Separation to prep for Mun landing SLowing down... Perfect Landing! NOTE: This craft is very difficult for beginner players, as docking and staging may seem extremely complicated with this craft. Edit: I ended up modifying the lander into a 2-stage ship, the top half will jettison carrying the kerbals to the command module using mono engines. I found that these were far more fuel efficent and compact than any other engine in ksp. Craft file coming soon Its right Here Tip: For those space junkies, you could follow the apollo missions flight path (free return trajectory), shown below.
×
×
  • Create New...