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About me



  1. Howdy Everybody! First off, I want to thank @Pudgemountain for this idea. He recently posted the results of an ai program attempting to recreate images of the Saturn V rocket. The results were...something to say the least. However, the images provided interesting ideas for rockets. I invite everyone on the forums to create spacecraft based on their own ai images! Post ai images for others to springboard off of, post images of your KSP creations, even both! I will also be posting ai generated images of my own so that folks can pick out ideas they want to bring to...reality?...kerbality?...whatever. Just a few rules: 1) Any craft that are created must be functional. Rockets need to be able to get off pads, spacecraft can achieve proper orbital spaceflights, etc. 2) If you decide to post your own ai inspired craft, show the original image that provided your inspiration. 3) Whatever ai generation software you use, be sure to provide credit to that site. On that note, make sure they allow public usage of images you create (shouldn't be an issue, but you never know). Above all else, have fun! Let your imagination run wild! If you want to provide a mission report or a short story for your vehicle, by all means! Below I have the original post plus examples I worked up today. Above is one of the original images that gave rise to this idea. Again, send your praise @Pudgemountain's way! Here I recreated the last rocket on the right. Then I decided to check out these ai image generators myself. Which gave me more ideas. Also I started typing a lot of random and "what-if" ideas to toy with. One of my KSP saves, 101 Rocketry, is a US-inspired private aerospace company with a bit of a Taiwanese/ROC flair. I recreated the top center rocket (at least my interpretation). Almost forgot, I have the craft files for these two rockets if you want to mess around with them: https://kerbalx.com/ManateeAerospace/XN1-Tallcom-A https://kerbalx.com/ManateeAerospace/Salamander-II
  2. This mod was crated by me and Warp_08 Features : Adds RPM or MAS enabled IVAs for Near Future Spacecraft + Rework of the Almathea IVA Changelog: Screenshots and video: Installation: Download all dependencies from the "dependencies" folder Download the recommanded mods that you want from the folder Copy the content of the "Gamedata" folder in the Gamedata folder of your game Knonw bugs: Some problems with Mechjeb integration to RPM //// Use the version 2.12.0 for ksp 1.11 to fix this i will update the RPM ivas to use MAS for the next update License: Creative Commons Attribution 4.0 International Dependencies: ASET Avionics pack ( by alexutas ) ASET Props pack ( by alexutas ) Raster Prop Monitor (adpoted) ( by JonnyOThan ) Near Future Props ( by Nertea ) MOARdV's Avionics System ( by MOARdV ) Near Future Spacecraft ( by Nertea ) Recommended for a better IVA experience (but not obligatory ): Mechjeb 2 (Greatly recommended) (by sarbian ) ( version 1.12.0 MAX ) Astrogator ( by HebaruSan ) Chatterer ( by Athlonic ) Docking Port Alignement Indicator ( by NavyFish ) Hullcam VDS Continued ( by linuxgurugamer ) Kerbal Alarm Clock ( by TriggerAu ) KOS Prop Monitor ( by Dsonbill ) Scansat ( by DMagic ) Through the eyes of a kerbal ( by linuxgurugamer ) Vessel Viewer Continued ( by linuxgurugamer ) You should realy use mechjeb, SAS buttons of some IVA may not work without it All dependencies are given via a Web Shortcut to their original Forum thread / Spacedock / Github Downloads: > Spacedock > CKAN (thanks to the CKAN team :)) If you have a problem, report it here or on discord ( Vexmae#1450 / warp#4396 ) Thanks to Nertea for helping us with the light transforms for version 0.5 Note for the future: We plan to transform this mod into a very big IVA pack with like configs packs like installing the system that you want with Galaxies Unbound but with IVAs
  3. I am giving this ownership of this mod to @zer0Kerbal. Common Core Pods The Common Core Pod Program it's a effort to develop a modular capsule suitable to a wide range missions, using well known as established materials and building techniques with Composites and 3d Printing. Not to be confused with the incomprehensible Common Core Astronaut Training Program. BIG Thank You to KottabosGames for the review. Download: http://spacedock.info/mod/750/Common Core Pods ?ga=+3102+'kerbal+space+program'> http://kerbal.curseforge.com/projects/common-core-pods Changelog: LICENSE: GPL-2.0
  4. ABOUT THE RECREATION This is my recreation of SpaceX's Starship rocket in Kerbal Space Program 2. At the moment, the recreation only includes the ship portion of the full stack, but I might eventually add a recreation of the booster as well (although it won't have 33 engines). The ship has over 4.5k dV, and can reach LKO on its own without help from a booster underneath. It also has 6 landing legs, 4 retractable solar panels, and 3 sets of 4 vernier thrusters near the top of the vehicle. There are 2 variants of the ship that you can download: Uncrewed Variant Crewed Variant (Can hold up to 4 kerbals) Planned/upcoming variants: Uncrewed and Crewed variants without landing legs Uncrewed and Crewed variants with SpaceX colors (black and white) SCREENSHOTS
  5. So I've been upgrading my my fleet after looking at the forums for the first time and so I feel kinda dumb now so uh any tips?
  6. This Mod is now merged with KIU Chinese Pack, specifically the KIU Chinese Human Spaceflight pack, check it out! UPGRADE TO KIU CHINESE HUMAN SPACEFLIGHT PACK WILL BREAK YOUR CURRENT SAVING WITH ICSP VEHICLES, PROCEED WITH CAUTION! Icecovery's Chinese Spacecraft Pack (ICSP) is a spacecraft pack that allows you to build Chinese spacecraft in the game. It is a great mod build by @Icecovery and it is my privilege to continue this mod. ←Automatic start landing burn and inflate airbag Moar image can be found here Content: Shenzhou Spacecraft Tiangong Space Lab Tianzhou Cargo Ship Tianhe Core Module Required Mods: RasterPropMonitor -For IVA props Kerbal Inventory System -For Tianzhou's Cargo Module RealChute Parachute Systems -For parachute of course Highly Suggested Mods: Comfortable Landing -For automatic start landing burn and inflate buoy. NT Chineserockets Pack -Chinese Launch Vehicle pack Waterfall -For engine and RCS FX Supported Mods: RemoteTech Realfuel Installation: It is highly recommended to use CKAN to install this mod. For those of you prefer the it the old-style: 1. Download and install all the required mods. 2. Download ICSP from Spacedock, and drag the ICSP folder into Gamedata. Known issues: The RCS FX on Shenzhou is very buggy, I have not been able to fix it. It will not affect the attitude control or translation. And it can be fixed via waterfall config, so waterfall is highly recommended. Note: This mod is originally created by @Icecovery and I do not intend to add more content to this mod. To-do list: Chinese Localization Stock size config License: Icecovery's Chinese Spacecraft Pack was released under CC BY-SA 4.0
  7. The task is to add modules to the Kerbal XX space station in low orbit around Kerbin. Note that certain modules will already be added, such as the crew module and cupola. But other than that, start building! (Lucida Sans Unicode for LIFE) My module: Life support module (You obviously need that to survive!)
  8. The Beet Farm Hello and welcome to The Beet Farm, my depository for all the junk I end up making! Shout out to @Triop's thread, Triop's Adventures, which inspired me to create this thread. Up first: The KSS Humboldt, an air-deployed submarine - somewhat lacking in functionality or purpose. If I feel particularly tech savvy, I may even include a craft file! Who knows? Coming as soon as I figure out how to post pictures.
  9. Welcome to soup aerospace, Connoisseur of space and soup. More crafts coming soon KerbalX: https://kerbalx.com/Soup_Aerospace/craft Also, most crafts have mods on em, Mostly dmagic, restock and a bunch of others
  10. Hey! Continuing with my too-big launcher binge, I've got another whopper for ya: A multi-purpose interplanetary ship with ample fuel and propulsion, space for 70 Kerbals, and a variety of ports for expansion and utilization. It can be placed into LKO fully fueled in a single launch: Please let me know what you think! Download the craft file here: https://kerbalx.com/Jamie_Logan/Torus-X-64 Also, Check out:
  11. Hello, and welcome to the amazingly named thread where we post help and pics of stuff to build. it’s not like I’ve dug, but it doesn’t seem like anyone made this yet, so time to make it! while I don’t have any myself, I wanted to make a thread where people posted advice and tutorials centered around teaching. I want to make a place where people go around at teach, to name a few: launchers! Probes! Space station modules! Moar!! So go and teach, I guess
  12. Kerbal-X Profile : Stefsilver43
  13. Taurus & Amarok Mod Pack Download: SpaceDock Source: https://github.com/macluky/MacLuky Manual: Assembly Guide Taurus Launch Systems The Taurus Launcher series provide an early to mid-career set of lifters that enable you to launch payloads in LKO and beyond without too much assembly, whilst making an effort to look a bit more like a real rocket. They are based on bits and pieces from Lionhead's ESA Launchers, Socke 1.875 HGR extension, some texturing ideas from Benjee and a lot of creativity and testing. The included guide gives some examples of various configurations ranging from 1 ton to 12 ton LKO. Support for CTT is included. Parts Taurus Launcher Family Amarok Space Systems The Amarok Space Systems are a series of space craft that help you through your career in a fashionable and recoverable way. I never quite understood how the Navy was supposed to find grey capsules at sea, therefor these craft follow a pain job similar to that of Copenhagen Suborbitales (https://copenhagensuborbitals.com). Based on some texturing ideas from Martinezfg11 and modeling ideas from the Phoenix capsule from MoviesColin IVA snippets from Tokamak and Fuji parts from Beale. As well as the Circular Panels from Yogui, and FusTek doors, docking ports and some decal. The lunar module is quite in alpha yet and must be considered a prototype. All capsules come with pretty IVAs (hence Kottabos click-bait) but the Mk2 capsule is having difficulties on KSP 1.3.1 it does show properly on 1.3.0. Parts Requires ASET Props by Alexustas (bundled in download) and Module Manager Plays well with - CTT, Kerbalism, TAC, Taurus, StockeAA, HGR, Tantares, BDD, Kerbal Engineer License CC-BY-NC-SA Pictures or it didn't happen https://ibb.co/album/b7Cx6F
  14. So, yeah. I want the know how to build a missile that includes target functionality. Like you double click on something and it pulls up a target sas mode. I need an atmospheric and space faring version. Can both take down a building. (Any.) I'm quite new only 130-ish hours on KSP and I want this for my Kethane Wars video. Don't care how big. Make some physic-bug ones if you want and make sure it can fit in a 1.25 meter hull or mk2 payload. (Full size.)
  15. The Rockleford E-1 is great at putting it’s payload into kerbin orbit. The first stage pushes it most of the way into orbit, and the second stage with four F3S0 solid fuel boosters finishes the orbit insertion of the payload. It's also my first craft. Below are the stats and some images. Stats: Mass - 24.47t Cost - 19,807 Funds Stages - 8 Part Count - 25 Built in KSP 1.8.0 Download: https://kerbalx.com/TheKSPKerbalGuy/Rockleford-E-1 (KerbalX) Enjoy using this craft! It's also the first in the E-Series of the Rockleford Rockets.
  16. This is a post I originally started a couple years ago in a thread for My History of Spaceflight, but it got a little buried (...I couldn't find it...) so I thought I'd make a new post and include my thoughts on spacecraft design et. al. I would like to keep updating it with comments of various craft that I've created as well as the through process behind them. Philosophy and Approach This actually encompasses more than just KSP as I've been "designing" spaceships since I was a little kid, "swooshing" a few little Lego parts that I wholeheartedly believed was a spaceship. I have a vivid memory of playing with these handful of Legos and intuitively thinking: Spaceship. That passion for Lego eventually evolved into much larger SHIPs (Ex: #1, #2, #3, #4, #5). But at that same time, I would pore over the many versions of Star Trek technical manuals, marvel at blueprints of the Millenium Falcon, and stand in fascinated awe at the Space Shuttle in the early 80s. Add to that, basically 30+ years of pop-culture spacecraft awareness, a dash of actual space history, a whole of of imagination, channelled into a digital medium that allows me to build & fly these things. Watching Star Wars movies literally more times than I can count, continuously consuming Star Trek for over 30 years, loving late-70s Buck Rogers (unaware of the monumental cheesiness), hyperactive over Battlestar Galactica (the 70s original, but then much more importantly, the 2004 reboot); really just about anything in the Sci-fi genre that might include a vehicle maneuvering through the vacuum of space, or on alien planets, or heck even our own planet. With Kerbal Space Program, I've found one of the best tools to express the combination of creative and analytical thinking that is spacecraft design. It's a pseudo-practical approach that, for me, makes this game endlessly playable and allows that expression. So even though it's a game, the fact that you engineer things in this game to actually fly adds an entire level of realism (or not... depending on your KSP playstyle) to the process. And while KSP & Lego are aspects of the same thing, i.e. working with a specific set of parts, creating something unique but not overbuilt; KSP allows me to take this newly created vessel for a spin around the solar system. So, you ask, what do I mean by "pseudo-practical"? A personal philosophy, I guess, that imposes a set of realistic parameters on an inherently unrealistic creation. Designing in a way that balances in-game mechanics with a broader use case for a spacecraft. Working with symmetry and aesthetics, while balancing the inherent asymmetricality of space technologies melding together into a ship. Maintaining the internal logic of specific part choices used in specific ways within an overall visual context, that hopefully comes across as both "realistic" and creatively interesting at the same time. I find myself constantly evaluating the aesthetic choice of a set of parts in trying to meet a certain need, then reviewing whether those parts meet the game's technical needs, then going back to adjust how they mesh visually, then back to the parts specs... until many iterations later, an actual spacecraft evolves. Then I keep looking at it, noodling with it; taking away anything that strikes me as "off" and in some cases completely re-working the craft. When I do orbital test runs, if anything jumps out at me visually, I usually re-work it. If the ship isn't meeting the technical needs of the mission, I re-work it. This goes on until I think I can't possibly make any more changes (then I usually find 1 or 2 more...) until FINALLY, I can't stop looking at it. There's nothing that my brain says, "Wait. Change that." It's odd to use the word 'perfect', but in a sense that's what it is. My brain has gone through just about every iteration until it just seems 'right' on all facets. There's a creative pride that comes from this iteration process. There's a sense of childlike whimsy when the thing can actually make orbit, or I can actually dock it, or the antennas extend, or the light and shadow catches it just the right way. The same feeling as when I was 6 years old making Lego ships. "I made a ship that flies through space."
  17. Here is the Lil' Guy 1 light spacecraft KerbalX Craft File Lil’ Guy 1 Lil Guy 1 is a multi-purpose light craft designed for maximum precision and fun. It sports a unique and practical feature set that’ll make any rookie Kerbonaut look like an ace pilot! Its lightweight aerodynamic frame, combined with powerful RCS ReEntry Control System, allows for an unexpected amount of glide in the atmosphere, and should have you touching down in, or at least near, your intended LZs. The orbiter carries all the basic experiments plus Goo, and a Kerbal on EVA can collect them all without leaving the ladder. With more than 2K dV in the tank, this ship can cruise all over the local system, and even venture to distant planets. After activating the orbiter’s main propulsion system, all 3x engines will be enabled by default. Action group 3 toggles off the outboard Switch engines to enter Eco-Friendly Gas-Saver mode. Toggle them back on when you need the extra zip! Reentry attitude should be facing retrograde for a braking phase, and then reorient to prograde for a precision glide landing. Chutes won’t support the full weight, so leave some gas for a final braking maneuver on touchdown. As a bonus, this Launch Vehicle comes with the Smart-@5S remote controlled transfer stage. After reaching orbit, flight plan calls for a transposition and docking maneuver, where the fairings will be shed to save weight. After docking, Action Group 0 shifts control to the Xfer stage. You are now free to move about the solar system! Imgur Album
  18. I usually go with Greek gods and other ancient mythologies for rocket and/or spacecraft names. Here are some: - Artemis II Heavy Rocket - Osiris IV Medium Rocket - Hercules Crew Pod - Phoenix Mun Lander - Icarus Rescue Capsule - Atlas Duna Landing Vehicle - Capricorn Eve Ascent Rocket Anybody got something better? I'd like to hear them.
  19. Yesterday, September 15th 2018, was a day of two endings. It was both the last day of the Delta-II, and the first anniversary of Cassini-Huygens mission completion. So, I'll put a little text-based tribute to them both, here in this thread. _______________________________________________________________________________________________________________________________________ Cassini-Huygens was a mission of firsts. A trailblazer. First mission to orbit Saturn. First soft-landing in the outer solar system. Weighing 6 tons when fully fuelled, it is going to be a long time before a mission of this scale is launched again. Spending 13 years (half a Saturnian year) at Saturn, it observed the changes in the Saturn system over Spring and Summer. Discovered 7 moons (6 of which are named). Took 453048 images.162 targeted flybys of Saturnian moons. 360 engine burns. 635 GB of data collected. Its ride-along sister probe Huygens made the first soft landing in the outer solar system, landing on Titan on January 15th, 2005. It discovered methane rivers and lakes on Titan. Evidence of salty, liquid water sea heated by hydrothermal vents under Enceladus. Tests of general relativity. Radio occultations of the rings, revealing their composition and particle size. Verifying spokes in the rings, first confirmed by the Voyagers. And, on September 15, 2017, it literally tasted the atmosphere of Saturn itself. 1500 km above the cloud tops, Cassini entered the Saturnian atmosphere. Struggling to keep radio contact, signal was finally lost 7:55:46 AM EDT on 15th September 2017. The spacecraft is believed to have broken up 45 seconds after loss of contact. And so, on that fateful day, the probe was united with the planet it had studied for over a decade. Ad astra, Cassini-Huygens. We will certainly miss you. The Delta-II rocket was a reliable workhorse. Launching 54 science missions for NASA, our current understanding of the solar system wouldn't have been possible without it. It launched 2001 Mars Odyssey, Dawn, Deep Impact, Genesis, Mars Phoenix, MESSENGER, NEAR-Shoemaker, both STEREO spacecraft, both MER rovers Spirit and Opportunity (Hang in there buddy!), WISE, WMAP, Spitzer Space Telescope, all 5 THEMIS spacecrafts, the Fermi Gamma-ray Space Telescope, 24 GPS satellites, 60 Iridium satellites (which are now an endangered species, if you've been paying attention to Scott's science videos), the Kepler spacecraft, and so much more. Without Delta-II, we wouldn't have had any of this: (Asteroid Eros imaged by NEAR-Shoemaker) (Comet Tempel-1 imaged by Deep Impact) (Vesta imaged by Dawn) (Asteroid Mathilde imaged by NEAR-Shoemaker) (Comet Siding Spring as imaged by WISE) (CMB as measured by WMAP) (Polygonal Martian terrain as imaged by Mars Phoenix) (The sun, as imaged by one of the STEREO spacecraft) (Heinze 206 as imaged by Spitzer) (Mercury, as imaged by MESSENGER) On 15th September 2018 at 13:02 UTC, the final Delta-II launched ICESat-2 out of SLC-2W at Vandenberg Air Force Base in California. The mission went as planned, and earned the launch vehicle a streak of 100 successful missions in a row. Thus ended the illustrious career of the Delta-II. Ad astra, Delta-II. Goodbye, old friend. ________________________________________________________________________________________________________________________________________ (Feel free to add your own tributes below, in any format.) ________________________________________________________________________________________________________________________________________ Edit: I've decided to make this a tribute thread to other spacecraft too, as Dawn and Kepler have come to an end.
  20. Today I realized that i didn't explore other planets at all I only explored mun and the other moon. SO I was like let's go exploring in KSP in that time realized i need some sort of a good and efficient spacecraft.So in this topic we will just talk about what's the best spacecraft to build for landing on other planets and coming back safely.My Targets are to land on Duna,Eve Or Jool. I haven't yet build a good craft to go somewhere
  21. I don't know you but each time I have to launch into a specific orbit inclination for contract mission, going to Minmus .... I am facing the problem of when will the ascending or descending node will past over the KSC to permit a clean direct orbit inclination without modification once in orbit. I asking you if there is a way to do that in the stock game or if a mod allow you to know that and if it is not ,if it is possible .
  22. Hi all, So, I've noticed that my landers, when I revisit them (either from the Tracking Center or via the map), leap into the "air" anywhere from 10M to more. 10 meters isn't much on either Minmus or the Mun (aside from a few moments of terror), but I've had a lander leap so far up that it crashed and burned. The only mods I have installed are the Docking mod and Kerbal Engineer. I thought at first the SAS ring might be the culprit, so I turned it to SAS only, but the landers still leap. It's quite a thing to see four modules linked together leap as one above the ground, but it still freaks me out. Any thoughts on locking these things down so they stay put where they're supposed to? Thanks in advance.
  23. Greetings people, Today I want to show you the third version of my Arrowel Rocket series, Arrowel III! The third version of the original rocket is two staged, and it's second stage has alot amount of fuel tanks. It might be heavy, but thanks to SpaceY SRBs the rocket can lift off at a TWR of 3.25! The download link for the rocket is not ready yet, but I'll let you know. Here's the demo video.
  24. There was a brief mention in an older thread about the Haynes manuals: I just received the Haynes "Soyuz Owners Workshop Manual" by David Baker, and all I can say is WOW! There's a fair amount of background through Vostok and Voskhod and the development of the "7K-OK" that became the Soyuz we know and love (and I finally understand why it was "7K-OK"), but then Baker really gets into the details. I don't know that I'll necessarily need to know the exact VHF frequencies the radio operates on (though Baker mentions them), but knowing that there's both a shortwave and a VHF system that are in use in recovery operations is interesting. There's enough general detail for non-techies and enough technical detail to satisfy all but the most hardcore. Great stuff. I have the "Gemini" manual on order next, and I have high hopes for it as well.
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