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Found 16 results

  1. SSOUPP Photo by @AmateurAstronaut1969 Overall Description SSOUPP is a mod that adds space station parts based off of the NASA Supermodule concept and some other concepts that will come soon Downloads Github SpaceDock Dependencies B9 Partswitch Module Manager Recommended mods Shuttle Orbiter Construction kit Waterfall Habtech Current Version To my knowledge this mod works on 1.11 and possibly 1.10, but I've only tested it on 1.12. Though if anyone has issues or can confirm it works on any other version please let me know Special thanks to @CobaltWolf, @benjee10, @EStreetRockets for helping a ton on this mod. Supermodule would probably look horrible without their help in this @AmateurAstronaut1969, @Talverd, @Jay The Amazing Toaster, @Vals_Aerospace, @Pioneer_Steve, and @pTrevTrevs for all Giving good feedback in both this mod any other modding endeavor I've done. Photo by andres (he doesn't have an account) Photo by @raptor-m
  2. This is my first mission idea submission, I'm open for any criticisms regarding this mission idea Because of comments, I decided to make a new paragraph and make the challenge clearer on what to do, sorry 'bout that. 1000 units of dry mass oxidizer and 1000 units of liquid fuel in the station itself, that wont be used making it just there, not being spent by anything, not even for refueling stations. The craft should also get into Munar orbit with 2 mobile labs, and about the Munar orbit, it should be in space low, in a non eccentric orbit. Other instructions are that there should be that 12 kerbals that need to be on board, and without the external command seat stuff, i find it kind of cheaty, a cupola module too should be there, and 2 large solar panels. And dont forget! the antenna and 1 or more docking port/s. Whole thing(Space Station+Docking port) less than 50 thousand bucks. Good luck! I've did this mission in career mode and it is possible also dont use kraken drives or decouplers to get it there
  3. Like here: https://www.youtube.com/watch?v=lm8e4qVoXmM The things that move the telescope from its launch configuration to on top of the station. Can't find them anywhere. Don't want to have to launch a bulky rocket.
  4. in this challenge your job is to build the biggest space station possible ONLY using parts of the smallest cross section this challenge will run to the end of may, whoever makes the largest space station in terms of mass by the cuttoff date wins GOOD LUCK (-: by the way, the Mk 1 command pod IS allowed
  5. After seeing how the ISS was built and is now maintained, I really think a robotic arm would be a great addition to KSP. Robotic arms were very well used in the shuttle missions and could be good for servicing missions, space station construction, EVAs, debris cleanup, berthing, etc. Right now, if you want to build a complex space station you have to either equip every module with RCS (which dramatically increases part count) or use an RCS tug which can be incredibly tedious and annoying. My suggestion would be just add a single long part with articulations and a grapple end on one side similar to how the claw currently works. I think a part like this could open up many more interesting station designs and make space-station and base construction easier for new players. I could also see this as a good DLC part for addition to a space-station or modern parts DLC. I've looked at robotic arm mods that do this but they are all either outdated or incredibly glitchy. The Canadarm2 mod has very unreliable gripping and isn't compatible with docking craft together, and there used to be a very good robotic arm mod with the buran pack but that went extinct a while ago.
  6. Got a comnet with complete coverage on Eeloo and planet is inspected. Im ready for the spacestation insertion. On jool system i use 14 xl solarpanels (bit overkill) , what is needed for eeloo to run 1 science module at furtest distance from sun. Ill add a lander and a ore craft aswell.
  7. If you are playing a career game there are things that matters: cost, research, safety, effectiveness. In my game I imposed myself to make crew rotations on long term station, to minimize cost you need ssto but effective SSTO will come with R.A.P.I.E.R. engines that are very expensive engine. This SSTO is my answer. It flies almost 20/30 times and this is the perfected version. Is cheap and does need high research elements such as R.A.P.I.E.R. engine but still perfect in its role mission task: safely bring a 3 member crew to/from any Orbital Kerbin station without refuelling. It reach 100/100 LKO with remaining 1300 ms of DV enough to reach also any Mün or Minmus station. Safe. the orbiting ascend is made in only four manoeuvres: a) take off rotation to 10° ascend angle, b) switch to aereospike at 1380 ms c) shutdown engine when reached your goal apoapsis d) circularise . Safe on reentry: once you made your preferred deorbit burn just set your VSO to orbit RAD+ with 0 rotation and wait unti il speed slow down, once you regain a correct flying asset you will bless it's almost perfect balanced flying performance: that will allow you to safe land your crew on runaway. Commands: 1 toggle ramjet 2 toggle aereospike 5 toggle cargo doors, antenna and docking Imgur image album Craft File Project
  8. Here's the thing: Since KSP in stock does not constrain oxygen, food or air for Kerbals, you can basically stuff one Kerbal in a small capsule and send him on his way for millennia. So why are any of us building larger crew capacity vehicles at all? Or include more than one science lab? Unless you are a heartless monster and kill your crew left and right, you don't need more than a handful of Kerbals. Building a massive space station for 288 Kerbals (like I did for my Jool colonisation mission, see also the GIF below) is pointless, really. So, why do we do it?I am apparently not the only one, if I browse through a few screenshots and videos For me, it's basically role playing, when I think about it. But please tell me your reasons, I would like to know your thoughts on this one.
  9. Ver 1.4 Dyna-Soar & SIV Space Station mk2. Now with an updated IVA using the latest ASET Props & Avionics You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume, Engine Lighting and TAC Life Support. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (for reflections and solar panels), RasterPropMonitor (for functional interior), KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.) and Alexustas' ASET Props 1.5 & ASET Avionics 2.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props & ASET Avionics created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. changes in this version Reflections are now handled by the awesome TexturesUnlimited mod. Texture Replacer is now deprecated. Solar panels use the TexturesUnlimited Solar Shader. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.3 Dyna-Soar & SIV Space Station mk2. Now with an updated IVA using the latest ASET Props & Avionics You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume, Engine Lighting and TAC Life Support. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. changes in this version Changed ModuleRCS to ModuleRCSFX for all parts with RCS thrusters. Now when firing RCS produces sound. Landing skids now produce sound while retracting/extending. Changed TACLifeSupport configs. Now Dynasoar has resources to support 1 kerbal for 3 to 8 days or 2 kerbals for 4 days. SIV Space Station supports 3 kerbals for 149 days. Added TWR indicator and Life Support gauges to the IVA. Flight computer now switches between HI and LO modes so you can view AP or PE above 999km. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.2 Dyna-Soar & SIV Space Station mk2. Now with an updated IVA using the latest ASET Props & Avionics You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.1 Dyna-Soar & SIV Space Station mk2. You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior) and KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.). Important! You should completely delete all LonesomeRobots mods and re-install all the latest versions from scratch. (Gusmobile has been updated too.) Also don't forget that the GameData/LonesomeRobots folder must be merged and not replace the existing LonesomeRobots folder as you install the mods one by one. This way all the IVA's will work correctly and reference the same and correct props for all the mods, reducing clutter and conflicts. You can read the reason for this below. ASET Props and FlightSystemsRedux are no longer bundled with the release. Only the relevant props from these 2 mods are moved inside the "props" folder of the HOYO mod. I had to do this since ASET Props have been updated, but for some reason the game crashes instantly when i try to use them. I contacted alexustas and he tried to sort it but it is kind of a freak case that applies to some OSX installations and he cannot help. So in order to keep the IVA fully working for people that have updated to the new ASET Props i moved all the relevant files inside the mod file structure. This way the IVA will work whatever version of ASET Props you have and even if you don't have it at all. I also have to state that i do not claim i made any of the props used in this mod. Credit goes solely to alexustas and MOARdV. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.0 The X-20 Dyna-Soar ("Dynamic Soarer") is a Kerbal States Air Force (KSAF) program that developed a spaceplane that could be used for a variety of missions. Features parts to also build a KSAF SIV Space Station for you to rendezvous and dock with your DynaSoar. Supports RealChute, kOS and Telemachus. The mod comes bundled with all the dependencies. KSPWheel mod by Shadowmage redistributed as per license, is absolutely needed for the landing skids to work. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Note: I had to modify some of the props from ASET Props and MOARdV FlightSystemsRedux in order for them to work correctly with the latest versions of KSP and RasterPropMonitor. I duplicated and added them inside the DynaSoar props folder so as to not tamper with the original props. When ASET and MOARdV updates will be released i will also update the mod and remove the duplicate props. If you have the LonesomeRobots HOYO mod installed overwrite the files when you are asked. *This is my second parts mod, there might be bugs. If you report a bug please be patient as it takes a few days for me to have time to tackle the issue.* *Also if you have any solutions or tweaks and you want to help i will be happy including yours on the next update and attributing you for your help* Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ASET Props created by Alexustas. Redistributed as per license. FlightSystemsRedux created by MOARdV. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. Still to come from LonesomeRobots Aerospace: HOYO Lander. MAVR Heavy Interplanetary Spacecraft. Also check out HOYO CSM. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Screenshots
  10. I have seen some spacestations in other threads but noticed that not many actually produce fuel, rather only serve as transit hubs. Therefore, let me show you mine! Refueling Station "Veragon" This station both produces and stockpiles rocket fuel (LfOx) and Monopropellant for outgoing ships. And by that I mean a LOT of it. Total reservoir is 51840 gallons of liquid fuel, 20250 gallons of monopropellant. And that entire reservoir gets refilled to full capacity within about and only 8 days. Since I am using KSTS mod (for automated delivery into low orbit) and Konstruction (for weldable ports), this station can be split into about 15 sections/deliveries. Tug then moves these sections into proper order, and weldable ports join them permanently. As for orbial delivery, I have recorded 37 tons delivery mission profile, so this would be maximum mass for each segment. But that does not particularly matter, because all deliveries are finished near each other with KSTS. If you split it into 30 sections, those will be within a hundred meters anyway. What you cut down on is docking procedures. Also tug is unmanned, so entire assembly is remotely controlled. Entire station cost is about 3M credits but that is mostly due to me just overbuilding it. Might make a smaller station with just one million. Pillars are on both ends of the station. Most outter docking ports are far from the refinery so even largest ships can dock. Engines on both ends allow changing orbit (of the entire station!) with prograde/retrograde. And since it refuels itself, well. Wind panels gather dust, Dysons turn dust into ore, Convert-O-Trons turn ore into rocket fuel and propellant. Nuclear powerplant can produce 2000 ec/sek but station only consumes about 170. Powerplant runs only at 10% which extends its lifetime to about 50 years. However with full uranium it does cost 1.5M credits. About half the cost of entire station. Note that since Dysons produce more ore than refineries consume (only during day, wind panels require sunshine), and there is a large ore tank, refineries operate without stop during entire night cycle (about 20 minutes). This means refineries require considerable electricity for 20 minutes windows. Solar panels would be able to produce this amount, but batteries would be huge. Therefore a need for nuclear reactors. Both the reactor and all eight refineries require cooling, thats what Tripoles are for.
  11. Hi Got a ore and spacestation ship enroute duna. Is it better to have them both on ike , since a launch from duna costs alot of dV.?
  12. Ah……I‘m new here,This is my frist topic on forum,l ‘m used to stay in tieba here is some craft…… l ‘m used to play with RSS,TACLS,RFand a lots of real mods for space plans but……Kerbal War Program is better,isn't is?(even FAR is easlier……)
  13. Hello, There is a mod called stockalike station parts, and it seems it has gone dead. Can anyone update this for 1.1/1.1.2? Or tell me how to update it? I am using 1.1 because it has more mods available right now. This is one of my favorite mods and would love to see it come back. Sadly the user that made it hasn't been active in over 5 months. Help?
  14. hi im a demo user and i need help i need to make a space station in demo but im having probs getting it into space anyone have ideas or can send me there DEMO space station as a .craft file so i can use it for my build ill say when done when ive found a working idea! -Thanks Zizzlethekerbal Aka Zizzle8383
  15. The most popular craft on KerbalX. I thought this would be nice if we could have one thread with some of the best craft in the Kerbal Space Program. Although we may not see just the best of the best craft here it will still be a personal best and a craft with some good amount of reputation. Try to use the same format, leave a brief description, a linked craft file and the date built, this will show some greatness of your craft as well. The Title Font Size 26 and the description text size 14. Use a photo album or One Photo. ONE RULE: ALL CRAFT POSTED MUST HAVE 200+ DOWNLOADS. I will start with my craft presented by Kerbal-X, The Mun Fly coming in at 214 downloads. The Mun Fly Craft Built: 08-16-2015 The Mun Fly started out as just the Fly, it was suppose to be just a cool looking small VTOL craft, when I noticed how short the flight time was that's when I got the idea about putting it on the Mun and that's when it became The Mun Fly. https://kerbalx.com/Castille7/The-Mun-Fly
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