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Darthzeus' Mod Craft Outlet


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Hello, and welcome to my Modded craft outlet. I tend to run a plethora of mods on my usual game, but don't believe in game-changing mods. What I mean to say is all these mods are in tune with the core elements of KSP. Before you download any of these craft, you'll need some or all of the following (This list will probably update over time) (I would just post my gamedata for download, but I'm afraid I would get in trouble):

Drogue Chute Plus: http://forum.kerbalspaceprogram.com/threads/83201-0-23-5-Drogue-Chute-Plus

Extraplanetary launch Pads: http://forum.kerbalspaceprogram.com/threads/35217-0-22-Extraplanetary-Launchpads-Legacy-Thread

SQUID Landing Tech: http://www.curse.com/ksp-mods/kerbal/220398-hl-squid-landing-legs-v1-5-1-for-ksp-0-23-5#t1:other-downloads

Kethane: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-6-Find-it-mine-it-burn-it!-Fixes-and-API-improvements

Kerbpaint (completely superfluous, but awesome nonetheless): http://forum.kerbalspaceprogram.com/threads/50008-0-23-KerbPaint-Paint-layering-for-parts-(September-23rd)-(Same-Old-Still-Works!)

Procedural Parts: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CB8QFjAA&url=http%3A%2F%2Fforum.kerbalspaceprogram.com%2Fthreads%2F70676-WIP-Procedural-Parts-Parts-the-way-you-want-em&ei=OTinU6mTMc6xyAT3w4LgDw&usg=AFQjCNEaZ8i0JYwlHG06jmLPhc4gqGd6bA&bvm=bv.69411363,d.aWw

pWings: https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&sqi=2&ved=0CB0QFjAA&url=http%3A%2F%2Fforum.kerbalspaceprogram.com%2Fthreads%2F29862-0-23-Procedural-Dynamics-Procedural-Wing-0-7&ei=WzinU6vdGs6jyATIwoKABA&usg=AFQjCNHqOHeRU2rzvJDgi_WxJouUKxOSyQ&bvm=bv.69411363,d.aWw

(I DO NOT CLAIM ANY OF THE CONTENT OF THESE MODS AS MINE)

Those are all the mods I have that are on any of the crafts made so far, more will probably be added.

Well, now you have the pack, time for what you came for!

Raptor

*SQUID* *pWings* *P. Parts* *Kerbpaint* *Drogue Chutes Plus*

The raptor is a multi-stage rocket designed for interplanetary missions. On it's maiden voyage I took it to Duna, though it could probably go to Eve as well.

EKgf6PL.png

Consisting of four modules, each 1-3 stages, the Raptor can reach Duna with lot's of error room.

Module 1: Launch (stages 7 through 5)

This module consists of 4 stretchy SRBs and a 4x25. Not much to say about that, just that we waste no room, what with injecting fuel into our adapter:sticktongue:

This should last you until you are WELL out of atmosphere

Module 2: Orbital injection (Stage 4 & 3)

Pretty basic, slightly more fuel than the standard X200-16 tank, fueling a skipper. Meant for circulation of geocentric orbit.

Module 3: Interplanetary (Stages 2 & 1)

Bare bones model. One Fl-T800 hooked up to an Nuclear Engine. Easily enough fuel to maneuver node yourself to paradise :rolleyes:

Also: Action group 1 should be triggered to extend solar panels around here, as you should have max power before beginning decent

Module 4: Lander (Stage 0)

This was an experimental model that the rest of the rocket was designed to carry. It uses 4 squid legs, which when you enhance the power enough will allow you to stick to anything you land on, 2 solar panels, a mk 16 chute, a mini Drogue Chute, and a basic landing engine. What more could you want?

So yeah, that's that. You might want to add a ladder to the lander, as I neglected to do so (only necessary if you plan on going to Eve, not a problem on Duna) :D.

350X8hW.png

Scorpio

*Extraplanetary Launchpads* *Kethane* *Kerbpaint*

Now if the Raptor is a compilation of pretty standard techniques, the Scorpio is a study in the strange. This craft is fitted with kethane and ore scanners, designed for the scouting out of bodies before you launch into full mining operation mode. Also using 4 modules, the Scorpio uses common techniques where they usually don't go.

tUZGwzb.png

Module 1: Launch (Stages 5 & 6, action groups 1 &2)

This is very similar to the SLS, though I have made no attempt to prevent overheats, or anything like that. You are tasked with using the throttle to manage the craft, and get done what needs to be done, as this module is meant to be flexible to anyone's approach to getting to orbit. Decoupling of radial engines is done through action groups, as what burns out when is finicky at best. (1: Decouple SRBs, 2: Decouple Liquid Boosters)

Module 2: Advanced orbital insertion (Stages 5 through 2)

This module uses generic asparagus staging techniques, as it's designed to be able to haul you out of the last tendrils of atmosphere, and still get you to orbit. In a failed test, I went half way around Kerbin under 70,000m without falling, and still made it to mun.

Module 3: Jetpack style Interplanetary (Stages 1 & 0)

Generic dual-nuke-engine module with RCS support.

Module 4: Probe

This is the crown joo- *ahem* jewel of the craft, as when fully activated and left to rest it can scan a whole planet for kethane and ore (Need to be under 60,000m, out of atmosphere. Extend panels).

85rWgXN.png

Well, I hope you enjoy these crafts Downloads down below. More to be added :cool:!

Scorpio- http://kerbal.curseforge.com/shareables/221656-scorpio-craft

Raptor- http://kerbal.curseforge.com/shareables/221657-raptor-craft

Please note: Since I'm using Curse for the downloads, links might take a bit to go live. Please be patient and check back if they're down

Also, I am brand new to the forum and still trying to figure out how to get imgur to function properly. Any feedback is greatly appreciated

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