This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
Provides a fun to fly efficient vertical launch/glider return vessel that can handle rescue missions as well as providing a low-cost crew service vessel (CSV).
For those times when you want to fly... not build. Towards that end this single part has built in resources, aerodynamic control surfaces, 6-way RCS and Engines! Also includes custom service modules.
zer0Kerbal
, originally by, originally by artwhaley
adopted with express permission and brought to you by KerbSimpleCo
artwhaley
Inspired by Dream Chaser and Pteron, and gives a flight profile similar to Dream Chaser and the Space Shuttle, so it's something familiar and educationally valid.
This is a part for those times when you want to fly... not build. Towards that end, this single part has built in: ElectricCharge, MonoPropellant, Liquid Fuel, Oxidizer, aerodynamic control surfaces, 6-way RCS Thrusters and main Engines!
So with a part count of 1, you can throw this thing on the launchpad, hit the space bar, and leave the ground. You won't get far - as the fuel tanks only carry about 525 m/s of delta-V, but it's more than enough to blast off, turn east, and practice gliding to the water.
The idea is to launch and insert the shuttle into orbit on top of a conventional rocket then decouple and use the built-in engines and fuel for orbital maneuvering - shifting orbits, rendezvous(if you planned the launch well!) and de-orbit burn.
As a glider... the lift and drag numbers aren't great... but this is a spaceship first and a glider second. It's designed for water landing (it CAN tumble to a stop on land without killing kerbals... but I wouldn't call that a 'landing' exactly.) Because of the reasonably steep glideslope I haven't successfully landed it with wheeled gear without a lot of bounce and flip... though it might be possible? The engine also has sufficient TWR that you can operate in glider mode down to the last 250m, drop airspeed to 50m/s, and then turn the nose up and engine on and do a powered, vertical landing. It's a bit of a trick, but it can be done.
Keep in mind that this thing DOES generate lift from the body(though not OODLES of it)... so if you throw it on top of a rocket without any other aerodynamic surfaces it will be unstable. Standard winglets at the bottom of the launcher will keep the pointy end towards space. Because it's a single part... when it's by itself the COM and COL are at the same point when it doesn't have anything else attached. If you attach anything to it that shifts the COM aft, you're going to have stability problems unless you also attach winglets back there. I've had no problem throwing a small docking port on the back of the vessel, but trying to just strap an engine or fuel tanks to the back is a recipe for disaster when you're inside the atmosphere. Keep the COM at or in front of the COL and keep SAS on and it flies rather nicely... for a stubby space brick!
Here's a terrible youtube video showing the basics of flying the gizmo! I recorded it on my development machine which is set for low graphics quality to help speed up the thousand reloads required to get a mod working!
- ChangeLog for more details of changes
- Discussions or KSP Forums for discussions and news
- GitHub Pages
- Known Issues for more details of feature requests and known issues
- Marketing Slicks
- Parts Catalog for part pictures
Scott Manley
Tangent Plays
- From the original roadmap
- Retractable docking port for Shuttle itself
- IVA interior
- Fairing for launch
- Solar Panels on Service Modules
- Compatibility patches
- Community Tech Tree integration
- Tech Tree Balancing
- Contracts for these glorious parts
- Variant Textures
- Converting from FireSpitter to Stock and/or KSPWheel
- Model updates (add/improve lights, iva, hatches and so forth)
- Marketing Images and Videos such as hero shots, animated gifs, short highlights
- Translations: See the README in the Localization folder for instructions for adding or improving translations. There is also the quickstart guide. GitHub push is the best way to contribute. Additions and corrections welcome!
- Have a request? Glad to have them, kindly submit through GitHub.
- English
- your translation here
Use CurseForge/OverWolf Website/App
I take no part, nor am I interested in maintaining the CKAN metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. My support of CKAN extends with checking the checkbox in SpaceDock. Beware, CKAN can really mess up; though it tries very, very, very hard not to.
red box below is a link to forum post on how to get support
Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
zer0Kerbal
Forum: Thread - Source: GitHub
License:Disclaimer(s)
All bundled mods are distributed under their own licenses
All art assets (textures, models, animations, sounds) are distributed under their own licenses
zer0Kerbal
Forum: Thread - Download: CurseForge - Source: GitHub
License:
Forum: Thread - Download: KerbalStuff - Source: KerbalStuff
License:
zer0Kerbal
Completely voluntary, absolutely amazing, and really does help me out a lot!
quote from cybutek creator of Kerbal Engineer
and it is true.
Track progress: issues here and projects here along with The Short List
[^1]: this isn't a mod. ;P
[^2]: may work on other versions (YMMV)
[^3]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.