Break free from the bonds of gravity! Ferry supplies up into space and build ships in orbit!

For more parts, download OrbitalCon Part2.


The intent of this project is to jump-start us into orbital construction. It allows for the construction of an orbiting or landed SpaceDocks which, when supplied by CargoShips, can produce SpaceBuilt ships – vessels that get launched from the SpaceDock itself. All necessary parts are in the “Control” tab in the VAB.

Happy building!


Addon Installation Guide


How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.


Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)


Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.


Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:


In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.


It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.


Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.


Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.


Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.


Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:


Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:


To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.



How to use

It essentially works like this: -Launch a ship containing the SpaceDock part into orbit, as well as a Warehouse part for storing SpareParts. -Send up some cargo ships (ships that have the SpareParts module), dock with the SpaceDock, and transfer the SpareParts into the warehouse. -Once you have enough SpareParts, build a ship in the VAB as normal, but add one of the "SpaceBuilt Identifier" part to it. -Launch the ship -On the pad, press "Analyze Ship" and "Scan for Spacedocks" --Analyze Ship: will tell you how many SpareParts this vessel requires --Scan For Spacedocks - will let you select a destination SpaceDock -Once you have a dock selected, press "Build at selected Dock", then just follow the instructions from there.


35 Comments for “OrbitalConstruction”

  1. Its back!!! WEWT!!! i love you.

    TheProdigy December 1, 2012
  2. Does this still have JumpDrive functionality?

    kahlzun December 1, 2012
  3. FREAKIN AWESOME LOOKING!!! downloading that crap!!!

    jacob December 1, 2012
  4. Now, to put a station on teh Mun!

    Asialsky December 1, 2012
  5. Where do i put source?

    Showan December 2, 2012
  6. Source is just for people interested in how the mod is made, it doesn’t need to go anywhere. You can put it in the KSP folder, it won’t do any harm.

    The mod supports jumpdrive, but that drive is in another mod:
    OrbitalCon JumpDrive

    Zorkinian December 4, 2012
  7. Hi! I can’t seem to transfer spare parts into the warehouse in my space station, how does one do this?

    Awesome mod, and glad to see it back!

    Bob Kerman December 4, 2012
  8. bob kerman, dock with the warehouse, then right click the warehouse part, then alt + right click the spare parts part.

    awesome mod btw

    godasaurusrex December 5, 2012
  9. Definitely a must have! Thanks, Zork!

    Spaceghost December 5, 2012
  10. When i use the Jump drive, it won’t let me go to the space center, or end the flight. Any help?

    Wafflez December 8, 2012
  11. I haven’t been able to get this to work. I’ve tried dragging all the pieces up together, docking them separately, making a space port and then docking with a cargo ship, I have not been able to make it work.
    I’ve tried right clicking on my docked parts but I don’t get a UI box like I do when transferring liquid or RCS fuel. Is there something I’m doing wrong?

    Jesse Cataldo December 11, 2012
  12. I like this.

    I would like to see:
    - huge power consumption for the construction module
    - power consumption only during construction (construction takes time depending on the number of parts required)
    - construction costs/time goes down if you increase the number of crew aboard the construction vessel.

    OrtwinS December 18, 2012
  13. Hi can you add scratchyard module. Module should transfer junk ships/parts/etc to spareparts?
    Or more realistic cycle through raw metal/plastic/etc route, scratchyard produce diffrent amount raw material from junk, depending junk type and several factory modules to produce engines, solar panels, fuel etc. from raw materials. That route can easilly later supported mun/asteroid mining based raw materials.

    colonizer December 21, 2012
  14. tnx alot ! now we have a reason to dock ships in orbit !

    darkonelaex December 22, 2012
  15. Anybody else having a problem with the spare parts module’s weight? It seems like a decimal got bumped somewhere since it weighs 10 times what it should.

    Christian January 4, 2013
  16. This would be awesome if it didn’t crash when scanning for docks.

    Rabblerouser January 5, 2013
  17. Honestly, PLEASE link to a KSP FORUM thread so we can get proper support for this and not have to dump our bug reports in a comments sections that’s like to go ignored.

    Rabblerouser January 5, 2013
  18. Figured out the weight problem. The cargo part itself’s weight is fine but each spare part in it has a weight of 1 which makes it nearly impossible for me to maneuver.

    Christian January 10, 2013
  19. Have anyone experienced not being able to end flight or return to space center from spacebuilt crafts? I have this problem, an every time i have to force-quit and restart KSP in order to return to the space center.

    Admiral Snackbar January 13, 2013
  20. When releasing clamps the window disappears as it should, but after controlling another ship and returning to a space built one the window returns, also half the time i build at selected dock it either crashes me into the target ship or fires space built or target ship into space, or puts both or one party into a sub orbital trajectory, i haven’t got it to build properly yet

    Justin January 25, 2013
  21. when i make a ship space built, the two ships collide at high speed and destroy eachother

    Greg Whalen February 15, 2013
  22. Yup, the spare parts module is heavy, but I managed to ship a load up to an orbital construction yard… but with a vehicle on the launch pad the tab comes up but doesn’t recognize the yard. It won’t tranfer up! Anyone know why?

    The yard has the space yard component, and the ship to be built has the spacebuilt component, and the yard has about 80 spare parts. The spacebuilt component UI says it needs 0 parts. Is there a problem with modded components on spacebuilt ships maybe?

    Gerard Penman February 21, 2013
  23. Where do I put source in?

    Anonymous Notfeelinglikesharingpersonalinformation February 28, 2013
  24. Any updates for 18.4 or does it work already?

    Jeremy Neil March 12, 2013
  25. How do i get closer to a target. (because it spawns me 3 km away).

    crashman1390 March 27, 2013
  26. I have found that trying to use this to build a mun base doesn’t work very well…

    Andrew March 29, 2013
  27. How does this mod work?

    I’ve read how to use, but i dont really get the idea of this mod,,,

    so far, i understand that,

    1, i design the ship in the vehicle assembly building that is way too big or incapable to survive the journey to the orbit,

    2, send the ship containing space dock, warehouse, and space built (little black can that has space for 1 pilot to do the job)

    3, send the cargo ship to that factory ship, containing a lots of spare parts in it,

    4, go to the control of the factory ship, and scan the cargo ship witch is connected to the space dock part, and transfer the spare parts,

    5,(from here im not sure) then using those spare parts to generate the ship i designed at the step 1, so that i can build the ship witch is too huge, or incapable of surviving the journey to the orbit,

    is it like this, or i totally got it wrong,

    there is no video on youtube to show how do i do, and here is the last hope that i got,,

    Please Houston! just give me a little hint!!

    takishima louis April 3, 2013
  28. constructing spacecraft out of the vab!!??THIS IS AMAZING!!GREAT job!!

    irpded rogert April 19, 2013
  29. No offense but I just want this for the jump drive, because I would like to make a jump network around the star system, how do I go about doing that??

    agentexeider April 26, 2013
  30. Does this mod work for the newest update?

    Ismael Rodriguez May 3, 2013
  31. Great idea….poor execution….
    Unless your only trying to launch simple builds of 20 parts or less don’t bother…save yourself some time and frustration.

    First major issue is the spare parts cans. they wont stick to anything, at all, ever! Its impossible to get more than one up in orbit at a time without using unbreakable joints….kinda silly for how their mass. My goto heavy launcher lets mechjeb fling 80ton payloads into 500k orbits all day…but put 50tons of these silly parts and your never getting off the Launchpad…

    Second, even if ya do get parts in a warehouse in orbit when trying to launch a ship one of two things happen. The ship arrives in orbit a jumbled mess and totally unusable, or it will fire your ship off into space and stupid fast velocity (I saw 15gs and 17k m/s before it tore my ship to shreads)

    Hats off to ya for a great idea, but needs a lot of work before its a decent mod

    Randy Fuessel May 5, 2013
  32. This is probably my all time favorite mod. It may not be as flashy as some, but it has so much potential for imaginative builds. I dearly hope this gets updated for the new version soon.

    Kee Blaszczynski May 31, 2013
  33. Will this be available for .21.1?

    Geoffrey Badgley August 8, 2013
  34. Does this work for .21.1? I want to be able to put a base on Duna again

    Ismael Rodriguez August 10, 2013
  35. For people looking for a construction mod compatible with 0.21+, look here. It also allows conversion of Kethane into parts!

    OrbitalConstruction Redux!!)

    Tom Steventon August 16, 2013
  36. whan is this updating to .23

    shane oglesby January 5, 2014

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