Fuel Station

Orbital Fuel Station

Station used for storing fuel and refueling spacecrafts in orbit.

Overview

Page no longer supported please see the new upload:

http://kerbalspaceport.com/adams-epic-craft-set/

The main purpose of this station is to help to maintain a healthy supply of fuel in orbit of your desired planet, moon or star.

Craft built using only stock parts.

Not totally tested yet but station should be able to get to any Planet in the system and still have surplus fuel from launch You can even get this thing to Laythe orbit without trying to be fuel efficient but you’ll only have a tiny bit of fuel left.

Please watch this video to get a rough overview of the station along with some other spacecraft from this set.

Set currently includes:

Space Stations:
Orbital Fuel Station – http://kerbalspaceport.com/orbitalfuelstation/
Orbital Spaceport – http://kerbalspaceport.com/orbitalspaceport/
Orbital Missile Platform – http://kerbalspaceport.com/missileplatform/

Spacecraft:
Orbital Tug – http://kerbalspaceport.com/orbitaltug/
Orbital Crew Transport – http://kerbalspaceport.com/orbitalcrewtransportspacecraft/
Payload Ferry – http://kerbalspaceport.com/payloadferry/
Sky Crane – http://kerbalspaceport.com/vacuumdescentskycrane/

Rovers:
Mobile Base – http://kerbalspaceport.com/mobilebase/

Modules:
Fuel Pod – http://kerbalspaceport.com/standardfuelpod/
Illuminator Pylon – http://kerbalspaceport.com/illuminatorpylon/
Missile Pod – http://kerbalspaceport.com/missileplatform/

Installation





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:

KSP/Ships

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.

KSP/saves/"playername"/Ships

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

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

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

Place file in VAB folder in your game's save directory then load like usual. Be careful when launching, full throttle in atmosphere may cause explosions. The System is designed to be launched directly up until out of atmosphere then turn to gather horizontal velocity. You may want to add a few struts, download file has minimum I could get away with without breakup. This may be improved in the future.



Comments

53 Comments for “Orbital Fuel Station”

  1. lags my computer as hell, but is awesome.

    Carlos Elizondo July 5, 2013
  2. Dude i absolutely love your Add-ons. all stock parts and awesome! i havent tryed them out yet going to tonight!

    Arran Williams July 5, 2013
  3. I’m having trouble getting this version into orbit, keeps ripping itself apart in the gravity turn (Tried using MechJeb to get it into orbit as well). It’s just MHO, but it seemed like the launcher for your prototype was much more stable. Any chance you would be able to mate the launcher for the proto with this version of the station? BTW, BIG THANKS for switching to the normal clamp-o-tron’s the JR’s were giving me severe fits!

    Scott Iver July 5, 2013
  4. doesnt work for Mac. Bring it up as a read it page not a craft page

    War Eagle 1 July 8, 2013
  5. I’ve found the only way to get this launcher safely into orbit is to not make a gravity turn. Burn straight up until you leave atmo, THEN burn into orbit. Otherwise, every time it tears itself apart.

    May need more struts and support, but out of 12 attempts, 10 broke up during gravity turn, 2 made it into orbit (both straight to orbital altitude then turn)

    Jon Mullins July 10, 2013
  6. Good job, want to see more pleezzz…
    could you make a saturn v apollo 16 rocket, thad be cool.

    Roland Gilt July 10, 2013
  7. Hello Scott and Jon, thanks for your comments. The system is designed to go directly up then turn once out of atmosphere like Jon described, will add into craft description,

    Adam Roberts July 12, 2013
  8. Got it into orbit on the second launch! Did my gravity turn at 50km. Don’t know where the other crafts are. Great job!

    RICHARD HARTER July 13, 2013
  9. can you add one that lets you download ALL of them in one pack?

    clyde craft July 23, 2013
  10. Hello Clyde, when I’m finished I will have a stab at uploading the lot in one pack.

    Adam Roberts July 24, 2013
  11. While I was launching this into space, it just exploded in mid air! I have no idea what went wrong… Oh well, I gave this 5 stars cuz it looks really awesome.

    The Mac July 28, 2013
  12. Excellent station. If you launch it like Adam mentions it works great. I placed a couple of reaction wheels (4) on the hub just to help with control.

    I have MJ on my ship and it worked great. Got a little beat up on a stage (lost a few solar panels) but I’m operational in high orbit around the Mun.

    Stephen Boston July 28, 2013
  13. AWESOME!

    It took me a few tries to get this in orbit but following the advice of not turning until 50k and not using mechjeb I was able to get it in orbit.

    Seriously awesome work mate. This station looks great in orbit with the lights on. Once I got it up there I just stared at it for several minutes. It is a work of art.

    I bow before your awesomeness.

    John Mc August 6, 2013
  14. its not mechjeb capable

    clyde craft August 13, 2013
  15. @Aaron Williams

    Go straight up until you’re out of the atmo, then turn.

    This thing’s a beast and my laptop can barely handle it, 8th time was the charm.

    Adam, love the other ships that go with this, but man I hate their boosters!

    rob ever August 14, 2013
  16. Hello Rob,

    I didn’t put much thought into the boosters to be honest. What’s so naff about them exactly?

    Adam Roberts August 14, 2013
  17. Adam, Love the ship! Thank you! Curious thing though, whenever I load the ship my nav ball is completely inverted (brown/ground) and it shows the retrograde icon in the center. When I launch, and manually fly the ship (vertical), the ship tends to pull to the “right” and “up” requiring a near constant “D” and/or “S” input. I’ve gotten up to 70,000m several times, and at that point, the nav ball quickly reverts to the prograde (blue/sky) orientation and the ship blows up. (Spectacularly, I might add!! LOL) Any thoughts?

    Jabberwocky Jabberwocky August 15, 2013
  18. Found it! The core Remote Guidance Unit was inverted. Pulled it, flipped it, and reattached. Problem solved. Also added a MechJeb and it flew beautifully……until one engine was hit by debris during staging and we tumbled into the ocean again! LOL “THIS IS AWESOME!” And it will be awesomer when I finally get it into orbit! Great, great, work Adam!! Thank you!!!

    Jabberwocky Jabberwocky August 15, 2013
  19. Love this ship, however I am having the same issue as Jabberwocky. Can you try to describe where the RGU was?
    Thank you!

    MCasale August 16, 2013
  20. Hello Jabberwocky and MCasale. I’m surprised at that however it maybe due to some oddness during creation. That was my original starting point to the craft and when I added the large windowed capsule below, for some reason the game decided to chose that as the starting point and even threw a Kerbal in there. Maybe since the update it has reverted back to this due to the crew configuration options tab. When ever I’ve launched I’ve had a Kerbin in there (The one facing the right way) so never noticed this issue, Hope that makes sense.

    Adam Roberts August 17, 2013
  21. p.s. the original remote guidance unit is the one directly within the fuel ring, the craft was going to be a station made of 4 modules, mainly so you could stack multiple fuel rings, but decided against it. I only left it so station could be controlled crewlessly (If that’s a word). I can’t believe it ended up upside down but like I mentioned this was hacked to bits after I changed my mind about moduling it.

    Adam Roberts August 17, 2013
  22. Adam,

    Duuude!! That is a SMALL (albeit critical) thing on an otherwise AWESOME construction!! And like you said, there’s a lot of things going on in that code (like the single Kerbal. I had wondered about that! <;-) LOL) I can't imagine how many hours it took to complete but you deserve props, without doubt!

    One other note: if anyone uses MechJeb, be sure to "edit ascent path" to start the gravity turn after 72K and then, end it at whatever orbital altitude you are going to park the station. (I've got my stations at 122K) That way, MechJeb will maintain a vertical orientation until it leaves the atmosphere. Once this beast is in orbit, REMEMBER TO RESET your ascent path values back to: Start – 5K and End – 70k. Otherwise ALL your launches will continue to go straight up and you will LOSE YOUR MIND trying to figure out why they won't gravity turn sooner!!!!! Just saying. <;-x

    Jabberwocky Jabberwocky August 17, 2013
  23. MCasale,

    With Adam’s permission, I can try to post a screenshot to: http://forum.kerbalspaceprogram.com/forum.php and then pop a direct link to it into a subsequent comment here.

    Jabberwocky Jabberwocky August 17, 2013
  24. Hello Jabberwocky, Screenshot encouraged, no worries there mate.

    Adam Roberts August 18, 2013
  25. Adam,
    Curiouser and curiouser! Well, I was willing to lay down cash money to say that the Remote Guidance Unit was the ONLY part that I flipped in the OFS but when I went back to get the screenshot, I was unable to reproduce the NavBall “fix”. No matter what I did the NavBall remained inverted! I even went back into your original file AND file that I re-saved after making the flip and I noticed that YOUR R.G.U. is right side up but MY R.G.U. is inverted! No matter which way I flipped it I was unable to reproduce the fix.
    After a couple of hours I got to thinking about your comment that the Kerbal “just showed up” when you loaded the ship and I stumbled upon something that I must have unintentionally done and then forgotten about. (so much for tidy Quality Assurance procedures!) It’s actually the command pod that makes the difference in the NavBall. AND there’s a way to “fix” it without permanently changing your design. I HAVE been able to reproduce this more than once.
    Here are the steps (detailed for noobs like myself):
    1. Load the original Orbital Fuel Station (Stock) in the VAB.
    2. Click and lift the first PPD-12 Cupola Module (marked LK-S3E on the side) assembly from the top of the main stack and set it aside. Do not delete!
    3. Click and lift the next part in stack: the MK2 Lander-Can assembly (marked T-C4N on the side). The connecting struts will disappear.
    4. While you still have the MK2 selected, turn it right side up (by pressing the “D” key twice).
    5. Reattach the MK2 Assembly to the main stack. The struts will reappear .
    6. Reattach the PPD-12 Cupola Module assembly to the top of the main stack.
    7. Save the file.
    8. Repeat steps #2 and #3.
    9. Repeat step # 4 but turn the MK2 back to its inverted position as per Adam’s original design.
    10. Repeat steps #5, #6, and #7.

    Remember, “Ctrl-Z” is your friend!!!

    Jabberwocky Jabberwocky August 18, 2013
  26. Jabberwocky Jabberwocky August 18, 2013
  27. Yep looks about right to me, I will check out the file, amend it and reupload myself next time I use it.

    Adam Roberts August 19, 2013
  28. Found the problem. The craft was fine my end so re-uploaded it to be on the safe side and thought I would download it myself to see what would happen and the crew member is moved to the only upside down control unit. (It’s supposed to be upside down).

    Simply, either fly the station crewlessly or change control to any other control point and the navball will be facing the right way.

    Adam Roberts August 19, 2013
  29. Just watched the video and I was very impressed. I like the support craft as well. I am considering using this but I know my framerate would really suffer – my machine is good but the quad cores run at a lower clock speed than some users – not the best processor for this game but it’s what I’ve got.

    HeadHunter67 August 19, 2013
  30. Just one question: The download just had the station file – do you have craft files for the rest of the set?

    HeadHunter67 August 19, 2013
  31. Adam,

    I downloaded the new craft file and still had the navball issue, however I changed the control to the module in the center of the ring and it corrected the problem. It is in orbit now. Great work, 5 stars.

    MCasale August 19, 2013
  32. Hello HeadHunter, If you click on ‘By: Adam Roberts’ under the download now button you will get the list of my current add-ons.

    Adam Roberts August 19, 2013
  33. This may sound dumb but….how do you “change the control” or “fly crewlessly” on a ship that has a crew?

    Jabberwocky Jabberwocky August 19, 2013
  34. Never mind. I just read the thread on the forum. *FacePalm*

    Jabberwocky Jabberwocky August 19, 2013
  35. I’ve read all the comments and have been launching it straight up, not turning at all, I was able to get it into space once so far and when I started thrusting again it fell apart. Every time I launch it it falls apart before getting into space. When I did get into space I had stopped thrusting beforehand, so my apoapsis was around 100k. Surprisingly my system lags quite a bit with this ship. I’d really like to get it into orbit, any ideas?

    Brandon Kunkel August 20, 2013
  36. When you resume thrust you must do so gradually and keep the total power below 1/2. You can’t do a max burn until you are left with the central stack only.

    firemane August 20, 2013
  37. @Adam

    I am having trouble downloading this because its a craft file. can you please make it a zip file?

    or is there some thing going on in my end?

    please help!

    chris mills August 31, 2013
  38. Hello Chris,

    I guess it’s at your end. I download and place the craft file straight into the craft folder, no need to zip or unzip then.

    I’ll try to e-mail the file to you if you are sill having trouble.

    Adam Roberts September 1, 2013
  39. @adam

    thank you. i did not notice that is all i had to do. trying them out now.
    I was thing there were new parts in the .craft file. im new to the mod world. i have been playing kerbal for maybe 6 mounths

    chris mills September 1, 2013
  40. i cant seem to be able to leave any of my rockets in space any more!

    is there a new way to build a rocket, put it in orbit, and go build a new one?

    I never had this problem with .19-1.

    help please!

    chris mills September 2, 2013
  41. Hey Chris,

    Do you select end flight or go to space centre when you are done?

    Adam Roberts September 2, 2013
  42. I was unable to get it into orbit, after trying over and over was still not successful. Also on launch my navball is upside down. Any help with getting into orbit or the navball problem would be strongly appreciated. Thanks :)

    Istvan Willmott September 7, 2013
  43. Hello Istvan,

    Move the Kerbinaut from the inverted cupola or select control from here from another control point to right the nav ball.

    Locking most of the gimbals helps towards the craft not shaking apart.

    Hope that helps.

    Adam Roberts September 8, 2013
  44. How to launch something to space?
    “Just strap a fuck load of rockets to it, it works every time”
    -robbaz 2013

    And it is compleatly true XD

    Ivon Eršek September 18, 2013
  45. So, what was updated on the craft? I noticed alot of your stuff was up near the front of SpacePort again.

    Christopher October 1, 2013
  46. I’m updating the links in the description and the links at the bottom but I’ve done it wrong and now I’m scared to fix it. I’m thinking about putting them all into one pack do you think that would be better?

    Adam Roberts October 1, 2013
  47. I think a pack would be awesome! I’ve been curious as to why you haven’t done one yet tbh.

    Christopher October 1, 2013
  48. Very nice pack. I have noticed a few things though. On occasion one rocket in a group will lose fuel faster than others. When it burns out, it’s off balance. If you see this, you have to relaunch. Seems to be no way to correct. In regards to blowing up at 70kms, I experienced the same. Solution I found was to gravity turn at 50kms. Just before approaching 70kms cut throttle. As soon as above 70kms quicksave, and then reactivate throttle. To finish rounding orbit above 70kms , I had to do opposite to what gimbal was telling me. Hopefully this helps others.

    ad October 6, 2013
  49. Hello ad, this happens to me sometimes, you can tell before it gives in as the yellow fuel bars become uneven. I try to find the opposing engine to the one that will run out prematurely and try to shut it off at the same time the other runs out of fuel. I’m going through the process of re designing the launch systems but none of the more stable ones I’ve made have even close to the same amount of delta-v yet.

    Adam Roberts October 11, 2013
  50. Cool design, but I have not been able to get this into orbit. Best launch so far got to 29km before experiencing Rapid Unplanned Disassembly.

    I’m using MechJeb’s autopilot with most of the gimbals locked to reduce shaking, but every launch either something breaks causing a chain-reaction RUD, or one of the rockets in the second stage inexplicably burns off its fuel faster than the others (as mentioned by another user above).

    Just now, as I was typing this, I had a thought that maybe one of the upper fuel tanks on a stack stops feeding fuel to the tanks below properly. May try adding some fuel lines to help correct this, see if it works.

    SilverlightPony October 13, 2013
  51. MAJOR UPDATE

    I’ve redone the launch system…

    http://kerbalspaceport.com/adams-epic-craft-set/

    Adam Roberts October 17, 2013
  52. Use the welding mod to reduce the lag and chance of explosions ;)

    paxy97 October 18, 2013
  53. All this needs is 8 or so struts and accompanying small rectangle girders to keep the core module from separating and wala you have yourself a wonderful launcher.

    OH I also found that by setting the launch sequence to a action group, everything fires at the same time putting little strain on the structure as possible. I also connected the last multi engine stage to the main engine stage as having it active seemed to balance the craft more.
    The rest can be run spacing through the stages like normal. I even replaced the escape modules and added my own mun large landers without difficulty.
    Hats off, this is a wonderful structure.

    rheaven November 10, 2013

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