The goal was to make the parts to build shuttles by only using this pack, B9 aerodynamic parts, and stock parts.
Klockheed Martian Engine Manufacture – Spaces shuttle engine pack
Visit the official forum thread for more information:
* X0, X2 and X3 Space Shuttle Engines
* X4 Linear Aerospike Engine
* Orbital Maneuvering System (OMS) Engine
* Double – Orbital Maneuvering System (OMS) Engine
* Shuttle Shoulders attachment point for OMS
* Two big 2.5m engines. One can rotate (check action groups and context menu)
* Four tank shapes in four different sizes (16 parts in total)
* Four fuel breakers for controlling fuel flow
* Two fuel controllers for controlling fuel lines’ flow
* Four automatic staging and action group devices
* Radial mount for shuttle engines
* A number of example vessels
* A fuel valve
* A launch sparker for decoration
About the pack:
The goal was to make the parts to build shuttles by only using this pack, stock parts and maybe other parts like B9 aerodynamic parts.
The engines are can combined with bi-, tri-, and quad-couplers (strut the stronger X3 engine). A NASA shuttle-like appearance can be achieved with the tricoupler.
The two weaker engines allow orbital maneuvers because the shuttle main engines will be useless after dropping the main tank moves the center of mass into the vessel. The OMS drives are useless in atmosphere.
The fuel tanks come in four sizes, allowing various asymmetric shuttle-alike rockets.
Fuel flow breakers balance tank center of mass (CoM) which must carefully: your tank’s weight and vertical position, along with your engines’ and boosters’ power, determine your CoM’s alignment with your center of thrust. The engines’ large gimballing stabilizes craft.
The main engines fly crooked with the CoM right above them and at full throttle overheat.
IMPORTANT: Please delete the old Klockheed Martian folder before updating. Please also delete the example craft files.
NOTE: The update 0.9.1 may break existing ships with action group triggers. If you want to recover your ships, you can copy the parts from the Legacy folder into your Klockheed Martian folder. This will give you the outdated action groupdevices back.
For a description of the SmartParts included in this pack visit: http://forum.kerbalspaceprogram.com/threads/64227
V0.1 Initial release
V0.2 Parts and tech Tree
* Tech tree integration.
* Slightly changed the appearance of the “shoulder” radial connector.
* Big Bang rotating 2m engine.
V0.3 Gimbal animation, limited yaw range, and balancing
* Complete visual overhaul of the BB engine. It looks more shuttle-like now.
* Gimbal animation. Now the X2 and BB1 engines gimbal correctly.
* Increased atmospheric efficiency of OMS engines
* Increased thrust of the X2 engine (three X2s can now lift a shuttle plus payload)
* Limited strong gimbaling to pitch axis
* Removed heat animation from BB1 engines (it sticks whenever the engine rotates)
V0.4 External tank system and slight graphical modification of the BB engine (it has additional static shadows now)
* 16 Tank elements for shuttles of many sizes
* 4 Fuel flow breaker elements to separate one tank into several independent pieces
* Some minor improvements of the BB engine’s visuals
* The X2 engine was moved from “heavier rocketry” to “heavy rocketry”
* Tech tree integration for the new tanks
* Spellchecked this document
* Example crafts: Explorer and Atlantis. Both require B9. Atlantis also requires Procedural Dynamics (Wings)
V0.5 New engines and radial mount options
* Two new engines (X0 and X3) for smaller and larger shuttles
* Two radial mount points that make clusters of engines easier
* Two new example craft files: Firefly and Endeavour (stock and B9 as well as Procedural Dynamics)
* Atlantis B craft as alternative NASA Shuttle like craft
V0.6 BB2 Non-rotating Big Bang Engine
* Non-rotating BB engine. Might solve the lag problem.
V0.7 Automatic staging and action groups plus minor fixes
* Staging and action group trigger thingies (see pictures)
* Removed surface attachment property from fuel breakers
* Adjusted drag values for fuel tanks and caps a bit until I found out that all values of the stock parts are bogus. If someone wants to make a sane suggestion – go ahead.
V0.8 Performance improvements and new automatic parts
* Reduced the size of the textures to save a total of 200MB RAM
* Replaced any colliders with box colliders – easier to compute, lighter on the CPU
* Removed an unnecessary collider from the BB1 engine. It should perform better now.
* Fuel controller. It can turn on and off the fuel crossfeed. It is used with fuel lines.
* Fuel controller functionality to in-line fuel breaker. They can now control the fuel flow, too
* Moved in-line fuel breakers tu Utility section in the editor
* Timer device that can even trigger actions on separated stages! Control it with action groups.
* Flameout detector, which eases building multi-jet spaceplanes.
* An example vessel Falcon to show the new functions.
V0.8.1 Maintenace update
* Corrected spelling mistake in countdown counter
* Corrected wrong Isp setting for x3 engine
* Corrected wrong size of flameout detectors
* Improved visual appearance of flameout detectors
* Corrected heat animation of OMS engine
* Updated Falcon example craft
V0.8.2 0.23 Compatibility
* Reverted to normal gimbal logic.
* Adjusted attachment node positions. Squad has finally fixed the attachment node vectors.
V0.9 Tweakables, new gimbal logic and linear aerospike
* Completely new gimbal logic:
– Proper roll support (can be activated on demand)
– Proper part-based x and y limitations (even when the part is rotated)
– Tweakables: tweak gimballing speed and trim the 0 position (it does not change the gimbal range)
* Tweakables to timer (now you can set the duration with a slider)
* Linear aerospike with mechanic gimballing
* Atlantis C craft as demonstration for the aerospike
* Updated the other example craft
* Removed redundancy to exsurgent engineer .dll (it is not used any more)
V0.9.1 New Smart Parts Version (Caution! Compatibility notice below!)
* Complete overhaul of the smart parts
* New remote controller part (control other vessel’s action groups over radio)
* Altimeter action group trigger
* Updated example craft
* Trim can now be toggled
V0.9.2 Updated Smart Parts
* Heading control over radio
* Improved altimeter device (thanks to Firov)
* Bugfix in the timer code
* Corrected size descriptions of fuel breakers and tanks
* Fixed bug with engine tweakables that made the CoM disappear
* Increased the weight of the OMS engines to match the TWR of the LV-909
* Reduced the heat production of the X3 engine
* Updated Firefly example craft (was broken)
V0.9.4 Smart Parts Update and Bufix of Explorer craft
* Example craft for smart parts
* Minor fixes for smart parts
* Fixed Explorer example craft
* New KM_Lib.dll
V1.0 Art Pass, Cryo Effects, Balancing, OMS
* Particle based pre-launch effect
* Art pass: Better looking tank system (more similar to the actual shuttle tank textures)
* Switched vacuum and sea level LSP. The engines are more realistic now.
* Fixed offset for dual OMS engines. They fly straight now.
* Added OMS version of X0 engine.
* Fuel valve for getting rid of excess fuel before reentry
* The tank system has built-in smart part fuel sensors now. Right click on a tank.
* Smart parts update (see smart parts for details)
V1.1 Sparkers and gimbal fixes
* Space shuttle spakers as launch effects (attach to launch clamps)
* Gimballing now also activates when engine is activated via action groups
* Gimballing now automatically turns off when the engine is deactivated
* Pitch can now be changed (+/-) via action groups. Close the context menu to adjust pitch during flight!
* New example craft
* Gimbal support for ModuleEnginesFX
* Smart Parts update (see smart parts for details)
V1.2 RS-25 high detail SSME and improved FAR compatibility
* New SSME lookalike engine
* Improved FAR compatibility (tank node sizes fixed)
V1.2.1 Small fixes
* Reduced memory footprint by deleting unused textures
* Smart parts update
* Rotated SSME engine to match positive x axis
* Added +5 degree pitch option to action groups
V1.3 New engine FX and OMS x0 engine shroud
* New FX for all engines
* X0 OMS engine can now be stacked and has a shroud
* Bugfixes for KM_Gimbal
* Some example ships now use long NASA boosters
IMPORTANT: Please delete the old Klockheed Martian folder before updating. Please also delete the example craft files.
Credits and Acknowledgments
Thanks to careo for letting me use his gimballing code in the first versions of this mod.
Thanks to Firov for his altitude smart parts suggestion
Thanks to Duxwing for copy-editing SSE’s and SmartParts front page and README.
Thanks to wasmic and Firov for improving the game balance of the engines
This work is shared under Creative Commons CC BY-NC-ND 3.0 license.
You may non-commercially share it as-is with credit to the author in the download and on the download page.
Please contact me if you want to modify or extend the code.
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.
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:
NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)
Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:
To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.
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.
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.
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.
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.