Verified working for both 0.18.x and 0.19!
Fully STOCK Space Shuttle replica. Capable of reaching a 300km circular orbit, and capable of an extremely realistic space shuttle flight profile from launch to landing.
Only “cheats” deviating from real shuttle design are
- Liquid boosters instead of Solids
- Extra thrusters on boosters to help with balance.
- Liquid fuel OMS pods rather than RCS fueled
- Updated wing design from forum user Rune’s suggestions, now keeps iconic shuttle double-delta and maintains enough lift to land!
Requires fuel transfers near end of second stage burn to help with balance, but otherwise flies well!
1 – Raise gear, activate SAS and throttle to 100%
2 – Ignite main engines
3 – Wait for “twang” effect to return shuttle stack to vertical
4 – Ignite booster rockets and lift-off!
5 – Perform roll maneuver
6 – As velocity approaches 350m/s, us ActionGroup2 to active OMS assist. This helps keep the shuttle stack from rolling over!
7 – Activate RCS as stack starts rolling over to help control authority, as well as simulating protective RCS firing.
8 – ActionGroup1 to separate boosters at about 450-500m/s! Use ActionGroup2 again to disable the OMS engines, you won’t need those again until you reach orbit.
9 – If you are brave, roll over to heads-up as a real shuttle would!
10 – Pitch over and continue accelerating to your desired apogee, keeping your perigee at most 25-30km in order to dispose your external tank properly
11 – Keep an eye on what your “pitch” trim looks like, if it deviates too far from center then you need to transfer fuel between the center tank to front or rear of the ET in order to keep it balanced. You shouldn’t need to rely on RCS to keep control!
12 – Once you reach your desired orbit, separate from the tank with ActionGroup3, re-activate your OMS engines with ActionGroup2 and use it to raise your perigee out of the atmostphere, allowing your ET to re-enter.
13 – Congrats you’re in orbit!!
1 – Target about 35km perigee above your target, fly upside down and backwards and fire OMS engines to de-orbit. Your orbit will naturally rotate you back facing the right way, but you’ll want to bring your nose up about 45 degrees as you reach the outer fringes of the atmosphere.
2 – You have SOME crossrange ability, but not much! Feel free to experiment!
3 – Keep the nose up until you slow to about 400m/s, then pitch down, you’ll need to try keep your speed about 130m/s or else you won’t be able to flare and arrest your descent rate safely.
4 – At about 500m AGL, pull up hard!! That should bring you down to about 80m/s velocity and 0 out your descent rate.
5 – Drop your gear, and land!!
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.