This is based on Nyrsth's USAF Orion Mod (it's in what I've uploaded, by permission, under my mods).
I shrunk it. It's half scale, like a lot of KSP replica rocketry, so instead of a 10m pusher plate, it's 5m. BUT I've also included the 86foot edition as well (again at half scale, so 43foot or ~13.1m). And I've taken the liberty of half scaling the propulsion devices as well, which isn't technically possible, but it's a game, and has many more objectionable impossibles in it.
I've split the engine. You now need the main engine piece, a floor or five of bomb conveyor (each floor piece has one type of bomb loaded) and on top of that an Engine-Payload-Interface, which is a fancy way of saying top.
Some code changes as well.
There's a reasonably accurate portrayal of the effects of atmosphere. Orion's have the opposite issue as rocket engines, they work really well in an atmosphere, less so in a vacuum. By a bit over an order of magnitude. So start small. :-) Also, I scaled heating with atmosphere and velocity. Basically, a nuke in an atmosphere creates a fireball. If the code estimates you might spend some time in said fireball, it applies some extra heat. Using an Orion to decelerate in an atmosphere is risky business.
Released on 2017-05-07
Cleaned up descriptions and costs. Added and balanced required technology values and added a CTT MM config to set for users using CTT. Further work on the 33 foot (scaled to 78.125%) diameter rocket, now called a Jool V with a K-1 or K-1a rocket engine. Rocket not quite finished, but no longer a chopped up NASA 3D printable. Removed the code that attempted to determine if the vessel would be traveling through it's own fireball. It seems it may have been responsible for issues, but they were a bit intermittent, so only time will tell.
Released on 2017-05-01
Some tweaks from a few weeks ago that I forgot to add to 1.0.2; Pusher plate travel distances tidied up a bit. The 10m pusher didn't move as much as it should, so I've increased it's upwards travel a bit. Probably needs a tad more. The 86f plate travelled too far back at the end of it's stroke, so that it appeared to come away from the craft. That distance has been shortened so it doesn't separate. 86f engine's top of suspension covers now sporting a new piece of texture advising that you should add more floors so you can't see said message. The Kottabos inspired update. :-)
Released on 2017-04-30
Added a booster rocket for lofting the 10m Orion. Seeing as the rescaling makes it impossible to find matching rocket sizes elsewhere, and it gives me an excuse to model a Saturn.
Released on 2017-04-17
Switched order of processing destroy code and damage code so for very small parts they are destroyed before being kicked into velocities exceeding max float sizes. There's still a window of opportunity for NaN errors crashing the game, but the incidence should be massively lower.
Released on 2017-04-14
Calling this a release.
From the last version, differences are minor.
I've tidied up the magazine yield labels so they're all now the same resolution. Cleaned up manufacturers. Everything is now Atomik division of Kerbal Dynamics. Atmospheric density effects now scale differently, but sea level and vacuum should be the same as before. The progress from one to the other is now a power of 2/3 instead of 1/3, based on some documents I scrounged from googling. I've also fixed up the stack symmetry on the 10m engine payload interfaces, seeing as I'd done that on the 86fPI, I couldn't exactly ignore the 10m. That's about it. Seems stable, mostly textured OK (10m payload interface is still the old texture, but due to the part, it doesn't look too bad). Calling it v1.0 before 1.3 hits. :-D
Released on 2017-04-09
Rolled back to 1.2.2 (from the 1.2.9 prerelease) so I could recompile and get the updated bits n bobs out to people.
Main change is to update the max number of different pulse unit types, as each loader type counts differently, as do the yields. So to have 6 yield sizes, with three different supplies (magazine, 10m loader floor, 80f loader floor) I need 6x3 types, which is more than the original set limit of 10.
Also, adjusted the scaling for atmosphere. It was roughly proportional to the cube root of density, but after some research it's both a bit more complex (depends a bit on bomb yield) and should be the square of the cube-root (aka power 2/3rds) of density. It should also scale with temperature (in reverse), but I'll need to do some math/gas physics to see if that manages to cancel out.
All parts have been rescaled for 78.125% This will break existing craft. Several parts have been renamed, this will break existing craft. 78.125% is picked so that it's vaguely near the recommended Kerbal scale of 64%, and so the lower spine diameter now matches a standard kerbal size (size2 aka 2.5m). 3.2m was a bit awkward, and 2.048m wasn't a lot better (even if it did make it clear all the numbers heading towards it were powers of 2 adjusted by powers of 10).
Complete rework of the pulse unit magazines. Much saner re-use of mesh and texture. Values all changed to result of rescaling. I'm not saying you have to, but those size2 batteries now stack nicely on top of the round magazines.
Complete re-texturing and revamp of loader floors for the 10m and 86foot Orions. They now come in the full set of 6 pulse unit yield. Labels are re-used from magazines.
Retexture of 10m and 86foot Orion engines.
Payload interfaces for the 86f Orion are retextured and stack symmetry enabled for stack nodes.
Payload interfaces for the 10m Orion have not yet been retextured, only stack symmetry added, and some scaling changed.
Released on 2017-03-16
Fixed folder structure and the 80 foot fairing.
Released on 2017-03-15
Exactly the same as 0.31, but with a stack of completely unnecessary files removed.
Released on 2017-03-15
Updated for KSP 1.2.
Also, took the opportunity to update the scale. I was previously working under the misapprehension that kerbal scale was about 50%. According to NathanKell it's actually 64%, for reasons. So,I've rescaled these parts, so the main unit is a 6.4m pusherplate. The 86 foot is still labelled 86 foot, but is now 16.8m or there-abouts.
There are issues about how this works, while other parts don't yet that I'm still coming to grips with, so until I sort that out, this is the only updated Orion mod I'm presenting. I can't currently get the original simpler parts working. And I haven't looked at the parts to build the (designed for, not necessarily endorsed by) NASA Orion explorer.
Once I work out what is and isn't working, expect some serious part changes. Much of this mod was done while learning the tools to mod, Blender, Unity etc. It's currently heavy on ram use and has way too much wasted texture space.
Also, if you haven't used this for ages, be aware that I tweaked pulse unit yield to accurately reflect the effect of atmosphere. Use the smallest units for launch. Scale up as you get away from dense air.
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