NKR's DEM CKAN

License: CC BY-SA 4.0

Game Version: 1.6.1

Downloads: 15,400

Mod Website: Forum Thread

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Followers: 38

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

Information Changelog Stats

Parts to build the North American Rockwell Mars Excursion Module (or the North Kerbin Rokwell Duna Excursion Module).

Includes a shell to keep it in, the deorbit motors, etc.

http://imgur.com/a/epec8 Can't figure out making an image a link

Version 0.23 for Kerbal Space Program 1.6.1

Released on 2019-03-17

Reviewed and fixed up docking nodes. stack node on chute frame moved down to fix gap. all docking nodes now on one texture atlas so total ram use is lower. all docking nodes now share the same base, so you can use drogue or probe end on the ascent module completely redid the aero/shrouded node using the newer probe models. switched probe meshes to the new shader so they're shiney like the apollo docking probe Tested; - flipped and reunflipped the drogue end as Unity manipulation was being lost, resulting in upside down part - removed the rotational 120d snap as I'm really not sure if it's a thing. And it IS a pain in the posterior

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Version 0.22 for Kerbal Space Program 1.6.1

Released on 2019-03-13

Texture updates, Some work on the Mission Module, IVA, and custom bulkheads. Includes fix for interstage collider. And I can't remember where this mod is at, so updating.

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Version 0.20 for Kerbal Space Program 1.6.1

Released on 2018-03-03

Added the Earth/Kerbin Entry module. Begun work on the Mission Module (the interplanetary section) and it's giant IVA. This version moves folders about. To install manually, you will need to remove the old files, then add the new files. Part names haven't changed, but the location in the folder structure has.

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Version 0.15.1 for Kerbal Space Program 1.3.1

Released on 2017-10-15

Just fixing some textures that hadn't been properly DDSed. No changes apart from that.

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Version 0.15 for Kerbal Space Program 1.3.1

Released on 2017-10-13

A collection of fixups for Realism Overhaul config, plus moving the props used in this mod and ModularPods into a separate add-on, TDProps. So, the zip for this includes both, and in CKAN the TDProps is marked as a dependency.

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Version 0.14 for Kerbal Space Program 1.3.1

Released on 2017-09-16

Incomplete major part revamp. This will kill existing craft. The ascent module has been split into two parts, so any existing craft will not have the part they expect.

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Version 0.12b for Kerbal Space Program 1.3.0

Released on 2017-05-29

Zip method

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Version 0.12 for Kerbal Space Program 1.3.0

Released on 2017-05-27

Updated manufacturer to add title field for 1.3

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Version 0.11 for Kerbal Space Program 1.2.2

Released on 2016-10-15

Updated for KSP 1.2 A few other incremental fixups. Updated saved craft. Completely revised Realism Overhaul config (that has yet to be tested in 1.2, because RO isn't updated yet) NOTE: Uses the new RCS module, so will not function in KSP pre1.2 unless you have ModuleRCSFX installed.

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Version 0.10 for Kerbal Space Program 1.1.3

Released on 2016-09-01

Some minor updates. I've added textures to a few more parts, and done some tidy up work on a few meshes during that process. I've also redone the drogue and ballute parachutes from scratch.

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Version 0.9 for Kerbal Space Program 1.1.3

Released on 2016-08-06

The docking nodes are elabourated on. There's the one that's been part of the mod for a while, plus (finally) the socket end of the probe/drogue docking node set-up. Also, I've added a (not quite happy with it's lower edge but releasing anyway) shielded docking node for the ascent module. In some testing, because the colliders match the probe and drogue (concave cone, that drogue word gets over used), it actually functions a bit like it should. It won't make docking amazingly easier, but it will cut out some of the annoying in that final connection.

The two truncated aerospikes now actually gimbal instead of just pretending to. In reality, you'd thrust vector using differential throttling of the nozzles around the spike, but both engines are small enough to just add gimbaling. Also, I increased the gimbal range on the descent engine as it was insufficient to counter the CoM offset without chutes.

Continuing on the engines, I changed their exhaust effects so it's a series of exhausts around the centre (much like the Nexus mod, just less, um, big), and added Real Plume config.

The ascent module now has an antenna to it, although it's not finished. There's one arm that comes out to the side after the initial extension, the intention being several of those arms. I thought I'd be able to just copy and rotate in Unity, but alas, twas not to be. Yes, it's modeled on umbrella arms.

At some stage, the flag decal on the ascent mod has got rotated around and obscures one window. I'm aware of it, but as it's not like that in either Blender or Unity, I'm unsure how to fix.

The cargo frame is much updated, and now only rarely tips over when the ramp is extended. It's still a work in progress though.

Non-Stock configs are greatly expanded. The main flavours of when things change are now;

  • Real Fuels but not Realism Overhaul
  • Realism Overhaul (big thanks to Zuppermati for his work on this)
  • Real Plume (independent of the others)
  • Connected Living Space (often lumped in with realism overhaul, but can live independently)

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Version 0.8.2 for Kerbal Space Program 1.1.3

Released on 2016-07-03

This is exactly the same as 0.8.1, which was exactly the same as 0.8, except with one extra part. This time I'm just adjusting zip file creation, as I noticed the CKAN netkan for this isn't using the "find", but an absolute path, which probably explains why CKAN wasn't indexing the updates

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Version 0.8.1 for Kerbal Space Program 1.1.3

Released on 2016-07-02

Fixed the archive (it had a second older copy of the zip, zipped into it, because derp). Also, added my very alpha cargo unit. Just a frame to replace the ascent module, so you can use the descent parts to build a cargo lander. When I built 0.8 I specifically left it out, as it's very rough, untested, etc.

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Version 0.8 for Kerbal Space Program 1.1.3

Released on 2016-06-30

Some fairly major changes; Resize stock edition to 64% Include ModuleManager config for both RealSolarSystem and RealFuels in any combination. This should approximate how the craft should function in Realism Overhaul, as the remaining differences are mostly to do with ullage and engine starts, but the propellant mixes are all hypergolic. And I think RF deals with ullage a bit anyway. There's the beginning of IVA redesign. I certainly don't think that's finished. But for most usage it doesn't affect play.

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Version 0.7 for Kerbal Space Program 1.1.3

Released on 2016-04-19

Updated ascent module and lab. Now with IVAs. Partly fixed legs so they're not completely broken in 1.1, but they still need work.

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Version 0.6 for Kerbal Space Program 1.0.5

Released on 2016-03-27

Fixed up the descent shell. This will break built craft as I changed the stack node name to _top, Saved ships get confused. On the upside, it won't just disconnect and then sit on your craft anymore. Also fixed the mesh for some added detail and so the RCS nozzles are sticking through. Dropped RCS power on the ascent module and fixed the flag. I had noticed that the RCS thrust was enough to cause the wonderful KSP over-correct back and forward silliness, esp once you've ditched all the external ascent tanks and are trying to dock. A perfect time for it. This may require further tuning. You can tune in-flight with the thrust limiter, but it'd be good to get a reliable setting. Added a frame and shell so it can go inline. I haven't really test flown this yet, so it may be impossible to use just yet. And, this mod won't be looking at methods of getting this sort of payload to Duna. There's plenty of mods covering that already. Switched Docking node design from the late NASA Space shuttle and onward design to the early NASA Apollo style probe and drogue. The later era NASA docking nodes are for 100 tonne space shuttles and don't really work on this size craft.

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Version 0.5 for Kerbal Space Program 1.0.5

Released on 2016-03-25

Tidied up stack nodes and a few other things. Got the Jeb Damned airlock on the Lab working. Added a gimbal to the deorbit rocket, which is slightly unrealistic, but it's too hard to plan a way of using a thrust offset in KSP.

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Version 0.4 for Kerbal Space Program 1.0.5

Released on 2016-03-22

Updated to include the remaining parts like the deorbit engines and docking node. The lab airlock hatch is obstructed by colliders unknown. There may also still be other issues.

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Version 0.3 for Kerbal Space Program 1.0.5

Released on 2016-03-20

Scaled down to 50%, and stack node for the descent tank fixed. The mesh for the Ascent module is updated with location for the drogue and chute, but the drogue and chute don't yet match the location. Chute bases and docking ports are next on my list. Also, I DDSified and shrunk the placeholder textures as I noticed they were biggish. And they are just placeholders, so there's no need for that. I have found that re-using DDS textures can result in plain white parts. If you get that result, just be aware you're not missing out on a lot. Just a random metallic texture applied blindly to the part. Although it does look fairly good on the heat shield.

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Version 0.2 for Kerbal Space Program 1.0.5

Released on 2016-03-20

Added most of the remaining parts. Fixed centre of mass of most parts. Added hatch to the Lab so Kerbanauts can actually go for walks if they ever manage to land this. Rotated some parts so that the RCS doesn't intersect with the legs, and then the lab and ascent stage so the RCS doesn't then intersect those. Beefed up the RCS based roughly on the size of the nozzles vs the size of stock nozzles. A bunch of other stuff. Still to do, revisit drogue/ballute attachments and add in the docking port.

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Version 0.1 for Kerbal Space Program 1.0.5

Released on 2016-03-18

No changelog provided

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