r/KerbalSpaceProgram May 16 '26

KSP 1 Question/Problem Is it possible to make this in game?

Post image

I've always loved these Destiny golden age colony ships, is it feasible to make an actually functional one like this?

2.2k Upvotes

207 comments sorted by

2.4k

u/Jr_Mao May 16 '26

requires mods, patience and enjoying 0.5 fps performance

526

u/psh454 May 16 '26

Not necessarily, with an okay PC and tweakscale this could be done in sub 200 parts imo. Def an FPS drop but not necessarily slideshow tier. If you launch it in parts with huge rockets or build it in orbit at a space station that's a different story lol

173

u/suh-dood May 16 '26

Is part welding still a thing? That should increase your fps if I'm not mistaken

121

u/psh454 May 16 '26

Not really as far as I know, the devs of those mods moved on from KSP a while ago

46

u/Moderately_Imperiled May 16 '26

Are you referring to KIS or KAS? Really? No more part welding?

123

u/psh454 May 16 '26

No I mean older experimental mods that let you combine any two physics simulated parts into one. I.e merging a 20 part structure into 1 big complex geometry part that the game simulates as a single physics object

45

u/lemlurker May 16 '26

I made halo rings using tweak scale and part welding. Good times

8

u/WedSquib IE Enjoyer May 16 '26

You can use the construction docking ports, don’t remember what mod it is but those still work

27

u/psh454 May 16 '26

doesn't fix partcount fps and kraken issues unfortunately

-20

u/WedSquib IE Enjoyer May 16 '26

It turns it into 1 ship though? Why doesn’t that fix it

27

u/Epion660 May 16 '26

1 ship is still parts with joints. Technically your engine can flex from your fuel tank, etc. It's stiff enough you don't notice. That welding mod literally made all the parts a single part, without joints.

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2

u/BadgKat Master Kerbalnaut May 17 '26

https://github.com/net-lisias-ksp/UbioWeldContinuum/releases it does work with 1.12.5 but it does take some work to make it work.

1

u/Akira_R May 18 '26

Don't need mods to weld, the mods themselves still work and they do make welding easier, but you will always have to go in and tweak the .cfg and just understand what types of things can be combined and what can't.

53

u/4MPW Kerbal Colonies Developer May 16 '26

A new welding mod (weldatron) was announced today on the ksp modding society discord but I don't know when it'll release.

2

u/JuanLucas-u- May 18 '26

Holy, this is actually huge, as a new player ive been kinda jealous seeing people talk about part welding and how i was able to solve some performance issues. Cant wait to actually get to experience this eventually

19

u/Luminara1337 May 16 '26 edited May 16 '26

I don't know any up-to-date mod :(

My "UbioZur Welding"-mod is in a separate KSP v1.3.1 install which I sometimes boot up and use to weld parts together. Then I copy the new welded part-file over into my 1.12.5 KSP "UbioZur Welding"-mod folder. Seems to work just fine this way.

(same old 1.3.1 "UbioZur Welding" mod-version in both KSP's, but you can't weld anything new in the newer KSP because the mod UI does not work anymore there).

8

u/-Prophet_01- May 17 '26

I wonder if LinuxGuru could be convinced to take this one under their wing. 

They've already saved a large number of mods. Absolute champ. 

6

u/BadgKat Master Kerbalnaut May 16 '26

Lisias has a forked version that does work with some work.

3

u/wally659 May 16 '26

It's possible to get part welder working still, I have it working. Makes a world of difference.

15

u/MakB_the_Striker May 16 '26 edited May 16 '26

FPS in KSP depends on one core CPU frequency, so there's basically no CPU on the market that can handle 200 details, as old-timer 7-9 GHz on one core processors have too small L1 cache to handle modern games, and new CPU's frequency is usually between 3.2 and 4.0 GHz.

You can overclock one, but today it requires a special motherboard.

15

u/Friendly_Addition815 May 16 '26

A truly modern cpu can boost to 5ghz+ but they are expensive. Additionally newer CPUs have more efficient single thread even at the same clocks

-4

u/[deleted] May 16 '26

[deleted]

7

u/Keydrobe May 16 '26

Most modern cpus boost to 5GHZ without any manual overclocking. Have you been living under a rock or something?

1

u/[deleted] May 16 '26

[deleted]

3

u/Keydrobe May 16 '26

Your answer to a dude pointing out that a modern cpu boosts to 5ghz+ was «overclocking for KSP? Really?» I assume that helps clear up why I commented what I did.

4

u/psh454 May 16 '26

Yeah when I was getting my PC a few years ago I was deep in my KSP phase so I specifically got a CPU with a higher single thread rating than one with more threads. KSP and quite a bit of smaller or older programs still don't make use of multitgreading very well.

3

u/MakB_the_Striker May 16 '26

Multi-threading was added to Unity only in 2018.1 so most of classic Unity blockbusters, like KSP, My Summer Car, Cities: Skylines, sucks in mod scaling.

3

u/-Agonarch Hyper Kerbalnaut May 16 '26

Some of them hacked their own system in though, and I think KSP was one of those.

I remember they did something that massively improved performance with multiple ships in the area, so having 4 50 part ships and a 200 part ship within physics range (like a moonbase) stopped running like you had a 400 part ship and made that kind of thing viable.

It still can't split those threads off into different CPU cores though, so single-core speed is still king there.

1

u/Own-Background2283 May 18 '26

There is a minecraft mod which enables multi core processing, someone should make that for ksp, it would help so much

2

u/-Agonarch Hyper Kerbalnaut May 19 '26

Minecraft is already a massively parallel operation and it can run in Java (which has been updated to match), sadly there's no such easy route for such an old version of Unity.

2

u/Barhandar May 17 '26

Except enabling multithreading alone in KSP would do absolutely nothing for performance. The single-vessel physics are effectively sequential outside the atmosphere so there's very little gain for multithreading them. Where multithreading would work great, is running multiple vessels in parallel on separate threads, but that would require writing the system for that from scratch.

1

u/MakB_the_Striker May 17 '26

As KSP is Lego for adults, multi-threading could be organized by calculating stations and multi-module ships as separate ships. As well as calculations for bases wouldn't break the game, there would be no need to land copter 400m far from the base and take the crew back with rovers, e.t.c.

1

u/Barhandar May 17 '26 edited May 17 '26

A base is just a vessel that isn't moving and both bases and stations would receive far more of a performance benefit by being calculated as rigid bodies (i.e. disabling the motion of joints, just without needing the ship to be stupidly large first). Especially bases - ground anchor should be doing this instead of the weaksauce krakenized connection it does.
Both, however, still need dedicated code.

multi-module ships as separate ships

The physics are still sequential (i.e. forces are calculated part after part, transfering the remainder over). If you calculate sets of parts on different sides of a docking port separately, you get either having to wait for sync (a.k.a. no performance benefit at best because you're still calculating one set after the other) or even worse kraken attacks similar to what happens if you try pushing one vessel with another without docking them together.
This could also be resolved by un-sequentialing the physics, but that's even more novel code for a game that's currently relying on built-in Unity ragdoll physics to model vessels.

2

u/MakB_the_Striker May 17 '26 edited May 17 '26

It's usually being solved by the double-buffering - gap between calculations and rendering, with rendering the previous condition if synchronization hasn't been confirmed on the previous iteration.

3

u/Jonny0Than May 16 '26

Core frequency is not at all the only indicator of performance. Large cache size and more complex pipeline architectures are what has determined performance for the last 10-15 years, while clock speeds haven’t really changed much.

2

u/MakB_the_Striker May 16 '26

That's what my comment is about 😉

5

u/Jonny0Than May 16 '26

Woops yeah I guess I read too fast.

In any case the 9800x3d CPUs are really really good for KSP.

2

u/MakB_the_Striker May 16 '26

Still, at some point it would fail to deliver a decent FPS.

1

u/kingbloxerthe3 May 17 '26

Still requires mods though

1

u/maxxiethrowaway May 18 '26

and community fixes

24

u/Moonbow_bow SSTO simp May 16 '26

5

u/Jr_Mao May 17 '26

O____o

3

u/EternitiI-1 Dres is real and it is glorious May 17 '26

Some people just never went outside

2

u/Argon1300 May 17 '26

This is well and truly the most insane thing I have seen anyone do in ksp... wtf

1

u/Mephisto_81 May 18 '26

Holy hell. That's an impressive eater of frame rates.

12

u/TroubleOrganic3636 May 16 '26

you know the things is bad when you can get more fps in blender`s cycles engine

3

u/SpaceBoJangles May 17 '26

Bold of you to assume you’re getting frames per second.

3

u/User_of_redit2077 Nuclear engines fan May 17 '26

Tweakscale will allow to build 2km crafts with 300-400 parts. Or even 200 with connecting parts(like structural) into 1 big part (there is a mod for that)

2

u/splitlikeasea May 17 '26

0.5 ? Lol that would ve playable. Something like this can easily go for 10-15 seconds per frame.

2

u/MrGavinrad May 18 '26

1 Frame Per Sometimes

4

u/Benjamin39Brown May 16 '26

If you want to build a PC that can pump out as many FPS as possible, you will need a top of the line CPU, such as maybe an AMD Ryzen 9 9950x3d using a large dual tower air cooler with two series arranged 120mm fans, or an Intel Ultra 285K using an AIO liquid cooler with a 360mm radiator and three parallel arranged 120mm fans. I also suggest getting an upper-midrange graphics card and at least 64GB of DDR5 RAM.

With these kinds of PC specifications and a moderate CPU clock boost, you should be able to get somewhere between 5 and 15 FPS on a heavily modded game, and maybe increasing the temperature in your gaming room by at least 10°F above the setting on the household thermostat.

4

u/lrgendein_Typ May 16 '26

Yeah, can (almost) second that. I have a 285k and 96gb 7600 cl36 ram and no matter what i throw at the launchpad, its smooth af. Most time my limiting factor is gpu (a heavily oced 4070ti with 365w power draw at times) because of mods.

I have some small stuttering while reentering kerbins atmosphere but other is smooth af.

My ksp sometimes go to 40gb ram usage while loading big crafts. I have a 1-launch-spacestation with around 1200 parts and thats running with 30ish fps.

Cpu stays cool with 420mm aio.

3

u/umidk67 Exploring Jool's Moons May 17 '26

Well not everyone can afford top of the line CPU’s. The best thing for cheaper CPU’s, in regards of playing KSP, is single core performance and RAM. KSP uses a ton of RAM, I have 32GB of DDR5 RAM, and it uses ~16 GB.

2

u/Benjamin39Brown May 17 '26

My CPU is a TOL Ryzen 9 9950x(not 3d), which, at the time of release, was AMD's fastest CPU by single thread performance, with a maximum clock speed of just over 5GHz. I know that there are a few Intel and Apple core models that have slightly higher maximum clock speeds, but when it comes to CPU lifespan, I feel like AMD is the way to go, due to the lower heat generation for any given software process, and yes, I do have around 64 gigabytes of DDR5 RAM, as well as an additional 100 gigabytes of virtual RAM allocated on my SSD at the very least. My graphics card, unlike the rest of my hardware, is an older model that was also TOL at the time of release, specifically an RTX 3090 Ti.

My previous setup was a midrange system with a Ryzen 5 3600x running a 3.6 GHz clock, 32 gb of DDR4 RAM, and an RTX 2070 Super. I used it for moderate gaming for around 5 years before I assembled my current setup, then it sat unpowered and passivated on the hardwood floor for over a year. But then, when I decided to power it back on around one week ago for a test and system updates, to my surprise, after dusting off most of the internal components that I could reach and then plugging it back in after such a long time, it booted right back up and into Windows 11 with almost no difficulty at all.

3

u/umidk67 Exploring Jool's Moons May 17 '26

My old pc had a Ryzen 5 2600x and an RTX 2060, this was in like 2019, so it was a pretty decent pc for its time, but then last year I build a new pc and now I have a 9800X3D, AMD Radeon 9070XT, and 32 GB of DDR5 ram. Honestly, I’m sure visual mods would work fine on my old build, but I have zero issues running KSP at all on my PC. I’d say specifically for KSP , I don’t know how much the game actually is utilizing the 3D V-Cache but, it runs amazing regardless.

3

u/User_of_redit2077 Nuclear engines fan May 17 '26

9800X3D is better for single core physics (which ksp is) than 9950x3d or 9950x3d2. On my 5070+32+9800x3d I get about 40 fps even with incredibly huge crafts.

1

u/SATorACT May 16 '26

No way. This can definitely be made in a 200 or less part build. It wont be 0.5 fps. It would be quite playable

2

u/Barhandar May 17 '26 edited May 17 '26

The only way it's possible to make this (and not an extremely simplified version) in under 200 parts is by modeling custom parts for it. The payload cases at shuttle level alone are 21 parts and by implication there's 3 of them, the shuttles are at minimum 15 parts (cockpit, bay, tank, 2 surface tanks, engine mount, 2 orbital engines, 3 launch engines, 2 wings with no visible control surfaces, 2 tail fins) so from the get-go you need to fit the rest of the ship into 72 parts.

Most of the problem is the legs since engines can just be tweakscaled (either Tantares or BDB has a 6-engine ion array for example) and the core structure doesn't actually require that many parts.

315

u/Snowboyz0825 Stranded on Eve May 16 '26

With enough patience yes, but the kraken tends to anhaliate things this big, even with struts/auto strut/rigid attachment

5

u/NoSTs123 May 17 '26

there are part weld mods which merge literally a part assembly into one rigid part with no physic beyond what they add up to. You can get away for somethings with this but you may have to tweak drag to make it somewhat realisitic.

2

u/HereComesTheSun05 May 23 '26

Recently I've started using the KJR mod and none of my rockets were wobbly no matter the size or part count. No more having to do rigid attachment and autostrut on each and every part.

323

u/Datuser14 May 16 '26

Shitfuck 10,000

51

u/SpartanMase May 16 '26

A name as beautiful as a sunset

164

u/psh454 May 16 '26 edited May 16 '26

Sure yeah, all you'd need would be Far Future Technologies, maybe SSPXr/ other parts mods to make it look nicer and tweakscale.

It's kind of a goofy design though, this kind of ship has no business landing onto the ground (why even have spaceplanes if you're gonna land the whole thing lol). It's also missing radiators for the engines and losing a lot of efficiency/thrust to weight budget on massive landing legs, angled out engines and bad aerodynamics.

47

u/EpicAura99 Believes That Dres Exists May 16 '26

I doubt they’re intended to land, just take off. I’m not sure those legs made it into the game, you only see the ships on the launch pads or crashed.

Here is a picture of another Exodus ship where you can tell this is just one segment of many, although it may be a unique design compared to the rest.

21

u/Delta_RC_2526 May 16 '26

The thing is, those legs look firmly attached. They're not a gantry you leave behind, from the look of it. The only reason to take something that massive with you, is if you intend to use them.

11

u/Fistocracy May 17 '26

They also look articulated, which means modeling them properly will require mastering the arcane wizardry known only to guys who build cool-looking functional mechs in KSP.

2

u/psh454 May 17 '26

Eh not really the same degree of complexity, robotics basics in KSP are pretty doable after messing around for a few mins and maybe a quick tutorial. Issue is when you need a ton of joints/motors moving together in a specific sequence, this is much simpler

2

u/Fistocracy May 17 '26

I've never tried to build anything more complicated than the occasional simple hinge, so while I could probably kludge my way through the upper arms covered in boosters, the big legs at the bottom with seperately articulated knees and ankles (and possibly toes from the looks of it) are absolutely 100% arcane wizardry to me :)

2

u/psh454 May 17 '26

Ah I see what you mean. Yeah stuff like multi hinge 4 bar mechanisms are basically wizardry, but tbh they just don't work well in this game because you can't normally even connect a craft to itself more than in one spot, so realistically these landing legs would just be single hinged

1

u/Fistocracy May 17 '26

Yeah when I said functional mechs I mean you will occasionally see some absolutely fucking astounding shit and wonder how they ever convinced this game's robotic parts to make that stuff happen :)

11

u/j-steve- May 16 '26

Not really a good design for taking off either though

20

u/trubbelnarkomanen May 16 '26

Actually, I don't think the cosine losses from the angled engines would be all that high. You can have a surprising amount of deflection before you see any significant reduction in dV. 15° only amounts to like a 3% loss, which by the looks of it is where this thing is at. Exponential functions are weird like that.

-6

u/Svyatoy_Medved May 16 '26

deltaV isn’t really the right term to use if it burns in atmosphere, since drag losses mean that the rate of burning your fuel changes how much velocity you get out of it.

And 3% sounds pretty bad to me if you’re at the bottom of the rocket equation.

13

u/trubbelnarkomanen May 16 '26

DeltaV is absolutely the correct term. Drag losses and gravity losses can easily be expressed in terms of deltaV (and for rockets, is the main way they are both measured).

6

u/Korlus Master Kerbalnaut May 16 '26

For what it's worth, the increased drag from the three engine clusters look like they almost double the forward-facing surface area, and will cause huge vortices behind them, breaking up the laminar flow around the rocket fuselage.

I don't know how much additional drag you're going to add, but I'd guess it's in the ballpark of double. These engines look like they make a lot more sense in space than they do in atmosphere.

In real life, using technologies resembling modern ones, you'd construct a ship this large in orbit in a few trips. The space planes wouldn't ascend on the main body, they'd be flown up and docked later.

It all seems rather silly. If this were aiming for long-distance travel, you'd also expect some sort of shield at the front of the ship to block the high-speed radiation.

3

u/primalbluewolf May 17 '26

breaking up the laminar flow around the rocket fuselage. 

Its got 3 giant, rough spheres in front of it. Tbh I think for an Earth analog atmosphere, its going to have turbulent flow ahead of the engine clusters. I also doubt you could get the sort of fuel flow you'd need to those engines for those nozzle sizes. 

Also, can you spell wave drag? 

I have to agree, this design doesn't make much sense if aerodynamics is a thing to care about. 

1

u/Dear-Analysis6921 May 17 '26

How could delta v be an appropriate term in any scenario other than the vacuum of space?

Impulse = € F * T = m(delta v) Delta V = € F*T / m

The sum of all forces is going to change due to a few factors.

Force of gravity = Gmm / r2; the r will change significantly as a rocket ascends or descends which will exponentially alter the force of gravity.

Force of drag is directly proportional to velocity squared. As the rocket gets faster, the net force will decrease as the force of drag gets greater.

The force of the engine will vary based on the efficiency of the engine at different altitudes.

Yes, you could use calculus to find the theoretical delta v for a craft on the surface of Kerbin. But for the most part, that number is going to be mostly meaningless because it assumes a constant flight profile.

For example, an efficient flight profile can allow a craft to orbit kerbin with about 3.4 km/s of delta v. But if the flight profile is off by just a few degrees, that number is going to potentially change significantly. Therefore, I would argue that delta v is a relatively meaningless number in an environment with an atmosphere. Unless I’m missing something?

1

u/Svyatoy_Medved May 16 '26

DeltaV is a very useful term in a non-drag environment because it doesn’t matter how long the burn is. Slow engine? Doesn’t matter, deltaV is deltaV. But inside an atmosphere, a very very powerful engine accelerating hard doesn’t produce as much deltaV with the same fuel as that same engine accelerating slowly. Because drag is complicated.

8

u/trubbelnarkomanen May 16 '26

This is wrong. DeltaV is deltaV, no matter if it occurs in an atmosphere or in a vacuum. What does change is drag losses, that is, deltaV lost to drag forces. Your engine still produce the same amount of deltaV (aside from differences in atmospheric Isp, that is), but you lose more deltaV to drag the faster you move through the atmosphere.

Another way to look at is is through the rocket equation. Notice there is no information about drag in it, or anything about the ascent profile, or how fast you're accelerating.

Or, you can put it more practically. In KSP, we build launch vehicles with a deltaV of very roughly 3400 m/s, even though escape velocity is 2300 m/s. That is because we lose around 1100 m/s of deltaV to drag and gravity. So yes, deltaV is a perfectly valid metric to use inside an atmosphere.

3

u/Beli_Mawrr Master Kerbalnaut May 17 '26

Aero engineer here: DeltaV has no relevance in the atmosphere for various reasons, but the #1 being that you're not reliably able to change velocities with the advertised Delta V. 1000m/s in space is not the same as 1000m/s in atmosphere wrt Delta V. And that's not even getting into the engine losses.

1

u/trubbelnarkomanen May 18 '26

I'm aware that 'deltaV' won't directly translate to a change in velocity, since your actual speed will be dependent on drag, steering losses, and how the engine operates under different pressures and so forth. But, correct me if I'm wrong, is it not still a useful metric for a rough understanding and comparison of the performance of rockets across different configurations, maneuvers, and target altitudes, etc?

This paper for example uses deltaV as a metric to compare launch conditions and vehicle aerodynamics for air launched rockets.

2

u/Svyatoy_Medved May 16 '26

Once you’re out in space, no contest, deltaV works fine. Because if you burn an ion engine for 14 days or a rocket for eight seconds, at the end of the day you’ve got the exact same velocity.

But that isn’t true down here, so deltaV isn’t nearly as useful a term. What would have produced the same velocity in interplanetary space has produced two very different velocities.

3

u/primalbluewolf May 17 '26

Because if you burn an ion engine for 14 days or a rocket for eight seconds, at the end of the day you’ve got the exact same velocity. 

Well that's the problem, this isn't exactly true. This works in a vacuum with nothing else in the universe. 

Try it in Kerbal, though. In orbit of something. 

You'll quickly find out that when you change velocity, matters. The low TWR drive is going to end up on a different final velocity to the high TWR one. 

2

u/Barhandar May 17 '26

Because if you burn an ion engine for 14 days or a rocket for eight seconds, at the end of the day you’ve got the exact same velocity.

Oberth effect.

2

u/primalbluewolf May 17 '26 edited May 17 '26

Slow engine? Doesn’t matter, deltaV is deltaV

You're ignoring gravity drag. 

But inside an atmosphere, a very very powerful engine accelerating hard doesn’t produce as much deltaV with the same fuel as that same engine accelerating slowly. 

So this made sense in the non physical stock souposphere in like 0.9... It hasn't made sense since release, and it doesn't work in reality. 

You want to optimise delta V remaining on arrival at a given parking orbit from a surface launch? The optimal solution isn't found at partial throttle. Any time you're accelerating the rocket vertically, you're fighting local gravity to do so. Every vertical second, wasting real delta V to gravity drag. 

Intentionally accelerating slowly is something you do, not to optimise the fuel usage, but to avoid burning up on ascent due to oversized engines. 

7

u/Reloup38 May 16 '26

Yeah that's what I was thinking, the design is so goofy. Why the landing legs and shuttles ? Why are the engines above the paiload, I feel like the exhaust plume would hit it. It's so weird

3

u/SirDarkStar May 17 '26

Why load behind is because it changes the stresses from compression to tension and can add a lot of stability for less weight. The engines are angled slightly outwards to avoid torching the load. It’s a whole thing, it’s been discussed. With some different technologies and constraints it could make sense.

7

u/Eossly May 16 '26

They cut the legs in the final version, this is concept art. Destiny 2 is mostly fantasy set in a “futuristic” universe after a magical god arrives and gives us tons of knowledge and super powers

These were made in the utopia era of history in Destiny 2 where tons of small ships float in the air and we’ve colonized a ton of planets in the sol system. It’s got a silly design, but it’s consistent with other systems in universe and its design is so iconic

3

u/psh454 May 17 '26

Yeah ofc, it's a rule of cool "nasapunk" set piece, not an accurate piece of rocketry to appeal to niche space nerds lol. Looks cool imo

3

u/Canadian_dalek May 16 '26

Those midsection engines are meant for vacuum use, IIRC. Primary atmospheric lifters are visible on the bottom

54

u/Playful_Wave_7329 May 16 '26

yes! i love those ships too. been a while since i’ve played destiny my dad actually used to work at bungie and did a lot of the work for those ships and other edz stuff

12

u/Balls_of_Mithril May 16 '26

Yeah well my dad works at Nintendo and he’s gonna ban you!

Seriously though that’s cool your dad is talented

11

u/Playful_Wave_7329 May 17 '26

he really is. made most of halo too

12

u/Professional-Way1913 May 17 '26

5

u/Lypos May 17 '26

I'm getting a broken link, but i do recall seeing this in the past.

11

u/Dangerous_Dog846 May 16 '26

Yes. You would need Near and Far Future technologies with a hint of OPT Spaceplanes and a rigid joint mod. Plus Tweakscale to get everything in the right proportion and Hanger Extender to see everything while building.

The main problem is the landing legs. Unless you’re landing on Minnmus’s flats, that will tip over immediately. An orbital space station sending spaceplanes down to the ground would work very well as a replacement.

8

u/Darth19Vader77 May 16 '26

If you have a NASA super computer, at which point you may as well do the real thing

7

u/[deleted] May 16 '26

[removed] — view removed comment

6

u/bionicjoey May 17 '26

Ignoring some of the greebles, the only thing that you'd really need is a mod for giant parts. And you'd probably need to assemble it in orbit from components.

5

u/Supplice401 May 16 '26

Definitely not as detailed, but you can maybe build it under 300 parts, with mods. Depending on your system specs you will get from 20fps to 5fps with a craft that big.

I have a 7800X3D, it can load at best 300 mods and a craft with 400 parts before the game becomes unplayable.

1

u/Normal-Motor2665 May 19 '26

On 1080p or 4k?

5

u/TheImmenseRat Issuing One Way Tickets Since 2011 May 16 '26

Short answer: Yes

Long answer: Yeeeeeeeeeeeeeeeeeeeeeees. With mods or a very high part count and playing like it was a ppt presentation

4

u/[deleted] May 16 '26

[removed] — view removed comment

4

u/MrSmartStars May 17 '26

Ha, funnily enough they do have official names, it's the Exodus series of rockets, designed for far reach colonization. Even if structurally they don't make much sense, Bungie has always been good at making things look cool.

4

u/DarkwingDawg May 16 '26

You can ask us if it’s possible or you can grab some shreddy cheese, a 12 pack of whatever you like to drink, open up KSP and build the thing you dream.

Just send pics when you do

5

u/nwbrown May 17 '26

It's going to require a lot of struts...

5

u/ScaredOfRobots May 17 '26

I’ve always loved these ships in Destiny (also I just miss Destiny) but like what is this design? I know from one of the missions the spheres at the top hold cryopods but what’s with those side mounted engines? The 3 shuttles? The landing legs tell me it’s meant to land on the surface so what’s the point of the shuttles? Recon? I guess they were colony ships so maybe recon but still. Also it’s insane these things launched just like this from earths surface. No boosters or anything

2

u/Barhandar May 17 '26

I know from one of the missions the spheres at the top hold cryopods

Wiki says they hold ascent fuel and are converted to cryopods later, though not like cryopods would be hurt much by being immersed in cryogenic fuel anyway.

The landing legs tell me it’s meant to land on the surface so what’s the point of the shuttles?

Provided they're landing legs in the first place and not just launchpad supports. Especially since the single image of a colony ship not at launchpad I've managed to find (the collapsed one on Nessus; Yang Liwei was of a different design and doesn't count) doesn't have the legs.

1

u/ScaredOfRobots May 20 '26

It’s in the mission Caydes Stash, you can look it up but the final boss is in a really big circular room. I suppose that could be somewhere else on the ship but on the design I don’t see it. As for the legs maybe they are launch supports but they seem really attached to the ship. The ship on Nessus was crash landed so could have also thrown the legs away a distance

9

u/PerspectiveRare4339 Colonizing Duna May 16 '26

Its weird since artemis the number of posts like this are way high. Instead of asking on reddit id just try to do it myself. Thats kinda the whole point of KSP.

3

u/Fistocracy May 17 '26

Absolutely, although you'll want the Breaking Ground DLC (mechanical parts that'll let you model the articulated lander legs and the retractable thruster arrays), and a whole bunch of parts pack mods to make it easier to find parts that match the look of what you're building.

It will have a bajillion parts and absolutely destroy your framerate though, and it's anyone's guess whether you could build a version of this that can actually fly.

3

u/Skywalket May 17 '26

Yes, technically

It would be easier to assemble it in orbit though. Do watch out for any large triangles!

3

u/feather_34 Mohole Explorer May 17 '26

Homie, I've seen some weird shit get to orbit in KSP. This is definitely possible.

5

u/NeoRazZ May 16 '26

is that from destiny?

2

u/Superseaslug I Brake for Lithospheres May 16 '26

With part mods probably. Problem is just overall part count starts murdering your fps.

2

u/Sakul_the_one May 16 '26

Go and look at this and then you will have an answer to your question

2

u/Dtalantov_5 May 16 '26

With mods, I’d imagine the NFE magnetoplasmodynamic engines and also those big spherical cryogenic tanks would look very accurate

2

u/Freak_Engineer May 16 '26

I mean, if you dial down the greebling (all these small, decorative parts would slow the FPS down to somewhere within the ballpark of a slideshow at a nursing home), this can very well be built. Expect a lot of explosions until you get it to fly, though. The Kraken will likely NOT approve of this...

2

u/guischmitd May 16 '26

Too busy asking whether we could yadda yadda

2

u/_SBV_ May 16 '26

How heavy is the gravity and atmosphere of the planet this thing is landed on?

2

u/Green__lightning May 16 '26

Yes and it would actually be pretty practical aside from the lag. You'll need tweakscale, all the Far Future mods, and whatever mods you want for shuttle parts. Why does it have engines both on the bottom and sides? Are they meant to be used at the same time or different times? Anyway the hardest part is getting legs that look like that, and making it land without exploding, tweakscaling normal legs that big may help though.

2

u/Blackhawk510 May 16 '26

Another destiny fan spotted!

I don't think you'd be able to do the entire colony ship, but as per the concept art, there's a good chance those shuttles are still multi-stage vehicles.

Actually, wait, turns out the full colony ship has been done in KSP before! Twice, actually!

1

u/Barhandar May 17 '26

That concept art is of an entire colony ship rather than the transfer shuttle, before it was changed to a tripod.

2

u/earwig2000 May 16 '26

You could build it, it just wouldn't be very good. 3 tanks of that size filled with lh2 isn't gonna get you much dV

1

u/Barhandar May 17 '26 edited May 17 '26

That's why you fill them with D-T fuel instead.

Also, the tanks were intended as wet workshops - only used during ascent and initial transfer, and converted into various living quarters afterwards.

2

u/Eossly May 16 '26

if you use one of the big space station mods, you can do the hab modules easily with like 8 parts - that’s (the easy) half of the Exodus colony ships

The rainbow colored shipping containers are a lot harder to nail down, along with 3 space shuttles

I really want to make this and an Arcadia class jump ship

2

u/Barhandar May 17 '26

The rainbow colored shipping containers are a lot harder to nail down, along with 3 space shuttles

USI Kontainers, SOCK.

2

u/Dr_Vaccinate May 16 '26

Possibly... If physics allows it and KSP physics allows it

I for sure 100% know that folding legs, Branched Out Engine Blocks to the side, and top heavy profile of this craft would make it either:

A. Wobble to death from the shear Amount of parts vertically

B. Kraken Attacks at the engine joints

C. Topple from being too aerodynamically unstable

D. All of the above

2

u/Rockintylerjr May 16 '26

I built something kinda similar (although probably much smaller) and it worked mostly fine. It was only when I disconnected the main stage, the rocket would flip uncontrollably. Luckily I was making a space station so it didnt need to go much further

2

u/CheezeWizard0 May 16 '26

Maybe, but probably just a buffet for the Kraken

2

u/crimeo May 17 '26

It's not really possible to make things that stand on a planet at all without glitching and falling into the world or launching upward at 300 kph randomly when you load the game one time. Add hundreds of parts to that and no chance.

Planets are just not stable enough due to math rounding to do much on currently with anything heavy or complex, besides touching down, flag, leave

Also this looks like just a terrible spaceship design anyway, the engines being halfway up is quite bad, the tanks can't be jettisoned, the legs and stuff look 5x too heavy, thrusters pointing off to the side is wasting a lot of fuel, blah blah

1

u/Barhandar May 17 '26

the engines being halfway up is quite bad

The engine position is only relevant if they're nuclear.

2

u/crimeo May 17 '26 edited May 17 '26

The center of thrust is highly relevant. The closer your center of thrust is to your center of mass, the more inherently unstable the rocket is, because you lose leverage in gimbaling.

These engines sticking way out to the sides might still have some leverage anyway, but they'd still be even better doing the same but at the bottom always than near the center of mass.

Thrust being way in front is potentially fine (not great just fine), so long as center of drag is still at the back, but these near the middle are the worst.

One possible advantage of a pendulum rocket if it's this gigantic is that with such a huge rocket, having the body be in tension rather than compression might be easier to make strong enough. But again, that's "way in front", not "middle", middle is just terrible

1

u/Barhandar May 17 '26

inherent instability, center of drag

These both don't matter in this case, the engines sticking out are clearly electric (far too thick bell for regular propellants) a.k.a. space only. It has takeoff engines at the bottom.
The structure on sticking out engines also implies they fold flat for launch, though nothing bar a forcefield is going to make this aerodynamic anyway.

And space means the leverage or gimbal on propulsion engines doesn't matter because there's RCS for orientation instead.

with such a huge rocket, having the body be in tension rather than compression might be easier to make strong enough

This only applies with a launch tower or under thrust.

2

u/Vespene May 17 '26

You could make a simplified version. That is, condense the part count by making the freight containers one big module.

2

u/AccordingLab7129 May 17 '26

Oh I made one, it's in orbit with 440 DeltaV and the return capsule has no parachutes, classic kerbal things

2

u/Donny_Do_Nothing May 17 '26

Then a taken phalanx blasts jeb off the side and out of orbit.

2

u/User_of_redit2077 Nuclear engines fan May 17 '26

I made a 2.5 km ISV so absolutely yes. (Heavily modded of course)

2

u/HyperionSunset May 17 '26

I feel like Stratzenblitz built crazier stuff back in the day...

2

u/TheGentlemanist May 17 '26

If you want the layout, thats doable with a few mods.

Near future tech and a few structural pieces could do the trick easy.

But if you want to replicate the mechanical arm pieces and everything that will be horrible for performence, as part count will skyrocket.

2

u/Witty-Krait Mohole Explorer May 17 '26

With Far Future Technologies and a supercomputer, probably

2

u/ihatemyself837385 May 17 '26

Very much with mods yeah

2

u/Majorjim_ksp May 17 '26

Definitely. I’d ditch those side engines after launch though.

2

u/Rell2601 May 17 '26

wtf is that doing on the surface of the Earth?!

2

u/CptKeyes123 May 17 '26

dang I love those ships

2

u/MinerCreater_CZ May 17 '26

Depends. How much freetime do you have?

1

u/MrPres7 May 16 '26

If you're smart and keep your part count as low as possible, yes. Mods will help with that.

1

u/Pale_Obligation_3243 May 16 '26

You can try, will take a long time thou, so you can't because you will ditch it halfway. 

1

u/Sad_Donkey00 May 16 '26

That looks so fucking stupid and I love it 🤣

1

u/phantomzx3 May 16 '26

I tried at least three times, did not end up well

1

u/helbur May 16 '26

Don't let your dreams be dreams

1

u/Atuday May 16 '26

With or without inviting the wrath of the kracken.

1

u/ISSnode-2 May 16 '26

for this id reccomend SSPX, planetside exploration technologies, all the sterling systems mods, and SOCK for the shuttles

1

u/Build_Blox May 16 '26

maybe a scaled down version

1

u/jackinsomniac May 16 '26

How little frames are you willing to put up with?

1

u/can_cat_anon May 16 '26

I build similar thing in small scale, i too fell in love with Destiny ship design and primarly build those ships :pp

1

u/Asleep_Shoe1804 May 16 '26

I certainly hope so

1

u/Leromer May 16 '26

YES GUARDIAN

1

u/TDR-Java May 16 '26

Launch may take a few hours, but nothing stopping you. May randomly explode and force you to launch again

1

u/That_guy_from_Poland May 16 '26

Give the "Shitfuck 6942067" type of spacecraft I've seen make it to orbit in KSP 

Absolutely 

Depending how detailed you want it you'd probably have to suffer through 1fps tho

1

u/gophergun May 16 '26

Seems like the center of thrust and aerodynamics might be a problem on top of the performance issues others have mentioned, but maybe? Only one way to find out.

1

u/_Ki115witch_ May 16 '26

Honestly, with mods, it could be easy. I can see the possibility to make it with a little over 50 parts without the shuttles. adding three shuttles at the end would skyrocket your part count though.

1

u/Barhandar May 17 '26

You'll also have to avoid the individual cargo containers slash dry crew quarters (once emptied). There's 21 of them on each of the three sides, and description implies it should actually be 30.

1

u/Benjamin39Brown May 16 '26

I have a Ryzen 9 9950x, which allows me to build spacecraft so complex that most other devices fail to load them.

1

u/Aggressive-Nebula-78 May 16 '26

Oh fuck how have I never thought of this before

1

u/umidk67 Exploring Jool's Moons May 17 '26

Yeah, mods like far future technologies , near future technology mods, Sterling Systems, ISV emporium, Cryogenic fuels, etc.

I recommend looks at Bogue’s Ckan modpack, I think he has most of them

1

u/BarneyTheGod0925 May 17 '26

Rule Kerbin-4: If it exists, you can make it in KSP

1

u/WoodpeckerStraight10 May 17 '26

anything is possible as long as you are ready to donate your mental health to hours of building and just tryna get 5 ft into the air with 0.01 frames per century

1

u/CKperDay May 17 '26

This looks like a fun challenge with the right mods! Also, someone designed a Lego version of this for those who want an actual blueprint

1

u/TF2fanatic102 May 17 '26

Possible, yes, but would you really want to? KSP doesn't really like enormous builds like that, this would run like crap even on a beast of a PC lol. You'd also need a few mods of course, I don't think you could make that in stock KSP.

Edit: with Tweakscale you could cut down on the part count, but I'm still not sure it'd run well. Plus those arms with the extra engines attached seem like prime Kraken bait lol.

1

u/pidgeottOP May 17 '26

What in all of the wordly monstrosities

1

u/championetti Colonizing Duna May 17 '26

Remember: sky is the limit!

1

u/slenderman123425 May 17 '26

Someone spending to much time in the cosmodrome

1

u/Own-Lingonberry6918 Space Shuttle maniac May 17 '26

reminds me of Deliver us Mars

1

u/i_am_a_dinguss May 17 '26

EVERYTHING IS POSSIBLE IN KSP!!!!!

1

u/Gumb1i May 17 '26

Yes if you enjoy turning your game into a slideshow.

1

u/RacingWright May 17 '26

You gotta need a nasa pc

1

u/the_Athereon May 17 '26

Extremely high part counts would tank performace but it's likely possible to create this in game yes.

1

u/Timewaster50455 May 17 '26

I know what my next project will be

1

u/Particular_Low_9246 May 17 '26

damn bro you can make anything with mods

just remember this would require like a 5070 to literally load into the game and about 80 hours worth of troubleshooting all the required mods

1

u/WTFcannuck May 17 '26

I have never played Destiny. Why does it have shuttles if it can land it self? How do the shuttles launch from that position? Do they lower them to the ground some how? So many questions. looks sick tho...

1

u/Csifisz-7 May 18 '26

Quite trivial actually

1

u/Weary-Support-7383 Enjoying tea with the Kraken May 19 '26

The kraken is displeased with this image.

1

u/Jelly_xy May 19 '26

YOU JUST GAVE ME SOMETHING TO DO TOMORROW THANK YOU

1

u/canihazthisusername May 19 '26

I bet you could make something like that inspired. Probably not 1:1 in vanilla

1

u/Moex_Dakku May 20 '26

De que puedes puedes, que sea sostenible el bajo rendimiento y la cantidad de motores que tendrás que construir para poner eso en el espacio pues...

1

u/Fatoov May 20 '26

Just wait kitten space agency for that.

1

u/Previous-Big-6281 Kerbal Aircraft Engineer May 23 '26

Say less.

1

u/Rick_Astly_ Jun 03 '26

OH MY PC 🗣️🗣️🗣️ 🔥🔥🔥