Search the Community

Showing results for tags 'cockpit'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker


  • Developer Articles

Found 10 results

  1. This tiny part pack adds a few things that I find missing in B9 Aerospace S2 inline Docking Port While B9 does offer a shielded clamp-o-tron designed for S2 system, it is surface-attachable and does not play well with Connected Living Space when attached to other S2 parts. Probably not an all too critical problem, but my inline port offers a solution. Features: Animated shield doors Integrated switchable fuel storage (powered by B9PartSwitch, albeit without texture switch) Real Fuels compatibility Connected Living Space compatibility S2 Alt cockpit with crew capacity of 3 S2 has long been my favourite fuselage system, but it forces me to separate my established crews (such as the original Jeb, Bill and Bob trio); crew cabins help, but increase part count, so I'm making a cockpit with three seats in S2 shape. It somewhat resembles the planned overhauled S3 cockpit, but shorter and without tilting nose. Planned features Custom internal space RCS thrusters Flag plate Emissive texture for lights Better window frame and RCS ports textures "Family photo": Internal space S2 engine mount Remember the stock HL/Mk3 Shuttle-style engine mount? Well, here is an S2 counterpart: It is arranged differently though. Four attachment nodes with mirror symmetry plus a central node for launch stack/booster/fairings/another engine/whatever: S2 engine mount tail Another engine mount, extending farther backward and allowing to attach a tail fin (or a pair in V-shaped configuration): It comes with some tank space, two nodes with mirror symmetry for engines (and can accommodate two Vectors), plus, again, a central node: S2 to MK1 (1.25m) adapter While it is possible to chain together S2 to 2.5m and 2.5m to 1.25m adapters, this results in a noticeable hump, and increased part count. This simple S2 to 1.25m thing attempts to remedy that. It is symmetrical, with no heat tiles on the lower side, and comes with a modest amount of volume for fuel storage. MK1 crew cabin with four seats This was not planned initially, but I always wanted a crew cabin for my small jets, and after seeing KSP v1.1 preview images I decided to roll out my own. (redone in v0.7 because bac9 overhauled Mk1 parts in B9) Complete with IVA; four seat capacity is not a stretch, there is even an isle between seats: Requirements This pack attempts to reuse B9 textures, so at least part of B9 is required for this to work. Textures used: B9PartSwitch is needed for fuel switching ModuleManager is needed to apply DRE/RF patches Legal stuff: Changelog: Imgur albums: one, two. Download from github
  2. The Ministry of Space (Aeronautics Department) (MAD) proudly presents it's first product: No dependencies, but works well with FAR. Uses stock mk1 IVA. Download Parts: Known bugs: Options: Planned: If anyone has any suggestions please let me know. Licence: LGPLv3
  3. This is a parts pack of 2.5m spaceplane parts with a flat bottom, possessing a bit of aerodynamic lift. I am going to be updating this mod sporadically, and I would appreciate any comments, critiques, etc. I would especially like to know people's thoughts on the balance of the mass and lift. As of 5/12/17, I have changed the license for this mod to MIT Download: Note: updating to 1.3 renames/replaces many of the parts. Spacedock: Curse: Part List: Check out this video from Kottabos! If you're interested in using the Mk2.5 Specification, you can use this drawing: Changelog:
  4. Anyone aware of a mk2-compliant rover cockpit? Trying to make a rover around a mk2 passenger cabin, and piecing one together from flaps and external seats is a little wonky. Heres a doodle of what I'm talking about: Or something like that.
  5. I have a rover with a mk1 cockpit on it. To go inside the rover, you have to exit the cockpit, and walk in. On the pod texture, it looks like it has a hatch on the back, but when I checked it, a "crew hatch" message diddn't pop up. Any ideas?
  6. Are there any mods which include decent two-seater cockpits suitable for training/reconaissance craft? I'd love to have something that looks decent and has a shared IVA, as I'm getting a little tired of makeshifting it with cubic struts and offset.
  8. I was flying around one of my planes recently and wanted to know if there was a mod that would let you look further backwards in the cockpit, to see behind the cockpit instead of just ahead and to the sides.
  9. Tail adapter placed on the contact point of the cockpit, rotated 180 and tuned, then placed a fueltank under the cockpit and tuned it to make a contact point. no glitching File:
  10. I am optimising a spaceplane that I successfully got to orbit, docked and de-orbited. It flies really nicely, has great manoeuvrability, can land really gently but could do with a bit of work getting it to dock nicely. It has 2 Mk1 Inline Cockpits, and I think that I want to change it for a Mk1 Crew Cabin. I am going to use it for crew rotations - no cargo. Detailed analysis if you really want it: The advantages that I see are that it does not require a pilot to be one of the crew that is rotating, as well as being marginally lighter and cheaper (20Kerbucks saved - woo) and the other specs are about the same. I could also use it for tourists too. Having a cargo bay has the small advantage that I can put other radially attached parts in there too to avoid drag (mechjeb is the main one). The big disadvantage is that if I loose power then I am completely dead in the water space, whereas if I had a command module I could at least manoeuvre using RCS or control surfaces, or fire the engine when I am pointing in approximately in the right direction. Another small disadvantage is that there are 3 things in the plane instead of 2, this makes it slightly longer and has more places for it going spaghetti on me (it does have enough lift to tear itself apart at mach3 under 10km altitude). I guess that I have a few more options in placing components wrt getting the CoM in the right place, but equally more complexity. Any more advantages or disadvantages that I have missed?