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Thread: [Plugin][Part][0.16] Animated Cargo Bay

  1. #1
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    [Plugin][Part][0.16] Animated Cargo Bay

    Since, I've been trying to launch satellites into space using SSTO spaceplanes, I've been frustrated with the lack of an animated cargo bay to hold the satellite in. As the adage goes, if you want something done, do it yourself, and so I present to the KSP community, an animated cargo bay:



    I have received permission from C7Studios to base my parts on his old Flight Pack for better stock part integration.

    [Spoiler: Videos]

    SkyDrive Folder: https://skydrive.live.com/redir?resi...D6E58AF2E3!513
    CodePlex Page for PartModule project: http://eeksppml.codeplex.com/



    Contents (v 0.1)

    [Spoiler: Parts]
    [Spoiler: PartModules]


    [Spoiler: Changelog]
    [Spoiler: Future Plans]
    [Spoiler: License]
    Last edited by Echo 8 ÉRÀ; 11th September 2012 at 05:57.

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    Excellent work - looking forward to using this. I reckon that with the Mk3-Mk2 and Mk2-Mk1 adapters for cockpit attachment, you could build a vessel with this upside down, thus making a bomb bay.

    With a Mk3 cockpit with a hatch in the back, Kerbals could exit the cockpit straight into the bay, effectively IVA.

    Your other parts in planning look exciting - might be able to roll a Liltrak straight out the back of a carrier using those. I hope the Liltrak fits!

  3. #3
    Yeeeeeeeeeeeeaaaah!!!
    Great mod!!!

  4. #4
    I don't know which key opens the bay doors...

    Although it looks very nice in the videos. Great job!

    Now to have a cargo bay for use in the VAB... Unless this one works.
    I'll try it soon.

  5. #5
    Capsule Communicator Kreuzung's Avatar
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    Some issues...
    1) I cannot find which key to use in your post, only in the part.cfg
    2) Saving a ship with opened cargo bay fails (after loading, the doors are closed, but if you press the key, they insta-open then close again)
    3) Does not work if the cargobay wasn't activated by staging
    4) It still works if the ship is not controllable anymore (all on EVA etc)
    5) Why not a context menu instead of a key? You don't have to quickly open and close the cargo bay, so using a key here is overkill in my opinion. It could also result in conflicts with other plugins (some have HARDCODED keys AFAIK!)
    6) It's possible to control them from outside the ship. This can of course be seen as an advantage, but it might become annoying if you have multiple cargo bays at the same spot. Using a context menu whould help here too.
    Scaring Jebediah since 2012-3-24...

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    First person view, no plugins required

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    Quote Originally Posted by colmo View Post
    Excellent work - looking forward to using this. I reckon that with the Mk3-Mk2 and Mk2-Mk1 adapters for cockpit attachment, you could build a vessel with this upside down, thus making a bomb bay.
    I have a Mk3 bomb bay in the works, but right now, I haven't even started texturing it. 3D modelling just isn't my strong point, and I've been busy working on my partmodule library.

    With a Mk3 cockpit with a hatch in the back, Kerbals could exit the cockpit straight into the bay, effectively IVA.
    I thought about that, but modelling a new cockpit seemed a bit beyond me. My current modelling process involves mathematically mapping out half my points in Excel... I know that close enough is close enough, but I'm a bit OCD about getting the walls a certain exact thickness

    Your other parts in planning look exciting - might be able to roll a Liltrak straight out the back of a carrier using those. I hope the Liltrak fits!
    Yep, that's one of the things I looked at in my initial planning. I figured that even if there isn't a cart small enough, someone would make it (at the time liltrak didn't exist yet).

    Quote Originally Posted by T-Pilot395 View Post
    I don't know which key opens the bay doors...

    Although it looks very nice in the videos. Great job!

    Now to have a cargo bay for use in the VAB... Unless this one works.
    I'll try it soon.
    It's z, but you can change it in the Part.cfg, and due to how KSP loads data, the .craft file for each individual ship as well.

    Quote Originally Posted by Kreuzung View Post
    Some issues...
    1) I cannot find which key to use in your post, only in the part.cfg
    2) Saving a ship with opened cargo bay fails (after loading, the doors are closed, but if you press the key, they insta-open then close again)
    3) Does not work if the cargobay wasn't activated by staging
    4) It still works if the ship is not controllable anymore (all on EVA etc)
    5) Why not a context menu instead of a key? You don't have to quickly open and close the cargo bay, so using a key here is overkill in my opinion. It could also result in conflicts with other plugins (some have HARDCODED keys AFAIK!)
    6) It's possible to control them from outside the ship. This can of course be seen as an advantage, but it might become annoying if you have multiple cargo bays at the same spot. Using a context menu whould help here too.
    1) I completely forgot to mention the key in the post. I kept seeing the "activationKey = z" line in my documentation on CodePlex that I automatically assumed that I put it in there.
    2) Limitation due to how I check for key presses. It only checks during OnUpdate(). To be fixed when I finish up v 0.4 of my partmodule library and have a fully featured animation partmodule.
    3) Again, due to how it was implemented, the part has to be active before it can start checking for key presses.
    4) I never EVA, so it never occured to me to check. I guess I'll have to account for that in Module_EE_UserEvent, since it also currently uses a simple Input.GetKeyDown() check in OnUpdate(). Might have to wait a bit though. My animation partmodule v2 is currently hitting a few self-inflicted difficulties due to some ambitious design goals.
    5) I hadn't worked out how to use KSPEvents properly when I first made the part. In fact, the part started its life as a copy of LandingLeg1-2 with a new model. After that, I simply went about working out how to get it to animate independantly of landing gear. It's only at the end of its creation did I put any thought into even attempting to rectify its limitations, and my partmodule library is the result of that.
    6) I hadn't considered multiple ship scenarios when I first produced that simple partmodule, due to running the game on a laptop that can barely handle a single ship. I have to regularly delete my save files to get rid of lag issues.

    My main reason for releasing this? To get reports from people who aren't me. Due to having developed it, I'm kind of blinkered, since I know how the parts are supposed to be used (for ex, why I zeroed the throttle and fired off the first stage without as much as an explanation in my video) and have a certain play style which prevented me from foreseeing some of the issues you mentioned. I do have my partmodule library marked as Alpha, after all.

    I don't know anyone well enough that I could get them to test stuff out for me before I release it to the general public, so it was a choice of releasing it with only my limited amounts of testing, or never to release it at all. The former results in feedback, the latter results in wasting the dozens of hours I've spent working on my partmodules and dozens more on the models (really, it took me over three days just to go from untextured floor model to what it is now. The roof only took a day or so due to streamlining my process a bit), for little more than the satisfaction that I managed to make an animated part.
    Last edited by Echo 8 ÉRÀ; 9th September 2012 at 09:03.

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    Think you can make a 1meter version of this for .5m Sattelites such as probodyne.

  8. #8
    Seems like a good first alpha. Maybe incremental releases can makecthis rock solid.


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    Quote Originally Posted by Sbowyer28 View Post
    Think you can make a 1meter version of this for .5m Sattelites such as probodyne.
    If they're only 0.5m in radius, they should already fit. The FL-T32 is 0.5m in radius and it fits fine:

    That's an earlier version of my models, but the only real difference is that the final version used quads for most of the faces. All the triangles made it harder for me to work out which triangle was for each face when I was trying to texture it

    If it helps, I can assure you that you can fit a radial decoupler in there + fuel tank on top in there, though you'll have to rotate it to face up. It's what I used to substitute for a satellite during testing. I tried to use the DynaSat L100, but it had a tendency to break open the ship when it deployed its solar panels before it cleared the cargo bay.

    Quote Originally Posted by togfox View Post
    Seems like a good first alpha. Maybe incremental releases can makecthis rock solid.
    Thanks. That's the plan.
    Last edited by Echo 8 ÉRÀ; 9th September 2012 at 09:43.

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    I ment or 1meter shuttles such as the one I,ve made for Voyager Labs.

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