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Found 12 results

  1. To whoever may have experience with this kind of problem. I have recently encountered a problem in the 1.8.x versions of KSP in which a Mk3 spaceplane (stock + mk3 expansion) was struggling to break 300m/s with 11 tonnes stowed. When in previous 1.7.x versions the craft had little issue with a 40 tonne to orbit payload. This took some time to uncover as to why the plane lost so much performance over the update and it turns out that the stock mk3 cargo bay parts are no longer shielding any contained parts from aero forces during flight regardless of open or closed state. Because this is a problem with broken stock parts I already contacted KSP support without thinking about how fundamentally even basic mods can change the functionality of the entire game. I still have yet to determine if this is a stock or a modded issue. What could possibly cause stock aero shells to not perform their intended function? It is hard to depict just how much drag is coming from within the craft where it should not. So you may have to take my word for it when I say that the longest drag indicator is coming from a clamp-o-tron Sr just inside the MK3 tail section which is on the front of this aircraft body.
  2. Oddly, after all these months, I still don't know how to do this. I've got a seaplane with a cargo bay. I've got a little boat I want to put inside it, and I put a docking port on the boat to hold it in place. How do I do that? I can't open the boat and make it a subassembly because KSP won't accept an entire craft with a root part as a subassembly. How do I get the boat, which I built and tested separately into my plane? I could load one on the runway, drive it off to the side, then launch the plane, switch and drive the boat into the bay, but that seems clunky. It also means I cannot upload it as a unit if I want to share it.
  3. As the title states, I am using a mechanics bay to shield some science instruments. I've also used a regular cargo bay from 1.25 and the mk2 line for planes. The items contained within them, when aero debugging is turned on, are not listed as shielded, and as expected for random objects hitting the atmosphere at mach x, the drag is insane. Anyone else experienced this? Its killing my plane game.
  4. Hello reader, I'm kind of new to KSP and I really need help with these: 1. How do you put things into cargo bays? (If differs between types I need MK3) 2. Is there an easy way to land on a planet without all that math stuff? 3. Is burning just accelerating? 4. How can I build an easy space station? (ALL QUESTIONS CAN ONLY HAVE STOCK PART ANSWERS) Thanks for any help with this. -Ultra
  5. EDIT - partially solved: although nothing ever shows as "shielded" in the debug menu (under fairings OR in cargo bays), parts properly stowed in STOCK cargo bays are showing no drag once the craft gets going. Looks like an issue of bays added in mods (as far as drag actually being applied to stowed parts). I don't know how to delete a post, but someone who can may want to knock this one out. ____________________________________________________________________________________________________________________________________________________________________ I posted this on the modded forum and got no replies, so I'm trying it here, as I've had the same problem on a brand new install as well. I've searched and cannot find why my cargo bays won't shield anything from drag. I've knocked out all the usual suspects I can find, and here's what I've done: 1. I've used different types of cargo bays, mk 2, all the mk 3s (and some OPT ones before my clean install) 2. NO clipping anywhere. 3. Internal parts attached to nodes inside cargo bay. 4. Tried different parts 5. No external parts attached to cargo bays except inline by external nodes. For testing used fuel tanks of same type as cargo bay attached to either end with one random tester part inside bay attached to internal node, nothing else but landing legs attached to fuel tanks and maybe a drone core attached to a fuel tank to allow actuation of bay doors. I load it up on the runway, look inside bay and parts (using debug menu) are showing NO for "shielded." Open and close bay doors, no difference. I haven't played the game in days because space planes are what I'm doing at this point, and useless cargo bays ruin space planes IMO. Please help?
  6. EDIT - partially solved: although nothing ever shows as "shielded" in the debug menu (under fairings OR in cargo bays), parts properly stowed in STOCK cargo bays are showing no drag once the craft gets going. Looks like an issue of bays added in mods (as far as drag actually being applied to stowed parts). I don't know how to delete a post, but someone who can may want to knock this one out. _____________________________________________________________________________________________________________________________________________ I've searched and cannot find why my cargo bays won't shield anything from drag. I've knocked out all the usual suspects I can find, and here's what I've done: 1. I've used different types of cargo bays, both stock and OPT. 2. NO clipping anywhere. 3. Internal parts attached to nodes inside cargo bay. 4. Tried different parts 5. No external parts attached to cargo bays except inline by external nodes. For testing used fuel tanks of same type as cargo bay attached to either end with one random tester part inside bay attached to internal node, nothing else but landing legs attached to fuel tanks and maybe a drone core attached to a fuel tank to allow actuation of bay doors. I load it up on the runway, look inside bay and parts (using debug menu) are showing NO for "shielded." Open and close bay doors, no difference. Used several types of different sized bays, mk3, mk2, OPT J, no difference. *(edit) I finally removed all mods and made a simple tester as described above and had the same results, but I will list my mods here anyways, since I put it in the modded category. xScience (doubtful) CommunityResourcePack (didn't install this? came with another mod?) Firespitter (didn't really want this one either...came with Infernal Robotics I think) InterstellarFuelSwitch Infernal Robotics MechJeb2 MechJeb2 Embedded by Dennis6492 OPT Planetshine (doubtful) TextureReplacerReplaced TweakScale Module Manager 2.8.0 I am running 1.3 with all mods updated and (I thought) working. I'm trying to get some space planes flying around and I use cargo bays extensively, so this issue is killing me. Any help would be very much appreciated!
  7. bbfrsfSorry for my bad english Anyway, i have a promlem, that liquides me off. I really want to make orbital space station like in this video: But I can't fill station core into Mk3 Cargo bay (like here:http://s018.radikal.ru/i508/1701/ef/ea6620f9f576.png). It just doesn't want to be in CB without any problems. And I can't fully build core, because docking port doesn't want to connect with anything (http://radikal.ru/lfp/s018.radikal.ru/i520/1701/3b/7c77b255c27f.png/htm) Pleeeeeeeeeeeeeeeace, help me . I don't understand
  8. How to make a hollow collider, like a cargo bay? If my collider is 'convex', it won't allow putting stuff inside. If I combine multiple colliders, it kinda works except parts can be surface-attached only to the first of them. What should I do if I want to make, say, a hollow tube?
  9. When I actually wanted to design a Cargo SSTO, and not screw around, I was planning of using multiple cargo bays in a configuration where two would be facing towards each other, and there would be a closed state of 90 degrees, and an open state of it being fully opened (180 degrees ). However, there's only a state for the angle of it being opened, and not any control of it being closed for the angle. I'm wanting this so that I could have multiple cargo bays configured in a way so that I could store more than the first one originally could. Is this possible at all to configure both the closed and open state's angle?
  10. Anyone know if there are any mods that add relatively short/flat cargo bays? Sometimes I want to just add a small bay to e.g. a return capsule for some instruments/batteries/etc but there's no way of doing that without radically changing the dimensions of the vessel since the existing bays are so tall. Anyone know if any mod can help me out here?
  11. i have recently been trying to produce a cargo bay with two sets of opening doors but the animations are just not working. the animation works fine in blender but not in unity. issue 1 when parts with animation is imported into unity from blender it has too many clips, where each part is followed by 3 or 4 actions unity animation tab for parts issue 2 when i do get an animation working only one of the parts actually is animated im looking for any advice or help ive spent a day on this and its just not working. im looking for all 4 doors to open with one gui button (like the defualt cargo bays) and simply put every tutorial online ive found has not helped here i am hoping that someone here will be kind enough to help this lost sole.
  12. Challenge: Build a rover that fits inside a 2.5m cargo bay. Impetus: In Scott Manley's Career Mode Tutorial Part 22 he builds a rover and mounts it into a 2.5m cargo bay; see 10 minute mark). Seems like a reliable and intelligent way to get it from here to there. Goal: Design a small one-size-fits-all rover inside a cargo bay (for easy subassembly) with the best balance of mass, power, reliability, durability, science, and part count. Motivation: It sure would be nice to have a rover subassembly ready to attach to the rocket you're building. If we could get the mass and part count low enough we could even add multiple rovers to the same rocket or lander. Rules: 1. Use stock parts. 2. Parts may clip, but must still be visible/clickable. 3. Post a picture of your rover. Consider posting the craft file as well, especially if you think you've come up with something exceptional. 4. Explain your risk mitigation strategies for broken wheels, overturned craft, etc. 5. OPTIONAL: Score your craft (honor system) as below and post the score. Scoring: low part count (includes cargo bay lander): 1 point for every part less than 24. example: if your total part count is 20 then your score is 24-20=4 points. part count includes the can you delivered it in, and also whatever part was used to dock it to th light mass (can carry more than one to a planet): 1 point for every 0.1kg less than 3kg science gear: 10 for science jr (max 1); 5 for goo (max 1); 3 for each other science detector type durability: 10 points: Can you fix a broken wheel? Can you right the craft if it overturns? crew: 5 points if it can carry a Kerbal capable: 5 points: can your craft handle steep hill climb and steep descent? speed on flat ground: 5 points: average speed 10m/s-20m/s. 8 points: avg speed 20-30m/s. 10 points: avg speed >30m/s (without sustaining injury from terrain or unanticipated airborned events): self-sustaining: 10 points. can it power itself without fuel? typ. solar power and electric wheels. returnable to orbit: 16 points. Can it return to orbit with onboard rockets? Also counts if the can you delivered it in has enough fuel and engines to return the rover to orbit, and the rover is able to get back inside the can or otherwise mount back onto it somehow. Badge for badgers: Final thoughts: I could use some suggestions on the scoring. The goal is to create lightweight rover designs that maximize reliable science collection. Below is Scott Manley's example from the video I mentioned above: