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  1. Download on SpaceDock, Github or Curseforge. Available on CKAN. Spacedock: DaMichel's AeroRadial (DAR) Spacedock: DaMichel's CargoBays (DCB) Spacedock: DaMichel's Fuselage (DMF) Spacedock: DaMichel's SphericalTanks (DST) DaMichel's Parts (DMP) Available separately or as one big pack. Packs / Versions: SphericalTanks Parts mod with five SphericalTanks with 1.25 m base from 0.625 to 10 t. (612.5L - 10,000L) Five (5) 1.25m spherical tanks. Available in veteran orange. CargoBays A payload parts mod that adds three 2.5m
  2. Hi everyone, I have been playing KSP for quite a long time now, let's say that for my first Mun landing there was only one capsule available, no landing legs and trajectory was planned "start your de-orbiting burn when you see sun just touching the horizon" times. I was quite passionate about the game back then. Recently I had a relapse, and begun playing with SSTOs. And to be frank I'm clueless on the cargo placement in the cargo-bay / cargo-hold (using the larges fuselage). Some times it works, some times it does not: I want to place a satellite with a rocket propelled stage, consisting
  3. I finally got around to using the deployed science experiments and was frustrated with the choice of cargo containers. Squad missed an obvious size to me. The side bays of the updated Mk2 Lander Can are screaming for a cargo box. It seem like the natural place to stash the experiments, but the stock cargo box doesn't fit as nicely as I'd like, so I ended up sizing one to look built in. This is just a Module Manager patch to rescale the small cargo box and modify it's attributes for the larger size. At the same time I added attachment nodes to the sides of the Mk2 Lander Can itself to make
  4. [Picture go here] Summary: Build the best vehicle to transport cargo, participate to event and cargo mission. Kerbal Express Delivery managers came up with a new strategy to adapt their fleet of vehicles to the needs of the market. KED is a fast shipping company present everywhere in the Kerbol system. Their supercomputer(my brain) use some truely absurd mathematic theorem(my random idea) to predict the future requirements(my will) of the company. They use these prediction to decide wich vehicle they gonna buy to replace to older one. Your task is to offer that match the best
  5. I found a new way (at least to me) to keep large things rigid without mods or craft file editing. Meet Brutis This dude is fing massive (slightly larger than the sph) and honestly flies really good. Only problem is if you take it above 250m/s it rips itself apart, have fun with that. It has the ability to save the crew, land and carry cargo what more do you need? It can carry about 750 tons and still take off, 800 if you strap rockets to the side and pray. It also can climb nearly straight up under full power, and carries enough fuel to fly for nearly 6 hours when cruising. If you nee
  6. Shuttle Payload Technologies v0.2 This is the development thread for Shuttle Payload Technologies, a mod that I'm currently working on. The main goal is to flesh out the amount of parts available for shuttle payloads. Currently in the plans are: KU Band Antenna Spacehab Weird Shuttle-Salyut module thing Build-your-own LDEF + contracts for it Spacelab Pallet experiments + contracts Probably some satellite mounts Maybe Hubble and it's servicing equipment from the following missions? Anything else people ask for that I agree with! Lice
  7. Hi everyone, I have the OPT Spaceplane mode. Whenever I design a spaceplane or any cargo plane with a cargo ramp, it spawns like 500 feet above the runway and starts falling. If I replace the cargo ramp module with a normal tail, the craft spawns correctly on the runway. Anybody seen that and knows a fix? Regards, Chris
  8. So someone recently challenged me to make a replica of the Quinjet from the Marvel Cinematic Universe. It is a cargo VTOL aircraft with a similar purpose to Boeing's V-22 Osprey. I wanted to make my replica unique, so I decided to make some stock electric/jet powered propellors for the VTOL function. But I've never really delved into the world of stock propellers before. So I was wondering if any of you had any tips on building them, or which design would be most appropriate (are high TWR propellors even possible)? Preferably they need to be relatively low profile, although I acknowl
  9. KESTREL AEROSPACE KC-100 DESIGN NOTES The KC-100, designated 'Rhino' for its bulk, is a heavy-weight, medium-range airlifter with a maximum takeoff weight of 90 tonnes. It's capable of relatively short takeoffs with lighter payloads, and can also be landed in a short distance if its thrust reversers and flaps are employed. The Rhino was created primarily with rough-field landings in mind, and can thus deliver payloads to remote locations that would otherwise be inaccessible. SPECIFICATIONS: Length: 33.3m Wingspan: 35m Height: 8.2m Empty Weight: 32.92 tonnes
  10. I built this Andromeda class SSTO the other week, the intended use being space station components, which are bulky but light. I tested it with a 2.5m Xenon powered ship as the heaviest plausible payload (18t), because if your lifter is NERV powered, why would you go back down to chemical ISP for the deep space part? But the gold standard for a mk3 SSTO is an orange tank (36T) , so it had to be done... A design like this lives or dies by it's lift/drag ratio, namely you must stay as close to prograde as possible to minimise drag from the cargo bay. Aerodynamically, it's
  11. Hello, I have a dumb question but I'm playing in the ps4 enhanced edition and looking to make a nice space plane. My problem is can't I find the Mk3 Cargo Bay on the tech tree. I looked it up but cant find it. Can someone verify that it is or is not there? I feel like I'm losing my mind.
  12. It can be tricky, when trying to attach something to the nodes inside a cargo bay, to get everything to line up properly, so it attaches to the node rather than the side of the cargo bay. When playing on PC you can hit a key that ensures the part you are adding will only attach to an open node. Is there a similar feature on the console (specifically PS4 for me) version?
  13. Greetings, Skunk Works lab was wondering if anyone remembers a Mod that allowed you to build a rover, and PACK it into a container to be un packed later? We are integrating Cargo bays, and wondering about this mod. I think it was available back in 1.0 or 1.2 Thanks
  14. I've been fooling around again with SXT, and built the 'AirWhale 350' (The 350 part is for how many m/s it takes to takeoff). It can store several trucks, rovers, crates, and even light planes (fitting two LF-1 Bears in folding wing mode). Top speed of roughly 400m/s, takes about 30 seconds to stop after applying brakes, and needs the full length of the runway to take off. https://photos.app.goo.gl/u01ThqGKQiWwyikg2 - The AirWhale under construction https://photos.app.goo.gl/zJwN94ZLr0z6524j2 - Moved to the runway https://photos.app.goo.gl/iLPeETvMYRdOHAfD2 - Engines start
  15. The Gyrfalcon is a heavy lifter designed to move Kerbals and cargo into LKO. Some experience is recommended when flying these rockets. https://drive.google.com/file/d/1iYfbFZ7IE8UJC_vOUXRl70oDiGrKiM9c/view
  16. My original plan was to create a cargo SSTO that could carry 4 large Mk2 bays worth of cargo, land at Mün, and return to Kerbin. This turned out to be a much bigger challenge than I though it would be! As the plane got bigger, it needed more engines, more fuel, then it couldn't land anymore, so needed more engines, more fuel, etc. So I tried going simpler with only 2 large Mk2 bays. Still took quite a bit of trial and error, but I finally did it. As a craft, it's a delicate balance of size, mass, fuel, cargo, and power. 76 tons, 3.5k - 4k ∆v after reaching LKO. How did
  17. Pytheas Class Explorer This is a fully function SSTO capable of a vertical take off and landing, and weighs a total of 558.445 tons. This is by far my largest successful SSTO, let alone VTOL Album Download
  18. So things are moving along nicely with the new model. I opened another thread for the new one, you can find it HERE. New update: THe original HLV was giving me all sorts of CoM trouble. I am working on a fix. In the meantime I made a new model. Available for download on Spacedock. The engines are not yet finished, but the RK-Z-146 Solo engine from contares fits perfectly, you might want to adjust the thrust in the CFG to 300Kn. CoM is spot on and horizontal landing is stable. Set you mav engines to 60% and you're on your way or use TCA. The cargo requires KIS.
  19. Eruptor SSTO: Trainer, Cargo, Passengers. The Eruptor SSTO is something I threw together in 5 minutes, and I expected it to make an amusing explosion. Instead, this was my best SSTO I've ever made. (That isn't saying much...) Stats:
  20. I'm trying to set up a comms network by throwing up some satellite in low Kerbin orbit. I've watched a couple of tutorials and built myself an SSTO with a cargo bay. I then built a satellite small enough to fit in the cargo bay, but I'm having no luck at all trying to get the satellite loaded into the bay. How is it done? I loaded up the SSTO then load/merged my satellite in there but I can't get it to attach to the rear or front of the cargo bay. I've tried couplers on the satellite and on the cargo bay but no luck. I tried using docking ports instead of a coupler but that too did not w
  21. After several days of testing, I've finally decided to release the C-17 as per request to build a STOCK cargo plane @rkarmark C-17 Globemaster III SPECS : (Data based on a 1 hour flight @ 6.6-7.5 km) 773 km/h - 480 mph - invalid (Got this number using math, but 480 mph translates into 214 m/s which I can only reach in a dive =/) 12.8 km/min 2,872 L (758 gallons) 0.633245383 mpg 3,292.87599 miles range w/ 20,000 liters of fuel (Estimated) Action groups; 3 - Flaps (having some difficulties with the direction of deployment) 5 - Toggle
  22. Are you tired of designing crafts that would fit in cargo bays? Need to haul them across Kerbin for some reason? Well, say hello to the Skyhook. Download from KerbalX: https://kerbalx.com/starleaf1/Skyhook * Rover not included Simply attach your cargo underneath the plane via anything that can decouple, slap some struts when necessary, and you're ready for take off. Features: Enough ground clearance to safely haul anything up to 2.75 meters tall. Four Wheesley engines, for taking off with heavier cargo. The wing design used in the Galactic Swallow. Capabl
  23. Extended cargo variant of the Czar Galactica MK 3, featuring a laundry list of improvements. Can now lift and deploy 180 tons to a 100km circular orbit and return to land safely at the KSC runway. https://kerbalx.com/NoobTool/Czar-Galactica-Mk-3-EX 5 x CRG-100 MK3 cargo bays, 1 x CRG-50, 1 x CRG-25. It can now take-off weighing 965 tons! My intention is to fly this thing to Laythe and deploy a sizable surface outpost. The plan is to deploy stationary surface assets via precision inverted air-drop and then have them land under parachutes. Preliminary flight tests
  24. This is my first post on the forums. Sorry if it's a little long, I recently built a craft that I just had to share and I didn't think a few sentences would do it justice. I set out to build a high capacity cargo SSTO spaceplane. Originally my design goals included 3 full length Mk3 cargo bays, with one being ramp loading. I encountered some design issues along the way (some technical, some aesthetic). I was forced to revise my previous plan. I decided to go with 4 full length Mk3 cargo bays. I give you the Czar Galactica Mk 3. 705 parts (including the mining module in the cargo
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