benjee10

[1.2] Mk-X Spaceplane Parts for KSP 1.2 (1.875m X-37B)

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Mk-X Spaceplane Parts v1.0

(for KSP 1.2)
(and none of the other versions of KSP don't ask for 1.1.3 support or I will riot)

I don't really have time to manage any larger mods right now, so I've created this very small (4 parts!) mod pack that emulates the X-37b spaceplane in a very simplistic way. 

The parts are 1.875m wide and the cargo bay has space for 1.25m probes/payloads. 

Still needs some balance so all feedback welcome!

Planned parts are winglets, adapters, an engine mount and possibly a dedicated engine and some crewed parts!

SCREENSHOTS

IzeBggR.png

It goes into space!

N38kS85.png

It deploys satellites!

aK9eVlc.png

It re-enters!

4KCeyxC.png

It lands on the ground!

Includes four parts currently: drone core, RCS slice, cargo bay (in 1.2 only) (2 are stacked together here to make the X-37b) and an LFO tank. The integrated RCS currently only covers roll and pitch so you will need a few additional thrusters to fully balance it for docking.

DOWNLOAD IT FROM THE GITHUB
(I've never used GitHub before so tell me if I've done anything wrong)

(please tell me)
(don't let me suffer in silence)

The cargo bay doesn't show up in 1.1.3 and I have no desire to add support for it so stop asking

Edited by benjee10

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6 minutes ago, Tristonwilson12 said:

Right off the bat

  • I want a Solar panel the resembles the one on X-37b
  • I want wings
  • I want built in RCS
  • I want built in landing gear
  • I want an atlas v
  • and I want everything done my way

I mean... I know youre joking (I hope anyway)... but out of those, I would probably appreciate a full RCS suite built in to the nose and tail everything else I could cobble together with parts of other mods probably...

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Neat! Thanks, I' gonna check it out as soon as KSP 1.2 is finally out.

One thing, the installation process would be easier to get if the "Benjee10_X-37B" folder would be contained into a dummy "GameData" folder. Just like most of the Mods do as well. For what I've seen it's a sort of a standard and it makes really easy to grab mods and drop them in the right place without having to read any instruction.

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One little thing that would go a long way: a diagram of the MkX cross-section with labeled dimensions, to let other folks make compatible parts.

Also, if you settle on a bulkheadProfile for your parts (e.g. "mkx"?) I can add a nice icon to Filter Extensions!

(Parts that I would very much like to see made, in rough order of interest: an adapter to round 1.875m [and maybe one for 2.5m as well], a tail ramp, and a ventral-opening "bomb bay".  A DynaSoar or MiG-105-like cockpit and crew module would be cool in the distant future.)

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6 hours ago, Teobald said:

By some reason I can't find the cargo bay part... :(

Try this I changed ( category = Utility)  and cap the X in the name  name = X-37_cargoBay

PART
{
	name = X-37_cargoBay
	module = Part
	author = Benjee10

	TechRequired = highAltitudeFlight
	entryCost = 18500
	cost = 750
	category = Utility
	subcategory = 0
	title = Mk-X Cargo Bay
	manufacturer = Black Projects Division
	description = Ideal for carrying small payloads into orbit or on short suborbital hops when combined with the rest of the Mk-X system. Alternatively makes a great sandwich container. 

	attachRules = 1,0,1,1,0
	mass = 0.3
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.3
	angularDrag = 1
	crashTolerance = 50
	breakingForce = 50
	breakingTorque = 50
	maxTemp = 2500 // = 3000
	emissiveConstant = 0.8
	fuelCrossFeed = True
	bulkheadProfiles = 
	tags = x-37b cargo spaceplane 

	MODEL
	{
		model = Benjee10_X-37B/Parts/X-37_cargoBay
	}
	rescaleFactor = 1

	NODE
	{
		name = top
		transform = node2
		size = 1.5
	}
	NODE
	{
		name = bottom
		transform = node1
		size = 1.5
	}
	NODE
	{
		name = cargoBay1
		transform = bayNode2
		size = 1
	}
	NODE
	{
		name = cargoBay2
		transform = bayNode1
		size = 1
	}

	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = Deploy
		startEventGUIName = Close
		endEventGUIName = Open
		actionGUIName = Toggle Bay Doors
		allowDeployLimit = true
		revClampDirection = false
		revClampSpeed = true	
		revClampPercent = true			
	}

	MODULE
	{
		name = ModuleCargoBay
		DeployModuleIndex = 0
		closedPosition = 1
		lookupRadius = 1.5
		
		nodeOuterForeID = top
		nodeOuterAftID = bottom
		nodeInnerForeID = cargoBay1
		nodeInnerAftID = cargoBay2
	}

	MODULE
	{
		name = ModuleLiftingSurface
		useInternalDragModel = False
		deflectionLiftCoeff = 0.35
		dragAtMaxAoA = 0.15
		dragAtMinAoA = 0.1
	}
}

 

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14 hours ago, MeCripp said:

Try this I changed ( category = Utility)  and cap the X in the name  name = X-37_cargoBay


PART
{
	name = X-37_cargoBay
	module = Part
	author = Benjee10

	TechRequired = highAltitudeFlight
	entryCost = 18500
	cost = 750
	category = Utility
	subcategory = 0
	title = Mk-X Cargo Bay
	manufacturer = Black Projects Division
	description = Ideal for carrying small payloads into orbit or on short suborbital hops when combined with the rest of the Mk-X system. Alternatively makes a great sandwich container. 

	attachRules = 1,0,1,1,0
	mass = 0.3
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.3
	angularDrag = 1
	crashTolerance = 50
	breakingForce = 50
	breakingTorque = 50
	maxTemp = 2500 // = 3000
	emissiveConstant = 0.8
	fuelCrossFeed = True
	bulkheadProfiles = 
	tags = x-37b cargo spaceplane 

	MODEL
	{
		model = Benjee10_X-37B/Parts/X-37_cargoBay
	}
	rescaleFactor = 1

	NODE
	{
		name = top
		transform = node2
		size = 1.5
	}
	NODE
	{
		name = bottom
		transform = node1
		size = 1.5
	}
	NODE
	{
		name = cargoBay1
		transform = bayNode2
		size = 1
	}
	NODE
	{
		name = cargoBay2
		transform = bayNode1
		size = 1
	}

	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = Deploy
		startEventGUIName = Close
		endEventGUIName = Open
		actionGUIName = Toggle Bay Doors
		allowDeployLimit = true
		revClampDirection = false
		revClampSpeed = true	
		revClampPercent = true			
	}

	MODULE
	{
		name = ModuleCargoBay
		DeployModuleIndex = 0
		closedPosition = 1
		lookupRadius = 1.5
		
		nodeOuterForeID = top
		nodeOuterAftID = bottom
		nodeInnerForeID = cargoBay1
		nodeInnerAftID = cargoBay2
	}

	MODULE
	{
		name = ModuleLiftingSurface
		useInternalDragModel = False
		deflectionLiftCoeff = 0.35
		dragAtMaxAoA = 0.15
		dragAtMinAoA = 0.1
	}
}

Awesome! Thank you so much! :D

 

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Am I the only one not seeing the cargo bay in the parts?

Also could you add a tab in the cross section profile?

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9 hours ago, Fonz said:

Am I the only one not seeing the cargo bay in the parts?

Also could you add a tab in the cross section profile?

Did you read any of the post on this page ? Like the two right before yours ?

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6 minutes ago, Turtles4Life said:

Loading gets stuck on the cargobay

3 post up try and copy that cfg of the one you have for the cargobay and try again

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On 04/10/2016 at 8:17 PM, Teobald said:

By some reason I can't find the cargo bay part... :(

 

12 hours ago, Fonz said:

Am I the only one not seeing the cargo bay in the parts?

Also could you add a tab in the cross section profile?

 

20 minutes ago, Turtles4Life said:

Loading gets stuck on the cargobay

Are you guys using version 1.2 or 1.1.3? Because the Cargo Bay part is in one of the new categories added in 1.2 so won't show up in previous versions. 
This mod is compatible with KSP 1.2 only!

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1 minute ago, benjee10 said:

 

 

Are you guys using version 1.2 or 1.1.3? Because the Cargo Bay part is in one of the new categories added in 1.2 so won't show up in previous versions. 
This mod is compatible with KSP 1.2 only!

1.1.3, im waiting for the full version of 1.2 to come out :P

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