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  1. DaMichel's CargoBays (DCB) A payload parts add-on that adds round stock-a-like cargo-bays of various stack sizes and lengths with fold-flat door design. By zer0Kerbal, originally by DaMichel, and then by Bezzier adopted with express permission and brought to you by KerbSimpleCo CargoBays: 1.25m, 1.875m. 2.5m, 3.75m and 5m diameters, relatively stock-like. Comes in three heights for efficiency. Fits well to KWRocketry and B9 parts. The doors are designed to require less room for opening than a standard design made of a single door piece. Contains fifteen (15) stock-a-like stack cargo bays three (3) round stack sizes in five sizes with fold-flat (accordion) doors 1.25m diameter 0.5m, 1m, and 2m long 1.875m diameter 0.75m, 1.5m, and 3m long 2.5m diameter 1m, 2m, and 4m long 3.75m diameter 1.5m, 3m, and 6m long 5m diameter 2m, 4m, and 8m long View full album See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 DaMichel Ltd (DM/L) Suggests DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DMF) DaMichel's SphericalTanks (DST) On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Supports Either 3 Module Manager Module Manager /L GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Firespitter Core (FSAnimate) Tags parts red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks DaMichel for creating this glorious parts addon! Bezzier for the picking up where DaMichel left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  2. Hangar - store your vessels until they are needed Support me On Patreon! Introduction Hangars are parts that can store whole ships inside. Stored ships are not docked but unloaded, which reduces part count considerably, improving framerate and memory footprint while allowing to carry out missions of great complexity. Aside from the hangars themselves the mod provides a set of utility parts that help in various usage scenarios. To further reduce part count, most parts (including hangars) have multiple integrated modules and resources that are balanced and often eliminate the need to add such things as batteries, lights, generators, probe cores and reaction wheels. Features Many different types of hangars for any application Most hangars may be rescaled to the needed size and proportions via tweakables Ships could be stored in hangars at construction time Crew and resources can be transferred between a ship with a hangar and stored ships Ground hangars have anchors for comfort use on low-gravity worlds An asteroid can also be stored in a hangar. If it fits, of course. And vice versa: a hangar can be made inside and asteroid! In addition, many utility parts are provided to help in various usage scenarios. For more information read: Documentation (partially outdated) ChangeLog Downloads and Installation Delete the old version of the mod before installing the new one. You may keep the config.xml to save positions of GUI windows. Before any upgrade I recommend you to backup your saves. Releases are available at: Spacedock is the main download page CKAN is now officially supported GitHub (including beta pre-releases, all releases and source code) Before using a hangar, study the list of modules that are integrated into it (RMB on part's icon). Many of the hangars have plenty of modules (like batteries, command modules, fuel tanks, etc.) to reduce part count. Don't worry, all is balanced by weight and cost, no cheating. Known Issues GUI: Dropdown lists show vertical scrollbars when there are too many items. But due to the implemented click-through prevention mechanism the scrollbars cannot be moved by mouse cursor; use mouse wheel instead. And curse Unity3D for the poor GUI API. Rovers: Rovers stored in editor have somewhat smaller dimensions due to inactive suspension of the wheels. So if you pack several rovers tightly into a hangar, and than launch one of them, the launched rover sometimes cannot be stored again into that same hangar with the "No room ..." message. Again: it's no bug, calculations are performed correctly, the rover's just got bigger. Mod Conflicts: none at the moment. Other: Removing Hangar in career mode sometimes corrupts the savegame (the user cannot enter VAB/SPH and so on). To fix such savegame see the HOWTO. Requirements Hangar uses KSPAPIExtensions by swamp_ig. This plugin is bundled with the Hangar. The ModuleManager is required. Recommended mods Extraplanetary Launchpads: big ground hangars are not suitable as parts for vessel construction and are too heavy to launch anyway. So the only meaningful way to use them is to build them on site. Throttle Controlled Avionics: if you're planning to build VTOLs and hovercrafts with spaceplane hangars, this mod (which I currently maintain) will help greatly as it ads automatic thrust balancing and altitude control. Editor Extensions: invaluable for vessel design. Even considering 0.90 editor improvements. Supported mods Hangar supports KSP Addon Version Checker. And some functionality and parts are added if the following mods are installed: TAC Life Support v0.10.+ adds life support resources and systems to inhabitable hangars, RemoteTech adds RT antennas and SPUs to controllable hangars, AntennaRange adds limited data transmitters to all hangars with integrated probe cores (thanks to [Kerbas-ad-astra](https://github.com/Kerbas-ad-astra)), Deadly Reentry adds Ablative Shielding resource to the Heatshields, Extraplanetary Launchpads adds a new Heavy Recycler model that fits the style of hangars. MKS/OKS adds the Substrate Mixer -- a converter that allows to turn useless Silicates and Waste into a useful Substrate resource. Unsupported Mods Asteroid Recycling Technologies is not compatible with the Asteroid Hangars framework. Both mods can be installed at the same time, but you cannot use the same asteroid both as a hangar and by ART machinery. Acknowledgements First of, I want to thank my beloved wife for her support, understanding and help. This work takes much time... I also want to thank: Taniwha for inspiration and advice. DragonEG for helping me to fix the friction problem. Kerbas-ad-astra for making AntennaRange adaptation. Thorbane for making Switchable Tank Type configs for support of USI (MKS/OKS, FFT, Karbonite, Karbonite+) and initial support of KSPI to Switchable Tanks. A record that I used to create propeller sound effect was obtained at Sound Jay. My patrons on Patreon. Thank you for your support! Kevin Casey Bob Palmer Ryan Rasmussen Matthew Zaleski Bart Blommaerts eL.Dude Layne Benofsky Igor Zavoychinskiy Issarlk Meiyo BP Jenna Mitchell Squiddy Ted Achenbach SCESW Patrice Hédé Steve Victory And here are the mods which sources provided me with an understanding of how KSP API works. And with working solutions in some cases. In no particular order: Extraplanetary Launchpads Kerbal Attach System Procedural Fairings MechJeb2 Kethane Fusebox CrewManifest TweakScale Kerbal Alarm Clock RealChutes RemoteTech ProceduralParts RCS Sounds Source code is licensed under the MIT License. Models, Textures, Sounds and other assets are licensed under the Creative Commons Attribution 4.0 International License, until stated otherwise.
  3. Mk 1 Cargo Bay Updated A small set of inline open-ended cargo bays, up-to-date for Kerbal Space Program 1.x. Parts There are two parts, in the size 0 (0.625 m) and 1 (1.25 m) form factors. Download and install GitHub CurseForge From there, just unzip the "Mk1CargoBay" folder into your GameData directory. Be sure to delete the old Mk1CargoBay if it's still around -- otherwise, the old PNG texture might stick around and cause trouble. Known and anticipated issues None at this time. Please let me know if you find any! Version history and changelog 2015 12 12 (1.1): "Initial" release. Fixes include: DDS texture Fixed scaling to avoid stock MODEL/rescaleFactor bug Drag cubes ModuleCargoBay for shielding contents Size 0 (0.625m) bay added 02016 10 29 (1.2): Tag-team Tags added. Updated to use new "Payload" category -- so this and later releases are no longer compatible with KSP 1.0.x or 1.1.x. .version file added. 02017 06 10 (1.3): Export Licensing Updated to support KSP 1.3's localization system. 02021 09 06 (1.4): We CAN Build It! Updated to support KSP 1.11's Construction system. Roadmap End of the road, thanks for letting these parts into your builds! I hope they've been useful for making smaller rockets just a little bit cleaner. Credits Thanks to Talisar for the models (caretaker releases by taniwha over here and on GitHub), Roxette for the initial release, jlcarneiro for suggesting the Mk0 bay, and Master39 for the revised texture (I went back to the original interior rather than the gold/orange stuff, but the outside color looks much better). License (This release of) Mk 1 Cargo Bay is copyright 2015 Kerbas_ad_astra. Part configuration files, Module Manager patches, models, and textures are released under the CC-BY-SA 3.0 license (or any later version).
  4. Greetings for whoever saw this page.for mod creators: would a little mod that add the feature"whenever you click the cargo bay opening button,the degree of opening will correspond with the level ground where ever you are" be great? this is an request, if anyone interesting with this please let me know,I will support you every way I can.
  5. KSP's aerodynamic shielding is wonky. You can hide parts from airflow and flames with cargo bays only - and it doesn't work all the times. Sometimes you don't even know it till spaceplane starts to drag extremely because of tiny robo arm in the bay. And FAR is not an option for everyone. TLDR - can someone please make a plugin that shows and changes part's Shielded status forcefully, by pressing a button in PAW? It may sound cheaty, but stock actually punishes you for having equipment clipped in hollow stuff. So, it's not more cheaty then toggleable autostruts.
  6. SPARROW HT-101 and LT-101 Custom Cargo Lift DropshipCustom cargo lift. use L and J to control lift and drop.Use I and K to control VTOL tilt4 standard rotors controlled by main throttleAG 10/0: Controls Panther Engines.AG 5: Toggle R.A.P.I.E.R EnginesAG 9: Switch Mode Panther EnginesAlso Bonus: comes with a free emergency rover tucked underneath top cargo bayHT- 30.34m / cargo lift (HEAVY) KERBALX: https://kerbalx.com/InterstellarKev/SPARROW-HT-101-VTOL-CUSTOM-CARGO-LIFTSTEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2051297280LT- 22.84m / cargo lift (LIGHT) KERBALX: https://kerbalx.com/InterstellarKev/SPARROW-LT-101-VTOL-CUSTOM-CARGO-LIFTSTEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2051302109
  7. Hello all To be more Specific: A Cargo Bay that doesnt look Airplane-Alike I just want a Cargo bay that can be opened and Closed and is ROUND like a Rocket is. (game version 1.05) Is there any mod that has one ? thanks in advance
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