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[0.90] Mk1 Cargo Bay


Roxette

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  • 1 month later...

I haven't tested this in a while, but I'm assuming that the cargo bay doesn't account for the new heat changes and that anything inside will probably burn up during re-entry? Anyone using this in the current version?

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  • 2 months later...
  • 2 weeks later...

This is really a great mod! After including the patches shown in this thread (texture and cfg) I've even created two bigger versions (2.5m and 3.75m) using a MM config (for those interested in it):

+PART[RxMk1CargoBayS]
{
@name = RxMk1CargoBayM
@rescaleFactor = 0.83
@entryCost = 5000
@cost = 1380
@title = Mk1 Large Cargo Bay (2.5m)
@description = A bigger version of the Mk1CargoBay for larger cargos. Kerbals on command seats can also be carried in here, but survivability is not guaranteed. Read the disclaimer on your ticket.
@mass = 0.44
}

+PART[RxMk1CargoBayS]
{
@name = RxMk1CargoBayL
@rescaleFactor = 1.245
@entryCost = 7500
@cost = 2070
@title = Mk1 Larger Cargo Bay (3.75m)
@description = An even larger version of the Mk1CargoBay for gigantic cargos. Kerbals on command seats can also be carried in here, but survivability is not guaranteed. Read the disclaimer on your ticket.
@mass = 0.66
}

I have two questions, though:

  • Is it compatible with 1.0.x heating (I mean, does it insulate things inside it)?
  • If not, how do I add it using MM?

Edited by jlcarneiro
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This is really a great mod! After including the patches shown in this thread (texture and cfg) I've even created two bigger versions (2.5m and 3.75m) using a MM config (for those interested in it):

+PART[RxMk1CargoBayS]
{
@name = RxMk1CargoBayM
@rescaleFactor = 0.83
@entryCost = 5000
@cost = 1380
@title = Mk1 Large Cargo Bay (2.5m)
@description = A bigger version of the Mk1CargoBay for larger cargos. Kerbals on command seats can also be carried in here, but survivability is not guaranteed. Read the disclaimer on your ticket.
@mass = 0.44
}

+PART[RxMk1CargoBayS]
{
@name = RxMk1CargoBayL
@rescaleFactor = 1.245
@entryCost = 7500
@cost = 2070
@title = Mk1 Larger Cargo Bay (3.75m)
@description = An even larger version of the Mk1CargoBay for gigantic cargos. Kerbals on command seats can also be carried in here, but survivability is not guaranteed. Read the disclaimer on your ticket.
@mass = 0.66
}

I have two questions, though:

  • Is it compatible with 1.0.x heating (I mean, does it insulate things inside it)?
  • If not, how do I add it using MM?

I would say no it's not it's missing a DRAG_CUBE so you would have to add something like

MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 1
closedPosition = 1
lookupRadius = 1

nodeOuterForeID = top
nodeOuterAftID = bottom
nodeInnerForeID = top1
nodeInnerAftID = bottom1
}

and make a craft and then look at the craft file ksp will make a drag_cube for it, It will look something like

DRAG_CUBE
{
A = A, 2.811507,0.4203178,1.323529, 2.811507,0.4207772,1.323529, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 4.694843,0.9348387,1.386667, 4.694939,0.9358073,1.54, 0,0.0001237392,0, 2.5,1.875248,1.5
B = B, 3.507514,0.5657873,2.022242, 3.522568,0.5698409,2.088006, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 7.503718,0.8164085,1.929913, 7.503718,0.8079262,2.098116, 8.34465E-07,0.0001237392,-0.2787331, 3.992453,1.875248,2.057467
}

and you might look at this thread for more sizes to get a more up to date ones http://forum.kerbalspaceprogram.com/threads/129771-1-0-4-Talisar-Parts-v1-0-0

Hope it helps.

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Thanks! And what happens when a part misses a drag cube? Does it get more or less draggy?

What about heat?

It shouldn't over heat it looks like it's set alittle high but that just comparing it to VenStockRevamp cargo bay and in 1.04 in just stock there isn't much set that high but maybe some engine if, I remember right here is the cfg from van's you can match them up and see the mass of van's is set way lower not sure there

PART
{
// --- general parameters ---
name = MK1Cargobay
module = Part
author = Ven

// --- asset parameters ---
MODEL {
model = VenStockRevamp/Squad/Parts/Mk1/MK1Cargo
scale = 1.25, 1.65, 1.25
}
scale = 1
rescaleFactor = 1

// --- node definitions ---
node_stack_top = 0.0, 1.056, 0.0, 0.0, -1.0, 0.0
node_stack_top1 = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.056, 0.0, 0.0, 1.0, 0.0
node_stack_bottom1 = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0

// --- editor parameters ---
TechRequired = aerodynamics
entryCost = 8400
cost = 800
category = Utility
subcategory = 0
title = MK1 Cargo Bay
manufacturer = C7 Aerospace.
description = This recently developed cargo bay is as small and compact as they come, with just enough space to store a small probe or some science equipment.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.09
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 20
breakingForce = 50
breakingTorque = 50
maxTemp = 2000
fuelCrossFeed = True
bulkheadProfiles = size1

DRAG_CUBE
{
A = A, 2.811507,0.4203178,1.323529, 2.811507,0.4207772,1.323529, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 4.694843,0.9348387,1.386667, 4.694939,0.9358073,1.54, 0,0.0001237392,0, 2.5,1.875248,1.5
B = B, 3.507514,0.5657873,2.022242, 3.522568,0.5698409,2.088006, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 7.503718,0.8164085,1.929913, 7.503718,0.8079262,2.098116, 8.34465E-07,0.0001237392,-0.2787331, 3.992453,1.875248,2.057467
}

MODULE {
name = ModuleAnimateGeneric
animationName = Mk1CargoBay
startEventGUIName = Close
endEventGUIName = Open
actionGUIName = Toggle Bay Doors
}

MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 1
closedPosition = 1
lookupRadius = 1

nodeOuterForeID = top
nodeOuterAftID = bottom
nodeInnerForeID = top1
nodeInnerAftID = bottom1
}
}

EDIT- And forgot just looking at your patch and the cfg you might add

bulkheadProfiles = size1
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Here's a hotfix patch that adds cargo bay functionality (and suitable thermal properties to match), a drag cube, bulkheadProfiles, rebalances cost and mass (taking cues from the Mk1 Structural Fuselage and Mk2 Cargo Bays), and fixes a potential scaling bug and editor issue.


@PART[RxMk1CargoBayS]
{
@MODEL
{
@scale = 0.415,0.415,0.415
}

//non-unity rescaleFactor and MODEL node are bad together.

@rescaleFactor = 1.0

//Delete old nodes, because they're in a bad order.

-node_stack_top = 0.00, 1.00, 0.00, 0.0, 1.0, 0.0, 1
-node_stack_bottom = 0.00, -1.00, 0.00, 0.0, -1.0, 0.0, 1
-node_stack_top2 = 0.00, 1.00, 0.00, 0.0, 1.0, 0.0, 1
-node_stack_bottom2 = 0.00, -1.00, 0.00, 0.0, -1.0, 0.0, 1

//Recreate nodes with proper order, also fixed orientation and placement.

node_stack_top2 = 0.00, 0.415, 0.00, 0.0, -1.0, 0.0, 1
node_stack_bottom2 = 0.00, -0.415, 0.00, 0.0, 1.0, 0.0, 1
node_stack_top = 0.00, 0.415, 0.00, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.00, -0.415, 0.00, 0.0, -1.0, 0.0, 1

@cost = 120
@mass = 0.06
@maxTemp = 2500
emissiveConstant = 0.8
bulkheadProfiles = size1

MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 0
closedPosition = 0
lookupRadius = 0.75

nodeOuterForeID = top
nodeOuterAftID = bottom
nodeInnerForeID = top2
nodeInnerAftID = bottom2
}

DRAG_CUBE
{
cube = A, 0.7444212,0.8263996,1.459952, 0.7444212,0.828816,1.459952, 1.204358,0.9641193,0.3476525, 1.204358,0.9643371,0.3476525, 1.032212,0.7807406,0.666373, 1.032212,0.795269,0.9606156, -5.960464E-08,5.960464E-08,0.1725606, 1.616038,0.83083,0.9034097
cube = B, 1.030198,0.7788126,0.6703005, 1.030198,0.7788299,0.6703005, 1.204358,0.9653471,0.1293591, 1.204358,0.9654011,0.1293591, 1.027758,0.7843806,0.6608337, 1.027758,0.7850918,0.6551855, 0,5.960464E-08,0.004126191, 1.248531,0.83083,1.240278
}

}

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So, uh, if one were to want to install & use this... what hoops do we need to go through to get a minimally bugged version?

  1. Download and install Mk1CargoBay from the download in the OP.
  2. Download and install Module Manager. (If you've got any mods at all, you almost certainly have this already.)
  3. Copy the code from my post above into a .cfg file in your GameData folder.

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  1. Download and install Mk1CargoBay from the download in the OP.
  2. Download and install Module Manager. (If you've got any mods at all, you almost certainly have this already.)
  3. Copy the code from my post above into a .cfg file in your GameData folder.

I'd also suggest this texture...

http://forum.kerbalspaceprogram.com/threads/116052-0-90-Mk1-Cargo-Bay?p=1957046&viewfull=1#post1957046

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  • 2 weeks later...
Hey, thanks :)

Is there any reason (presumably licencing?) these changes can't be integrated into the mod itself?

No, just laziness. :wink:

It would not be hard to package it up into a single download -- I might do that after 1.0.5 hits and I've made any changes that need to be made. (And make the texture into a DDS.)

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  • 2 weeks later...

I don't think any changes need to be made, but the nodes should probably be adjusted (in particular, the interior nodes should be moved towards each other) to match stock cargo bays, and I'll make another check on the thermal and mass properties. I'll see about fixing those and putting together a proper all-in-one release one of these days.

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[quote name='JewelShisen']Could you also add a 0.675m one?[/QUOTE]

That would be awesome!

Try this:
[CODE]+PART[RxMk1CargoBayS]
{
@name = RxMk1CargoBayT
@rescaleFactor = 0.2075
@entryCost = 3000
@cost = 550
@title = Mk1 Tiny Cargo Bay (0.675m)
@description = A smaller version of the Mk1CargoBay for tiny cargos. Kerbals are not allowed inside it. Read the disclaimer on your ticket.
@mass = 0.15
}[/CODE] Edited by jlcarneiro
Suggested MM patch
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[quote name='jlcarneiro']That would be awesome!

Try this:
[CODE]+PART[RxMk1CargoBayS]
{
@name = RxMk1CargoBayT
@rescaleFactor = 0.2075
@entryCost = 3000
@cost = 550
@title = Mk1 Tiny Cargo Bay (0.675m)
@description = A smaller version of the Mk1CargoBay for tiny cargos. Kerbals are not allowed inside it. Read the disclaimer on your ticket.
@mass = 0.15
}[/CODE][/QUOTE]

I wouldn't use rescaleFactor if I were you -- there's a stock bug where root parts with MODEL nodes and a rescaleFactor that isn't 1 will sometimes load with the wrong size on vessel loading. This could be Very Bad for cargo bays. (That's why I made [B][URL="http://forum.kerbalspaceprogram.com/threads/116052-0-90-Mk1-Cargo-Bay?p=2250698&viewfull=1#post2250698"]my patch[/URL][/B] the way I did.)
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[quote name='Kerbas_ad_astra']I wouldn't use rescaleFactor if I were you -- there's a stock bug where root parts with MODEL nodes and a rescaleFactor that isn't 1 will sometimes load with the wrong size on vessel loading. This could be Very Bad for cargo bays. (That's why I made [B][URL="http://forum.kerbalspaceprogram.com/threads/116052-0-90-Mk1-Cargo-Bay?p=2250698&viewfull=1#post2250698"]my patch[/URL][/B] the way I did.)[/QUOTE]

Ops! Didn't know that, thanks for the heads up! Fortunately, I'd already implemented you fix.

I have two questions, tough:

First, I've found another fix (can't remember its origin), should it be applied along with yours or was it replaced?
[CODE]@PART[RxMk1CargoBay*]{
@mass = 0.1
@node_stack_top = 0.00, 0.98, 0.00, 0.0, -1.0, 0.0, 0
@node_stack_top2 = 0.00, 1.00, 0.00, 0.0, 1.0, 0.0, 1
@node_stack_bottom = 0.00, -0.98, 0.00, 0.0, 1.0, 0.0, 0
@node_stack_bottom2 = 0.00, -1.00, 0.00, 0.0, -1.0, 0.0, 1

@heatConductivity = 0.04
@thermalMassModifier = 5.0
@emissiveConstant = 0.95
}[/CODE]

Second, if I use the :FINAL clause I can garantee a patch will be applied last? I intend to create the .625m size already with your fix implemented. As I understand, my new size patch should become something like that:
[CODE]+PART[RxMk1CargoBayS]:FINAL
{
@name = RxMk1CargoBayT
//non-unity rescaleFactor and MODEL node are bad together.
@rescaleFactor = 1.0
@MODEL
{
@scale = 0.2075,0.2075,0.2075
}
@entryCost = 3000
@cost = 550
@title = Mk1 Tiny Cargo Bay (0.625m)
@description = A smaller version of the Mk1CargoBay for tiny cargos. Kerbals are not allowed inside it. Read the disclaimer on your ticket.
@mass = 0.15
}[/CODE] Edited by jlcarneiro
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[quote name='Kerbas_ad_astra']I wouldn't use rescaleFactor if I were you -- there's a stock bug where root parts with MODEL nodes and a rescaleFactor that isn't 1 will sometimes load with the wrong size on vessel loading. This could be Very Bad for cargo bays. (That's why I made [B][URL="http://forum.kerbalspaceprogram.com/threads/116052-0-90-Mk1-Cargo-Bay?p=2250698&viewfull=1#post2250698"]my patch[/URL][/B] the way I did.)[/QUOTE]

Hi, Kerbas_ad_astra (or any other kind soul)!

I've used your suggestion and the tiny cargo bay is correctly dimensioned. But both nodes are not correctly located, they are a bit distant from the cargo bay itself.

[CODE]+PART[RxMk1CargoBayS]:FINAL
{
@name = RxMk1CargoBayT
//non-unity rescaleFactor and MODEL node are bad together.
@rescaleFactor = 1.0
@MODEL
{
@scale = 0.2075,0.2075,0.2075
}
@entryCost = 3000
@cost = 550
@title = Mk1 Tiny Cargo Bay (0.625m)
@description = A smaller version of the Mk1CargoBay for tiny cargos. Kerbals are not allowed inside it. Read the disclaimer on your ticket.
@mass = 0.15
}[/CODE]

How can I fix that? Edited by jlcarneiro
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[quote name='jlcarneiro']Hi, Kerbas_ad_astra (or any other kind soul)!

I've used your suggestion and the tiny cargo bay is correctly dimensioned. But both nodes are not correctly located, they are a bit distant from the cargo bay itself.

[CODE]+PART[RxMk1CargoBayS]:FINAL
{
@name = RxMk1CargoBayT
//non-unity rescaleFactor and MODEL node are bad together.
@rescaleFactor = 1.0
@MODEL
{
@scale = 0.2075,0.2075,0.2075
}
@entryCost = 3000
@cost = 550
@title = Mk1 Tiny Cargo Bay (0.625m)
@description = A smaller version of the Mk1CargoBay for tiny cargos. Kerbals are not allowed inside it. Read the disclaimer on your ticket.
@mass = 0.15
}[/CODE]

How can I fix that?[/QUOTE]

You will need to manually scale the node sizes as well (adjusting rescaleFactor will do this automatically, but that's not an option for us). I.e. reduce their y-positions by half.
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