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Service Bays SUCK. We want cargo bays!


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When put under a rocket, the whole thing vibrates to oblivion. I fixed the clipping issue by translating the part outward a bit, now there's a visible gap between parts, but at least it doesn't break the rocket anymore. Finally, I Landed a small probe on EVE with the intention of collecting science, except when I opened the service bay, all of the equipment was missing; when I pressed F3, it looks like everything just randomly exploded during launch and I didn't even notice it.

I'm never using the stock service bays again until they're fixed. Also, we need size2 cargo bays, not service bays; these service bays and Mk2 bays are too small for probe launchers and the Mk3 parts are too big for this purpose. Size2 would be just right.

Edited by Xyphos
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I agree they're a little buggy, but stamping ones feet won't help matters. Try the mod that Malich suggested, or become familiar with the limitations of the stock bays. Kerbal Joint Re-enforcement helps me with my bays, and now I don't worry so much about putting mission critical hardware in the size 1&2 bays, so long as I don't cram too much.

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Bugs are bugs and should be fixed.

I still want cargo bay dividers. Simple relatively thin panels in the various cargo bay shapes. So often I find myself needing to split up a cargo bay and there are no good parts to do that.

Once such dividers are added, there's really no reason the service bays can't have open ends to permit more flexibility in designs.

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I just created a submarine that can fit into a 2.5 meter service bay this week, proving service bays can be used for payloads in addition to radial part shielding.

Use moar struts, if the 2.5 meter service bay starts glitching and breaking the craft (I encountered this today only on one (failed) spaceplane meant to carry the previously-mentioned submarine to orbit).

In addition, an interstage fairing with a structural part within to mount probes, is useful for longer probes or a cluster of small probes, and can bulge to allow wider probes to be packed.

Thus, we don't NEED non-spaceplane cargo bays, and there are definitely mods to give you what you want. If 6S service compartment tubes isn't outdated, it should (I assume) give you what you request.

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I disagree and agree.  Service bays do not suck, they are fine for rockets and atmospheric lander.  They suck for a 1.25m cargo bay though, we need one of those.

 

We also need to get rid of the crappy "cannot use RCS when stowed... on the outside of the service bay"

Edited by Alshain
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They should be tweakable type things. If they want a fixed size the same as the current ones, fine. Instead of the flakey opening doors, just have pull downs to set LFO/Mono/EC/etc and be done with it. We can then make service modules that won't shake craft apart.

Edited by tater
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The service bays are alright IMO. The only thing I would change if I could redo them would be the doors. They should slide left/right instead of opening and pushing everything away. Just like that one mod called "Six-something". Lemme find that one real quick.

EDIT: Ok, nevermind. They didn't slide open. Still would like to have that though. The mod was called 6S Service Compartment Tubes btw.

Edited by Veeltch
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The service bays we currently have at our disposal are fine, albeit a bit buggy (fixing these bugs should be higher priority than making more cargo bays), and fairings fit the niche that rocket profile cargo bays would give. I would surely enjoy cargo bays in KSP, but they aren't necessary in my opinion, and the developers have other priorities (like sprucing up the looks of rocket parts, as was previously done with spaceplanes, and as planned).

I did this with a service bay (screenshot below). Look at the picture in my signature, too, if you're not convinced the submarine payload can squeeze out.

3cP4MZo.png

Edited by LaytheDragon
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I was going to post that I hadn't had any issues with the service compartments...  but then I saw the post that said that KJR made them more usable, and I keep KJR installed all the time.  THAT'S the stock change I would like to see - make Kerbal Joint Reinforcement part of the core game.  There's no extra skill or fun to be found in 'okay, you designed a rocket, now cover it in struts to triple your part count and double your lag!'  Weird things should require struts...  stabilizing payloads in a cargo bay should require struts...  stitching 2.5 and 3.75m fuel tanks together or attaching them to properly sized decouplers should NOT a half dozen struts for each connection....  

As for the OP...  yes, cargo bays would be nice.  I've got a minimod released that just adds 3 cargo bays, and low profile docking ports to use with them...  I may add cargo bay bulkheads to it too, so you can cleanly begin and end them, but I'm trying to avoid scope creep and I sorta suspect that squad may be delivering stock cargo bays in 1.1?

Edited by artwhaley
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