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Help with nose door


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The video explains it:

Craft file: https://kerbalx.com/Scientia1423/NOSE-DOOR

I need help with a nose door that will not open properly. If I could get help from the community maybe they'll help me make the nose door so I can release to the public for everyone to have (as an extra detail to their cargo planes). If anyone is available to help please do, whether improving on my one or making their own.

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Neat!

Looking at your procedure for securing the docking 'latches' first of all... how are you powering the door, just on reaction torque? Assuming so, what happens if you open and hold at 90 degrees, then set one of the 'cargo bay' docking ports to target before closing?

Edited by The_Rocketeer
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I haven't had the time yet to look at the craft file, but from looking at the video it looks like the docking ports are not lining up correctly. With this kind of construction the ports should already be connected before you trigger the decoupler.

On the other hand... it appears there is some kind of bug with the small docking ports. I test build a craft with probe core, tank, decoupler, tank and small ports on either side (2 on each tank lining up precisely). The ports are connected on launch, but when I stage the decoupler, the docking ports undock for some reason and won't attach unless you move away and redock (the latter is part of the regular game mechanic).

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51 minutes ago, ShadowZone said:

I haven't had the time yet to look at the craft file, but from looking at the video it looks like the docking ports are not lining up correctly. With this kind of construction the ports should already be connected before you trigger the decoupler.

On the other hand... it appears there is some kind of bug with the small docking ports. I test build a craft with probe core, tank, decoupler, tank and small ports on either side (2 on each tank lining up precisely). The ports are connected on launch, but when I stage the decoupler, the docking ports undock for some reason and won't attach unless you move away and redock (the latter is part of the regular game mechanic).

Ah, that makes sense, the ports are lined up together and docked the seperate. I thought it wasn't a bug though..

Thanks for the support @Deddly.

9 hours ago, The_Rocketeer said:

Neat!

Looking at your procedure for securing the docking 'latches' first of all... how are you powering the door, just on reaction torque? Assuming so, what happens if you open and hold at 90 degrees, then set one of the 'cargo bay' docking ports to target before closing?

Setting it at 90 degrees will not work for some reason, because the cockpit is way too heavy. I'm trying to create a resting point for the cockpit to *rest* on because any further than 120 degrees and the door will become it's own cargo:D

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Before you go this way: As the cabin is not node-connected to the cargo bay, it will be aerodynamic nightmare, the game treating the cargo bay as entirely not occluded, Also, none of the joints you create can equal in strength with MK3 node joint. It will be rigidity nightmare.

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nosedoor_zpszocef4hm.jpg

I know it's not much, but here's an idea: Use landing gear as actuators. I installed i-beams in the cargo bay as guides, but it's still a very touchy mechanism even with them.

Best,
-Slashy

*edit* I got it to work reliably after some tinkering. Here's the craft file:

http://wikisend.com/download/689560/NOSEDOOR2.craft

After you separate the halves, press 1 to extend/ retract the cockpit. It should dock upon closing.

 

Edited by GoSlash27
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@Sharpy is right, with this construction the cargo bay and its contents will not be shielded from drag.  As far as the game is concerned, it all might as well be in the open air.

This is not necessarily a problem.  You will need more power, maybe more fuel, and you won't be winning any efficiency challenges.  But so what?

You can also use airbrakes as actuators.

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10 hours ago, GoSlash27 said:

nosedoor_zpszocef4hm.jpg

I know it's not much, but here's an idea: Use landing gear as actuators. I installed i-beams in the cargo bay as guides, but it's still a very touchy mechanism even with them.

Best,
-Slashy

*edit* I got it to work reliably after some tinkering. Here's the craft file:

http://wikisend.com/download/689560/NOSEDOOR2.craft

After you separate the halves, press 1 to extend/ retract the cockpit. It should dock upon closing.

 

Thanks! I'll have a look at it when I get to It.

7 hours ago, fourfa said:

@Sharpy is right, with this construction the cargo bay and its contents will not be shielded from drag.  As far as the game is concerned, it all might as well be in the open air.

This is not necessarily a problem.  You will need more power, maybe more fuel, and you won't be winning any efficiency challenges.  But so what?

You can also use airbrakes as actuators.

Haha lol. I'm used to drag, even if it's such a drag.

I'm not interested in efficiency (unless I need to get to KSC2) since I already have fuel wasting planes with 6 engines.

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Thanks @GoSlash27 for the updated craft! I've turned it into a plane and have flown it and it flies perfectly (if I didn't attach the engines to the ceiling).

And thank you to @fourfa, @Sharpy, @Deddly, @ShadowZone & @The_Rocketeer for your support and gameplay tips. I hope to finalising the project and create a new thread where I can share the craft for people to make aircraft out of.

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