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[WIP][1.1.3] Large Structural/Station Components [Image Heavy]


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NICE! Can I request two more parts in this series?

It would be amazing to have 90-degree arc and 45-degree arc corridors, that could combine together with these parts to make station rings.

The 90 degree curve has been modeled, I just need to texture it.

As for the station ring idea, it won't happen... Kerbal Space Program doesn't allow you to create looped craft... meaning the last piece of the ring will only connect to one other piece, not both.

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The 90 degree curve has been modeled, I just need to texture it.

As for the station ring idea, it won't happen... Kerbal Space Program doesn't allow you to create looped craft... meaning the last piece of the ring will only connect to one other piece, not both.

Even using docking ports?

I know people have been using 3-port docking nodes for awhile now to increase stability; shouldn't this work the same way (with a docking port on each end)? It'd just mean that it would have to be assembled in orbit.

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Even using docking ports?

I know people have been using 3-port docking nodes for awhile now to increase stability; shouldn't this work the same way (with a docking port on each end)? It'd just mean that it would have to be assembled in orbit.

I can imagine that would be quite tedious, especially the tight docking space for connecting the last ring.

New parts incoming.

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It can be done, you just build two half rings and connect them in the final step (imagine two letter C coming together, the final dock connection being a 2 node connection at the top and bottom ends of the C).

I like your work mate. You seem to have a knack for making stuff that looks really sharp.

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It can be done, you just build two half rings and connect them in the final step (imagine two letter C coming together, the final dock connection being a 2 node connection at the top and bottom ends of the C).

I like your work mate. You seem to have a knack for making stuff that looks really sharp.

Thanks.

Didn't think of making the ring that way, nice.

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Any possibility of the Large Structural Corridor having a door added to the exterior, so it can function like an up-sized Hitchhiker cabin? I don't care that much about an IVA, but being able to use that as a larger crew's quarters would be handy.

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Any possibility of the Large Structural Corridor having a door added to the exterior, so it can function like an up-sized Hitchhiker cabin? I don't care that much about an IVA, but being able to use that as a larger crew's quarters would be handy.

I'd more suggest not putting hatches on the crewable modules, but rather having a separate airlock module that has a hatch, and then moving Kerbals to other crewable modules using the crew manifest mod.

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I'd more suggest not putting hatches on the crewable modules, but rather having a separate airlock module that has a hatch, and then moving Kerbals to other crewable modules using the crew manifest mod.

Or just arbitrarily make the window work as a hatch till the stock game supports crew transfer. Both are nice and simple and don't require changing how it looks.

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In the part.cfg file for the Radial Structural Tab, you have the part name as "UDKLD_Large_Corridor_Module" instead of "UDKLD_Radial_Structural_Tab". This causes the part to show up fine in VAB, but when you go to the launchpad, the tabs become the corridor modules. Changing the name fixed the problem for me

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In the part.cfg file for the Radial Structural Tab, you have the part name as "UDKLD_Large_Corridor_Module" instead of "UDKLD_Radial_Structural_Tab". This causes the part to show up fine in VAB, but when you go to the launchpad, the tabs become the corridor modules. Changing the name fixed the problem for me

I noticed this myself and quickly changed it. The download has been corrected.

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I'd more suggest not putting hatches on the crewable modules, but rather having a separate airlock module that has a hatch, and then moving Kerbals to other crewable modules using the crew manifest mod.

This is planned, the original post has it down as the maintenance module; more simply a small airlock you can place around your craft.

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Are these compatible with the GameData mod system, or do these use the legacy system. I'm a bit unclear on that.

They work both ways, as they are config-only parts. I shall make this clear in my original post.

Edited by udk_lethal_d0se
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