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Inline Storage /Lander


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Hey,

can someone explain to me how i can make a lander within the rocket ? No cargo bay, just like in this video:

(at 11:00)

A list of Used mods is in the discripton, also if you don`t know the vid its awsome watch it!

Edited by Radiokopf
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The way those fairings break off in three (at 5:35) would suggest that it might not be procedural fairings.

Given the other parts, I'd say they were KW Rocketry or novapunch. The interstage fairings look a bit like KW, but I deleted the fairing stuff after procedural was released.

Edited by TMS
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Definitely not procedural fairings in the video, but some of the procedural fairings sizes do come in a three-piece fairing.

That being said, procedural fairings is the best plugin for this type of thing, hands down.

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I did an Apollo-style lunar mission, with the lander stored inside the rocket and behind the "command" module, and with the command module's back half hidden behind a fairing, using KW rocketry. I put the lander inside a 3.75m decoupler (the KW decouplers have a long, hollow cylindrical portion forward of the actual decoupler). On top of the lander, attached to the docking port, I placed a KW rocketry 3.75m - 2.5m decoupler. That is what the front half of the command module stuck out of.

To assemble the munar-bound spacecraft, I set up some action groups (I never use staging, actually, always action groups, it's better for me).

Anyway, action group 5 decoupled the docking port on the top of the lander that was attached to the 3.75m-2.5m decoupler. This freed the command module from the top of the rocket. I would thrust forward with RCS, then turn 180 degrees to face the rocket.

Next, I use action group 6 to decouple the 3.75m-2.5m decoupler from the back of the command module, then apply RCS thrust back towards the rocket again. The decoupler would slowly drift off and away, the command module now fully free.

Finally, I would approach with and dock with the exposed docking port of the lander. Once I was docked with the lander, I would activate the 3.75m decoupler with action group 7, separating the rocket from the lander. I apply reverse RCS thrust, and slowly draw the lander out of the rocket.

Anyway, the system works real well, it's tough to get good structural stability. I ended up having to put some I-beams along the sides of the rocket to keep the thing from twisting too much. It still looks awesomely Apollo like, especially since I also made an escape tower out of one of the structural trusses, a nose cone, and eight of the KW rocketry sepatrons.

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Looks like you found my previous answer! As with so much of KSP the answer is Struts! ;) You can get around the tree-structure and make things that appear as closed loops if you basically weld the loose ends together with struts.

While you can make a structure like I did with Kopernicus with stock parts I really like to use these girders. Only thing is they are an old mod that still uses the Parts folder, but I like 'em anyway. They make up the main frame of Kopernicus and the backbone of the cargo lander.

The way those fairings break off in three (at 5:35) would suggest that it might not be procedural fairings.

Given the other parts, I'd say they were KW Rocketry or novapunch. The interstage fairings look a bit like KW, but I deleted the fairing stuff after procedural was released.

Yep! The fairings that I used in that are from KW and from NovaPunch. The main fairings, used on the hab and cargo modules, are the largest KW fairings. The inter-stage fairings that cover the modules' decent engines are from NovaP. The ones in the vid are from the original NovaP pack, but I've updated them to use NovaPunch2 (you can DL the updated craft from this thread)

Now I just use the procedural fairings, they're less restrictive and, more importantly, take up way less memory. Removing the KW fairings from my setup reduced it by around 100mb, the procedural fairings only take up about ~5mb! But I I did prefer the texture of the KW ones and the way they separate is nicer, they are higher quality fairings but you pay for that with memory. I hope that they get optimised, in the way B9 optimised his parts as they basically all share the same textures, then I'll prob use both KW and procedural. The procedural ones are a load easier to use thou and you can get basically the same result, like having 2 sections break off first, followed by the last section on a separate stage.

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