Kerbal Space Program

Kerbal Space Program

Bubba Fett Feb 1, 2017 @ 6:31pm
Mod to increase mk2 fuel capacity.
It seems odd that all the mk2 fuel tanks are treated as a cylindrical tank inside an areodynamic fairing. They have a much larger volume than a cylindrical tank, so they should have a configuration that would allow for more fuel.

Are there any mods that increase the capacity of the stock mk2 fuel tanks?
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Showing 1-10 of 10 comments
maj.solo Feb 1, 2017 @ 10:37pm 
I think it is ok. The fuel is pressurized and wants to cook off so need a strong tank using optimum shape to save the weight of the amount of meterial needed to create the strength neeed etc etc etc but ....

But a "normal" engineer would try to place something useful in that lip. He could place
Yet another long mini fuel tank there.
Place batteries there.
Electronics.
Extendable solar panels etc.

There could be some tiny multi purpose bays there where you could place things so they become drag free. The space would definitely get used for something IRL.

A simple parts mod would be welcome.
12lambes Feb 1, 2017 @ 11:26pm 
If you want more fuel, just go into the parts config and change it... :steamfacepalm:
Yuki Feb 2, 2017 @ 12:33am 
Originally posted by 12lambes:
If you want more fuel, just go into the parts config and change it... :steamfacepalm:
This. But also keep in mind that more fuel will mean more weight anyways, since its calculated on its own. Only the dry mass would stay the same - which i would then add a bit to it as well. If the MK2 is a fuel tank + shell, you will then have a larger fuel tank + shell.
Toastie Buns Feb 2, 2017 @ 5:22am 
Wait, we're thinking of the same Mk2 parts, right?

They get SERIOUS lifting body bonuses, s'why they're ♥♥♥♥♥♥ on fuel and heavier on the dry mass.

Mk3 is even worse for weight, but once again is a lifting body.
Last edited by Toastie Buns; Feb 2, 2017 @ 5:23am
Yuki Feb 2, 2017 @ 6:00am 
Originally posted by Toastie Buns:
They get SERIOUS lifting body bonuses, s'why they're ♥♥♥♥♥♥ on fuel and heavier on the dry mass.
THIS- is why im using them, stock configuration, for my interplanetary shuttle. The tanks are used as control surfaces- just add some gyros ;)

Bubba Fett Feb 2, 2017 @ 3:33pm 
While I've edited plenty of config files over the years, I was hoping I wasn't the first one to notice this shortcoming and that there were already a set of adjusted configs in the form of a mod.
I don't really use mk2 stuff for normal planes, but it works really well for a passenger shuttle for moving up to 6 kerbals at a time.

http://steamcommunity.com/sharedfiles/filedetails/?id=700709905

I've tried a mk3 version of that, but I don't really ever need to move 20 kerbals at a time and the extra size makes it much more difficult and expensive to launch. (you need a long thin rocket to stabalize all that drag at the top)

As for the lifting body bonus, so what? That might make it heavier for the extra internal structure, but it should still have room for more fuel.
The cockpit has room for more kerbals than the mk1 cockpit. The passenger compartment has room for more kerbals than the mk1 crew cabin, but the fuel tanks can't use any of the extra space?
The cost and dry weight are already higher, that should be enough of a disadvantage.
RoofCat Feb 2, 2017 @ 4:50pm 
wait, but for orbital shuttle you don't need much fuel. You can get 6 kerbals into orbit with clean MK2 SSTO (~20t). So I'm not sure what's the problem in this case?

This one went to Minmus. If you switch one tank with MK2 cabin, you can get 6 kerbonauts into orbit easily.
http://steamcommunity.com/sharedfiles/filedetails/?id=793226757

You shouldn't make MK2 SSTO with rocket engines. That won't work well because of how vertical launch is wasted on MK2 (lift=>drag, also steering drifts) and rocket engines are wasted on horizontal launch.

You actually don't need Nuke you see in my picture for LKO. For short LKO visit RAPIER in short closed cycle will be even more efficient in my experience due to weigth savings at launch. Just switch some tanks for that.
Last edited by RoofCat; Feb 2, 2017 @ 5:04pm
Bubba Fett Feb 2, 2017 @ 6:25pm 
Yours in an actual spaceplane. I've dabbled in those and not had very good results for the time invested. I'm always impressed by the engineering that goes into a sucessful spaceplane.

Mine is a simple spacecraft meant to be launched on a rocket. It can go to the stations at the mun or minmus and return to the surface of kerbin with 6 passengers. It doesn't fly and those stubby little winglets only allow you to direct your dive to a chosen landing spot. I reenter level with the horizon with a descent path of about 45'. I quickly fall through the upper atmosphere till the large surface area slows my descent. Once I'm subsonic, I point the nose down and pick a landing spot. When I get close to the ground I pitch up till it stalls and deploy the parachutes for a nice slow, soft landing.
It can glide in to a landing without the parachutes, but it's much more dangerous.
Yuki Feb 3, 2017 @ 2:12am 
MK2 excels at precision aerobraking. I would advice to go to Jool with it. You may want to have some passive radiators strategically though. And for the fuel, if you aint comming with infrastructure- just send fueltanks from your minmus mining rig into Jool orbit readily waiting for it ;)

Last edited by Yuki; Feb 3, 2017 @ 2:13am
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Date Posted: Feb 1, 2017 @ 6:31pm
Posts: 10