Kerbal Space Program

Kerbal Space Program

VoidSixx Jan 7, 2017 @ 4:17am
Movable Docking Port?
So I'm trying to build a rover that can be delivered by an aircraft, and then picked back up again later.

The way I'm trying to do it is with a docking port on the top of the rover. In order to stop the rover from clipping and exploding as soon as it's released, I had to position it in a way that the rover couldn't then re-dock with the port.

So my next thought was to try using Kerbal Attachment System. My trouble here is that, if I use the magnet, it falls off the winch as soon as it reaches the top. It also sways a lot which would probably either destroy it or make the craft unflyable.

I tried putting a connector and a docking port on the winch instead, but as soon as the rover is released, the port flips over and can't be used again.

Pistons look way to large to fit in a cramped cargo bay.

Anybody else have any ideas? I'm sure this has been done before.
Last edited by VoidSixx; Jan 7, 2017 @ 4:17am
< >
Showing 1-13 of 13 comments
Gianni1122 Jan 7, 2017 @ 7:56am 
Try using a stack separator maybe? Or you could use KAS to reattach the rover (if the rover is big, adjust the KAS .cfg to increase the max moveable size). The KIS/KAS grappling hook and winch might work.
maj.solo Jan 7, 2017 @ 8:46am 
Maybe use both wheels and landing legs on the rover. It drives underneath the aircraft. Then deploy landing legs to raise itself up in the air some more. Use rotation tool to aim the landing legs so they really point straight down when deployed to maximize how high they can lift the rover. This should be doable with stock game I think.

ooh and set the springs to max stength on the landing legs so they dont give if rover is heavy. Make them strong so you really raise that rover as high as you can.
Last edited by maj.solo; Jan 7, 2017 @ 8:50am
VoidSixx Jan 7, 2017 @ 9:05am 
Tried the landing legs approach, they just shoved it up through the docking port. After a few attempts, it would dock, but if I tried to un-dock it again, it would just explode.
=) Jan 7, 2017 @ 9:20am 
I did this with a dropship using mk3 parts
the rover has a port on the front so it drives up the ramp into the ship and re-attaches.

dropships got fuel mining and a lab inside and the rover carries science parts... gets off kerbin like the space shuttle riding a rocket but refueled has ~3k m/s delta v so happily transits to, lands on and leaves duna and gilly... probably jool from duna as thats ~1.5k m/s.

Once its in space its essentially an infinite range science farm (has a nose docking port so you could hook it to a spare tank for added range while maintaining centre of mass)

Share you the craft file if you want to use or just borrow from it

http://steamcommunity.com/sharedfiles/filedetails/?id=837066321
Last edited by =); Jan 7, 2017 @ 9:29am
Manwith Noname Jan 7, 2017 @ 9:31am 
I have done what you seek in the past with parts from Infernal Robotics...

http://steamcommunity.com/sharedfiles/filedetails/?id=626476676

...not sure how that will behave since the new wheel colliders mind you.
Toastie Buns Jan 7, 2017 @ 10:37am 
Klaw inside the cargo bay doesn't work? You'd have to set the rover to decouple first, but eh.
VoidSixx Jan 7, 2017 @ 11:08am 
I think I have something figured out. I've put two winches, one at the front of the rover, and one at the rear.

My initial idea was to have the winches lift the rover up to the other docking port, but it just straight up refuses to dock. I managed it once, but only once.

Now however, instead of using the docking port to secure the rover for transit, I put a connector port between the magnets and winches. So now, when the winches are fully retracted, the magnets lock into place, and it looks pretty stable on my test rig. I will have to see how it works out in flight.

If this doesn't work, I will try and tweak my rover and put the port on the front, like =) suggested.



Originally posted by Manwith Noname:
I have done what you seek in the past with parts from Infernal Robotics...

http://steamcommunity.com/sharedfiles/filedetails/?id=626476676

...not sure how that will behave since the new wheel colliders mind you.
I can't quite see, what is that? I have IR, but I don't recognise that part.
Manwith Noname Jan 7, 2017 @ 11:40am 
Do you have only the base IR installed or the rework pack too?

http://steamcommunity.com/sharedfiles/filedetails/?id=626796835

I hope they are still in the pack as they're damn useful. I have not really played KSP much recently so I'm not fully up to speed with current state of mods I like, though I do know IR has needed some serious work due to certain parts of new KSP code causing problems.
VoidSixx Jan 7, 2017 @ 12:15pm 
No, I don't have those. I must only have the base IR, but I didn't see anything that said there were multiple versions.
maj.solo Jan 7, 2017 @ 12:16pm 
Originally posted by CommandoAir:
Tried the landing legs approach, they just shoved it up through the docking port. After a few attempts, it would dock, but if I tried to un-dock it again, it would just explode.

bummer ..... ok whats next some mod then ...
maj.solo Jan 7, 2017 @ 12:20pm 
Originally posted by =):
I did this with a dropship using mk3 parts
the rover has a port on the front so it drives up the ramp into the ship and re-attaches.

dropships got fuel mining and a lab inside and the rover carries science parts... gets off kerbin like the space shuttle riding a rocket but refueled has ~3k m/s delta v so happily transits to, lands on and leaves duna and gilly... probably jool from duna as thats ~1.5k m/s.

Once its in space its essentially an infinite range science farm (has a nose docking port so you could hook it to a spare tank for added range while maintaining centre of mass)

Share you the craft file if you want to use or just borrow from it

http://steamcommunity.com/sharedfiles/filedetails/?id=837066321

najs najs najs .....

but he wanted to have it hanging underneath the plane. If he says so he says so. I wonder how the aircraft fly with that thing underneath.

Annyways he could make a ship like Globemaster ot Hercules as you suggest. I think it best if he rethink and do it some other way.
VoidSixx Jan 7, 2017 @ 12:29pm 
Originally posted by maj.solo:

najs najs najs .....

but he wanted to have it hanging underneath the plane. If he says so he says so. I wonder how the aircraft fly with that thing underneath.

Annyways he could make a ship like Globemaster ot Hercules as you suggest. I think it best if he rethink and do it some other way.

I'm actually using Mk3 parts myself ^_^
=) Jan 7, 2017 @ 1:48pm 
I tried doing a Dune style Carryall (lands on and picks up the craft) but its nigh impossible to fly a vtol that accurately. I just cant do a pefectly stationary hover.. its 0.1m/s or above because of the way airbreathers are so slow to respond to thrust changes. I did do one with a bottom opening cargo bay with a port in the celing that the car could drive under once it landed, then the carrier raises its gear to drop on it but it was a little hit and miss with the docking because raising gear while landed tends to move the plane forward/backwards a bit. Ultimately went for an atmospheric one vaguely reminiscent of the Skyranger of Xcom with the rear ramp then took off the wings and added more fuel tanks for the orbital version.

the drag is horrendous though http://steamcommunity.com/sharedfiles/filedetails/?id=690982043 was even generating drag from stuff inside the cargo bay.. see all the red lines coming out of the back of the cargo door.. related to internal stuff.
Last edited by =); Jan 7, 2017 @ 1:51pm
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Jan 7, 2017 @ 4:17am
Posts: 13