wtsmall

(0.21.1) WT-51 Kerban Transport. Wayland Corp.

Updated for 0.21.1 – New Craft file, improved RCS and ASAS

Overview

021.1 Update August 2013
————————————
Fixed exploding… everything. ( after latest patch)
Upped RCS thrusters considerable, it handles much swifter now.
New 0.21.1 craft file

Updated and new craft and fixes for 0.20!
* Fixed EVA entry on both, no more exploding kerbals.
* Made windows solid, no more flying out the cargo bay accidentally (or objects)

How to fly? Start all engines. Shutdown rear engines. Use RCS and ASAS to stabilise. Take off using VTOL only, when in orbit kill vtol engines and activate main thruster.

Can be assigned to action groups.

*Requires no other mods to work.

Stock Craft included.

The WT51 Kerban transport was designed… well.. really with no design plan in mind. Each piece frabricated after the other, many beers were consumed by many kerbals in the wake of the forum disaster, and this was the result. As per usual, this is the intiial release, please report any issues you find. The included ships are in two configurations:

1. MK1. Single Rear engine, 2 xTwin Vtol, 4 x HEX RCS.
2. MK2 Triple Rear engines, stubby tank, 2x twin VTOl, 4 x HEX RCS

Notes to save comments: * Yes, engines are overpowered but I think they fit the overall feel of the craft. Logan will also understand the need for it, the fuel was being drained too fast and no matter how it was loaded or the amounts, to do this in a single or 2 stages was the aim, go easy on me :)

Tips for flight:
* If your nose tips at 10,000 metres, reduce thrust.
* Make sure you evenly balance cargo. Add extra VTOl if required for weight. Its 100 Kerbal Tonnes, it can lift half its weight when used correctly.
* If you cant surface attach or build inside the cargo, build it outside on the top and then move it inside. * Windows are not colliders, this is intentional.Allows exiting the cargo bay area while doors are closed, while in space.
* Can be configured in many ways, the way I have balanced it is for mid centered mass and slightly rear thrust, with thrust vector.

==============================================
[B]In Flight video, unloading , EVA :http://youtu.be/0xD8EGBiaRg ==============================================
Also featured in this video by Robbaz http://www.youtube.com/watch?v=aHT4acsAtyk

Forum support thread http://forum.kerbalspaceprogram.com/showthread.php/24677-0-20-x-Wayland-Corp-Development-and-released-download-Thread

Installation





Addon Installation Guide

 

How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.

 

Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)

 

Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.

 

Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:

KSP/Ships

In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.

KSP/saves/"playername"/Ships

It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.

 

Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.

 

Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.

 

Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.

Props

Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:

Spaces

Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:

 

To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.

 

 

How to use

Tips for flight: * If your nose tips at 10,000 metres, reduce thrust. * Make sure you evenly balance cargo. Add extra VTOl if required for weight. Its 100 Kerbal Tonnes, it can lift half its weight when used correctly. * If you cant surface attach or build inside the cargo, build it outside on the top and then move it inside. * Windows are not colliders, this is intentional.Allows exiting the cargo bay area while doors are closed, while in space. * Can be configured in many ways, the way I have balanced it is for mid centered mass and slightly rear thrust, with thrust vector.



Comments

44 Comments for “(0.21.1) WT-51 Kerban Transport. Wayland Corp.”

  1. I have reported you to squad, with any luck you wont be welcome on this site very much longer.

    Devogen April 21, 2013
  2. can I ask people vote 5 stars? Shane is going through all my addons and marking them, down.
    ‘m sorry shane if your stock craft addons are not popular, but find another target, maybe one closer to your age who is just as stupid.

    Devogen April 21, 2013
  3. Ill give you 5 stars, its worth 10. Shane, go away, no one wants you here.

    Bill Preston April 21, 2013
  4. Ill give you 5 stars too, I just looked a shane burchells mods, they are just stock craft. At least you go to the effort of creating a new mod. well done

    Ted Logan April 21, 2013
  5. Agreed, would vote ten stars is possible, but five will have to suffice. Don’t know what Shane’s issue is, but your work is unique, fun, and well implemented. Keep up the good work.

    James April 21, 2013
  6. i somehow got a biodome base from, another devogen mod, any idea how it got there; and why i only have it and not what i installed? also i agree with the general publics comments, and have not heard of this shane…

    Patrick McIntyre April 21, 2013
  7. Thanks guys, good to have some support.

    The biodomes you probably got from the forums, I didnt release them on the spaceport as they were in testing, but they were pretty much done, I will get a pack together and throw it up on here. I made some animated doors for them too.

    Devogen April 22, 2013
  8. I think these wayland corp things are pretty awesome, the pegasus is my favorite at the moment but its not very rover friendly so im holding high hopes for this one! and just to get under shane’s nails ill rate this 5 star :)

    Beth Taylor April 22, 2013
  9. Thanks, yeah if you check my other mods he unfortunately seems to have a man-crush on me… sadly for him I like the ladies :)

    Devogen April 22, 2013
  10. Real hard to use like I always flip backwards and stuff cant get this into space but still pretty cool like give you a 4 room for improvement

    Turner Sonneborn April 22, 2013
  11. Shane Shame go away. Don’t come back another day.
    Gave 5 stars because of the attracting looks and with other previous add-ons. They are all so beautiful :)

    Aaron Comis April 22, 2013
  12. I wont apologise to you, you brought this all on yourself and now you have filled this poor guys comments with a load of crap, well done shane burchell.

    He spends his personal time making no money doing it ,for no other reason so we can have cool things to play with in kerbal, and people like you come and screw it up for everyone. Just keep quiet, don’t comment and keep to yourself.

    Ted Logan April 23, 2013
  13. y do people in this world have to be so stubborn

    ash wood April 24, 2013
  14. i will admit you mods look good on the forum

    ash wood April 24, 2013
  15. o and i have proth that it was you that made the first comment

    ash wood April 24, 2013
  16. why is the fix not hosted here? love the cargo bay…thats wicked. wasnt sure i could but i made a makeshift buggy n drove it right in :D

    Daniel May 7, 2013
  17. apparently the crew of the cargo ship can never leave? or atleast not while in space… have not yet tried a ground based eva.

    anyways crew are just stuck in forward entry bay whenever you eva them only thing they can do is get back in.

    Daniel May 7, 2013
  18. sorry for comments blasting, but turns out they can move just gota use RCS packs in space… perhaps you can update the cargo bays again so there is a low enough grav field generated within the cargo bays so the kerbals can walk around on its surfaces within space. now that would be EPIC!!!

    other then that, things a beast and squarely as all hell to fly, but its still real cool looking

    P.S. look into rotation mods, being able to rotate those side dual engines would be great too. the rot mod i got the rot parts cant hold your engines, your engines too powerful and rip them right out of their rot sockets…lol

    Daniel May 7, 2013
  19. Hey just want to say this is the mod I have been looking for! I have two in Duna orbit acting as Stations for the Kethane ferries, and one on its way to the Mun to become the first Munar Colony! Also, this tends to lurch to one side then the other for a few seconds with about a minute between. both times they fix themselves, but it concerns me for some reason…

    Andrew Hathaway May 18, 2013
  20. I have no idea who this shane is, but my best guess is that he is an idiot.

    Josh Kerman May 20, 2013
  21. Great mod! You stated a pack was coming, is it out and i am just missing it?

    Keep up the great work.

    MP4286 May 23, 2013
  22. …Every time I go to the launch pad, the shuttle explodes. Wtf. Any ideas?

    Quade Axford May 24, 2013
  23. No idea, im updating it to 0.20 now, but no problems exploding for me.. would have been a bit difficult to make the video if that was the case :)

    Devogen May 30, 2013
  24. Please Update to 0.20. Also i would love if you would make a corvette from halo. Thank you.

    Reed Henderson May 30, 2013
  25. When I press spacebar for the engine menu to come up it doesn’t and I have mechjeb installed.

    Rowdy Paul June 1, 2013
  26. Mech jeb is not required for this mod, Ive just updated the pack, try now

    Devogen June 2, 2013
  27. Ok thank you. BTW I love your mods.

    Rowdy Paul June 2, 2013
  28. I love this ship. However, I’m coming across 3 problems:
    1. Whenever I try to build something on for instance the side, it doesn’t work very well. Perhaps the collision box for the model is off?

    2. I haven’t been able to land the darn thing yet, even empty. Could you somehow edit the parts so it doesn’t snap when the landing gear hits the land?

    3. I can’t find a way to secure the Ute inside safely.I tried docking ports, didn’t work because I couldn’t get them to line up inside. I also tried KAS and that worked a bit better, but then they still aren’t docked. Any suggestions?

    Charlie089 June 2, 2013
  29. I love this ship. However, I’m coming across 3 problems:
    1. Whenever I try to build something on for instance the side, it doesn’t work very well. Perhaps the collision box for the model is off?

    A) It depends where you are trying to build You cannot place parts on any animated objects, even if they have colliders, this is a limitation of ksp, and the only way around is to code a plugin.

    2. I haven’t been able to land the darn thing yet, even empty. Could you somehow edit the parts so it doesn’t snap when the landing gear hits the land?

    A) You could edit the parts easily, experiment with the breaking force and breaking torque of the part and adjust it to your liking. Landing on more than half a tank is not advised.

    3. I can’t find a way to secure the Ute inside safely.I tried docking ports, didn’t work because I couldn’t get them to line up inside. I also tried KAS and that worked a bit better, but then they still aren’t docked. Any suggestions?

    As you can see in the video, all I used were standard docking ports, nothing more. I’m unsure as to why it wont work for you.

    I build the vehicle and docking port on the outside of the ship, then select the docking port as the master of the rover, so it drags with it and then simply put it inside.

    Devogen June 4, 2013
  30. I apologise… you said the Ute. Well, I have not put him in there yet or not well, so ill work on a solution for that.

    Devogen June 4, 2013
  31. Okay, thanks a lot. Part of the problem with the Ute is there is no where I can find to put a docking port that won’t blow up when you try to drive the thing.
    I’ll try editting the parts a bit later perhaps.

    Charlie089 June 4, 2013
  32. For some reason, half the time I open the ship on the runway, the engine falls off. Also it is really flimsy, and it breaks whenever I try to land it. I have edited the config files and made the break limits 999 along with the torque limits. I love the look of this ship, but it is a hassle to run.

    noda1212 June 5, 2013
  33. Now I’m having a completely new issue. The main problem I am having right now is the front end of the default ship keeps disconnecting and breaking apart from the landing gear part. I could really use some help with this.

    noda1212 June 5, 2013
  34. to be honest this is the only mod you have ever made that I personally don’t like because when I use the vtol mode it leans back and I have to use the forward engine to keep it from flipping I give this a 5/10

    Turner Sonneborn June 19, 2013
  35. How can you build inside the vessel ???? I am questioning because Robbaz , on youtube did it ? please tell me how

    Levente Kolozsvári June 23, 2013
  36. I give 4.5 stars out of 5.0 !!! 0.5 stars for the aircraft balance and 4 stars for the propulsion :) :) :) :)

    Levente Kolozsvári June 23, 2013
  37. Use the RCS Hydrotech mod with this, it works wonders. Use automatic translation, set it to “Up” and take off!

    Devogen June 24, 2013
  38. I really like this mod, unfortunately the .craft file is not compatible with my ksp. I run 0.20.168 .I have no flying or construction ability so a stock craft would be helpful.
    But an otherwise brilliant mod. 3.5/5

    john smith July 4, 2013
  39. THIS GUY IS A ASSHOLE REPORT HIM TO SQUAD BECAUSE HE KEEPS AND DERATING MY CREATIONS AND HE PUT RUDE COMMENTS

    Jose Aparicio July 18, 2013
  40. Also as 1 ksp player to another we should derate Devogens creations to 1

    Jose Aparicio July 18, 2013
  41. ugh nvm what i said

    Jose Aparicio July 18, 2013
  42. ?? I don’t even know who you are, but thanks for letting me know who has been going into all my mods and down rating them. Thanks for crapping on my hard work. I will now be down rating all your mods to say thanks.

    Devogen July 25, 2013
  43. I just checked, it doesnt appear you even have any mods? how can I write bad comments on things that don’t exist or I can’t even find? lay off the drugs son.

    Devogen July 25, 2013
  44. Funny I installed this onto KSP version 21 and it still works.

    TigerACE010 July 30, 2013
  45. This mod looks so awesome, and deserves more info in addition to what’s already been written in the overview. ESPECIALLY with putting things inside like rovers and vehicles. I’m planning on uploading a youtube video on how I use it, it’s issues, and workarounds. I’ve been toying with it for about a week now.

    Firstly, I’m using KSP version 0.20.2. Mods I use with it to do what I need are MechJeb, Quantum Struts and KAS. I’ll explain why in this writeup.

    ISSUE #1 : Docking/Transporting things inside, especially rovers without retractable wheels is a pain.

    WORKAROUND : THIS is where KAS and Quantum Struts come into play. I design my rovers with a KAS winch and some dismountable connector ports, as well as Quantum Struts pointing in multiple directions on the outside of the rover. I also add some KAS connector ports throughout the interior of the ship. Drive your rover into the ship where you want to park it, put the brake on. Go EVA and connect the KAS connector to a connector port on the ship in docking mode. This will essentially dock the rover to the ship, engaging all the Quantum Struts and connecting them to the interior walls of the ship. You rover will NOT move AT ALL! When you want to take out your rover, go EVA, and disconnect the connector. Then the Quantum Struts will turn off and you can drive the rover out (sometimes you need to repair wheels first). Using this method, there’s no need to reconfigure the interior of your ship, ever, as long as whatever you’re putting in it has the KAS/QS combo. No messing around with docking ports, and makes things REALLY easy!

    ISSUE #2 : The forward engine is very underpowered, even the triple engine, which makes it hard to circularize with it.

    WORKAROUND #1 : Use the vertical lift rockets and tilt it forward. It’s easier to do if you place a drone pod on a flat part of the roof or the inside, and then control from there to get the correct Prograde and Retrograde markers. The drone pod set up like this will also allow MechJeb to properly land your ship vertically with the Landing Autopilot.

    WORKAROUND #2 : Remove the rear engine, add a few more fuel tanks, and mount 2 of the vertical lift engines on the tail facing backwards.

    ISSUE #3 : On vertical takeoff, the ship rocks back and forth using lots of RCS to keep it level even when well balanced and throttling down.

    WORKAROUND : Use MechJeb’s “Kill Rot” instead of ASAS/SAS. It keeps it steadier and uses much less RCS fuel.

    ISSUE #4 : Everything shakes and sometimes falls apart.

    WORKAROUND : Struts struts struts. Quantum Struts look so much better and are only one use for them. Fill the hollows with struts going across them.

    ISSUE #5 : Ship rocks and sways even after first launching from SPH and doesn’t stop.

    WORKAROUND : ??? Can’t get this to stop no matter what I do. Ideas welcome!

    ISSUE #6 : Sometimes this ship will not make contact with the ground of a planet and will just go right through, and down a few hundred more meters and explode. Unfortunately, I have no idea why this happens. It doesn’t ALWAYS happen, but it does most of the time. It happens on the Mun EVERY time and I’ve been unable to land on it so far without going right through the ground. I’ve tried this on a clean install with ONLY this mod and it still happens. No clue with this problem…

    I hope this helps someone, and I’ll be adding this to the forum as well with some extra suggestions.
    XT

    xtoro August 25, 2013
  46. ISSUE #5 : Ship rocks and sways even after first launching from SPH and doesn’t stop.

    WORKAROUND : Press CapsLock. The ship handles much smoother. Strange, but it works.

    Rob Follin October 11, 2013
  47. CONVERT THIS TO .22 NOW!

    Avery Ricaldi November 18, 2013
  48. This is being converted to 0.23

    Devogen December 18, 2013
  49. Just a quick question Where are the stock crafts? i cant find any? i have so many ideas for a duna mission but i cant find the stock crafts also this crashes my com when i revert or space centre it it just crashes my game when i have that craft loaded

    Emerin Wood March 8, 2014

Leave a comment

You must be registered to comment or login now.