Updated for 0.21.1 – New Craft file, improved RCS and ASAS
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
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.
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:
NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)
Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:
To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.
Craft files are saved ships created in the game. These files can be placed in a few different folders:
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.
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.
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.
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.
Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.
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 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.