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FusTek Common Berthing Mechanisms [3.75, 2.5m, 1.25m, .625m docking ports]

A range of docking ports for any situation! Main forum thread with more information http://forum.kerbalspaceprogram.com/showthread.php/24826 UNZIP THE FusTek FOLDER DIRECTLY INTO YOUR GameData folder!

Overview

Ever wanted a larger docking port? Well here you go!

Each size of Common Berthing Mechanism comes in two flavors, Active and Passive. They are functionally equivelant, but have slightly different looks. You can mix and match them as you please (i.e. Active+Passive is just as fine as Passive+Passive)

http://forum.kerbalspaceprogram.com/showthread.php/24826

UNZIP THE FusTek FOLDER DIRECTLY INTO YOUR GameData folder!

Installation

UNZIP THE FusTek FOLDER DIRECTLY INTO YOUR GameData folder!



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

UNZIP THE FusTek FOLDER DIRECTLY INTO YOUR GameData folder!



Comments

18 Comments for “FusTek Common Berthing Mechanisms [3.75, 2.5m, 1.25m, .625m docking ports]”

  1. I’ll hate myself for doing this, but I gotta, I just gotta.

    ahem …

    I don’t know nothing ’bout berthing no spaceship!

    Runescope January 14, 2013
  2. I have a suggestion, Could you add similarly sized ports but remove the “cones” and with that make a 2m Hub.

    Also runescope, why are you like that? have you heard of berthing, it connects spaceships but does not dock them, But these are real docking ports

    Also runescope, if you have never heard of these words

    -Prograde
    -Retrograde
    -Redzenvous
    -Orbit
    -Docking
    -Berthing
    -Space Station

    If you never heard this, you have never heard about space travel and you believe there is no universe, you just think we are alone,you think earth is the only thing with things.

    CrayzeeMonkey January 14, 2013
  3. It amazes me how many people have:

    a) No sense of humour &
    b) No knowledge of older movies.

    Runescope January 15, 2013
  4. Lol, I got the reference Runescope.

    Also, Crayzee, I put those cones on there so the part doesn’t look too ridiculous when mounted radially on something round. Much like the original docking ports, which have a sort of stubby bit sticking out the bottom. I agree though, my implementation doesn’t seem ideal. The issue with them being straight is that it very noticably cuts through things like rcs tanks and adapters. We’ll see what I do, sorry for being vague.

    fusty January 15, 2013
  5. Nice mod, might wanna check the debug console before publishing something next time though…

    RolanDecoy January 17, 2013
  6. Yeah, I’ve been trying to get rid of those empty instances but I’m pretty new to this and haven’t figured out how yet. There aren’t any empty objects in Unity, but I think they’re getting hidden from me on the export from SketchUp.

    fusty January 18, 2013
  7. Could someone remind me what the difference between passive and active, when it comes to docking ports, is?

    razack0404 February 10, 2013
  8. ^ I wish to know as well. It should be listed under the “How to use” section.

    Jeremy Neil March 9, 2013
  9. Functionally they are the same, however if you want to play with some real world rules then you need to put your ACBM’s on your station and then put your PCBMs on your cargo/containers/probes/ships.

    James April 6, 2013
  10. What angles do these docking ports snap to? I’m having a bit of trouble getting them to align perfectly.

    gracae86 April 23, 2013
  11. I’d love to see these but with action-group switchable covers that can be deployed on ascent/after docking to hide the docking node. Basically so we can assemble ships in space that don’t look like a bunch of seperate ships docked together (if you see what I’m getting at). Like the shielded clamp-o-tron, but to go in between two ship parts, instead of on top of a stack.

    It would be great if this added strength to the docking stricture for ascent too. You think this is something that could be done?

    Dom Clarke April 23, 2013
  12. never mind on my last comment, didn’t realize all docking ports don’t have a snapping angle. Learned about the quicksave/reload trick to get them aligned almost perfectly without using any RCS

    gracae86 April 24, 2013
  13. Perfect for what I needed, thanks!

    Scott Baker May 8, 2013
  14. Very nice docking ports. I like them much more than the Stock ones for my space stations, which sometimes leads to some weird designs with PMA’s (Adapters) between CBM and Clamp-o-tron, just to make it look realistic…..

    Anyways: Keep Modding!

    kerbalspacemonkey May 24, 2013
  15. Just one suggestion: Could you include Romfarer’s Docking Cam for the passive ones? would really help

    kerbalspacemonkey May 24, 2013
  16. Are these compatible with 20.x or what? The format for how mods are handled was changed.

    Jeremy Neil May 30, 2013
  17. Working fine here, compatible with 0.20

    Btw, I’m using all active berthings as docking ports now, but does it really make a difference if I’d use one active and one passive?

    Erik June 14, 2013
  18. @Erik: in-game it does not make any difference. the active one is a bit shorter than the passive one….

    In reality the docking craft, i.e. the craft that wants to dock to the station has the passive one, the open station port has the active one. The spacecraft then flies to the active port, the active port grabs the passive one and performs the berthing…

    So in conclusion: when you care about how realistic you are (as I do…) you always look that you dock with a passive one to an active one….. but if you want a connection that is as short as possible, you just use the passive ones….

    kerbalspacemonkey August 17, 2013

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