SpaceJunk Cargo Bay, v1.04

Cargo bays for 1.25m, 2.5m and 3.75m internal payloads. Includes a docking port that only mounts to attachment nodes, for use in enclosed spaces. Note: A newer and graphically improved version of these cargo bays are available here:


The LSI SpaceJunk Cargo Bays are designed to carry payload items internally. Models are available for 1.25m, 2.5m and 3.75m cargo. Attachment nodes are located inside each end.

The part was created by Legal2k. He has granted me permission to update it for compatibility with KSP version 0.18+ and make it available for download.


1.01 – Initial re-release by RoboRay. Direct adaption of Legal2K’s 2.5m cargo bay, compatible with KSP 0.18+.

1.02 – Repositioned attachment nodes for flush-mounting of interior and exterior parts. Slightly enlarged 2.5m cargo bay to allow placement of RCS quads on 2.5m payloads. Added 1.25m and 3.75m versions of the cargo bay. Renamed folder for 2.5m cargo bay.

1.03 – Updated configuration file format for KSP version 0.20. Added docking port which is not capable of surface attachment for easier use inside the cargo bays.

1.04 – Reduced system resource requirements by consolidating all cargo bays into a single combined part.cfg and model.

Note: A newer and graphically improved version of these cargo bays are available here:


Extract the GameData folder into your KSP folder. NOTE: Files belonging to previous versions of the SpaceJunk Cargo Bays should be deleted prior to installing the 1.04 version to prevent duplicate files. Craft built with versions 1.02 and 1.03 are compatible with 1.04. Craft using the much older version 1.01 (including only the single 2.5m bay) are not, and will need to be updated.

How to use

The bay doors can be operated by right-click menu or by assignment to Action Groups in the VAB or SPH. If you are having trouble attaching payloads inside, try shifting the camera position so that you are inside the bay looking out the open doors. This allows easier access to the attachment nodes, especially if the part you are trying to add allows surface attachment (like unshielded docking ports). A special docking port that will only attach to part connection nodes is now included.


29 Comments for “SpaceJunk Cargo Bay, v1.04”

  1. Trying to put docking ports inside it really messes thing up BTW

    Soviet Borris January 1, 2013
  2. I tested it with decouplers and didn’t have a problem. I’ll experiment with internal docking ports, but if it’s an issue with the 3D model I’ll probably be unable to do anything.

    RoboRay January 1, 2013
  3. It can be difficult to attach docking ports inside the bay because they try to surface-attach to places other than the attachment nodes.

    To work around this, position your camera view inside the cargo bay and looking out the open doors. This lets you easily drop the docking port onto the node without it sticking to other parts of the bay.

    RoboRay January 1, 2013
  4. You can just disable surface attach in config to fix this problem.

    mik7649 January 2, 2013
  5. I considered this, but it would also prevent surface attachment of parts you want to surface attach, inside and outside. I think the inconvenience of shifting the camera position into the bay when attaching a docking port is less onerous than barring all surface attachment.

    RoboRay January 2, 2013
  6. I would love to see an attachment that works in unison with the ‘spaceplane’ cockpit. Similar to the nasa shuttles, and maybe add a robotic arm.
    Pretty cool addon, but those would be really awesome to see

    Aaron January 3, 2013
  7. How do I get an unmanned cargo out of the bay without using RCS or tiny rockets? I can get it to disco from the nodes, but it just hang there. I assume I could wiggle the rocket until it drops out, but I’d rather dump the cargo, land my capsule, and take control after I land to do my docking etc.

    Dano January 7, 2013
  8. If you don’t want to “operate” the payload until it’s clear of the cargo bay, you could use the craft’s own RCS to move “downward” away from the payload, leaving it behind.

    Another option would be to use the Damned Robotics mod to construct a payload-handling arm to lift it out of the bay then release it, as I did in this example (using a spaceplane cargo bay):

    I normally operate the payload itself to maneuver clear, however, as shown in this album:

    RoboRay January 8, 2013
  9. Could you possibly make a cargo mod that has the design of the Mk3?

    Matthew January 13, 2013
  10. There are two separate Mk3 cargo bays and even a larger “Mk4″ cargo bay under active development by modders. They should be released soon, based on their progress reports on the KSP Forum.

    RoboRay January 14, 2013
  11. Hi there. I like this part but the model kinda sucks. So I am making my own. Let me know if you are interested in using it (will post a picture later).

    Ghaz Thraka February 16, 2013
  12. Here’s what I have so far. Just need to texture it.

    Ghaz Thraka February 17, 2013
  13. I just got KSP, and this is my first mod. It also seems that my rocket flying skills have gotten better. The second I built a rocket with this thing, I got into orbit (thing ran point of charge because I forgot Solar panels). This will definitely play a role in future designs and missions. Thanks for this awesome Mod!

    Matthew Seligman February 23, 2013
  14. Just to clear thing out. I know this model sucks big time. This is the first model i made in my life, and it was made in a couple of days, just to get me familiar with 3d modeling. I never knew it would be used by anyone :) To tell you the truth i used it only a couple of times :)

    Legal2k February 25, 2013
  15. I wouldn’t call it pretty, either, but it fills its niche well. There are several options for spaceplane cargo bays, but I think this is still the only cylindrical cargo bay with traditional paired side-opening doors.

    RoboRay February 26, 2013
  16. so can i launch probes and such from the cargo bay? if so how do you do that? so far not any problems getting stuff on the ground in…havent tried to load from space yet

    apoch1999 March 24, 2013
  17. You can launch things from the cargo bay by releasing them from docking ports or decouplers.

    If you’re careful, you can also maneuver something into the open cargo bay in orbit and dock with a port inside.

    RoboRay April 4, 2013
  18. I have to agree, the issues with the clamp-o-trons trying to connect is actually very part-breaking, in my opinion. Ive tried using decouplers, only to have multiple utilities on the satellite break off.

    However, I see the shielded docking port snaps just fine.

    Andrew Delorme April 25, 2013
  19. This is because the shielded docking port doesn’t allow surface attachment, only node attachment.

    I guess I could edit a non-surface-attachable version of the standard docking port to include with the download…

    RoboRay May 3, 2013
  20. sooo … is this 0.20 compatible?
    guess it won’t hurt to try it, of course .. tho i’ve read of ‘scale’ issues with .20 and various parts.

    Vaughn Stegeman May 23, 2013
  21. Tested and working on 0.20.

    Wumpi May 25, 2013
  22. The part.cfg files are now updated for the new KSP 0.20 format and can be found under the Robodyne GameData folder.

    A docking port that does not attempt to surface attach is now included. It is easier to install inside enclosed spaces like cargo bay than the stock docking ports.

    RoboRay May 26, 2013
  23. hi!
    Can we have a cargo bay 5m (for the novapuch update) with internal docking port for the 0.20?

    Alex PLANDE May 28, 2013
  24. I don’t intend to add any larger bay sizes, as there is no common agreement between mod makers on sizes larger than 3.75m. However, you can easily add your own by editing the part.cfg file with Notepad or any other plain-text editor. Copy and paste one of the three “PART{}” sections, change the Name and Title lines of the newly added section, and adjust the RescaleFactor line to achieve whatever size you desire.

    RoboRay June 3, 2013
  25. Would you have any idea why these bays snap my spaceplanes in half when I try to close the doors? Thanks a lot! It’d be a great mod if I could figure out why it snaps my vessels in half.

    Tym Friend June 4, 2013
  26. Yeah. these things seem to put some kind of weird stress on their outter nodes while the doors are in motion. This will happen on a craft with nothing but a pod in front and a tank in back sitting on the runway. Is this a bug; fixable? I like these parts and would like to use them.

    Tym Friend June 4, 2013
  27. Hi Roboray! thanks your addon!
    Can you make a 5m and 7.5m cargo bay for a space plane stock in a mothership? thanks ;)

    Alex PLANDE June 9, 2013
  28. I’m using this cargo bay, It’s my favourite one. I hope that the bug of breaking rockets when the cargo bay is being opened or closed will be fixed some time.

    Sparker August 23, 2013
  29. A newer and graphically improved version of these cargo bays are available here:

    The old version will remain available on Spaceport.

    RoboRay September 10, 2013
  30. Can you make a white version? I don’t really like the black

    William Nieboer December 10, 2013

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