Jump to content

Search the Community

Showing results for tags 'docking'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. I haven't docked before, and I've been doing the docking tutorial. There's (apparently) a magnetic phase that kicks in close to contact, but when my ports contact (yes, they TOUCH each other on point, no angled contact), they just bounce off each other (yes, the ports are unshielded). Is there anything I can do to fix this?
  2. So, I'm building up a mining colony at Minmus, but I'm trying to make it as efficient as possible. I am using Kerbal Attachment System mod, just for reference. Would it be more efficient for me to process minerals on minmus and then ship it to orbit, or to ship minerals to orbit and process it there?
  3. In one of my RSS/RO/RP-1 campaigns, I ended up launching a spaceplane before any manned capsules (because reasons), and decided it would be fun to role-play a world where ballistic re-entry is considered unsafe for humans. This does of course make BLEO (Beyond Low Earth Orbit) missions rather awkward, as you can't use the atmosphere to slow you down on the way back. But, with a massively over-complicated multi-launch architecture, I managed to perform a manned lunar fly-by with nary a heat-shield in sight (and all LVs under 275t GLOM). The full write-up, with 65 screenshots, is here on my website.
  4. Hi guys, I'm sorry to ask that because there are already a million tutorial about docking but i've got some problems doing it. Sorry, I think I just found the problem blob:https://imgur.com/a0016323-aadc-4a6c-a363-22e88f1c1d8b
  5. I was just wondering if it's possible to dock 2 seperate craft together using 2 different docking ports on each craft simultaneously. (4 total) I don't think you could do it in older versions but I'm not sure which version it was when I last played and would prefer a knowledgeable person to save me some sleuthing if they would be so kind. It seems like something that really ought to be in the game, but I could see how there would be control issues unless the detachment was assigned to an action group to "let go" at both points simultaneously. Either that or stagger the decoupling to delay until all connected ports have been told to decouple.
  6. From my experience it's difficult to impossible to dock with a surface outpost, because the docking ports have to be the same height above the ground. And they have to be axially aligned, so if there was a way to control the orientation and raise it up it would be easier to dock.
  7. Hey Guys, I'm currently reading Downbelow Station by C J Cherryh, and I thought it would be fun to recreate the titular space station in KSP. There is, however, a problem I'm running into. In the book, all of the docking ports on this space station are on the ring, not the hub. Given the diameter of the station and how fast it would have to spin to generate 1g, the surface of the ring is moving by at about 73 meters per second, way too fast to even hope to perform a successful docking. So to anyone here who has read the book or is even just familiar with the story, what am I missing here? Cherryh's work in science fiction is for the most part pretty well grounded in scientific accuracy, so how is it she did not think of this? If anyone has any insight into this subject, I would really love to hear your thoughts. Thanks.
  8. Is anyone else finding it way less forgiving to dock since the update? Where the vessels used to bounce a bit and slowly orient themselves with the magnets... Now they drive into each other and starts spinning frantically out of control.
  9. I've been trying to create a mobile refueling rover. However, I cannot get the ports to work to attach my craft for refueling. I figured maybe I attached them incorrectly or something, so I went back to the sandbox and pulled up the prefabricated crater crawler, which have built-in docking ports. As a test, I have two of them (with extra fuel tanks) just off the Kerbin runway. My plan was to test the concept and see if I could transfer fuel from one to the other. However, I cannot for the life of me get the ports to work. They just bounce off each other. I have set one as a target; I have tried "control from here" and no luck. Earlier, I had played around in a different scenario, where the ports would attach but upon decouple, would explode. This time around, they won't even go together. I am very confused. Interesting, as well. It says they are 5.8 meters apart, but they are touching. Is that distance figure based on the command modules and not the ports themselves?
  10. I've had a problem with controlling ships when controlling from docking ports at a right angle from the root part. Both SAS and mechjeb's Smart ASS have wild oscillations around the roll axis of the docking port, like its overshooting its attempt to stop rotation. This happens with both an inline docking port part like the shielded clamp-o-tron or with a normal docking port attached radially. I might try testing this in an unmodded install, but was wondering if anyone else has experienced this? I have several mods installed but the only one I can think that would effect SAS's ability to hold steady is mechjeb. Nothing out of ordinary appears in the logs Edit: this is in 1.3.1 since I'm still waiting for mods to update
  11. the mission consists in: docking to a target, undocking, redocking, undocking, redocking. the result is unpredictable, sometimes it works some times not, maybe you get the first 2 right but the third bugs, and so can't move on. I kept trying and retrying, but still I can't manage to find a way that ensures completion to the task. Sometimes it seems that it is related to a vehicle modification before mission test, so I deleted and recreated the docking tests dozens of times, but only sometime it seems to be the solution... In the screenshot you can see the project. During the last 2 tests the ATV-gemini dock has worked fine, and triggered the message, but "undocking 1" dind't work the first tima, and not even in the second after I tried to recreate it. I just don't get it, it has the same vehicle specifications of the other, but it fails.
  12. Has anyone else experienced the following problem in the mission "Meet Me in Zero G": The "Undock NOW!" node will not activate for me. I can undock immediately after the dialog message instructions, with no result. after then waiting for a bit, the time since node activates, I get a 0.7 score multiplier, and the waypoint for KSC never activates. Removing the undocking node and replacing it with an identical one fixes it for me.
  13. Hello, I just launched a rocket into space trying to dock to my small space station. Now i managed to get there and also pretty much dock but i realised, that i put my RCS thrusters (Place Anywhere RCS Port) onto my Docking port on my Rocket which doesn't allow me to dock. I've tried it multiple times but it always got stuck with the magnetic force active but the vessels not connencting. Is there any way to solve this or do i have to do this mission all over again? Thank you in Advance
  14. Hi everyone, I just bought this game a month ago and still tied to it haha, here is my issue, I'm triying to complete the contract regarding dock 2 veesses arround kerbin, so 1st I launched one vessel, then send the other, after some time I managed to circularize the orbit and match both vessels in the same pattern (same AP and PA) however.... I don't how to make them encounter(see attached image) if I burn retrograde then the orbit will change and won't be able to reach any of the vessels... to get the things worse....KSP saved automatically so all my pilots are outthere in kerbin orbit (I wish I could save a game before). I would like to know if anybody have some suggestions / advise on how to dock in this scenario. Screens are in spanish(sorry)... but you should be able to understand velocity and distance meausures Vessel1 have aprox = 3590 m/s DeltaV (remaining deltaV ) Vessel2 have aprox = 2506 m/s Deltav(remaining deltaV ) Hope anyone can provide some suggestions.
  15. https://imgur.com/a/wyo9Q (Sorry for the bad quality, i had to brighten the image because it was really dark)
  16. Hey guys, I'm sorry if this was asked before but I'm just losing my mind. I recently started building my space station, it has living quarters and a science module, connected by a Rockomax Multihub connector. My problem is, because of the idiot that I am, I forgot to add docking parts to the remainder of the ports of the Multihub connector. My question is, is there any way that I can attach a docking port to the remaining ports of the Multihub connector? Or do I just destroy that space station and build another one? Thanks
  17. Hi, A couple days ago i found this bug in my current game: Both the rover and the trailer were created as part of the same ship originally, once in Duna they were decoupled independently and i docked them later to transfer LFO to the scout rover from the mining trailer. The rover appears to float after undocking, but it is still connected to the trailer. When time warp is activated all the rover parts return to the original position as if it were docked. I'm playing 1.3.0 x64, with just one mod installed, KJR v 3.3.3 (up to date). I tried to delete the mod and load the scene again, but the rovers have the same behaviour, so i'd say is not related to the mod. I also tried to modify the persistent file using KML 0.7.2 to fix all the docking bugs, but the problem persists. Connecting another rover with a claw didn't fix anything either. Any ideas?
  18. I have played KSP for quite a while now (and love it), but only recently have started using docking ports. for a minmus mission I decided to go with a lander vessel on top of a large carrier vessel joined by two docking ports. I tested it in orbit over kerbin, and it I could undock and dock it with no problems, except that after docking again the stages of the lander vessel are merged with the stages of the carrier vessel. Is there a way to prevent this from happening? Or should I build the craft differently (Now I have built both in one go, no subassemblies)? What I would like is the staging sequences of the two vessels to be kept separate. I don't even need to see the stages of vessel2 when controlling vessel1 (and vice versa). Hope someone can advice.
  19. So this problem arises with my folding wing SSTO, and the basics of it are that after undocking the bottom ports to fold the craft up, it refuses to fold back down as the docking ports haven't moved 10m from each other. Any tips other than f5 + f9? Id greatly appreciate it if 'theres a mod for that' came into effect here.
  20. Hi there, I've poked my head into the KSP forums a few times, though have omitted a formal introduction as such. So here I am. I'm an engineering school dropout and had been lusting for a game like KSP ever since I had spent weeks on end playing "Buzz Aldrin's Race into Space". I've been playing KSP (badly) for a while, sandbox only. It's one of very few computer games I can still play, as I've lost most of my vision in a traffic collision a few years ago. Consequently, when I bought my present computer, I hadn't expected to play any graphics intense games again, ever. Consequently, not the hottest graphics card. Which you can see in my first KSP video. Well, more like my seventh KSP video. Just the first one that is even remotely watchable and that I didn't have "Eraser" scrub from my harddrive. What you see here: A mission to the mun. On rockets under 500 tons. Yes, the plural. I'm dead certain somebody else has done this, probably when the game version was still below 1. But here's how I did it. No engine with ISP over 310s, so in the Apollo-era ballpark. Rockets weighing about half what the RSBstock Saturn V brings. I don't play career mode, but if you have to make a Munar landing happen with smaller rockets, here's an option. The mission profile: Jeb flies to the Mun, alone, in a 2-seater spacecraft with plenty of ∆v to spare. In case something goes wrong. What would go wrong would be part of Valentina's flight. On a second rocket, carrying the actual Munar landing craft. After flying to the Mun and landing, she goes back up with the ascent stage, and then heads to rendezvous with the waiting Jeb. The rest of the mission should be obvious. Not so obvious, until I flew it for the video: Taking off from the Munar surface, Valentina had enough ∆v left to make it back to Kerbin without Jeb and his big rocket. So I might use the hardware from this video to try a direct ascent flight in a later video. If such is desired, please do let me know. Anyway, here's the video. Caution: The title is no joke. Clumsy is, also, not something you do with your hands. It's a state of mind. So even where I had the right idea about how to do something, I certainly did it in some way that will make you cringe so loud, your neighbors will file a complaint. So don't watch this if you don't wanna deal with being subpoenaed over noise pollution.
  21. I'm new at this game and it was really fun until I got to the docking training. I can't for life clear this stage. Struggle to get the interception markers correct and if I get them correct I will never ever get near the stranded ship, maybe I see it and then everyhing goes really wrong. I follow the guide point to point but no luck at all. Right now I feel that this is the most money wasting game I ever paid for. I know it will be hard to dock but to clear a training session? What will motivate me to continue playing this game if I can't even clear the trainings... Can someone give me a step by step tutorial on how to solve this stage?
  22. Kerbal-Optical-Alignment-System Adds an optical sight and target to stock docking ports in Kerbal Space Program(tm). Motivation I wanted to 'kick it old school'. Back before KSP I experienced this sort of seat of the pants docking in an Apollo simulation created for Orbiter (a great open source space simulator) and I wanted to be able to do that in KSP. I also felt like something was lacking in the stock game when it came to docking. Magnetic ports do forgive some amount of inaccuracy, but I felt we should be able to be more precise. I made every effort to make this mod a incognito as possible, try to add it in to the game so it seemd like Squad did it themselves. Installation Be sure to have the latest version of ModuleManger installed! Upzip it into your GameData folder, as with most other mods. API Reference If you wish to add this mod to your own parts (or your favorite parts) follow these ModuleManager config examples: Adding the Camera @PART[dockingPort1] { MODULE { name = DPCamera cameraName = DPCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.12, 0.0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } } Adding the Target @PART[dockingPort1] { MODEL { model = Squad/Parts/Utility/dockingPortShielded/model } MODEL { model = FP_KOAS/Parts/DockingTarget/COAS_Target position = 0,0.11,0 scale = 1,1,1 rotation = 0,0,0 } !mesh=DELETE } Note that in both cases the values in "Position" will likely need to be adjusted to get the eyepoint and target models in the right place. How-To-Use Simply right-click the port of the craft you are flying, choose "Control from Here" so the manuvering keys work correctly, and then "View from Here" to be taken into "Docking View". To exit, just do as the message on screen said and hit the "Camera Key" (default 'c') as a bonus, the next / previous vessel keys (default '[',']') will also "pop" you back into the external view. Contributors Guru's who answered my questions: JPLRepo sarbian Warezcrawler Padishar Authors whose plugins were studied for clues and code: Albert VDS bernierm License GNU GENERAL PUBLIC LICENSE V3 dated 6/29/2007 Download / Source Download Source
  23. I would like to make kerbals come out from docking ports, but I have no idea on how to force them to do so or if is it even possible.I appreciate alternative ways if this is not possible.Thanks for you support.
  24. Hi, am i the only who never uses RCS?
  25. Hi KSP Community.I have a problem: I have to dock two big fuel tanks (around 6-8m diameter) in orbit for a trip to Mars.Realism Overhaul gives you pre-sized docking ports and TweakScale can't modify them.So yeah , solutions?Mods that add more docking ports for RO?A cfg to add more different sized docking ports of the same type?I don't want to modify a pre existing docking port , since I'm already using them on smaller ships and I fear to break them by doing that.Thanks!
×
×
  • Create New...