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Found 56 results

  1. Hi, am i the only who never uses RCS?
  2. I hate having to hunt down the docking port to release my ship, especially on larger space stations. So I give you: THE UNDOCKINATOR Push a button, it undocks. The part that will be undocked is highlighted in yellow when you hover over it (as in the image above). Supports DPAI integration, to both show the name and allow easy renaming. Supports both stock and Blizzy's toolbar Download for KSP 1.3.0: Curse, SpaceDock, Github Download for KSP 1.2.2: old version at Github Download for KSP 1.1.3: old version at Github Sources: Github License: MIT
  3. DPSoundFX Simple as the name, it adds the sorely missing sounds of collisions docking in orbit! Motivation Simply put, I wanted to hear something when 2 ships docked. I was so used to it in Orbiter (an open source space simulator) that I sorely missed it. So much so that I jumped into coding (again) to make it happen. My effects are based on my perception that Jeb wouldn't dock so much as "participate in a controlled collision" Installation Be sure to have the latest version of ModuleManger installed! Upzip it into your GameData folder, as with most other mods. API Reference Using a ModuleManager config, like below, you can specify your own sounds for any docking port in the game. @PART[someDockingPort]:NEEDS[FP_DPSoundFX] { MODULE { name = DPSoundFX sound_docking = CustomExample/crash sound_undocking = CustomExample/radio internalSoundsOnly = false } } How-To-Use Just listen, when docking or undocking of course!! Contributors Guru's who answered my questions: Snjo CrzyRndm Authors whose plugins were studied for clues and code: Pizzaoverhead License GNU GENERAL PUBLIC LICENSE V3 dated 6/29/2007 Download / Source Download Source Alternate Sounds Docking & Undocking - by Dashman (RAR archive) Docking & Undocking - by akron
  4. Updated for KSP 1.2.1 Once upon a time there was LAZOR mod from famous Romfarer, which included a useful docking camera, that displays the videostream a small window in the main flight scene. However, it has not been updated for a long time, and refused to work in recent versions of the game (or I could not start it). Nevertheless, I like it output style of information and I was bored without this service. That in turn has led me to attempt to revive the aforementioned docking camera. And YES, i know about Docking Port Alignment Indicator, HullCamVDS, cameras for RasterPropMonitor etc. But i do not know about any working cameras in window. New shaders example: So, what we have here. Docking-camera itself, which can be integrated to any part (MM patch enclosed for the docking port modules). It looks ahead by the vertical axis of the vessel's and displays a minimum of necessary info for the docking maneuver - namely, range, speed, angle, alignment and when the correct trajectory occured - time prior to docking with the mark that such trajectory will lead our vessel to dock without additional actions (small lamp will become green and will show time to docking). camera window has three size presets. It also has three viewing modes: color, Black and white and infrared. Powered zoom function. Also, there is a button to remove flight data from the screen. Furthermore, effect of television interference can be added. The range of the camera,parameters of night vision (RSMA) and presence of noise - can be configured through CFG. Camera requires a target to operate. In addition the ugly external camera enclosed. It can show videostream only and also has three modes of vision and is able to rotate on two axes. For cameras, installed under the belly of the aircraft (which gets inverted upside down) there is the mode of rotation of the image. In the CFG of the partcamera some meshes could be configured for use with other camera model. All cameras have a title with its number, and also can work a few pieces at a time. Docking camera reporting its target on its window title. There is an experiment on part camera - a try to reproduce a surveilance (spy) activity. You need to be at a distance less than 1000 m near any targetable thingie, catch it on camera's screen and targeted. press "⦿" button. A ray will be shoot. If all requirements have met and there are no obstacle on ray's path - you'll should get experiment results, if something wrong - you just spend one bullet. Experiments is limited by bullets (4 yellow balls around cam, dissapearing one by one each time). I thought it will be interesting if contracts. Camera has 3 presets of shaders (noisy TV 1960th style, TV 1980th style and standart (color, b/w and nightvision). available via button, appearing when blizzy toolbar is installed. Also, by toolbar button you could find info about nearby cameras installed on other vessels in transmission range. If camera has been activated on some vessel, but you drive other one - a new window from distant camera will appear when distance from first one will become less than 2500 (or 10k (customizable)). If you want you can use "look at me" mode by activating it on distant camera. "Targetcam" and "follow me" modes on your active vessel (set camera position using scrollers). The cameras can transmit the videostream to nearby vessels, but only at a distance of up to 2 500 meters. You can change this unload range via toolbar button. Configuring examples History Download from Spacedock DONATE Source installation: remove previous version and just extract an archive into Gamedata. requirements: ModuleManager recommends: Blizzy Toolbar
  5. I made a series of illustrated tutorials for orbital rendezvous & docking. There are 4 techniques. For a link to all the images in a single imgur album, click here. Hohmann Transfer Rendezvous: Orbit Phasing Rendezvous (easy radial-burn version): Orbit Phasing Rendezvous (more efficient prograde-burn version): Parallel Orbit Rendezvous: Changes: v7 - Adjusted phrasing in one chart and updated drawing of spacecraft in all 4 charts. v6 - Fixed a typo in the Hohmann transfer's step 6. v5 - Added 2 techniques (for a total of 4). v4 - Spelling error corrected. v3 - Refined instructions for final approach, docking indicators now also includes Navball Docking Alignment Indicator, more notes on how to be efficient. v2 - Split into 2 versions: efficient & easy. v1 - Original version.
  6. What I came to observe is that the Docking Ports (Any size, any make) never behave consistently. Docks sometimes, sometimes doesn't. I have also ensured that the parts have the correct orientation, is controlled from the port, the destination port is targeted and everything else (disabling RCS and SAS just before docking). Didn't work out. I then tried editing the save file from various VERIFIED sources, but all i found was that they were in perfect order. Nothing indicated that the ports had erroneously considered itself docked when it wasn't. So drew a blank there too. I simply can't figure out the pattern of successful or unsuccessful docking. Looks like the ports have a mood of their own. What am I missing?? The game runs smooth as butter, but a huge headache when i have to start docking stuff. If it doesn't dock, start the mission all over again and HOPE to work perfectly. I have come to notice that docking had issues in previous versions, say before year 2015. Very rarely have docking problems been reported in 2016-17, so I assume it's been debugged. So what would be my issue? (I would have attached my quicksave.sfs file, but u cant figure out how.)
  7. My version of KSP is 1.1.0 I Built and SSTO to mun, inside the SSTO there is a Mun lander that has the MK1-2 command pod along with it's own lander can, the docking port of the lander is the normal sized docking port, and the SSTO's docking port is the huge Sr docking port, (Remember the two crafts where built docked together) when i undocked the two crafts and did my mission, the docking ports refuse to dock back again. and yes i did try to rotate the lander several times, i also did smash into the port, AND also i did try to back away a few times. nothing worked so, anyone has an idea on how to solve this?
  8. I found some really nice and easy ways of docking I wanted to share. Since my time today is limited, I'm not going to finishing this post right away, I'll do further editing of the OP to include more methods. Everyone is welcome to share theirs, if they're better explained than mine or new I'll include them with a reference to the author. 1. My absultely favorite method I can't believe I haven't thought of earlier. Really, I just discovered this method very recently and I hit my forehead onto the table for not thinking of it earlier. Dependencies: (- having completed the rendezvous maneuver successfully (this tutorial is just on docking)) - Torque wheels on both vessels - Control over both vessels (all SAS features on both vessels) - propulsion on one vessel (not necessarily RCS) 1.: get the two vessels close together (less than 100 Meters should be fine) and cancel out relative velocity as precise as possible (0.1 m/s might be too much). To do this, switch to target mode, point retrograde and burn (very gently) until your velocity-indicator reads 0.0 m/s. If you're not close enough to your target, get closer first. 2. tell SAS to point towards the target. Make sure RCS is disabled while the ship turns to prevent any change in relative velocity. It needs to stay zero. 3. switch to the other vessel using the "/" button. 4. repeat step 2 with the other vessel. 5. Throttle up very gently on any of the two vessels until you move towards the target at 0,5 to 1 m/s. If your relative velocity was zeroed out sufficiently and the distance between them wasn't too big, they will dock. this method works surprisingly well, even with very big and sluggish vehicles.
  9. I am trying to build a rover with the docking method, only i can't get these two to dock even though the docking ports are right on top of each other. Is this a bug or am i doing something wrong?
  10. Hello all, Whenever I try to separate the CSM from the 3rd stage, the four fairing pieces that come with the rocket do not detach. I know that I have my staging correct. Does anyone have any helpful tips? Any help is appreciated. mustangpilot51
  11. So I've a question for some of the more nuanced players who swear by Vernor Engines over the RCS thruster blocks. I personally typically use them as secondary controls during very heavy launches to keep things aimed where I want them, and after that I ignore them. For those of you who typically only use Vernors, how do you place your engines for front/back translation during docking maneuvers? Assuming your docking port isn't on your nose, as mine is typically strapped to the side somewhere, it's not simply a matter of using your engines as you need to brake in fine increments as you line up, so without some very unique attachments (like strapping some I-Beams on at awkward angles), I'm wondering how it's done? Words are good, pictures would be awesome! Thanks in advance.
  12. I have been trying to dock this for 45 minutes, I just realized that the hatch is closed, on both sides none the less. But there is no option to open them. What have I done wrong?
  13. Just a shower thought Particularly the mk1 passenger cabin can be really annoying, but there are plenty of times when it would be easier to get crew out of a part of the vessel that's just not where the cabin is. Clearly the crew can move around within the ship, since they'll happily transfer between pods, so this idea doesn't seem to break the established rules. Right clicking a hatch should have an option to "eva crew", bringing up the crew list (like clicking a hatch) and showing every kerbal on the vessel. Approaching a hatch with an eva kerbonaut and hitting B should either bring up a the transfer highlighter so you choose where they go, or just put them in the nearest cabin that has a space and we'd take it from there ourselves.
  14. In honor of love lost Place (or have) a space station in orbit of Kerbin in range of 100x100 to 120x130 with at least two docking ports Place a female kerbal in the space station. The method of doing so is expected to use up one of the docking ports. Send as a male kerbal to to the space station at high speed. In particular: * Have a TWR of at least 2.5 on the pad. * Get shock heating during ascent * Get a space station intercept within 2.5km while still suborbital (PE below 70km); use the velocity matching burn also as your orbital insertion burn * Dock with the space station within one orbit after launch. Hard mode: * Intercept space station with PE still below the ground * Exceed 5 TWR at some point during flight. * Dock within half an orbit * Do not rotate the space station Insane mode: Do it in RSS (adjust space station height to something reasonable) I have done easy mode entirely by accident in my career save, and hard mode on purpose. My entry (hard mode): http://imgur.com/a/nLjVU I got to intercept and matching velocities within 6 minute of launch. I managed to fail to record the time to dock, but from this point it was without time acceleration and couldn't have been more than 5 more minutes. Balanced mods welcome. If you really want to keep score, probably the best way in keeping with the spirit of the challenge is minimum time to dock. Yeah that leads to radical risky docking maneuvers but that's the Kerbal Way.
  15. 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
  16. Title says it all. I can't dock in this version. I've been playing ksp for 3 years and never had a problem docking, but magnets aren't engaging and I'm convinced it has something to do with a corrupt part file? I'm hoping someone who is good at coding can help me debug it. I've tried changing the states of the clamp o trons to = ready to no avail. Hopefully someone can find what I'm missing. https://dl.dropboxusercontent.com/u/35588260/no docking luck.sfs
  17. Docking with Ludwig is docking with style! At this time, i have no clue if it is possible to edit manoeuvre nodes in IVA with RPM. So i still need to go to map view to set the Hoffman transfer node.
  18. I got this issue whit 1.1.3 whit a apollo mission it only shows disable crossfeed or set as target on both docking ports !
  19. In my career mode, I recently accepted a contract to build a space station. The launch of the first module went without a hitch, but I was so hasty on the second ( I just used the same spacecraft, but with another cockpit to fulfill the crew capacity requirement) that I forgot to add RCS thrusters. After pushing my close approach to .3 kilometers, when I started killing relative velocity, I realized "uh-oh, I forgot the RCS bits and pieces". I however succeed in docking through careful prograde and retrograde burns, along with thrusting toward and away from the target. I want you to do something similar. Here are the requirements. 1. The first module must have at least one mk1 lander can, an antenna, and power generation. 2. Neither the first, nor the second module may have ANY form of RCS thruster (0-10 engine is allowed however) 3: Post a picture of the ship on the launchpad, three pictures of the rendezvous procedure, one from map view showing close approach arrows, and a picture of the docked spacecraft. A video is okay too.
  20. Help! I cannot undock my vessels anymore. A while ago I docked a unshielded 1.25M docking port to a shielded docking port. Did a couple of EVA's and wanted to return the crew home. But I could not undock. I pressed the undock option on one of the docking ports. The option disappeared but the vessel remains docked. I tried editing the save file but I still can't undock the vessels. I do not want to delete the vessel since I've spend quite a while on the orbiting station. Here I got the save file excerpts from the 2 docking ports : Shielded port on crew transport vessel : PART { name = dockingPort1 cid = 4293538438 uid = 1628668193 mid = 2728356412 launchID = 15 parent = 5 position = -0.000441193580627441,-8.34658908843994,3.93390655517578E-06 rotation = 0.0004590763,0.7070953,-0.0005075785,0.707118 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 2 sidx = -1 attm = 0 srfN = srfAttach, 75 attN = bottom, 75 mass = 0.1 temp = 278.707014779893 tempExt = 273.579767810387 tempExtUnexp = 4 expt = 0.5 state = 1 connected = True attached = True flag = Squad/Flags/default rTrf = dockingPort1 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True crossfeed = False stagingEnabled = False state = Docked (dockee) dockUId = uid = 1301555407 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiActiveUncommand = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiActiveUncommand = False guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiActiveUncommand = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiActiveUncommand = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiActiveUncommand = False guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Port: Enable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } DOCKEDVESSEL { vesselName = Crew quarters vesselType = 3 rootUId = 3382957609 } } MODULE { name = ModuleAnimateGeneric isEnabled = True aniState = LOCKED animSwitch = False animTime = 1 animSpeed = 1 deployPercent = 100 animationIsDisabled = False stagingEnabled = True deployPercent_UIFlight { controlEnabled = True minValue = 0 maxValue = 100 stepIncrement = 1 } EVENTS { Toggle { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Toggle guiName = Close Shield category = Toggle guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } MODULE { name = ModuleDockingNodeNamed isEnabled = True portName = taurus initialized = True controlTransformName = stagingEnabled = True EVENTS { renameDockingPort { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Rename Port guiName = Rename Port category = Rename Port guiActiveUnfocused = True unfocusedRange = 2000 externalToEVAOnly = False } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } } Unshielded docking port on orbital station : PART { name = dockingPort2 cid = 4293933134 uid = 1301555407 mid = 2842429246 launchID = 2 parent = 4 position = 0,-7.73098945617676,0 rotation = 0.7071068,0,0.7071068,0 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 1 sidx = -1 attm = 0 srfN = srfAttach, -1 attN = top, -1 attN = bottom, 4 mass = 0.05 temp = 205.221251737256 tempExt = 213.995940280198 tempExtUnexp = 4 expt = 0.5 state = 1 connected = True attached = True flag = Squad/Flags/default rTrf = dockingPort2 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True crossfeed = False stagingEnabled = False state = Docked (docker) dockUId = 1628668193 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiActiveUncommand = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiActiveUncommand = False guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiActiveUncommand = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiActiveUncommand = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiActiveUncommand = False guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Staging guiName = Port: Enable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } DOCKEDVESSEL { vesselName = Taurus vesselType = 3 rootUId = 3382957609 } } MODULE { name = ModuleDockingNodeNamed isEnabled = True portName = crewquart initialized = True controlTransformName = stagingEnabled = True EVENTS { renameDockingPort { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Rename Port guiName = Rename Port category = Rename Port guiActiveUnfocused = True unfocusedRange = 2000 externalToEVAOnly = False } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } } What am I doing wrong??
  21. Anyone else got a ship alongside another, targeted a docking port, selected a ventral docking port (a side or top one) and done a 'command from here'? Even though the docking ports are almost aligned, when I select 'command from here' and then click the 'target' option on the SAS the ship goes nose down and does a summersault causing a collision. I'm not sure what it's trying to target but it isn't the docking port I selected.
  22. Hi all. Does anyone know if there is a shielded large docking port in a mod. Just wondering if you could point me in its direction I would be most appreciative. Thanks. Peace.
  23. Strong magnetic fields do help new players with their first dockings, but it takes little practice to reach the level where it's just annoying. It causes the vessel (parent and target) to wobble around if their masses aren't large enough, it results in different roll so if you want symmetry and proper solar panel alignment, you're gonna have a bad day with constant undocking and docking. This is particularly important with larger lateral structures. Only perfectly aligned vessels will approach and immediately snap together so the whole experience is like uncanny valley of the robotics - n00bs are ok with it and extreme pros are ok with it. I'd reduce it to a more comfortable level. It would barely impact the mentioned player groups, but it would make docking easier for the rest. P.S.: It appears to me the force is identical for all ports which makes situations with the Junior port quite annoying.
  24. Hi, I have built a spaceship in orbit, but when I first wanted to try it out I saw the navball going crazy. As you can see there are 3 orange tanks connected with 2 side docking ports. All ports connect and hold it together steady but the navball showing wrong direction (gaining speed on progade, target and manouver nodes totally offset by 180°). Game is 100% vanilla, no mods. Is there a fix, so I can use my ship's navball? Or forget those double docking port aligments...
  25. I'm about 400 hours into my KSP career, so not really a total newby and have successfully docked many many things to one another, but I'm completely flummoxed by the behavior of docking ports WRT the HubMax. When I launch my first station, the attached docking ports do not have the "Decouple Node" option available, after all, they're attached directly to the HubMax. Sofar, so good. I launch my next piece (a large solar array), and plot intercept in LKO. Move to dock with the array going Clamp-O-Tron to Clamp-O-Tron. As I bring the array in closer, they touch at .1 m/s with SAS off, and... nothing. No magnetic attraction, no docking as I've done successfully many times in the past. No amount of rotating the array seems to affect it. The only thing that seemingly changes is I now have the option to 'Decouple Node' on the docking port attached to the HubMax... huh? If I click that, the docking port just floats out into space as if attached with a decoupler, which it isn't, leaving me a bare HubMax endpoint. Thinking I attached it wrong, I tweak how the Clamp-O-Tron is aligned in the VAB, and launch a second station (which is actually the one shown below, attempt #2), but it too suffers the same indignity as the first. The array, for its part, seems to continue to have a normal functional docking port, though in fairness I'd need to throw something else up into orbit to test against. But I feel pretty certain its the HubMax port that's the issue. So... bug? Am I missing something here? Do I not understand how the HubMax is supposed to work? Any thoughts on resolution or workaround to my station floating debris in space? TIA