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  1. Specs: i7-10700 / RTX 2070 / 16GB RAM KSP2 Version: No mods used Severity: med/low, it's pretty annoying and break your craft in the VAB, but you can do Frequency: Happens all the time because it can be easily reproduced (see below). Description: One example to reproduce it (Like images below): When in the VAB, attach three parts between each other, rotate the middle one to attach the last one to the first one: it breaks. A video is better to explain it: https://i.imgur.com/xqlQZIU.mp4 Also "work" horizontaly with more parts than two: https://i.imgur.com/3jSGYL0.mp4 Those videos should be enough but just in case, with images: I pick the middle part (red): Rotate it with S: Move it to be in the "attach zone" of the white part: It rotates the blue part and the joint disappear.
  2. There is the Wing, Stabilizer, and Control Surface subgroups inside of the Aerodynamics group. They are all extremely similar visually (if not completely the same) and their settings in parts manager match as well. It's incredibly difficult to be able to tell what the difference is between parts in each group. To my knowledge there is nothing in the UI that explains it either. It'd be nice if the game did a better job at explaining why you'd use one group over the other, and what the key differences are between the 3. Would make for a decent tutorial video as well.
  3. KSP2. Patch 2 There is a UI problem with the drag/drop VAB operation when moving a fairings part. The 'edit' fairing button captures the mouse click and prevents you from dropping the part being moved. Create a new ship Add the AE-FF500 Quahog fairing as the root component. Attach something to it ( above or below) like a stabilizer component Click the Root fairing part to move it Move It Click to Release it The fairing editor is activated instead of releasing the part. You have to have to "throw it off" by dragging quickly and clicking while in motion to complete 'drop' operation. I suspect that you should adjust the placement of the 'editor/settings' buttons so that they are not centered on the part origin, or disable part interactions while dragging.
  4. When attempting to merge a rover with a lander in the VAB and hovering the rover near the lander's docking port, the rover flicks rapidly between different possible attachment options. It is then very likely for the part orientations on the rover to get jumbled up like this: To replicate: Download this craft file bundle and unpack in your save's Workspaces directory. Load workspace "Rover Lander" Merge "Mini Rover 0.1" with the Rover Lander, review the shape. Note that the rover is now the main assembly and the workspace title "Rover Lander" has been overwritten with the merged workspace's title. (shouldn't the lander remain the main vessel when merging? And keep its original workspace name?) Make the lander the main vessel again. Grab the rover by the central battery and move it around the bottom of the lander a bit. Note how the rover flicks rapidly between different possible attachment options, which would make it difficult to attach the two docking ports together. Rover parts should become noticably jumbled as in above screenshot very quickly. Workaround: Cover every undesired attachment node with a nosecone. This might be a tad impractical. KSP Version: Operating System and version (Windows 10, Windows 11): Windows 10 CPU and GPU: Ryzen 7 3700X, GeForce RTX 2080 Super Mods: none.
  5. KSP Version: 0.1.2 Op System: Windows 11 CPU: AMD Ryzen 9 5900x GPU: MSI GeForce RTX 3080 Gaming Z Trio 12 GB Bug description: Expected: While in VAB, I expect the orientation button (vert/horiz) to change which direction I scroll while holding Mouse3 button Observed: I often get stuck in the horizontal orientation and am only able to scroll laterally using Mouse3, despite clicking the vertical orientation settings in VAB Steps to Replicate: Build craft in horizontal orientation and try switching to vertical (i.e. attaching a plane to a rocket) Fixes/Workarounds: Clicking parts w/ Mouse3 button to re-center camera on parts I need to look at List of Mods:
  6. KSP Windows 10 Ryzen 7 5800H RTX 3060 Laptop In KSP 1 there was a setting for the move/rotate tool to snap to a grid and angles relative to the root part, so you could get two parts to be perfectly aligned in position and orientation no matter where you initially put them. In KSP 2 the "AlignmentAssemblyButton" actually still snaps relative to the part you're moving's original position, so you cannot use it to move parts to the exact center of the vehicle, or get them aligned perfectly vertical or horizontal or to a certain snap angle.
  7. The title is self explanatory. Newest Version of KSP 2 Intel Core I7 Ram: 16gb RTX 3050 laptop gpu Windows 11
  8. It's been pointed out to me that this bug is already known. KSP version Win 11 22H2 Processor 12th Gen Intel(R) Core(TM) i7-12700KF 3.61 GHz Installed RAM 32.0 GB (31.9 GB usable) NVIDIA RTX 3080 Ti The outer assemblies are attached with symmetry set to 4. They seem to be okay with the Mk-16xl's, solar panels, struts and fins, but if I try to put any radial chutes on them the whole craft goes under the floor and disconnects. By only attaching them to the central core, I've gotten a much higher part count without losing the craft to the Indoor Kraken. I've got other craft with 8 outer's- some attached as 4 and 4 and some attached as 8, they all exhibit the same behavior, don't like radials chutes.
  9. Commonly when i revert to the VAB, usually with a large or medium size rocket, my vehicle will appear mostly under the floor and with each part separated. loading the vehicle again or merging it to the current build dose not fix the issue. it just spawns inside the currently stuck vehicle. I have not run into this issue with planes yet SPECS: CPU: intel i7 11th gen GPU: Nvidia GTX 1660 RAM: 32 GB Screenshot (wont let up insert it)
  10. As said in the Title, after hitting the confirmation button to revert to the VAB, right after hitting the button the game froze and the staging which UI was flickering. (I forgot to take a screenshot. + I quited the game with Alt + F4). Expected Behavior: Game displays the loading screen and loads to the VAB. Observed Behavior: Game freezes and stays like it was, with the prompt to confirm the revert to VAB still open. Steps to Replicate: I couldn't reproduce either. Fixes / Workaround: Only happened once thus far. Pictures: None sadly. Craft file: https://www.dropbox.com/sh/9eqxqoel9fhl6ng/AAA1ESyYJ3JvKSm52Oed4gQza?dl=0 (this was the one that was loaded before that happened). Log: https://www.dropbox.com/sh/d475tzdlng6e7ck/AAAZDQA3vudBbXGgf9KtGB-Aa?dl=0 PC specs: OS: Windows 10 CPU: i7-8700K GPU: RTX 2070 RAM: 32GB Mods: No mods have been used. Keep up the great work! <3
  11. If you build ships you come across a bug which causes assemblies to just fall a part. It happened with other vehicles to, buy this is just an example. This is the payload section of an satellite launcher, as can be seen in the first picture in the VAB it all looks fine, but when I Launch it, it just all falls to the ground. I hope this helps, keep up the great work. (Picture taken before patch one, but bug still exists after patch one.) Expected Behavior: Satellites stay as they were assembled in the VAB. Observed Behavior: Satellites fall apart and won't stay attached to each other. Steps to Replicate: Take craft file and launch it. Fixes / Workaround: Put a strut on each part (Yea I know but that at least fixes it somehow). Pictures: https://imgur.com/a/asAClgp Craft file: https://www.dropbox.com/sh/9eqxqoel9fhl6ng/AAA1ESyYJ3JvKSm52Oed4gQza?dl=0 PC specs: OS: Windows 10 CPU: i7-8700K GPU: RTX 2070 RAM: 32GB Mods: No mods have been used.
  12. I was building - then I was not and steam was updating. Build effort lost. Hope for humanity lost.
  13. having more symmetry options enable new things. 5x symmetry is my favorite modded symmetry from KSP 1. now you as a reader probably think: who would ever want 5x symmetry and why. the answer is: me and here comes the why: my first argument for 5x symmetry is redundancy when designing a lander how many legs should it have? well at least 3 because the center of mass needs to be within the triangle formed by the legs. 4 legs is not the best option (sorry Apollo) if any one leg fail the craft is unstable and it will fall over. 5 legs will allow for any single leg to fail and still be upright, and up to two legs could fail as long as they are not next to each other. but for me personally the main reason is to be able to build crafts like this. now how does 5x symmetry stand out from the rest? 5x symmetry allows construction of tesselating structures in 3d space (balls) one great example are the platonic solids, most of the fun ones require 5x symmetry. the one in the image is a Icosahedron that was twisted a bit. note that every node has 5 arms. there will probably be a mod for this, but to simplify craft sharing of designs like this it would be nice if everyone could download and play with them. as a spoiler i will add pictures of other designs that use the same symmetry. adding more symmetries would not be harmfull. 7x could probably be cool for making heptagrams or something. it would be a very smal addition to the game to add this and it would probably go unnoticed by many, but it would make my day!
  14. The problem is with 2x fairing. When I zoom out camera to get aerial view of craft, part of fairing open a view of craft (1st case). When I soom in to concentrate on certain part of craft, fairing part close fairing and view of craft (2nd case) So I can't zoom in camera to edit craft which is so annoying. Plus I want to share another fairing bugs: 1) Fairing 2x jerks much from moving of coursor, I thinks some people noticed it a long time ago 2) Fairing 2x causes a huge FPS drop, instead of another (3x, 4x ...) types of fairings
  15. These air intakes were placed on mirror symmetry tanks using 8x symmetry. The intakes on the left are fine but the intakes on the right are rotated wrong.
  16. KSP Version: OS: Windows 10 CPU and GPU: AMD Ryzen 3950, Nvidia RTX 2070 Super Description of the bug. Expected Behavior: Reliable vehicle saves Observed Behavior: After a revert, the rocket is no longer launchable eventhough it was fine before. Anything below the drone core is stuck underground and none of the parts are attached to each other. Screenshot 7zipped Savefiles
  17. There should be a way to turn down the sun Glare in the VAB Some examples
  18. In the first part of the game, in the workshop, there was quite a lot of white light. The craft was well lit from all sides. And the huge doors of the building were also open and it was possible to see the street, the grass in the distance. It looked more comfortable. Now the building is closed and dark. Sometimes bright sunlight penetrates through the windows, but this is a matter of chance. In my opinion, there are not enough artificial light sources of a cold or white hue. I know it's more of a matter of taste. What do you think?
  19. I'm sure I'm not the first to complain about this. In the Parts Manager, mouse clicks often do not work. The video shows a problem with checking the checkbox. But often the bookmarks are not opened from the first click. They also sometimes close with problems. Although in video a bookmarks behave extremely well.
  20. Following my experiences with the Weekly Challenge 4 - Recreate Apollo, building a "Hell of a rocket." without auto struts and on par with wobbly Kerbal material engineering, it forced me to clamp down my Apollo rocket with Launch Clamps so that the wind won't mess with the orientation. As with KSP1, KSP2 also incorporate that the altitude of the vehicle in the VAB would also be the altitude of the vehicle on the launchpad due to the Launch Clamps. There should be a button or buttons to make the rocket "sit atop" or just above the ground of the launchpad in the VAB so that when using Launch Clamps, the rocket won't be lifted above the launchpad because of the Launch Clamps. If this feature will be disregarded, another lesser alternative would be:
  21. This could be done in KSP1 and helps a lot when trying to precisely tune the vehicle in VAB for the Launch Clamp. As of v., we could only rotate but not translate the parent or Assembly Anchor part. A better alternative would be:
  22. this bugrep is for [v0.] 1: symetry turned on, but engines are not subject to symetry? :: 2: symetrical gear placement, anyone? what a crazy mix of radial and axial symetries =))) :: 3: beauty isn't it? =) ::
  23. A bug in the VAB where parts cannot be put into trash when a space craft or a single part of it is behind the trash icon, even when trying to delete a part when clicking on an empty space on part-picker and a vessel is behind it, it won't be trashed / get deleted. How to recreate bug: Load a vessel or place a part in the VAB Put the 'part-picker' over the trash icon (alternate explanation: "hide" the vessel or placed part behind the trash icon on the 'part-picker') Get a part and try to delete the part with the vessel/part behind the trash icon or an empty space in part-picker This bug does not happen when trying to get a part from the part-picker when a vessel or a part is behind the selection. It also doesn't happen when trying to replace a part with another part with the same procedure. https://imgur.com/a/MIbxQN6
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