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Found 15 results

  1. A lot of people have been frustrated with the way the game handles craft files, there is a lot of confusion around the differences between workspace save names and vehicle save names. The developers have talked about this and are not satisfied with the way it is coming across to players. From what I have gathered from interviews and such is that the original idea was that vehicle name is the name you want it to be called, but workspace name is for you to be able to save versions of the same vehicle. So you can have different workspace saves for V1.0, V2.0, V3.0 ect... having a name for each can allow you to recognize what was added each time or what was changed. Anyways it was made to have a separate save for each time you need to improve your design. This is how the craft file saves work currently: As you can see if I had many more versions of this ship (I just made this craft to explain this post) the screen gets very cramped and seems wasteful. Also it isn't shown in the save but I named the vehicle name "My Ship" for all of these but it just shows the workspace name. Another thing to point out, It puts them all in alphabetical order instead of order they were created, you can see the "design process" throughout but they are placed randomly in the craft file folder. This could be done so much better. Now I think the idea behind the system is great but the implementation is lacking as stated by a lot of the community. My idea to improve this system is to instead of making a new save space for each implementation, it would be a drop down with the vehicle name as the base name and then the drop down will show each workspace. It would look something like this: I don't know how to make something legitimate so please use your imagination. It would pretty much be something that looks like a single craft file above that would have the vehicle name and image/date/time of the most recent (or selected default version) and then you could click a drop down on it to reveal all the workspace names/ versions of the craft in the drop down you could also set which workspace you want to be your default load. The idea would be if you click the large image vehicle name then it loads your default workspace. I think this would be the best way to go about organizing all the craft files while keeping the functionality of getting to save multiple versions of a craft without changing its vehicle name It should also let you rename your vehicle names and workspace names
  2. After reading this mission thread by @purpleivan, I decided to mess around with some underwater stuff too. First on my to-do list, visit the bottom of Kerbin's ocean. Introducing the submarine-lander! (you can download it here) I wanted to explore the arctic, specifically that lake in the top middle of the picture. So I cheated the craft over and got dropping Going down Jeb noticed that the coastline here is a little square looking Further down. Bob is wondering whether that leak is a bad thing Almost. Bob has noticed another leak. You can see the ground in this picture. Bob, stop finding leaks! And touchdown. In this picture it kind of looks like I'm on a moon Thanks I'll keep that in mind Jeb got out to plant a flag... ... but apparently doesn't want to hang around. Here's were the lander ended up You can also almost see it in this picture Or maybe because there is a bunch of water? There it is, about 1100 meters deep Also if you move the camera to just the right place while on the surface, Jeb starts falling into a black hole. And there you go! To the bottom of the ocean. Next up will (probably) be a sub or boat mission or visiting Laythe or Eve with this craft.
  3. Hi! I'm not that new here (about 20 hours across both ksps) but I just wanted to know how to install and copy/remove craft files from my ksp2 game. P.S. I am using direct download on v1.2.0
  4. I don't know if this question's already been asked. If it has, please direct me to the answer. Thank you. And if this is not the right place to ask this question, please take me to whatever is. That being said, would we be able to use our craft files from KSP - or, for that matter, craft we downloaded from KerbalX - in KSP2? Sure, none of my craft are designed to go interstellar , but I figured I can start gathering money and science points quickly by using my already-proven-successful spacecraft to explore Kerbin and then the rest of the Kerbol system immediately afterwards. I already have a solid starter plane in my hangar, for instance, so the mid-air and surface surveys should be a snap. Some planets can be easily reached by my SSTOs as well, so there's a huge money-saver right there. At the very least, I can take my first steps into space exploration (again) without having to endure the headaches and test runs associated with starting from scratch. God knows how much we all hate those. When I do go interstellar, I may end up taking some parts of the old design (e.g. relay antenna, ore survey satellite, mobile base, plane) and slap it on the new spacecraft. After all, if I already have a working end-item, then all I would really need is a way to get said end-item to the target. If nothing else, at least KerbalX would still have some use for both games after KSP2 comes out. It could also host the new interstellar bases, spacecraft, et cetera. I hope we can, or else we're all doomed to severe migraines in the first steps alone. Also, on a related note, would MechJeb be compatible with KSP2 - and would it work in the same way as it did in KSP (embedded in command module)?
  5. Not sure why but the adapters from NearFutureLaunchVehicles are decoupling apon engine activation. Heres a link to a google drive with the craft file this issue is occuring in, and the CKAN modpack file. https://drive.google.com/drive/folders/1uTFZV84XG33v4HDRUa4gU6HlTYE8InV0?usp=sharing Would be very nice if you manged to fix it!
  6. Hello! I have two weeks playing KSP, but i have a question: How to edit .craft files? Please help!
  7. I've wanted to make a stock soyuz for forever now. It has finally happened.
  8. Hi everyone, So here's a quick rundown of my current situation and some background. I'd made a nice spaceplane that I liked with added missiles and guns on it using BDArmory. I then decided to switch to making an AA vehicle, but not without saving the first plane. Once I had finished the building/testing process of the AA rover, the craft file for the spaceplane I had made magically disappeared. I looked around in my KSP>saves>(save name)>Ships>SPH directory but couldn't find anything. I searched around a bit on the web, and realized that I could reverse-engineer a craft file from a save. So that's what I did. I loaded my quicksave from before I kitted the plane out with mods and created a save. I used the craft rescuer tool on Kerbaltek, which was able to bring the stats of the plane and the amount of parts, ect. However, when I clicked load, KSP just did nothing. I looked around in the craft file with notepad, didn't find anything majorly broken. Also, since its was able to recover some of the information about the plane, including the name and part count/price, it didn't seem likely that the craft file was broken too badly. I'm not entirely sure of what to do. I could just recreate my craft (it wasn't all that complicated anyways) although that would be a bit of a bummer. I'm mostly looking for ways to either force load the file or open it in a separate editor, just to make sure there's nothing wrong with it, and if there is, how to fix it manually. Thanks for any help! EDIT: I just recreated the plane from screenshot that I took during flight in the save, but any help would still be appreciated just so I can figure out what to do in the future if a craft is too complex to screenshot and rebuild.
  9. With all the craft-sharing sites out there (especially KerbalX, which tracks the number of times craft files are downloaded), do you ever wonder how often we use our fellow kerbalnauts' creations? If we do, then what for? Tourist runs? Relays? Confidence boosters? I've used @Matt Lowne's Eeloo ring station once, but then terminated it since I started using my own station more (and the lag sucked when I was on the Eeloo ring). I also downloaded a few SSTOs to look inside them so I can get some inspiration for my own designs - and even tested their planes since I was bored (e.g. I flew @fulgur's K Prize entry to test its reliability as a docking-capable self-refueling plane - he and I were DMming about my own design issues at the time) Last night, I downloaded @Lt_Duckweed's Nuclear Grace and modified it to carry a two-man Gilly lander. Call me a dirty cheater/thief for tampering with someone else's creation, but at least I gave the original designer credit. Plus, I've been to Gilly for tourist landings/rescue missions a million times. To me, sending two people to that rock (with a higher return-on-investment, since the carrier's coming back) is nothing more than another chore for money. Now, if I made my own carrier design (the lander is all my own), then that's something I can claim as mine. What about you all? How often do you use other craft files? What for?
  10. You're starting to send probes and pilot-free crewed ships to far-away planets, but either your antenna isn't strong enough or you're trapped in a blind spot. Are you sick of losing contact with probes mid-mission, especially when you need it at the very moment the connection's lost? Here's how I solve my problems: ULTIMATE RELAY ANTENNA Each Ultimate is designed for maximum coverage while maximizing delta-V and minimizing production costs at the same time. Each variant is equipped with: RTGs Solar panels Different types for different variants 1 x RA-100 relay 4 x RA-15 relay Originally, the final stage of the relay was ion-powered. However, due to the engines' extremely low thrust and the inadequate solar panel performance past Dres (RTGs weren't much help either), I had to modify the design while, at the same time, maximizing delta-V. I knew the solution lay in the NERV engines, but my attempts to use four NERVs (to increase thrust) all ended up with $300K launch pad disasters. After some experimenting, I managed to find a viable solution. Below are some photos of the variant I will be using from now until further notice - like if it fails to achieve Eeloo orbit or something like that. The final stage has 3,216 m/s of delta-V. Mk. IVb at the launch pad. It has SRBs to save fuel for the initial ascent of 250 km altitude Mk. IVb immediately after launch. Those SRBs really pack a punch And that is why all Ultimate Relay variants have protective shells during the initial ascension. At that speed, the aerodynamic forces (and heat as a result of friction from air resistance) should be enough to cause a catastrophic failure if it hits unprotected crucial areas. SRBs had just been spent, which happens right before the rocket hits an apoapsis of 250 km. Any lower than that and the SRBs will mess it up - since you can't shut them of. After the parking orbit is established, the rocket should have ~2,050 m/s of delta-V left before it activates the final stage. A Mk. IV (Mk. IVb has SRBs, but a Mk. IV doesn't) Ultimate 750 km above Moho's surface. Provided I timed my transfer burn correctly, I achieved a stable orbit around Moho with ~900 m/s to spare. The best part is that the Mk. IVb costs ~$165K while my other variants cost between $225K and $310K. Feel free to use it and leave a review on this thread. Craft file for the Ultimate Mk. IVb (mods: Mechjeb): https://mega.nz/#!3KhlDILa!JaX7Ns1D9uY-oqHQHG-HnSpuU0zC5SNI31P3LnGl5Bc
  11. Is it possible to use the rescale command in a craft file, instead of changing each of the crafts parts individually and if it is where would you insert it in the craft file? Im trying to upscale a rocket without changing the parts that are used on other craft. Thanks in advance
  12. I've been messing with craft file, there;s modCost, modMass, and modSize. modCost seems to change the cost of the part, but I put some values into modMass and modSize and they don't seem to do anything? I did a search with modMass and modSize, but all that came up were people's craft files, and didn't find any explanations on how to change these two. Does anyone know how to make use of these two settings?
  13. I've been working on importing some old craft files from 1.1.3 into 1.2. Unfortunately many of these crafts used a fuel tank from the SSTU mod pack that has since been removed from the mod (MFT-B for those familiar with the mod). It wasn't a major issue as the mod has an identical part with a slightly different name (MFT-A) so i was able to use notepad++ to replace all instances of the old fuel tank with the new fuel tank. It worked perfectly in that I can load and edit the craft file without any issues, however KSP still displays the 'contains locked or invalid parts' message in the load menu. It's not a game breaker of an issue, more of a minor inconvenience, but I'd like to remove the message. Any ideas what's causing it / how i can remove it? Here is an example craft file giving the message. Any help much appreciated.
  14. So, I've been watching a lot of streamers for KSP, and just playing a lot of KSP lately, and I've noticed something: Finding craft files are a pain for me, and probably for others as well. When the search was implemented for parts, it was great, and you could use keywords to find parts, I propose a way to save your craft with tags (if you wish), and be able to use those tags to find your craft file with ease. This way, you could search for a craft file by its name or by a tag you gave it. Another thing that could be done, is implementing a folder system, so you can categorize your crafts that way. Let me give an example. Let's say that I built a rover, and I wanted to save a stable version, an experimental version, and updated, separate versions too. If you were to save like this, you would quickly fill up on crafts, as every build would have many versions to look through. With the search feature, you could use the differently named versions of the rover, to find it easily, or look for a tag you put in, such as "unfinished" or "experimental". With the folder system, you could also be able to put every single version of that rover, inside of a single rover file, for easy access. Thanks for reading my massive collection of ,commas, .Unfinished senten-. and just horribl inglish.
  15. I wonder does i can download whole complete Soy-Juce (Soyuz) craft HGR mod. I used to have such a file even it myself I myself built, but it was a long time ago. I am a big fan of Soviet cosmonautics, by the way, in my view KSP is too little far too little of Soviet technical thought most of stock parts are based on NASA techs.
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