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  1. The Aeris 4A is a reasonably capable SSTO spaceplane, able to do a Mun or Minmus flyby, or even go interplanetary with proper gravity assists. It can also dock with other Aeris 4A. How far can you take one? You could try to fly a single Aeris 4A but might not make it too far. However, using one as a fuel tanker is an option...
  2. Please, can someone check if this bug also happens for you? Have 2 heavy vessels (A and B) with biggest docking ports already docked, set the alignment for each port to extreme values (Amax- Bmax, Amin-Bmin, Amax-Bmin, Amin-Bmax), undock and redock (A+B). Does the whole vessel (A+B) break in two or more pieces?
  3. Shielded PicoPort (SPP) Adds shielded PicoPorts to Kerbal Space Program. Requires PicoPorts part mod. An original parts addon zer0Kerbal Parts [NEW] 0.625 (Size0) Inflatable PicoPort Basic 0.625m (Size0) Shielded PicoPort Basic 0.625m (Size0) Shielded PicoPort Female 0.625m (Size0) Shielded PicoPort Male 0.625m (Size0) Shielded PicoPort Plus Help Wanted Localization - work in progress might not be able to be translated How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 1 Dependencies Kerbal Space Program 2 PicoPort Supports TweakScale ReStock Connected Living Space Tags parts, config *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Legal Mumbo Jumbo (License provenance) Original (0) - zer0Kerbal 1 this isn't a mod. ;P ↩ ↩ 2 may work on other versions (YMMV) ↩
  4. In my ongoing career, I've had a number of brushes with the Kraken when dealing with space stations. There are three scenarios in play: Docking. The Kraken strikes immediately after docking. The giant invisible tentacles wrap around it and shake shake shake until it falls apart. Undocking. As above, but on undock, and only one craft is directly affected (although the other might get damaged by flying pieces of rocket). Fuel transfers. This starts with a tiny insidious little vibration as fuel is transferred from one craft to another. Sometimes it stops if I quickly stop the transfer, at other times not. If I'm connected with the Klaw, setting Free Pivot may or may not help. Some hypotheses I've come up with: Scenario 1 happened with a long skinny station when I docked another long, skinny, but heavy craft to a port near its centre. Even though the docking event was at a low speed (0.6 m/s or so), the bump appears to have induced an oscillation along the length of the station, which then amplified into a full-scale Kraken attack. Possible solutions: don't make long skinny stations? If you do, don't dock heavy craft near their centrepoint? Scenario 2 happened repeatedly when undocking a heavy spaceplane from a station, or when undocking a cargo module from a heavy spaceplane. I believe I traced this down to excessive use of Autostrut to Heaviest Part. When I undocked, the heaviest part was removed, the autostrut reconfigured itself, and the rapid changes summoned the Kraken. Possible solution: don't use Autostrut to heaviest part, or only use it sparingly? Scenario 3 happened repeatedly in scenarios where I had a heavy craft docked to the station orthogonally and was transferring fuel between the two, which shifted the CoM laterally. I'm not quite sure what the contributing factors to this are, except that Autostrut to Heaviest Part certainly makes it more likely. What techniques are you aware of that would make stations less prone to summoning the Kraken, apart from being very careful when using Autostrut to Heaviest Part? Which geometries are more Kraken-resistant? How do you configure a station that has lots of docking ports to accept different kinds of incoming craft, but doesn't summon the Cosmic Dread Lord when large craft dock with it?
  5. ColdJ


    H.A.D.D Hatches.Airlocks.Doors.Docking. A collection of place anywhere doors to make it easier to build creations how you want them. Now updated to version 1.2.0 Models created by @[email protected]@[email protected] Available on Spacedock. https://spacedock.info/mod/2821/H.A.D.D?ga=<Game+3102+'Kerbal+Space+Program'> Has the following Licences due to being a collection of separate works. Creative Commons Attribution-ShareAlike 4.0 International Public License CC-BY-SA 3.0 Attribution-NonCommercial-ShareAlike 4.0 International By-Nc-SA-4.0 Changelog for 1.1.0 Re-did some textures, added lightup windows to all but 2 hatches. Added in 2 new airlocks, 1 hatch and 1 senior docking port. Added new light up, place anywhere, windows in round and rectangular forms and a glass dot that you can add anywhere you like. Created Docking collars and sleeves that are just larger than the 4 sizes so that you can add the collars to a ship and the sleeves to a space station and then dock like Thunderbird 3 does into Thunderbird 5 in the original series. Collar and sleeves have a light-up-able marker to show where the docking end is so that it is obvious if the building interface turns them around on you. They are both surface attachable so that you don't block your dock node when constructing. Hopefully improved the ladder colliders for the Side Hatch that has the drop down ladder. The senior docking port still needs refining for ladder so Kerbal is currently climbing out in thin air. Changelog for 1.2.0 Added 2 sizes of half cylinder fuselage doors to go on MK1 and Rockomax size tanks. They can be finessed to almost flush. Added a Sub Hatch for that underwater feel. Added a Star Trek/Wars style door that goes well on the side of Mk3 size or buildings. Added a 7 rung solid ladder with enough ladder collider overlap that you can have 1 per Mk1 fuel tank and be able to climb all the way. The gap between looks larger than the rungs but the Kerbal will keep climbing. Added a curved 7 rung ladder that goes roughly 2 5ths around a Mk1 and 3 of them together can get the Kerbal to go all the way around if you move in short bursts. Made changes to the Ships hatch after being informed that an error was being thrown up by 1.12.2 Removed the offending redundant module and went on to correct and rebuild the model. It is named the same but anything that already had it on a previously built craft will probably have it change orientation and the node attach has been corrected. Also now uses the Internal used by the other flat doors. @[email protected]@[email protected]@[email protected]@[email protected] [email protected]@[email protected]@[email protected]@Kerminator [email protected] and many many more
  6. 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 - GitHub Download - SpaceDock (CKAN enabled) Source Alternate Sounds Docking & Undocking - by Dashman (RAR archive) [Link Reported Broken: 8/22/21] Docking & Undocking - by akron
  7. for KSP 1.8.x - 1.11.x (v1.1.0) About: Smart Docking Aid adds two new SAS modes to level 3 probe cores and level 3 pilots. Most KSP-players know the issue with aligning two docking ports correctly while docking two ships or station parts together. Smart Docking Aid's new mode aligns the player controlled ship's docking port to the target docking port. So you only have to translate your ship in front of the target docking port and move forward until it docks. There is no more weird camara movement necessary to see if you will dock properly or ram your target out of orbit. Smart Docking Aid introduces two new SAS modes: Parallel- & Parallel+. Both modes can help you align parallel to a desired target (i.e. orient towards the normal direction of the targeted part/docking port) Download: Github SpaceDock CKAN Requires Module Manager Changelog: v1.1.0. QoL Improvements * Obey "All SAS Modes on all probes" in difficulty settings * Replace stock SAS module readout * Unset SDA mode on SAS disable * Change MM pass to LAST ---- v1.0.0. Initial Release * Implements new SAS functionality - Parallel - - Parallel + Source Code Source Code can be found on Github (Source Code) Known Issues Part Upgrades resets the module readout to the stock one. If you find any issues, please report them to this thread or open a GitHub issue. Special Thanks As usual thanks to @woeller for creating icons, testing & feedback. @Jacky_Rabbit, iron_thomas, Multyino for feedback & testing. This work is licensed under the Attribution-NonCommercial-ShareAlike 4.0 International license
  8. If you need to launch a craft when the station gets to a certain point in orbit on Kerbin, how do I rendezvous after returning from the Mun? I'm doing Science mode and launched a mobile processing lab for more science, and I want to flyby the Mun with another craft to get some science, dock with the station, and have a lot of science points, how does one do this? Or should I launch another station around the Mun?
  9. What it says in the title. If you attach a docking port to a crewed part, it'd be cool to be able to use said docking port as a crew hatch to access said part. Could also open possibilites for more 'airlock' style parts that you can use to disembark your crew in style.
  10. Hey! So, I got my station core into orbit, and then my Comms / Science module up there - only problem is, I have to stick them together. In space. https://steamcommunity.com/sharedfiles/filedetails/?id=2507377161 There's an image of my problem. I've circularized my orbits, and the closest I get to the station is there. I quick-saved here so I can try any maneuver I want. The separation is 12.4km, relative speed 32.7m/s. I feel really stuck...
  11. Dockidg ports sometimes can look ugly when their "shroud" isn't sunk into craft they're mounted on. I think a variant with that thing removed (or shortened considerably) would be nice little addition to thr game. Editing that model that probably won't require that much effort too. Here's a few pictures I've edited to show how it may look like:
  12. No clue what is happening at all Here is a video of it happening - https://filebin.net/ixizcrprnljm71oz Error in console says "NullReferenceException" Similar issue I found on the bug tracker - https://bugs.kerbalspaceprogram.com/issues/26190 Mods installed MechJeb 2 StageRecovery DockRotate KoS Docking Alignment Indicator Will report the bug on the bug tracker if no one can help, just don't want to go through disabling all mods. Both ships are stock parts.
  13. 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.
  14. so my dad was sending a small crew transport to his space station and he got within several hundred meters so I tell him to use the lowne lazy method of docking and then I see something he switches hit square on the docking port he's targeting and aims his camera there and his cursor crosses over an eva hatch so I had an idea what happens if you eva a kerbal like this well as it turns out when you eva the kerbal it take control of said kerbal and then if one was to cause said kerbal to board a vessel it causes the kerbal to take control of said vessel bassicaly switching to said vessel without a lengthy loading screen
  15. 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 1.10: SpaceDock, Github, Curse REQUIRED DEPENDENCIES: Toolbar Controller, ClickThrough Blocker Download for KSP 1.9: old version at Github Download for KSP 1.7.3: old version at Github Download for KSP 1.6: old version at Github Download for KSP 1.5.1: old version at Github Download for KSP 1.4.5: old version at Github Download for KSP 1.3.1: old version at 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
  16. Updated for KSP 1.3.1 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
  17. I am trying to dock vessels on the surface (any body), the purpose is to transfer fuel from ISRU mining/refining equipment to spacecraft. Rather than trying to make all my vessels have docking ports at exactly the same height and orientation, I'm trying to use the robotic parts to facilitate docking port alignment. The problem is that there is a bug when docking rovers on the surface using robotic parts. The bug usually results in the total destruction of one or both vessels. The bug was reported on the tracker here: https://bugs.kerbalspaceprogram.com/issues/23177 There have been a few threads discussing the issue, here's one of them: I am still struggling with this bug, and have not found a satisfactory way to dock vehicles on the surface. Using the 'Klaw' instead of docking ports doesn't help, the same ship destruction occurs. I am looking for suggestions to successfully dock vessels on the surface, I'm hoping someone has found a way to mitigate the surface docking bug. I realize there are several mods which would make surface refueling possible. I do not use mods, so that suggestion would not be helpful to me- although other players may find those suggestions helpful. Any suggestions for docking surface vessels (rovers, or rover to large ship) would be appreciated.
  18. It took me a while but my autopilot is finally finished. Download file here: https://github.com/Toukie/KSP/tree/master/GAPAPOV
  19. I am atempthing to dock but the station wont show up I know that it wont until 2.4k but i am at 59.0m it is a 6 way rockomax docking pice with a probe core and the bigest rocomax tank. If i switch to it i cant see my other craft. if i cant solve this i gues i have to hyper eddit up the station. bummer because i wanted to learn how to dock
  20. My discord server: https://discord.gg/4d7PSyG
  21. Well hello there im new here! Why do people never use docking mode?!?!? I Always use it when docking and also i dont even know how to use rcs in flight mode. Can you please tell me how to use rcs in flight mode??? Thanks!
  22. I am trying to dock my mining vehicle to a landing ship on Mun. However, after a successful docking, it starts to "jump". Here is the video: https://youtu.be/dKNikw3ewYU Can anyone help me please?
  23. this Is my modlist KSPIE Beyond Home Planetary Domes EPL KW rocketry IFS my docking ports will not release even when I click undock it disappears and the ships stay connected any fixes you have?
  24. So I was making a Asteroid Capture Scientific Drone (ACSD) and I tried to put a lander on a docking port in the Spaceplane Hangar, but when I had it on another docking port (how It would look if it was docked in space), it wouldn't let me detach when I started flying, how do I make a predocked part of my craft that I can undock whilst in space?
  25. Was curious how fast others can complete the docking tutorial. I found it a great practice for when I ever get anything large into orbit lol. Currently takes me 27 minutes. I made some mistakes today though so I have to try some more. Streamed the entire tutorial if interested. Here is the hightlight of my final approach. Check out this video "Highlight: Kerbal Docking Tutorial Speedrun" http://www.twitch.tv/kinslayer125/v/575860847?sr=a&t=1s
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