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  1. 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?
  2. 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.
  3. 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...
  4. 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:
  5. 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.
  6. 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
  7. 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
  8. 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
  9. 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.
  10. It took me a while but my autopilot is finally finished. Download file here: https://github.com/Toukie/KSP/tree/master/GAPAPOV
  11. 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
  12. My discord server: https://discord.gg/4d7PSyG
  13. 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!
  14. 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?
  15. 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?
  16. 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?
  17. 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
  18. I've been playing KSP for a couple months now and have progressed to docking multiple ships together to create space stations. I watched several different tutorials on youtube to learn how to reliably dock. However, I've noticed that no one uses the docking mode. I have tried using it, but I'm confused as to what it's supposed to do other than alternate between translational and radial directional keys. Nothing shows up on the little window when I click the docking mode button. I see the crosshairs that shift around as I adjust my trajectory, but what am I supposed to line it up with? If someone has a link to a video that explains the ingame docking mode, I'd appreciate seeing it.
  19. I haven't been able to find anything about this yet, and I haven't run any tests because it's easier in zero G. Has anyone attempted clipping different sized docking ports together to basically make a universal docking port? I already have a couple vessels in orbit with this concept but have yet to use them.
  20. I have two objects, a main station with no RCS, or engine, and a power plant part with a poodle engine, RCS, and about half a tank of fuel. They are both is a similar orbit but have a similar velocity and seem to stay the same distance away from each other. Any tips to fix this? Thanks and have a great day!!!
  21. I've been trying to use the new robotic parts to make docking vessels on the ground (rovers) easier. I'm running into some unexpected behavior, which is causing my ground-docking attempts to fail. Often, explosions are involved. I'm wondering if others here have had success with what I'm trying to do. Without robotic parts, docking two vessels on the ground is frustrating, as everything has to line up perfectly. Often, what worked during testing doesn't work on a body with different gravity, or if the mass of one or both vessels changes. I'm trying to use the robotic arms to make docking vessels on the ground easy. Here's an example rover. Has a small servo, small hinge, small piston, another small hinge, and a Dock Port Jr. The arm has enough articulation and extension available to reach and align with docking ports at various heights. However, here's what happens. One vessel (sometimes both) is thrashed violently. Sometimes ends in explosions. Sometimes ends with one vessel flung away. This one is probably going to end with a bang.. What appears to be happening is during docking, one docking port instantly changes it's orientation, dragging the vessel it's attached to along with it. Here's one example: Here's another example. The docking ports were lined up perfectly, but ended up looking like this after they joined. I'm using a stock game, 1.7.2 (2555), with Making History and Breaking Ground, no mods. I've tried different size docking ports and robotic parts, with similar results. Auto struts is disabled (although I tried auto struts on as well). I'm stumped.
  22. Hello, does anybody here know how to rendezvous and dock with spacecraft easily and efficiently? I'm building a small station at the moment - around 100km above sea level, and when I managed to dock the second stage (comms and power) to the main parent module, I was quite proud, and I decided to go ahead and try attach the third and fourth modules, (crew and research modules) but then I nearly gave up completely when I just couldn't get a rendezvous with the craft again, even though I had a good 1.5k Delta V at my disposal. Also, anybody know how to directly insert a photo into these posts? Sorry if this sounds stupid. Any help would be greatly appreciated
  23. Different day, same recent topic for me. Docking vessels together is going to be the death of me or cause me to set fire to my PC in frustration. There has GOT to be a better way, without having a mod just do it for you. There is just so much to do in this game that I haven't even scratched the surface of yet. Never been successfully to a planet outside of Kerbin realm of Kerbin, Minmus, and the Mun, and I feel it is because I can't dock for nothing. What typically happens for me is that I can get my two vessels within around 50 meters apart from each other, and then it just seems like I play an endless game of having the one vessel fly around/by/past the other vessel that is in orbit. I've been using docking port mod, and even with that I've noticed some issues, like it not being able to identify Rockomax Hubmax multi-point connectors (do those things need need docking ports placed on them to have Dock Port Indicator mod see them....hope not), and occassionally seeing my the front of my ship (where the docking port is) act like the back of my ship, meaning the orange doc alignment circle doesn't show up properly. This guy just wants to build a simple space station about 250Km out from Kerbin. I sent my Habitation module up first, and followed it off with my Science module. I spent 3-4 hours yesterday failing at docking the two pieces. The main issue to me seemed to be even though I built my RCS thrusters as evenly spaced out from center of mass as possible, when using the thrusters, they still seemed to drift off course and not respond true to the inputs given. By some miracle, coming back to the game after a 2 hours break I managed to get my Science mod lined up, speed down to 0 m/s, and guide it in and docked. Figured, ok, maybe now I got it. Sent out my last pieces, combined fuel station module as well as escape pod. Nope.....not happening. Here I am again spending 2-3 hours this afternoon trying to get the damn things docked, and it just is not happening. Biggest problem now is that I want to dock to the Rockomax multiport connector, and Docking module won't recognize it....but even then, I am stuck in the endless dance of getting close and then having the orbiting piece fly right by me. If anyone has any other tips for a frustrated guy running 1.4.3 in accomplishing any of this, I'd appreciate it. I was in this same boat over a month ago. I really want to enjoy this game, but my inability and inefficiency in docking is sapping the enjoyment. I can't keep spending hours upon hours playing, doing the same thing, with no progress at the end of those several hours. Building vessels with RCS thrusters spaced properly to get proper movements without drifting. Is there a way to make STS movement to defined markers (Target, prograde, retrograde, etc) move fast without turning on engines? When you have a larger vessel to try and dock, it moves so slow or won't move at all without thrusters. Would adding more reaction wheels help that? Does Rockomax Hubmax multi point connect need docking ports placed on them to dock? Or to have Docking Port mod identify them? Tips on how to avoid getting in pattern of having orbiting object you are trying to dock continually get within 50m only to start drifting away from you? Any tips on camera setting to use? I constantly feel like I am adjusting the camera, or getting it stuck at the point where it won't spin one direction anymore. Any mods that will dock for you once you get to a certain distance away?
  24. It's all experimental right now but here's the idea. Have a science vessel SSTO which can be used for Interplanetary transport of people and equipment. The equipment should be almost anything between two large docking ports. In this case I have designed a mining module which I launched on a rocket into a parking orbit. Now my SV-SSTO (Science Vessel) is going to try it out. First separate the command module. Dock onto the Mining module Then re-acquire the drive/science section It's a tight squeeze. I think I will call this particular experiment a success. Fits like a glove. (although it should fit like a mining module) I hope you like it. D.
  25. How can I quickly align 'target' with 'prograde' on the navball (I'm learning how to dock)? I keep flying past my target because my prograde isn't lined up all the way with my target.
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