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Found 34 results

1. ## Symmetric mode with custom number of cymmetric parts

In the KSP you have constant value of different types of radial simmetry (radial n-symmetry, where n = 2, 3, 4, 6, 8). I suggest that it is possible to make unlimited number, so you use all numbers, for example 5, 7, 9, 10, 13 and others (imagine 28 or 33-symmetry!) I think this feature could be implemented as a line (e.g. in the bottom left corner as usual) that shows the number of symmetry and circle, divided into n parts. This parameter can be changed by entering another number from the keyboard to the line I belive that realisation of this function will be very easy (just attach each part through the corner 360 / n automatically), except problem with big numbers, where details can cross each other. The most important that it is of course obviously make construction much more comfortable and you don't need to use several times one n-symmetry mode and level parts by eye (I think you can also level details in new scheme mode?). It would be nice to see this feature in ksp2, which would make the constructor even closer to the ideal;)

3. ## Editor part duplicate broken

When duplicating multiple parts in both the SPH and VAB, all parts attached to the one I duplicated are offset in random directions and it really slows down larger builds. Here is a simple plane with no offsetting suffering from the bug. I had all of my mods installed before the bug started, so it doesn't seem like they were the problem, but here they are anyway: BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) Distant Object Enhancement Continued (DistantObject v2.0.3.1) Distant Object Enhancement Continued default config (DistantObject-default v2.0.3.1) Docking Cam (DockingCamKURS 1.3.8.2) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15) KSP Recall (KSP-Recall v0.2.2.1) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.1) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) scatterer (Scatterer 3:v0.0831) Scatterer Default Config (Scatterer-config 3:v0.0831) Scatterer Sunflare (Scatterer-sunflare 3:v0.0831) Toolbar Controller (ToolbarController 1:0.1.9.6) TweakScale - Rescale Everything! (TweakScale v2.4.6.8) VesselMover Continued (VesselMoverContinued v1.12.0) Waterfall Core (Waterfall 0.8.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4)

5. ## 5-way symmetry: why can't we have more symmetry modes?

KSP suffers from the low-symmetry syndrom. No CKAN-compatible mods (that I could find) can do it and I know that 5-way symmetry is something the community wanted since forever. If we have 3-way, why not 5-way? The upper limit of symmetry should be configurable in the menu OR in the UI, with a slider under the symmetry button, so that players can set maximum modes they want to use (for example, a maximum of 6, but including 5). After all, a per-user customizable experience is always better. The default could be 6 or 8.

7. ## Request: Unified VAB/SPH controls

Greetings! I can't speak for everyone else but personally I find the VAB controls excruciatingly painful to use, especially in comparison to those in the SPH. Being able to move my camera to any space on screen rather than being pinned down to the center far more versatile and lets me place parts with far more precision. I would love a mod that simply gives the VAB the same control scheme as the SPH. Is this doable? I am aware that WASDcam also changes camera controls, but what I am wanting is a bit different, just unified controls so that I don't find myself building both planes and rockets in the SPH.

9. ## KSP Crashes on editor

The issue happended Three times in a row, i load my savegame, go to SPH, and when it got loaded it just freezes. First Time: Crashed as soon as i got in SPH Second time: I could build the main body of a Space Shuttle, when putting the rudder, crash. Third time: Same as first one Here is the KSP.log
10. ## Editor Information Panels

Is there another mod/way to have those little information panels (craft resources/info) in the editor scene without using KER? I like KER, but this is practically all I currently use it for.
11. ## SPH Level 2 and the #autoloc Action Groups

So... FIrst things first: I have no idea where this should go. Why? I have no idea what #autoloc is and what it means and if it pertains to a subcategory in the forums. I just started a Career game yesterday and had just gotten to SPH level 2, so basic action groups were available. This was everything except the custom ones, of course, as well as all the flight input stuff under the #autoloc action groups. I wanted to set an action group to Action01, but that was not available, because it was only SPH Level 2. Despite this, I got curious and clicked on the Action01 in the #autoloc heading. No part actions were available, but it did unlock the custom action groups that were not under the #autoloc heading. The action group functioned properly in flight, but I feel like I cheated the system. So, if anyone reads this who has a Career save, congrats. You just got action groups on your Level 2 SPH and VAB. Also, I wouldn't mind if anyone could explain what #autoloc means.
12. ## In the editor, every few seconds the game freezes for a half a second

I have a relatively heavily modded install of 1.6.1, every few seconds in the editor it freezes for about a second or so, it is making the game basically unplayable and i dont know how to fix it Edit: now happens pretty much every half a second Edit: It only lags if i have a part in the editor, if it is empty there is no lag

14. ## (mission builder) Add Nodes that add score by varible amounts.

I spent a lot of time trying to figure out how to do this before I concluded you just can't: Alter the score based on multiplying or dividing by another measurable value the mission builder knows about. i.e. "add (leftover funds / 10) to the score", or "subtract (distance from vessel 1) from score". The problem is that the closest I can get to this is to make "buckets" of score categories and then add fixed score amounts based on them, which gets really tedious and clunky. i.e. "if leftover funds > 100000 add 500 points else if funds > 90000 add 450 points else if funds > 80000 add 400 points else....(etc)" when what I'm trying to say is "add (leftover funds * 0.005) to score".
15. ## What mod let you scroll through the part categories?

I remember there was a mod that let you scroll through the part categories in the VAB/SPH. Does it still exist, and is it updated to 1.4?
16. ## Expand the Engineers capability

Hi! I was wondering if there's a way (or an existing mod already) that makes it possible for Engineer kerbals on EVA to change some settings on parts that only can be set in the editor for now. For example: Thrust level on SRBs, your engineer walks up to it, and is able to set the thrust level slider. Is there any way of accomplishing this? A smart MM patch perhaps? Any idea or addition is welcome! Cheers

I've found an interesting (and very annoying) bug that affects "tweakable" sliders on various parts in the VAB and SPH. (Imgur link explains what I'm trying to express much better) After attaching a part using either radial or vessel symmetry, I'll occasionally attempt to change a tweakable, be it the thrust limiter, authority limiter, or otherwise; and then I see its twin is unchanged. Exiting and entering a save file doesn't fix the issue but a full KSP program restart does fix it (temporarily). Imgur Link: https://imgur.com/gallery/otFHV Any help would be greatly appreciated -Aspen Space
18. ## Mod directory listed in parts menu?

I'm updating to 1.3.1 from 1.2.2. I vaguely recall something like this being added in patch notes so it could be vanilla. In any case it's kind of in the way and I'd like to get rid of it. Should be an image of it below. Modlist (excluding those with sounds and parts only), bolded what I think are likely culprits. I don't have version numbers since I deleted all the zips lke a pleb but they're all current as of the date of posting. AT Utils (I don't recognise this) USI Tools Audio Muffle Redux B9PartSwitch BetterBurnTime BonVoyage Chatterer CommunityCategoryKit CommunityResourcePack CommunityTraitIcons DistantObject DynamicBatteryStorage (I don't recognise this) EasyVesselSwitc EVE Extraplanetary Launchpads Firespitter FlexoDocking HangarGrid Janitor'sCloset KAS KIS KerbalEngineer KerbalKrashSystem KerbNetController Kopernicus ModularFlightIntegrator PartCommanderContinued PortraitStats PreciseManeuver ProceduralFairings scatterer SmokeScreen + RealPlume Stock StockVisualEnhancements SunflaresOfMaar StockVisualTerrain TacFuelBalancer TextureReplacerReplaced Trajectories KerbalAlarmClock AlternateResourcePanel TransferWindowPlanner Tweakscale USI Konstruction, Kontainers, Life Support VekStockRevamp (old/partial install I've maintained personally) KerbalActuators
19. ## Is there a subassembly description editor?

I want to edit the name, description and categories of my subassemblies. I tried directly from the .craft file but it decategorize them if change the name and is not really helpfull being editing text files outside ksp There is any mod for this? I searched here and in ckan, but I don't find anything.
20. ## Strange "missing" flag texture in part thumbnail

For some reason, in the VAB (or SPH), some of the part thumbnails show a white quad in the location of where the flag decal would normally be placed. This isn't happening for all parts (most of them don't show the flag in the preview thumbnail, as expected). This is happening in a fresh, un-modded install. What's causing this? Here's a screenshot exhibiting the behavior:
21. ## Editor Unusable (Bug)

So I was planning to manually uninstall my mods and manually reinstall them, so I did that and i was careful not to uninstall the Squad Folder. I installed the mods and created a new Save file and started up the editor and encountered a weird bug i've never seen before. I had clicked on a part category and selected a root part and i tried to switch categories and it wouldn't switch. I mean i could click it but it stayed that part category. I tried everything from restarting the game, restarting my computer, and updating my software. IT DID NOTHING. Quick Note: I am on a Mac running latest version OS with KSP on Steam. Mod List: Mechjeb2,KER,Realplume,USI mods (Minus asteroid refinement, otter and malemute), Kw Redux, Color Coded Cans, OPM, That Mod With The dwarf Star "Valentine", Kopericus, SVE, Burntogether,PBSI,Lynx Rover, and Editor Extensions. Anybody Have any answers to this?
22. ## How to offset surface attached parts without limit?

Hello, I saw several people moved surface attached parts far from their parent part, where offset limit would never allow. I want to know how to offset those parts. Is it just a trick, like node attached clipped parts which eliminates the limit? Or are they using mods? (I know there are mods for this; But I want to do it in stock)