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  1. Precise Maneuver (PM) Precise Maneuver (PM) plugin provides a window for more precise maneuver node editing in map view. By zer0Kerbal and originally by @Morse adopted with express permission and brought to you by KerbSimpleCo Preamble by @Morse Usage by @Morse The toolbar icon will appear during the map view, and by pressing on it you can enable and disable various components of the plugin. Here is the list of available modules: The components are Maneuver Pager, allows to switch between maneuvers, focus on the current maneuver and delete it Maneuver Presets, allows to save and load the parameters of the maneuver Precise Input, allows to change the current maneuver precisely by the use of + and - buttons Orbit Tools, allows to turn the orbit in normal/antinormal direction for a precise angle, to circularize the orbit, and to copy/paste the maneuver. The copy/paste format is similar to the Transfer Window Planner, and the maneuver can be pasted from it. Maneuver Gizmo, is the maneuver gizmo that looks very similar to the stock gizmo, and behaves in a similar way Next Encounter, shows the next encounter, allows to focus on it and shows the distance to it in the closest point (PE) Ejection angles, shows the ejection parameters in case the orbit escapes from the SOI of the celestial body Orbit Info, shows the parameters of the planned orbit Patches Control, allows to change the mode of Patched Conics draw, i.e. the trajectories of the vessel See more YouTube showcase by Geneborg Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Adjustable Mod Panel (KAMP) Suggests Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) SimpleConstruction! (SCON) SimpleLife! (LIFE) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) TweakScale Supports Transfer Window Planner Either 3 Module Manager /L Module Manager Tags plugin, control, convenience 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 Credits and Special Thanks @Morse for creating this glorious mod! Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  2. It is increase the usability of manevour planner and its sufficiency. It is so uncomfortable to navigate by full seconds if your manevour is short or needs much accuracy. For example for 5s manevour mistake of 0.5s can be critical if you make intercepring someone, or for exapmle intercepting Minmus from LKO can be frustrating because of 0.5s mistake in 1m manevour make significant dV difference for high-elleptical orbit. I believe that after passing mark 10 seconds before starting or ending manevour tenths of second must be added to have more control over engine turning on/off
  3. KSP Windows 10 Ryzen 7 5800H RTX 3060 Laptop I expect the maneuver node to correctly count down the time and delta-v of the burn, but if you swap to map view it resets how much of the burn it thinks you have completed Workaround is don't swap to oe from map view while executing a burn, stay in one or the other
  4. Node Alert 1.2.0 for KSP 1.4.1 Requires Kerbal Engineer Redux by cybutek The Mod plays an alarm sound everytime you are close to the burn start (1/2 burn time) and stops the timewarp. If the burn is close to completion it plays another alert. It requires KerbalEngineerRedux because it has better predictions than stock and I use the KER predictions. If you enable the KAC Alarm Mode you can press a button to create an KAC alarm with 3 - 60 seconds margin before the burn and warp to the alarm. It is similar to the stock "Warp to next maneuver" but it accounts the KER burn time. (The warp will stop at KER burntime + Margin). Requires Kerbal Alarm Clock by TriggerAu. Features Automatic alert at the start of the maneuver burn Automatic timewarp stop Alert at the end of the maneuver burn KAC Alarm mode: Similar to "Warp to next maneuver" but accounts for KER burn time and has a smaller margin (Requires Kerbal Alarm Clock) Customizable settings Pictures & Videos Download & Source Code GitHub(with source code) SpaceDock Or get it via CKAN Changelog License The mod is licensed under the GNU General Public License.
  5. Cargo Accelerators Maxim 24: Any sufficiently advanced technology is indistinguishable from a big gun. This mod aims to provide mass driver parts (gigantic coil and maybe even rail guns) and control aids that can propel engine-less unmanned cargo vessels with high acceleration to effectively perform precise orbital maneuvers with enough dV to go from, say, LKO to the Mun. And with careful planning even beyond. With the help of mods like MechJeb and TCA it should be possible to organize a network of accelerators and decelerators (still not present) for moving cargo around the system cheaply and easily. So far it provides a single part - Orbital Accelerator It is a massive resizable coil accelerator with extendable barrel (up to ~1.5km) so heavy that I don't know any way of putting it to orbit aside from building it there or using the orbit editor (F12). It has its own powerful reaction wheels and RCS thrusters that are capable to reorient it in space; and enough tanks capacity to store fuel for recoil compensation. It also has dedicated UI that allows it to connect to the payload, read its maneuver node and either execute it by turning the right way and firing at precise moment with precise final delta-V; or tell you that it can't do it for various reasons. The model still lacks textures and most colliders, as it is used to develop and test functionality rather than play. But it's enough to get a hand on things and toy with the concept. Demonstrations https://gfycat.com/welcomecolossalfiddlercrab https://gfycat.com/infamousleadingjumpingbean Future plans In-orbit construction of barrel extension segments by kerbal engineers from EC and Material Kits + Specialized Parts Proper model for Orbital Accelerator Orbital Decelerator -- a counterpart that should, in theory, catch the payload on the other end of the trajectory and decelerate it. Needs further investigation. Ground-based Accelerator -- an accelerator that can be positioned on the ground and launch engine-less cargo straight to orbit. Needs further investigation. Download So far only from GitHub: https://github.com/allista/CargoAccelerators/releases/latest SpaceDock and CKAN will come when it's playable enough to be out from alpha
  6. Hey, all. I never tried a slingshot maneuver and was looking for some tips on how to even begin thinking about it. While the definition seems simple enough -- using another planetary body's gravity to propel me further towards my target, saving fuel/Delta-V -- I'm totally clueless on how to put it into action. Using only stock tools (as I'm playing on the Xbox), what's the best way to plan for a slingshot with the Mun to reach Duna for example? How do I even figure out how much Delta-V I'll require beforehand? I was thinking the best way to plan it would be by trial and error in the Orbit screen, plotting burns until it gets to where I want. But if this is the best way to do it, it means I must have my craft already in orbit to begin with, right? Is there no way for me to plot this from the ground before launching my craft? And - only 1 more question, I promise xD - how do I know when is the best time to launch my craft - is it when my target planet is closest to Kerbin, or when the planet is a bit retrograde so it will be closest to Kerbin by the time my spaceship gets there; or am I'm overthinking way too much and the Delta-V difference is just negligible in both cases? Thanks!
  7. В режиме маневров перестали появляться маркеры цели, управляемых аппаратов и просто мусора. Пытался найти решение проблем в настройках, но так ни к чему и не пришел. Помогите пж
  8. Hi, When using a maneuver node and the maneuver arrows in the lower left pane, when clicking either the anti-radial or prograde icons they just kept getting bigger and bigger, literally. Attached is a self-explanatory screenshot. The only mod I have is AnyRes.
  9. Hello, I used to play KSP but quitted. Now that I started playing again I seem to have a problem. I can't add a maneuver. I can't click on the node and add a maneuver. It's really annoying cause I can't launch anything to other planets. I can get in orbit without it but I need to get to Minmus for some missions. Picture of it
  10. Hello all. I've tried several times to complete this contract but I can't get the satellite into the right orbit. I set my Ap and Pe first but even though I'm off only by a few kms, the whole orbit is shifted to one side and I can't figure out the proper way to fix it through maneuver nodes. Also, why is inclination measured in meters in the contract objectives but in degrees in the node editor / kerbal engineer? I'm confused regarding that point as well. Orange is the expected orbit:
  11. how can i make that my two Rockets are on the same place? (in orbit) http://prntscr.com/hvbnel point (green) (blue)
  12. I'm still building my Minmus base, Rura Penthe. I decided to run two missions at once. One to launch a triplet of ore tank modules and one to launch an orange fuel tank storage module. As you can see I launched the two missions pretty much two days apart with the idea of giving me two days grace to orbital maneuver and landing the Ore Tanks on Minmus etc. Both had the same dV requirements naturally and I set up maneuvers to capture into Minmus Orbit. However: Instead of two days grace I've ended up with two hours and indeed the second mission is arriving before the first ( taking two days and two hours less to arrive than the first mission!) I'm sure there's a logical explanation for this. Can someone tell me what's happened?
  13. Hey everyone, So I'm in orbit around Kerbin, setting a maneuver to do a fly-by of the Mun, which is set as my target. After deleting a few botched nodes I managed to set one that could work, with some adjustments. I clicked out of the node, and it disappeared. I tried setting another one, and found that I couldn't select any portion of my orbit, nor could I select the Mun to unset it as my target. I was able to select parts of my ship in staging mode (for example, I could run experiments, extend comm devices, etc.) It first happened last night. Of course, I assumed it was a RAM issue so I closed out, cleared the cache, and went to bed. This morning, nothing changed until I fully upgraded mission control, assuming my node-setting capabilities were limited. I was able to set nodes again, for a while. Then the same thing happened. Embracing uncertainty, I went ahead with my fly-by and collected science, and completed the contract. However, I found that after escaping the Mun's SOI, I can't even select any part of my ship! A true nightmare scenario when on a science binge. Luckily, this was fixed by exiting to the main menu and reloading, but the maneuver problem persists. It's not exactly a game-breaking thing, but a degree of certainty is always nice in a game with such a small margin for error. Plus, it's time-consuming enough without learning the math and doing your own calculations.
  14. I will be able to use maneuver just fine but out of nowhere it bugs out and I close the maneuver and open a new one and it won't work so I leave and resume and it won't even let me make a maneuver now! I've tried to restart the game and xbox but neither work and I've had to restart countless games.
  15. someone tell me how to launch a satellite properly and what maneuvers to do to have it orbiting kerbin for stupid people
  16. I wish I were the maths type, but alas I am not. Whenever I get an encounter for something far away I can't tell if I'm coming in leading edge, trailing edge, inclination, etc. I'd like to ideally be looking at my destination real close while playing with the node seeing how that will affect my arrival. Anyone have any suggestions?
  17. Hello, I am placing some satellites in orbit around planets but i haven't take enough fuel for several missions, so i have to put my satellites in orbit with the electric reactor which is not powerful at all so the maneuver take literraly hours. I know that's it's impossible to accelerate time when the speed is increasing but in my case the speed slow down, is there any way to make these maneuver faster or will i have to let my computer running for 2hrs ? Sorry if this qestion has already been asked i didn't find an answer when doing a research. (and i apologize for my average english) Thank you!
  18. Hi, sorry for the silly question, but in carrer mode, when or how do I get the maneuvers available? I thought that a level 2 tracking station was sufficient, but obviously I was wrong. Thanks for the answer.
  19. 1. KSP version build id = 01260 2016.04.30 at 12:23:12 CEST Branch: master Win7 - 64 running on STEAM 2. A detailed explanation - My craft Claw Machine 3 is in an intercept mission with Astroid HAY-187. However, I cannot create any maneuver nodes for this craft. Also, this craft is perma-locked on the target of astroid HAY-187. I cannot de-select the target or switch to a different target 3. A screenshot ofrelevant screens - 4. A .craft file or save files - https://dl.dropboxusercontent.com/u/91268410/Debug_save.sfs 5. The ouput_log.txt or player.log - No crash file 6. A detailed list of system specifications - https://dl.dropboxusercontent.com/u/91268410/Skyranger_DxDiag.txt 7. Are you running a clean installation, no mods. Craft all build with game build.
  20. This is for new people who need help with orbital maneuvers and transferring to your first celestial body! It took me a long time to understand at first too, so I hope I can at least help someone along! Enjoy it, worked on it while I was bored! https://drive.google.com/open?id=0B0K8gNf10roUVTZOZnl6SUF6eG8
  21. Not sure if this has been suggested yet (did a quick search didn't see it), but i would be handy to have the ability to warp to the next maneuver node (of the selected ship) from within the tracking station, thus taking advantage of faster time warp (ie not limited by terrain height). I'm sure there are mods that can do this already, but seems like it should be in stock.
  22. Hi everyone, I'm just posting here out of frustration that nobody seems to take bug reports about the illogical behavior of maneuver nodes seriously. They get downgraded to "feedback" and low priority, even with the explicit mention that this is unlikely to be changed since it doesn't break the game and users seem to manage just fine. The problem is as follows: When you add a perpendicular input (normal or radial) to a maneuver node, the handles rotate to align with the new trajectory. However, their effect is still relative to the old reference frame which creates a very counterintuitive experience. Rotating the maneuver node handles is simply wrong. They don't act in that direction, so why make it seem so? Is there any vaid reason for prefering this behavior over the much more logical alternative that keeps the node aligned with the original trajectory? Example scenario: - User is in an equatorial orbit (let's call it "horizontal") and wants to transition to a polar orbit - User pulls the "normal" handle (triangle) - The post-maneuver trajectory rotates around until it approaches vertical - Meanwhile , the triangle handle rotates and approaches horizontal. It is pointing exactly in the direction where the user wants to pull the trajectory to reach a polar orbit. - So the user pulls the normal handle some more, but the trajectory does not move in that direction, it just stretches out further upwards - User visits the forums for help - Someone points out that he needs to add retrograde - User is confused, because the retrograde handle is pointing downwards. He tries it anyway, and low and behold, it works, who would have thunk? Must be some weird mathematical reason behind it, orbital mechanics are apparently really complicated and counterintuitive, you probably need a degree in mathematics to figure it out so better just move on to a simpler game. Now compare this with the correct behavior that nodes should have: - User is in an equatorial orbit ("horizontal") and wants to transition to a polar orbit - User pulls the "normal" handle (triangle) - The post-maneuver trajectory rotates around until it approaches vertical, but the node stays put - User sees that he needs to twist the trajectory sideways now to get towards the pole. The retrograde handle is pointing in that direction, so he pulls it. - Great, the node performs the correction exactly as expected. See, orbital mechanics are easy, this is a fun game! So, once again, why would anyone prefer the former behavior? I've really been thinking about this long and hard, and can't find a single reason, not even a small one, for rotating the node. The more I think about it, the more flabbergasting it seems. Why would anyone prefer the current behavior? It makes absolutely no sense. I know that there are mods to correct this, but that's no reason for stock to be so wrong.
  23. I’d love to have a mod that did nothing more than modified the change rate on maneuver nodes through keyboard modifiers. My first thought is that holding down [option] while dragging a node handle causes changes at one-tenth the normal rate, and holding down [⌘] causes changes at ten times the normal rate. No UI needed, just those modifiers. Of course, that means I’m on a Mac and the modifiers might not work for Windows, so I’m open to any modifiers that would make this a thing. [ b ] and [ n ], maybe? I know this capability is covered in Alshain’s excellent idea for a new maneuver node editing tool, which I would dearly love to see made real, but until the day someone manages to implement that whole system, this seems like a pretty easy mod—along the lines of the excellently small, focused stuff Snark has been creating. I’m also aware of PreciseNode and its brethren. I’ve tried them, and ended up uninstalling. I like the handle interface; I’d just like to be able to use it more precisely and efficiently than is currently possible. And yes, I know about the mouse wheel thing too. Either my wheel and its configuration don’t mesh well with the node handles, or the implementation of that just isn’t right for what I’m after.
  24. Hi, I've been playing KSP for about 90 hours, never experienced this problem before.But now I've started a new career mode game. And I cannot seem to create any maneuver nodes, the little blue dot on my current orbital trajectory does not appear at all and neither left or right clicking on the trajectory provides any options. My Tracking Station is currently level 3. Am I missing something? Here's what I've tried so far: Reloading Save - Fail Rebooting KSP - Fail Rebooting PC - Fail Uninstalling and Reinstalling KSP - Fail Please help lol, I really like this game but this is breaking it for me. Also, I do not use ANY mods, so it's a fully vanilla build.
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