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Found 9 results

  1. Hide Empty Tech Tree Nodes v1.2.0 (December 5, 2020) Who this mod is for: This mod is for people who use large modded tech trees, such as the awesome Community Tech Tree mod by Nertea, but don't have enough part mods installed to fill up all of the new tech tree nodes and hate the empty tech nodes. Additional features give you even more control over the tech tree. What it does: Main feature: Adds option to hide any empty tech tree nodes, which automatically connects the resultant "hanging" tech tree lines to unhidden nodes in a logical sense. Additional features:
  2. Can someone give a tutorial on node attachments. How to place them on your mods parts. I have learned how to create mu files to export into ksp, but my nodes are not in the correct place, and my collision mesh isn't working correctly either, I mean I can place them into the construction area, but cannot select them again to move them or reposition them.....so please someone help me
  3. After physics warping the delta v required to complete the maneuver starts to increase
  4. I just bought KSP yesterday, and I can not create nodes of maneuvers, my apoapsis points should be blue except that they are gray, so I can not create a node by clicking. Can someone help me?
  5. Why can't we adjust our maneuver nodes by just dragging the orbit into the shape we want? I would suggest just grabbing the PE and AP markers. Maybe hold down mod key to apply normal adjustments to the maneuver node directly, or maybe you would still have to apply normal/anti-normal via the handles. Seems like this would be much more efficient than fiddling with the little handles to get the exact orbit you want. Can't seen any reason it wouldn't work...
  6. So I played a decent amount of KSP around the end of 2015. Finally I'm back, updated the only mods I was running (Kerbal Alarm Clock and Kerbal Engineer), and reloaded my old save. There were a few minor issues but mostly things seem to work with my old save. The problem started when I tried to simulate an interplanetary transfer to Moho. I get up into a stable orbit and then I want to start planning the maneuvers to escape Kerbin's gravity, align with and intercept Moho, etc. Maneuver nodes within Kerbin's system seem to work as I remember them more or less, but when I zoom out to an int
  7. Hello I'm currently working on some models and wondering if there is a way to mod in a docking node that only attaches in certain orientations? For example to make a square docking port that only connects when the squares are aligned.
  8. Ok, so I made my first mod. Right now, it gives the 1x6, 3x2, and Gigantor solar panels nodes. This is kind of just a basic starter thread ATM, expect changes in the setup and such, and please ask for support for any mods you would like! Download: http://spacedock.info/mod/115/Solar%20Panel%20Attatchment%20Nodes
  9. okay this is a bit weird and a first in all my mods... the node stack top is at a totally weird orientation... and i dont know how to fix... config: // --- node definitions --- node_stack_bottom = 0.0, -0.1, -0.5, 0.0, 1.0, 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
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