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  1. I've installed KSP in my, now main OS, Manjaro. With the vanilla game i had no problem, but after installing a couple mods, around 20, the frames in the VAB drop to around 3-5 per second. The problem is that in game, with a 120 plus parts the game runs absolutely smooth. Any suggestions?
  2. 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.
  3. I have a small problem I was wondering if anyone could help me with? In the VAB the thumbnails on the top line in the parts selector are cut in half (se links) and it's driving me nuts. Does anyone know what could be causing this? I have the latest version of the (Steam) game and all DLC's installed. Link #1 Link #2
  4. How do I align my side booster to the west for exampel? So when I start the rocket and make a gravity turn the are exactly horizontal.
  5. I am encountering one of the weirdest bugs I've ever seen. I cannot add ANY command part that has a built in SAS module. Not only can I not place them on the craft when I try to do so they remove the node on the part I'm attaching them to while not attaching and then they proceed to break placing any other part and more or less all controls in the VAB and SPH including moving the camera, the exit button, the new button at times, the save button, all mouse controls but clicking on new parts. And the only way to recover is to if I'm lucky click new and if not load some stock premade craft. For the life of me I have no idea why such a weird bug is occuring.
  6. Goal: a bit helping to select proper experiment for mission. This simple plugin adds additional info about science experiment to its information panel (RightMouseClick). Now You can find info about situation when experiment will work and its relations from biomes while constructing your vessel in VAB. Also it adds usage requirements and can trace multiple experiments definitions in one part. Works in VAB-SPH only. Observed partmodules can be configured using CFG. So, it can trace parts containing stock science module "ModuleScienceExperiment", additional infos will be collected from its EXPERIMENT_DEFINITION node. Example cfg with nodes for stock science parts, OLDD, StationScience and DMagic's science parts are enclosed. Seems like it can trace any handmaded sciencemodules with its own names from different mods, but only if it were inherited from stock ModuleScienceExperiment. source DOWNLOAD
  7. My controls for delete, rotate lt/rt, time advance shortcuts and others are just not working. I have deleted reinstalled new gamed tried to go to sandbox science mode settings. Nothing works the controls just do not work. Outside of Vab/sph lt/rt work for zooming in and out so I know it's not the controller. Launching just a command pod I can yaw pitch rotate zoom etc no problems there but for shortcuts and construction the controls don't seem to work I am on Xbox one KSP enhanced edition.
  8. I just recently made a large modded install of KSP (1.5) after a long break and the game usually runs fine even with 120 mods. (32gb Ram, GTX 1060, i5 7600k). The problem I'm having now is when ever I'm in the VAB and place down more then one command module, or any other part with crew space, the games frame rate drops down to sub 10. The memory usage maxes out to the point where it's unplayable. As far as I know all my mods are up to date and the only pre 1.4.x mods are just part mods. Log: https://ptb.discordapp.com/channels/408786446535884815/408786446535884818/506911935707611157 Here's the mod list:
  9. For example, I set orange-grey textures for 1.8 tanks in in the VAB-list, and I want them to stay that way after reloading the game
  10. Here is the list of my mods (RealNames is for BDB which I haven't added yet, I was checking if the button will go away if I remove most of my mods): And here's an image of the problem I have, all this button does is contain a list of all parts (including mods): I have no idea how to get rid of it, any help? EDIT: The button mentioned is the beige teardrop on the left EDIT 2 (oof): I play on 1.4.5
  11. Overview When in the editor (VAB or SPH), and placing a part with radial symmetry enbled you have access to the Radial Symmetry Space Option, which is supposed to let you switch between having the symmetry mode be relative to the vessel, or relative to the parent part. It appears that while this option has a hotkey, as well as an on-screen button, its toggle state does not actually currently affect object placement; The part placement always defaults to using the vessel as the axis of symmetry and not the parent part. Details Given this simple vessel which has two tanks (FL-T400 Fuel Tank) on radial decouplers attached to a larger central tank (FL-T800 Fuel Tank) using 2x symmetry: The default behavior for attaching a small spherical tank is to do so relative to the vessel. In other words, The spherical tank is placed with the axis of rotation being through the center of the vessel: In the tools section there is an Option that toggles between "Vessel" (Default) and "Parent" Which when pressed displays the corresponding notification: This option can also be toggled by hitting the F hotkey, described on the Key bindings wiki page as "In place mode: Toggle Symmetry between vessel or parent part". With it set to "Parent Part", I would expect the spherical tank to now be mirrored relative to is parent part (the FL-T400 Fuel Tank), which would look like this: However this is not currently the case. The above image was mocked up using single symmetry, and was not achieved using the "Parent Part" setting. Here is a gif screen capture showing the issue: https://imgur.com/p0jLF0y Note how despite being in 'Parent' mode and the on-screen notification saying "Radial Symmetry around Parent Part", the spherical tank is not mirrored around its parent part, the FL-T400 Fuel Tank, and is instead always mirrored around the vessel's center part, the FLT-800 Fuel tank. Summary Am I correct in my assumption that when the Radial Symmetry Space Option is set to "Parent Part" that objects should be placed in relation to their parent part, and not the vessel? If not, I would really like to know what this option is intended to do otherwise. Tested using KSP 1.4.5.2243 (WindowsPlayer x64) en-us Note: If an admin could move this topic to the Technical Support (PC, unmodded installs) forum, it would be much appreciated.
  12. (I thought I used to know a way to do this involving Alt-Right-click or Control-Right-Click... but it's very elusive.) I've placed 4 tanks around the big one in 4-way symmetry. Now I want two solar panels on two of those tanks in 2-way symmetry. And then I'll put e.g. 2 fuel cells, in 2-way symmetry on the other two tanks. I've resorted to 1-way symmetry to place each solar panel separately but then the symmetry isn't perfect. This is just an example. I'm looking for a general technique. I'm pretty sure this is possible in stock. (I'm not too interested in mods for this.) Anybody know the trick?
  13. Hey guys when i launch a spacecraft i got crash. Kerbal Space Program [version: Unity 2017.1.3p1 (02d73f71d3bd)] KSP_x64.exe caused an Access Violation (0xc0000005) in module KSP_x64.exe at 0033:6efefbf6. Error occurred at 2018-07-08_004608. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by furkan. 68% memory in use. 8112 MB physical memory [2526 MB free]. 18352 MB paging file [8791 MB free]. 134217728 MB user address space [134210256 MB free]. Read from location 00001118 caused an access violation. Context: RDI: 0x00000002 RSI: 0x00000000 RAX: 0x00000000 RBX: 0x6a0ec310 RCX: 0x00000022 RDX: 0x6da3f6e0 RIP: 0x6efefbf6 RBP: 0x6da3f679 SegCs: 0x00000033 EFlags: 0x00010246 RSP: 0x6da3f600 SegSs: 0x0000002b R8: 0x6da3f648 R9: 0x00000013 R10: 0x00000000 R11: 0x6fd00020 R12: 0xd5e1c800 R13: 0x00000001 R14: 0x6a0ec310 R15: 0x00000000 Bytes at CS:EIP: 8b 88 18 11 00 00 83 f9 08 74 0a 83 f9 0b 74 05 Module 1 C:\WINDOWS\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_185422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 2 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\steam_api64.dll Image Base: 0x5d4d0000 Image Size: 0x0003e000 File Size: 235600 File Time: 2018-03-07_045214 Version: Company: Valve Corporation Product: Steam Client API FileDesc: Steam Client API FileVer: 3.42.61.66 ProdVer: 1.0.0.1 Module 3 C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_bba38e12711c1078\nvoglv64.dll Image Base: 0x5d510000 Image Size: 0x02685000 File Size: 40140888 File Time: 2018-06-25_202558 Version: Company: NVIDIA Corporation Product: NVIDIA Compatible OpenGL ICD FileDesc: NVIDIA Compatible OpenGL ICD FileVer: 24.21.13.9836 ProdVer: 24.21.13.9836 == [end of error.log] ==
  14. So I've got this pretty annoying issue when trying to launch craft from the VAB where I open the pause menu to launch the craft (after loading it from subassemblies) the cursor highlights the parts section while the pause menu is open, this then means that I cannot get out of the pause menu. The only way out from that point is to close the whole game down and reload the save to try again, eventually it works normally but it usually takes 3-4 tries of reloading the save and trying to launch. I'm on PS4- career mode, approximately year 10 The subassembly I am loading is a complete rover that has been built in the SAB, I'm trying to load it on the launch pad and drive it to a base pod on the runway to test being able to load/unload the rover. I'll get a screenshot/ video once I'm home from work but hopefully somebody has encountered this and can provide some advice. If not hopefully the DEV team will see this.
  15. The offset tools in the VAB are... lets say, unintuitive. I cannot get any sort of fine control. Is there an updated PS4 console controls list somewhere???
  16. When in VAB, I have had mis-clicks that resulted in picking up and moving a part unintentionally, and I cannot cancel the move or undo the move, resulting in having to start over. If I have accidentally picked up a part for move that I don't want to disturb, what should I do? In the past, I believe CTRL-Z resulted in the part re-appearing in the original location, with a copy still on my mouse cursor, which I then throw away by clicking in the left-side parts panel. However, recently I noticed that CTRL-Z has no effect. I use KSP 1.2.2 on Win10, with SMURFF, MJ, ETO.
  17. When I go to the SPH or VAB to work on spacecraft, something very annoying is happening. Even though I am selecting different parts tabs, e.g. Science, Utilities, Fuel, etc., the window stays stubbornly on the Pods tab, and will not change. This means I can't build anything, unless I wanted to stack Mk1 cockpits for eternity. Save File (To download it just hit "download all" in the top right) I am running 1.3.1, with B9 Aerospace, KER, MechJeb 2, Hyperedit, Docking Port Alignment, JSI, Kerbaltek, Deployable Engines, Kerbal Reusability Expansion, and Smoke Screen installed. (yeah that's a lot I know).
  18. VAB master fuel slider A master tweaker in the VAB and (more importantly) the SPH so you can quickly defuel the entire craft evenly at once, (or using the priority?) so you can calc the dV and see the CoM move. VAB CoD indicator Center of Drag Electrical Consumption Overlay Just like the heat overlay, but it shows which parts are consuming power and how much. So you can see that you left the ISRU unit on, or that those wheels have power even though they are in the cargo bay. Fuel Status Overlay Just like the heat overlay, Highlight all the tanks from green to red based on how full they are. (you really can't see anything w/ the current gazillion sliders). (You could page through all the overlays just by hitting F11 over and over) Alternate Action Groups I need more action groups.Using shift, control or alt with the number seems intuitive, but I realize we use those keys for throttle, maybe we could use numlock or scroll lock or something. oh, and more noises: Now that RCS hisses, we need wheel motors whirring, docking clamps clamping, and bumps, scrapes, and scratching when we don't dock , and how about an "ooomph" when a Kerbal falls down. EDIT: Oh, and the cube (that marks the CoM) in the center of the asteroids needs to be replaced with the CoM marker from the VAB. (This game actually has a thing that the player understand means "Center of Mass" but for some reason you're not using it.) Thanks guys great game!
  19. When I go to select a category in RO, it works fine. But when I do it again, it stays on the category I selected before.
  20. I stupidly took a rescue contract with looking where it was. The guy is in solar orbit almost in the corona! Its going to take a 3500 m/s burn just to get my Pe to match, then a 6km/s burn to circularize, then rendezvous then a another 10km/s + to get to Kirbin and another km/s to LKO. My first attempts came out to 6 km/s and 10 km/s, I was wondering if adding SRBs to the mix might help. Any ideas?
  21. Sometimes when I need to figure out which of two parts will be more structurally sound, I'll build a test rig w/ the competing parts attached to weights, and see which one bends more. In these experiments i found out that batteries are about the weakest things there are (odd b/c most of the bttys I've seen are pretty solid). Anyway, is there a better way to do this? Should I make a lengthy study of this and publish the results? Has someone already gone an pulled all this out of the game engine and put it in a spreadsheet? (i hope)
  22. 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
  23. Dear all, I have been playing career in 1.2 for a while. I just went to load a ship and found there were none in the VAB list! There should be somethnig like 30ships listed there. The ships are in the saved games folder, so what has happend, and how do I get them back? Help! The Space plane hanger and subassemblies are not affected just the VAB Restarting the game has not fixed it.
  24. When I make engine clusters for the sake of a higher TWR, I usually don't use the built-in adapters. Usually, I will take a radially-attachable nosecone and put it on 3-4x symmetry, then put the engines on the bottom. I then use the displacement tool to push them together in the center to look like and engine cluster. I do this for three reasons: 1) I think the partially visible nosecone looks better than the adapters 2) the nosecones don't make it less aerodynamic (as far as I know) and 3) I can't figure out a way to attach anything below the adapters (like if it were an upper stage and I need a decoupler below, I would have to now have several stacks of fuel tanks because of the inability to put a decoupler in the middle), and the above mentioned method leaves the node on the bottom of the fuel tank stack open. I usually place a girder or two on this node until they just stick out below my engines, then put a decoupler on the end of that. This way I can have a central stack below this for a lower stage. The issue with this is that it is unshrouded and the two sections of rocket are joined by a thin girder. Does anyone have a more effective way of doing this that still looks okay, or is this the best possible solution? Thanks for any input.
  25. Hello guys, i am new to this and i am doing a project and i am using this amzing game, but i would like to launch a communication satllite that has solar panels obviously and 2 antenna reflectors and then deploy them, i dont know how to build one, if someone is kind enough to provide me with a VAB stock file or teach me how to do it and deploy it. Thanks Quote Edit
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