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Found 99 results

  1. Is anyone else finding it way less forgiving to dock since the update? Where the vessels used to bounce a bit and slowly orient themselves with the magnets... Now they drive into each other and starts spinning frantically out of control.
  2. 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
  3. I've been trying to create a mobile refueling rover. However, I cannot get the ports to work to attach my craft for refueling. I figured maybe I attached them incorrectly or something, so I went back to the sandbox and pulled up the prefabricated crater crawler, which have built-in docking ports. As a test, I have two of them (with extra fuel tanks) just off the Kerbin runway. My plan was to test the concept and see if I could transfer fuel from one to the other. However, I cannot for the life of me get the ports to work. They just bounce off each other. I have set one as a target; I have tried "control from here" and no luck. Earlier, I had played around in a different scenario, where the ports would attach but upon decouple, would explode. This time around, they won't even go together. I am very confused. Interesting, as well. It says they are 5.8 meters apart, but they are touching. Is that distance figure based on the command modules and not the ports themselves?
  4. DPSoundFX Simple as the name, it adds the sorely missing sounds of collisions docking in orbit! Motivation Simply put, I wanted to hear something when 2 ships docked. I was so used to it in Orbiter (an open source space simulator) that I sorely missed it. So much so that I jumped into coding (again) to make it happen. My effects are based on my perception that Jeb wouldn't dock so much as "participate in a controlled collision" Installation Be sure to have the latest version of ModuleManger installed! Upzip it into your GameData folder, as with most other mods. API Reference Using a ModuleManager config, like below, you can specify your own sounds for any docking port in the game. @PART[someDockingPort]:NEEDS[FP_DPSoundFX] { MODULE { name = DPSoundFX sound_docking = CustomExample/crash sound_undocking = CustomExample/radio internalSoundsOnly = false } } How-To-Use Just listen, when docking or undocking of course!! Contributors Guru's who answered my questions: Snjo CrzyRndm Authors whose plugins were studied for clues and code: Pizzaoverhead License GNU GENERAL PUBLIC LICENSE V3 dated 6/29/2007 Download / Source Download Source Alternate Sounds Docking & Undocking - by Dashman (RAR archive) Docking & Undocking - by akron
  5. I've had a problem with controlling ships when controlling from docking ports at a right angle from the root part. Both SAS and mechjeb's Smart ASS have wild oscillations around the roll axis of the docking port, like its overshooting its attempt to stop rotation. This happens with both an inline docking port part like the shielded clamp-o-tron or with a normal docking port attached radially. I might try testing this in an unmodded install, but was wondering if anyone else has experienced this? I have several mods installed but the only one I can think that would effect SAS's ability to hold steady is mechjeb. Nothing out of ordinary appears in the logs Edit: this is in 1.3.1 since I'm still waiting for mods to update
  6. the mission consists in: docking to a target, undocking, redocking, undocking, redocking. the result is unpredictable, sometimes it works some times not, maybe you get the first 2 right but the third bugs, and so can't move on. I kept trying and retrying, but still I can't manage to find a way that ensures completion to the task. Sometimes it seems that it is related to a vehicle modification before mission test, so I deleted and recreated the docking tests dozens of times, but only sometime it seems to be the solution... In the screenshot you can see the project. During the last 2 tests the ATV-gemini dock has worked fine, and triggered the message, but "undocking 1" dind't work the first tima, and not even in the second after I tried to recreate it. I just don't get it, it has the same vehicle specifications of the other, but it fails.
  7. Has anyone else experienced the following problem in the mission "Meet Me in Zero G": The "Undock NOW!" node will not activate for me. I can undock immediately after the dialog message instructions, with no result. after then waiting for a bit, the time since node activates, I get a 0.7 score multiplier, and the waypoint for KSC never activates. Removing the undocking node and replacing it with an identical one fixes it for me.
  8. Hello, I just launched a rocket into space trying to dock to my small space station. Now i managed to get there and also pretty much dock but i realised, that i put my RCS thrusters (Place Anywhere RCS Port) onto my Docking port on my Rocket which doesn't allow me to dock. I've tried it multiple times but it always got stuck with the magnetic force active but the vessels not connencting. Is there any way to solve this or do i have to do this mission all over again? Thank you in Advance
  9. Have been enjoying Xbox 1 KSP Enhanced Edition however have noticed that docking ports on multi-point connector have reversed polarity, so when docking with another craft it repeals instead of attracts, have tried many times, has anyone else noticed this? And will it be fixed soon? Thanks.
  10. Hi everyone, I just bought this game a month ago and still tied to it haha, here is my issue, I'm triying to complete the contract regarding dock 2 veesses arround kerbin, so 1st I launched one vessel, then send the other, after some time I managed to circularize the orbit and match both vessels in the same pattern (same AP and PA) however.... I don't how to make them encounter(see attached image) if I burn retrograde then the orbit will change and won't be able to reach any of the vessels... to get the things worse....KSP saved automatically so all my pilots are outthere in kerbin orbit (I wish I could save a game before). I would like to know if anybody have some suggestions / advise on how to dock in this scenario. Screens are in spanish(sorry)... but you should be able to understand velocity and distance meausures Vessel1 have aprox = 3590 m/s DeltaV (remaining deltaV ) Vessel2 have aprox = 2506 m/s Deltav(remaining deltaV ) Hope anyone can provide some suggestions.
  11. Brikoleur

    Kraken-resistant stations

    In my ongoing career, I've had a number of brushes with the Kraken when dealing with space stations. There are three scenarios in play: Docking. The Kraken strikes immediately after docking. The giant invisible tentacles wrap around it and shake shake shake until it falls apart. Undocking. As above, but on undock, and only one craft is directly affected (although the other might get damaged by flying pieces of rocket). Fuel transfers. This starts with a tiny insidious little vibration as fuel is transferred from one craft to another. Sometimes it stops if I quickly stop the transfer, at other times not. If I'm connected with the Klaw, setting Free Pivot may or may not help. Some hypotheses I've come up with: Scenario 1 happened with a long skinny station when I docked another long, skinny, but heavy craft to a port near its centre. Even though the docking event was at a low speed (0.6 m/s or so), the bump appears to have induced an oscillation along the length of the station, which then amplified into a full-scale Kraken attack. Possible solutions: don't make long skinny stations? If you do, don't dock heavy craft near their centrepoint? Scenario 2 happened repeatedly when undocking a heavy spaceplane from a station, or when undocking a cargo module from a heavy spaceplane. I believe I traced this down to excessive use of Autostrut to Heaviest Part. When I undocked, the heaviest part was removed, the autostrut reconfigured itself, and the rapid changes summoned the Kraken. Possible solution: don't use Autostrut to heaviest part, or only use it sparingly? Scenario 3 happened repeatedly in scenarios where I had a heavy craft docked to the station orthogonally and was transferring fuel between the two, which shifted the CoM laterally. I'm not quite sure what the contributing factors to this are, except that Autostrut to Heaviest Part certainly makes it more likely. What techniques are you aware of that would make stations less prone to summoning the Kraken, apart from being very careful when using Autostrut to Heaviest Part? Which geometries are more Kraken-resistant? How do you configure a station that has lots of docking ports to accept different kinds of incoming craft, but doesn't summon the Cosmic Dread Lord when large craft dock with it?
  12. JP_Magoo

    Huston, we have a problem. (Sorry for the bad quality, i had to brighten the image because it was really dark)
  13. Hey guys, I'm sorry if this was asked before but I'm just losing my mind. I recently started building my space station, it has living quarters and a science module, connected by a Rockomax Multihub connector. My problem is, because of the idiot that I am, I forgot to add docking parts to the remainder of the ports of the Multihub connector. My question is, is there any way that I can attach a docking port to the remaining ports of the Multihub connector? Or do I just destroy that space station and build another one? Thanks
  14. Hi, A couple days ago i found this bug in my current game: Both the rover and the trailer were created as part of the same ship originally, once in Duna they were decoupled independently and i docked them later to transfer LFO to the scout rover from the mining trailer. The rover appears to float after undocking, but it is still connected to the trailer. When time warp is activated all the rover parts return to the original position as if it were docked. I'm playing 1.3.0 x64, with just one mod installed, KJR v 3.3.3 (up to date). I tried to delete the mod and load the scene again, but the rovers have the same behaviour, so i'd say is not related to the mod. I also tried to modify the persistent file using KML 0.7.2 to fix all the docking bugs, but the problem persists. Connecting another rover with a claw didn't fix anything either. Any ideas?
  15. I have played KSP for quite a while now (and love it), but only recently have started using docking ports. for a minmus mission I decided to go with a lander vessel on top of a large carrier vessel joined by two docking ports. I tested it in orbit over kerbin, and it I could undock and dock it with no problems, except that after docking again the stages of the lander vessel are merged with the stages of the carrier vessel. Is there a way to prevent this from happening? Or should I build the craft differently (Now I have built both in one go, no subassemblies)? What I would like is the staging sequences of the two vessels to be kept separate. I don't even need to see the stages of vessel2 when controlling vessel1 (and vice versa). Hope someone can advice.
  16. So this problem arises with my folding wing SSTO, and the basics of it are that after undocking the bottom ports to fold the craft up, it refuses to fold back down as the docking ports haven't moved 10m from each other. Any tips other than f5 + f9? Id greatly appreciate it if 'theres a mod for that' came into effect here.
  17. DerGolgo

    To the Mun - under 500 tons.

    Hi there, I've poked my head into the KSP forums a few times, though have omitted a formal introduction as such. So here I am. I'm an engineering school dropout and had been lusting for a game like KSP ever since I had spent weeks on end playing "Buzz Aldrin's Race into Space". I've been playing KSP (badly) for a while, sandbox only. It's one of very few computer games I can still play, as I've lost most of my vision in a traffic collision a few years ago. Consequently, when I bought my present computer, I hadn't expected to play any graphics intense games again, ever. Consequently, not the hottest graphics card. Which you can see in my first KSP video. Well, more like my seventh KSP video. Just the first one that is even remotely watchable and that I didn't have "Eraser" scrub from my harddrive. What you see here: A mission to the mun. On rockets under 500 tons. Yes, the plural. I'm dead certain somebody else has done this, probably when the game version was still below 1. But here's how I did it. No engine with ISP over 310s, so in the Apollo-era ballpark. Rockets weighing about half what the RSBstock Saturn V brings. I don't play career mode, but if you have to make a Munar landing happen with smaller rockets, here's an option. The mission profile: Jeb flies to the Mun, alone, in a 2-seater spacecraft with plenty of ∆v to spare. In case something goes wrong. What would go wrong would be part of Valentina's flight. On a second rocket, carrying the actual Munar landing craft. After flying to the Mun and landing, she goes back up with the ascent stage, and then heads to rendezvous with the waiting Jeb. The rest of the mission should be obvious. Not so obvious, until I flew it for the video: Taking off from the Munar surface, Valentina had enough ∆v left to make it back to Kerbin without Jeb and his big rocket. So I might use the hardware from this video to try a direct ascent flight in a later video. If such is desired, please do let me know. Anyway, here's the video. Caution: The title is no joke. Clumsy is, also, not something you do with your hands. It's a state of mind. So even where I had the right idea about how to do something, I certainly did it in some way that will make you cringe so loud, your neighbors will file a complaint. So don't watch this if you don't wanna deal with being subpoenaed over noise pollution.
  18. I'm new at this game and it was really fun until I got to the docking training. I can't for life clear this stage. Struggle to get the interception markers correct and if I get them correct I will never ever get near the stranded ship, maybe I see it and then everyhing goes really wrong. I follow the guide point to point but no luck at all. Right now I feel that this is the most money wasting game I ever paid for. I know it will be hard to dock but to clear a training session? What will motivate me to continue playing this game if I can't even clear the trainings... Can someone give me a step by step tutorial on how to solve this stage?
  19. Kerbal-Optical-Alignment-System Adds an optical sight and target to stock docking ports in Kerbal Space Program(tm). Motivation I wanted to 'kick it old school'. Back before KSP I experienced this sort of seat of the pants docking in an Apollo simulation created for Orbiter (a great open source space simulator) and I wanted to be able to do that in KSP. I also felt like something was lacking in the stock game when it came to docking. Magnetic ports do forgive some amount of inaccuracy, but I felt we should be able to be more precise. I made every effort to make this mod a incognito as possible, try to add it in to the game so it seemd like Squad did it themselves. Installation Be sure to have the latest version of ModuleManger installed! Upzip it into your GameData folder, as with most other mods. API Reference If you wish to add this mod to your own parts (or your favorite parts) follow these ModuleManager config examples: Adding the Camera @PART[dockingPort1] { MODULE { name = DPCamera cameraName = DPCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.12, 0.0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } } Adding the Target @PART[dockingPort1] { MODEL { model = Squad/Parts/Utility/dockingPortShielded/model } MODEL { model = FP_KOAS/Parts/DockingTarget/COAS_Target position = 0,0.11,0 scale = 1,1,1 rotation = 0,0,0 } !mesh=DELETE } Note that in both cases the values in "Position" will likely need to be adjusted to get the eyepoint and target models in the right place. How-To-Use Simply right-click the port of the craft you are flying, choose "Control from Here" so the manuvering keys work correctly, and then "View from Here" to be taken into "Docking View". To exit, just do as the message on screen said and hit the "Camera Key" (default 'c') as a bonus, the next / previous vessel keys (default '[',']') will also "pop" you back into the external view. Contributors Guru's who answered my questions: JPLRepo sarbian Warezcrawler Padishar Authors whose plugins were studied for clues and code: Albert VDS bernierm License GNU GENERAL PUBLIC LICENSE V3 dated 6/29/2007 Download / Source Download Source
  20. I made a series of illustrated tutorials for orbital rendezvous & docking. There are 4 techniques. For a link to all the images in a single imgur album, click here. Hohmann Transfer Rendezvous: Orbit Phasing Rendezvous (easy radial-burn version): Orbit Phasing Rendezvous (more efficient prograde-burn version): Parallel Orbit Rendezvous: Changes: v7 - Adjusted phrasing in one chart and updated drawing of spacecraft in all 4 charts. v6 - Fixed a typo in the Hohmann transfer's step 6. v5 - Added 2 techniques (for a total of 4). v4 - Spelling error corrected. v3 - Refined instructions for final approach, docking indicators now also includes Navball Docking Alignment Indicator, more notes on how to be efficient. v2 - Split into 2 versions: efficient & easy. v1 - Original version.
  21. I have a mission to "build a new unmanned probe...". My plan is to make a spaceship with one kerbal and an unmanned probe attached, so that I can position the satellite and bring some science data back as well. But when I reach the designated orbit and have the unmanned probe un-docked, the mission requirement "build a new unmanned probe..." is still not fulfilled...... The probe has everything required (probodobodyne, solar panel, antenna). And if I remove the kerbal before launching, the "build a new unmanned probe..." is immediately fulfilled when the spaceship is on launchpad. Is this a bug, or I have to launch it with no kerbal to satisfy the "unmanned" requirement?
  22. Mr.  Sandman

    Kerbals and docking ports

    I would like to make kerbals come out from docking ports, but I have no idea on how to force them to do so or if is it even possible.I appreciate alternative ways if this is not possible.Thanks for you support.
  23. juvilado

    How do you dock?

    Hi, am i the only who never uses RCS?
  24. Mr.  Sandman

    RSS/RO Docking Ports

    Hi KSP Community.I have a problem: I have to dock two big fuel tanks (around 6-8m diameter) in orbit for a trip to Mars.Realism Overhaul gives you pre-sized docking ports and TweakScale can't modify them.So yeah , solutions?Mods that add more docking ports for RO?A cfg to add more different sized docking ports of the same type?I don't want to modify a pre existing docking port , since I'm already using them on smaller ships and I fear to break them by doing that.Thanks!
  25. What I came to observe is that the Docking Ports (Any size, any make) never behave consistently. Docks sometimes, sometimes doesn't. I have also ensured that the parts have the correct orientation, is controlled from the port, the destination port is targeted and everything else (disabling RCS and SAS just before docking). Didn't work out. I then tried editing the save file from various VERIFIED sources, but all i found was that they were in perfect order. Nothing indicated that the ports had erroneously considered itself docked when it wasn't. So drew a blank there too. I simply can't figure out the pattern of successful or unsuccessful docking. Looks like the ports have a mood of their own. What am I missing?? The game runs smooth as butter, but a huge headache when i have to start docking stuff. If it doesn't dock, start the mission all over again and HOPE to work perfectly. I have come to notice that docking had issues in previous versions, say before year 2015. Very rarely have docking problems been reported in 2016-17, so I assume it's been debugged. So what would be my issue? (I would have attached my quicksave.sfs file, but u cant figure out how.)