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Found 111 results

  1. I hate having to hunt down the docking port to release my ship, especially on larger space stations. So I give you: THE UNDOCKINATOR Push a button, it undocks. The part that will be undocked is highlighted in yellow when you hover over it (as in the image above). Supports DPAI integration, to both show the name and allow easy renaming. Supports both stock and Blizzy's toolbar Download for KSP 1.7.3: SpaceDock, Github, Curse Download for KSP 1.6: old version at Github Download for KSP 1.5.1: old version at Github Download for KSP 1.4.5: old version at Github Download for KSP 1.3.1: old version at Github Download for KSP 1.2.2: old version at Github Download for KSP 1.1.3: old version at Github Sources: Github License: MIT
  2. I have two objects, a main station with no RCS, or engine, and a power plant part with a poodle engine, RCS, and about half a tank of fuel. They are both is a similar orbit but have a similar velocity and seem to stay the same distance away from each other. Any tips to fix this? Thanks and have a great day!!!
  3. I've been trying to use the new robotic parts to make docking vessels on the ground (rovers) easier. I'm running into some unexpected behavior, which is causing my ground-docking attempts to fail. Often, explosions are involved. I'm wondering if others here have had success with what I'm trying to do. Without robotic parts, docking two vessels on the ground is frustrating, as everything has to line up perfectly. Often, what worked during testing doesn't work on a body with different gravity, or if the mass of one or both vessels changes. I'm trying to use the robotic arms to make docking vessels on the ground easy. Here's an example rover. Has a small servo, small hinge, small piston, another small hinge, and a Dock Port Jr. The arm has enough articulation and extension available to reach and align with docking ports at various heights. However, here's what happens. One vessel (sometimes both) is thrashed violently. Sometimes ends in explosions. Sometimes ends with one vessel flung away. This one is probably going to end with a bang.. What appears to be happening is during docking, one docking port instantly changes it's orientation, dragging the vessel it's attached to along with it. Here's one example: Here's another example. The docking ports were lined up perfectly, but ended up looking like this after they joined. I'm using a stock game, 1.7.2 (2555), with Making History and Breaking Ground, no mods. I've tried different size docking ports and robotic parts, with similar results. Auto struts is disabled (although I tried auto struts on as well). I'm stumped.
  4. Click here to download AR Docking from CurseForge! Tired of staring at the NavBall while docking? Don't want to get a mod that docks automatically for you? Try Augmented Reality (AR) Docking! Add this part to project an arrow from your ship to the targeted docking port. It will also display an arrow with your relative velocity, "right" and "up" relative directions, and an arrow pointing what way you need to adjust your velocity to line everything up. Included in the download is the part, source code and a Hooligan Labs flag! *** Tutorial Video *** *** More Tutorial *** Attach the AR Docking Part to your vessel. Only one per vessel needed. It takes up a small amount of space and has weight, but does not require power. Approach the vessel you want to dock with as normal. Right click it to "Set as Target". When you are close enough to see it then an arrow will extend from your ship to the target. If the target has multiple docking ports you can right click and select the exact port you want to dock with. The arrow will then point to that docking port. As well as the white arrow indicating direction, there is a also yellow arrow which will come out of your ship to indicate the relative velocity between your ship and the target. These arrows will first come from the center of your ship. Right click the port that you want to dock with on your ship and select "Control from Here". The arrows will then come from that docking port. The arrow may still not be easy to see. It probably is because you are moving away from your target, so the relative velocity arrow points "into" your ship. Start moving towards the target to see the yellow arrow. There are 5 total arrows... Long white arrow from your docking port to the target docking port. This turns yellow when the docks are moving towards each other. Short yellow arrow indicating relative velocity between vessels. When pointing towards the target your ship is moving towards it. A blueish arrow indicating the direction you need to change your relative velocity to align it with your direction of travel. A yellow arrow pointing your vessel's relative *up*. This is to help with docking maneuvers. Like above, a yellow arrow pointing in the *down* direction. Here the direction and relative velocity arrows are lined up and thus the same color. The relative direction arrow disappears. Due to orbital mechanics it is normal for your relative velocity to drift out of alignment over time. Keep correcting it. Keep in alignment and don't go too fast... and you will dock! *** About the Author *** Hello, I'm posted a lot of mods years ago such as Hooligan Labs. I'm very proud of them, even though I literally learned object oriented coding while making them! A friend uploaded an updated version of my Airship mod here: Since then I have been working hard to try to start my own game company. I love KSP, especially it's fans, so I made this hoping it would attract this kind of fun science-y people: Cosmic Crew for Android Other stuff I've been up to is at my website,
  5. 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
  6. Hello, does anybody here know how to rendezvous and dock with spacecraft easily and efficiently? I'm building a small station at the moment - around 100km above sea level, and when I managed to dock the second stage (comms and power) to the main parent module, I was quite proud, and I decided to go ahead and try attach the third and fourth modules, (crew and research modules) but then I nearly gave up completely when I just couldn't get a rendezvous with the craft again, even though I had a good 1.5k Delta V at my disposal. Also, anybody know how to directly insert a photo into these posts? Sorry if this sounds stupid. Any help would be greatly appreciated
  7. 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
  8. Different day, same recent topic for me. Docking vessels together is going to be the death of me or cause me to set fire to my PC in frustration. There has GOT to be a better way, without having a mod just do it for you. There is just so much to do in this game that I haven't even scratched the surface of yet. Never been successfully to a planet outside of Kerbin realm of Kerbin, Minmus, and the Mun, and I feel it is because I can't dock for nothing. What typically happens for me is that I can get my two vessels within around 50 meters apart from each other, and then it just seems like I play an endless game of having the one vessel fly around/by/past the other vessel that is in orbit. I've been using docking port mod, and even with that I've noticed some issues, like it not being able to identify Rockomax Hubmax multi-point connectors (do those things need need docking ports placed on them to have Dock Port Indicator mod see them....hope not), and occassionally seeing my the front of my ship (where the docking port is) act like the back of my ship, meaning the orange doc alignment circle doesn't show up properly. This guy just wants to build a simple space station about 250Km out from Kerbin. I sent my Habitation module up first, and followed it off with my Science module. I spent 3-4 hours yesterday failing at docking the two pieces. The main issue to me seemed to be even though I built my RCS thrusters as evenly spaced out from center of mass as possible, when using the thrusters, they still seemed to drift off course and not respond true to the inputs given. By some miracle, coming back to the game after a 2 hours break I managed to get my Science mod lined up, speed down to 0 m/s, and guide it in and docked. Figured, ok, maybe now I got it. Sent out my last pieces, combined fuel station module as well as escape pod. Nope.....not happening. Here I am again spending 2-3 hours this afternoon trying to get the damn things docked, and it just is not happening. Biggest problem now is that I want to dock to the Rockomax multiport connector, and Docking module won't recognize it....but even then, I am stuck in the endless dance of getting close and then having the orbiting piece fly right by me. If anyone has any other tips for a frustrated guy running 1.4.3 in accomplishing any of this, I'd appreciate it. I was in this same boat over a month ago. I really want to enjoy this game, but my inability and inefficiency in docking is sapping the enjoyment. I can't keep spending hours upon hours playing, doing the same thing, with no progress at the end of those several hours. Building vessels with RCS thrusters spaced properly to get proper movements without drifting. Is there a way to make STS movement to defined markers (Target, prograde, retrograde, etc) move fast without turning on engines? When you have a larger vessel to try and dock, it moves so slow or won't move at all without thrusters. Would adding more reaction wheels help that? Does Rockomax Hubmax multi point connect need docking ports placed on them to dock? Or to have Docking Port mod identify them? Tips on how to avoid getting in pattern of having orbiting object you are trying to dock continually get within 50m only to start drifting away from you? Any tips on camera setting to use? I constantly feel like I am adjusting the camera, or getting it stuck at the point where it won't spin one direction anymore. Any mods that will dock for you once you get to a certain distance away?
  9. It's all experimental right now but here's the idea. Have a science vessel SSTO which can be used for Interplanetary transport of people and equipment. The equipment should be almost anything between two large docking ports. In this case I have designed a mining module which I launched on a rocket into a parking orbit. Now my SV-SSTO (Science Vessel) is going to try it out. First separate the command module. Dock onto the Mining module Then re-acquire the drive/science section It's a tight squeeze. I think I will call this particular experiment a success. Fits like a glove. (although it should fit like a mining module) I hope you like it. D.
  10. How can I quickly align 'target' with 'prograde' on the navball (I'm learning how to dock)? I keep flying past my target because my prograde isn't lined up all the way with my target.
  11. I haven't docked before, and I've been doing the docking tutorial. There's (apparently) a magnetic phase that kicks in close to contact, but when my ports contact (yes, they TOUCH each other on point, no angled contact), they just bounce off each other (yes, the ports are unshielded). Is there anything I can do to fix this?
  12. So, I'm building up a mining colony at Minmus, but I'm trying to make it as efficient as possible. I am using Kerbal Attachment System mod, just for reference. Would it be more efficient for me to process minerals on minmus and then ship it to orbit, or to ship minerals to orbit and process it there?
  13. In one of my RSS/RO/RP-1 campaigns, I ended up launching a spaceplane before any manned capsules (because reasons), and decided it would be fun to role-play a world where ballistic re-entry is considered unsafe for humans. This does of course make BLEO (Beyond Low Earth Orbit) missions rather awkward, as you can't use the atmosphere to slow you down on the way back. But, with a massively over-complicated multi-launch architecture, I managed to perform a manned lunar fly-by with nary a heat-shield in sight (and all LVs under 275t GLOM). The full write-up, with 65 screenshots, is here on my website.
  14. Hi guys, I'm sorry to ask that because there are already a million tutorial about docking but i've got some problems doing it. Sorry, I think I just found the problem blob:
  15. It took me a while but my autopilot is finally finished. Download file here:
  16. I was just wondering if it's possible to dock 2 seperate craft together using 2 different docking ports on each craft simultaneously. (4 total) I don't think you could do it in older versions but I'm not sure which version it was when I last played and would prefer a knowledgeable person to save me some sleuthing if they would be so kind. It seems like something that really ought to be in the game, but I could see how there would be control issues unless the detachment was assigned to an action group to "let go" at both points simultaneously. Either that or stagger the decoupling to delay until all connected ports have been told to decouple.
  17. From my experience it's difficult to impossible to dock with a surface outpost, because the docking ports have to be the same height above the ground. And they have to be axially aligned, so if there was a way to control the orientation and raise it up it would be easier to dock.
  18. Hey Guys, I'm currently reading Downbelow Station by C J Cherryh, and I thought it would be fun to recreate the titular space station in KSP. There is, however, a problem I'm running into. In the book, all of the docking ports on this space station are on the ring, not the hub. Given the diameter of the station and how fast it would have to spin to generate 1g, the surface of the ring is moving by at about 73 meters per second, way too fast to even hope to perform a successful docking. So to anyone here who has read the book or is even just familiar with the story, what am I missing here? Cherryh's work in science fiction is for the most part pretty well grounded in scientific accuracy, so how is it she did not think of this? If anyone has any insight into this subject, I would really love to hear your thoughts. Thanks.
  19. 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.
  20. 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?
  21. 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
  22. 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.
  23. 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.
  24. 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
  25. 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.