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Found 18 results

  1. I've been surprised there isn't more than one mod for this purpose- I just googled again, didn't see anything. But amusingly I found a guy from last year using almost the identical solution to me and asking the same question, why isn't there a launchpad mod with multiple lighting options that has our cool launch vehicles looking like proper massively-floodlit Apollo launches? Considering there are mods for like growing evil mutant carrots in the R&D facility, it seems something of an oversight. This was my fancy solution - four Packrat rovers with batteries + solar + bank of spotlights, arranged around the pad with the side ones aiming low and the front and rear ones aiming high. It works reasonably well, and they have enough batteries to never turn off so until a better solution comes along they're parked there for the duration. Here's YT video of a guy doing almost exactly the same thing. Anyway, I think that would be a widely-used mod if done well so like the lights are smart enough to alter aim depending on height of launch vehicle, full range of rainbow colors because why not, possibly even disco ball lights. Yes, disco ball lights should be a requirement.
  2. Hello all. I am hoping someone out there can help me with an issue I am having. I am trying to expand my Walkabout mod to work with relocated KSCs (à la Kopernicus or Galileo). To do so, I need to reliably locate a fixed spot on the KSC grounds. It doesn't matter which spot it is, but I need to be able to get the coordinates of, let's say, the flagpole whether or not Galileo is installed. I tried using code similar to the following: var Kerbin = Planetarium.fetch.Home; PQSCity ksc = null; foreach (var city in Kerbin.pqsController.GetComponentsInChildren<PQSCity>(true)) { if ( == "KSC") { ksc = city; break; } } var kscVectorPosition = ksc.transform.position; var latitude = Kerbin.GetLatitude(kscVectorPosition); var longitude = Kerbin.GetLongitude(kscVectorPosition); var altitude = Kerbin.GetAltitude(kscVectorPosition); When I do this with a plain vanilla install of KSC (v1.2.2), it gives me a point that is in the centre of the crawlway about 1/4 of the way between the VAB and the launchpad. However, when Galileo is installed (also with v1.2.2), it gives me a point that is near the edge of the R&D buildings. Is there a way that I can reliably get the coordinates of a point in the KSC?
  3. Everyone that has developed a rover in KSP knows that testing them is essential; unless you really like to discover you didn’t bring enough EC to transmit your science after you launch. What’s missing for this is a rover test range. What’s a rover test range? Well, in its most simple way it’s just a piece of land that has various hills etc to emulate the surface on other planets. This is especially helpful to test suspension. Like this Apollo-era rover testrange: Or this (rather small) ESA test range: Another example: Cool, what else? Hmm, well, suspension aside, things like “did I bring enough EC to transmit this stuff?” could be answered by testing at night. But that isn’t very handy, so a small garage/shed like building on the test range could help with this (park in the shade / out of the sun so solar panels don’t work). In order for this test range to be helpful you should be able to launch a vehicle from it (no point in having to drive to it). Any other ideas for this would be appreciated.
  4. I am wondering if there is a mod like this already, or if it is even possible. After thinking on the subject a bit, I came to the conclusion that my ideal base construction mod would NOT be something based on any sort of parts themselves. Instead, it would be something that lets you build actual buildings (i.e. the same kind of object that the actual space center's buildings themselves are). Once a building is constructed, it could either be upgraded with funds (if on Kerbin/a populated world), or with some sort of "Parts" or "Supplies" resource (if on NOT-Kerbin/an unpopulated world). At its core, it could simply be a mod that lets you build the Kerbal Space Center the way YOU want it to be layed out. You would start out with a single building that lets you purchase/place another building, in a vaguely sim-city style, where you want said building (in a career mode, the first one you'd get would probably place would be the rocket launchpad, and some of the administrative buildings, which for purposes of balance would all cost 0 for the level 1 version). The starting building itself could be upgraded to increase the number of different buildings you can build. A necessary aspect of the mod would be the launch button in the vehicle designer bringing up a short list of all nearby launchpads and runways (in case you decide to build more than one, such as having two runways facing different directions). Another necessary aspect would be the ability to switch between different space centers, and a part that allows you to build the lowest level version of the building you build all other buildings from (in a sense, using the part places a new space center at that location). So you could build another KSC on the north pole if you wanted or something. Lastly, there would need to be a tag or value for a planet that basically tells the mod whether or not it is a populated planet, so that you can't just construct bases on other planets that work the same way that the KSC does. Either way, once you had this, the next step would be to apply it to other planets. On other worlds, instead of currency, there would presumably be some combination cost of ore (easy to get there), parts/supplies (have to bring with you until you have a building capable of manufacturing it from ore and energy), and in some cases construction time based on energy and how many kerbals are there to work on it. In the event a building is destroyed, it would leave rubble behind that you can select and repair for the appropriate resources, just like the default buildings. If the mod were to just keep itself light, it could be that you can only build structures for things like hangars (buildings that store/unload a nearby vessel until you want it to be spawned again either outside the hangar, or at the base's launchpad), habitation (basically, like the training center except you cannot recruit new astronauts there, only store the ones you have so you can put them into any ships you take out of hangars). If you wanted to go further, you can also have VABs and/or SPHs, which could only use parts that you actually have there, or which can only work if you have some sort of factory building to produce the parts there (the level of which could effectively correspond to what research level of parts can be used there). I could go on listing various things that could be cool, but I've already rambled enough. Are there any mods that let you build actual BUILDINGS? Not just building-like parts, but true, proper buildings? .
  5. Yea... This challenge is about building a mini KSC... Just build one. It must not be an exact copy of it, but build what you can. Some tips: R&D= science labs VAB= upwards Mk3 cargo bay Launchpad= four flags in a square Runway= ↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑ SPH= horizontal Mk3 cargo bay with ramp Tanks= fuel Tracking station= Relay antennas with remote control point. Astronaut complex= Mk3 crew cabin Mission control= I don't know. Administration building= ↑↑↑↑ And please post pics (not mandatory)
  6. What the title says... Crickets really need to hum louder. I had to put my volume 3x the usual amount to just barely hear them. Since ppl might complain they are too loud if you raise the volume too much, how about an additional slider "Cricket volume" in the settings ? At any rate, it's nothing compared to the birds and it's a shame... I am rather found of Crickets in RL too, until my cat eats them all at any rate Oo
  7. KSC/CCAFS has gone to Hurricane Condition 1 - everything battened down and the base and facilities closed except for the rideout crew.
  8. So, first of all its called the "Planning Center" here, you can set trajectories for orbit, or landing, and you can select along the orbit line where everything is for optimal trajectories. Now, for the Funding mode, you will get more funds the more precise you are on following the bold line and a bonus if in the administration building, you set it so that the line is thinner. (you can also set it thicker for less money on each plan) The building will be totally seperate from the tracking station. The amount you get will always be less than or equal to what you had on hand before the Plan! If you fail a plan, you can have a possibility of going bankrupt! There further the distance you plan, the more it costs to "research", meaning your money is the limit! There should be a set-up fee too... Hope you consider soon! Thanks to NightHog for saying we should be able to set up waypoints before launch! I did most of the technical thinking, but huge shoutout to NightHog for activating my thinking process and spawning this idea!
  9. So basicly I got my ksp working again, i was able to load and play saves again. Because i uninstalled B9 and my station had B9 it was removed so i loaded an old quicksave. Since i loaded the old quicksave, no matter what I do, I can't press any buttons. I start in the ksc and i can't go to any building except the administration and the astronaut complex and maybe one more but vab and sph etc. doesent work. I press the button, it makes the animation and thats it. Here is the quicksave I have loaded(I would really like to continue my game at this point),(I used dropbox because it was too big for pastebin, it didn't respond): EDIT: I started a new save anyway because I wanted too and there it works just fine but I would stilll like a solution :c
  10. So, I have a predicament. I have been playing KSP which I have owned for a while and although I only got about 20 hours under my belt since the Early Access days (don't really have time to play games) I have gotten back into it. Well, I inadvertently launched a test orbital ship into space with enough power to break Kerbin orbit and enter into what appears to be a stable elongated orbit of the sun (read it all as it goes down here: Anyways, as I plan my rescue and refine my space program abilities (we only just achieved Kerbin orbital capabilities last night!) I realized that to attempt a mission of such magnitude presents a few hiccups. So, I will break my multi-part question down into smaller ones: Launching from KSC My first thought was SSTO but not only can the KSC construction building (fully upgraded) not handle rockets that I'm building (they get to be too tall for the building) but the SSTO component creates so much drag that even with the SpaceY Heavy Lifters SRB all firing at launch, it still takes the Liquid Rockets to reach a high enough altitude and burns through most of the fuel supply meaning no turns to establish orbit. I've seen a lot of craft on here and I'm sitting here asking myself, what am I doing wrong (the thread I linked off to contains the booster segment in my second post). It feels like drag as smaller launches for satellites on a new platform are working well as my space program techniques are refined (I get the Mach effect and have to use SAS to stabilize or else be flipping back to the ground in the SSTO booster so I feel I designed the vessel wrong) Orbit of Kerbin Can I dock a spacecraft at an orbital station for refueling (I do have a number of mods from KIS to KAS and than some - not reflected in the post I linked off to as I didn't have them then)? Can I dock multiple components to create a larger spacecraft in orbit of Kerbin? Planetary Assist Maneuvers My space program, as I stated, is obviously at a very early era with it just beginning to create craft capable of orbiting Kerbin. However, I successfully launched an automated craft that reached 11,000+m/sec and was plotted on Kerbin's escape before it was destroyed. What I am trying to figure out (and I have been reading) is how do I make the cross over maneuver to intercept a planet's orbit? (I think I have started to figure out how to do the orbital assists but getting to the planet is a bit harder). I see the alignment come up on my map when I set the target with the time, degrees, and delta-v needed I think. I am just not sure if that's what I am supposed to follow. Intercepting the target Spacecraft When I select a planet as a target, KSP can give me what I believe is the appropriate information if what I said above is true. Now I'm just trying to figure out how to intercept a spacecraft moving 3,000 m/sec and move my Kerbalnauts from the first craft to the rescue craft. Can I just EVA them at a close enough range? Returning to Kerbin KSC has no beacon. No ILS marker. Nothing. How exactly am I supposed to return to KSC in a spacecraft. So far my spacecraft have been pods so it didn't matter where on the planet they landed but I'm constructing a spaceplane for the final descent so landing at KSC which has a runway would be helpful. Knowing this would allow me to calculate a de-orbit trajectory. Reverse Thrusters - we're talking about a multi-stage interplanetary mission. We'll obviously need to slow the spacecraft down before reaching Kerbin descent. Is it even possible to mount reverse thrusters such as SRBs? Miscellaneous I think I am doing something wrong with the radial decouplers. When I try to decouple the SRBs from first stage they don't actually decouple and stay attached. You can see and hear the decouple effects. This is with the stock radial decouplers. Interestingly, in the many, many times my rockets have exploded, you can see in the report that the radial decouplers are colliding with the SRBs but the SRBs aren't exploding (these catastrophic failures where my rockets blew up were on reentry to Kerbin). Yes, so a number of questions but a very complicated and challenging mission coming up which I hope to learn a lot with.
  11. TRICOPTER KSC RACE This challenge will be a test of pilot skill. It will require you to use a craft that resembles a David Windestål mini tricopter that has been built for you and will be available on KerbalX. ~The Challenge~ This race will require you to pilot the tricopter as fast as possible from the start of the runway and then land at the VAB launch pad. Though there will be some manoeuvring involved. ------ From the start of the runway you will take off and travel down to the other end of the runway as fast as you can. Once at the other end and then have passed between the two lights you then turn around and back track down the runway. Once you have arrived at the SPH you will need to follow it around to the left where you will be met by Mission Control. Once faced with Mission Control you will fly around to the left then straighten up to fly along the wall facing the launch pad. Continue along this heading, passing the VAB and the Launch Pad. Having passed the VAB, you will then take a swooping left hand turn around the tracking station. Having completed that, head directly for the gap between the Astronaut Complex and the R&D Facilities. Make another swooping turn to the left around the R&D Facilities. Now take a tight left hand turn around the Astronaut Complex to be faced with the VAB. With the VAB ahead, climb over the top of it. Once at the top, do an aerobatic manoeuvre, such as a roll or flip. Descend to the Launch Pad for a powered landing. Stop the clock. ------- Here is a map of the circuit ------ For this challenge, you will need to make a video of your fastest attempt. --------- After the challenge, feel free to change, morph and modify this design and make it even better! Upload images if you do Best of Luck FPSKernow
  12. What about including an interplanetary travel calculator in the tracking station so as to be able to plan such travels, without any external help? Personally I am using a web site to plan my interplanetary travels and I think it would be great to do this directly in the game, from the Kerbal Space Center.
  13. Hi everyone, what's the easiest way to tone down the KSC birdsong effects, without simultaneously reducing the music volume of the editor and orbit soundtracks? I know it's tied to the music slider, but adjusting that causes other unwanted effects. I tried to find the birdsong audio clip in my KSP directory to edit the soundtrack manually, but just found sound_ambience_nature.wav which I don't think is the right one (it sounds a bit different and more clicky than the loud piercing one). I read that SoundTrackEditor can do what I want, but the download links there are broken and in any case if possible I'd rather avoid adding yet another mod just for this single function.
  14. Mods, if there is a better spot for this please move this! Is it possible to add: A) A building to the KSC B) A staff member to said building. Thanks!!!
  15. Hi all! I've decided that Kerbals deserve a good looking vehicle so they could go from the Astronaut Complex to the Launchpad. With green energy and fuel cells. All stock except for the 2 inside cameras. Could be improved but, well, it's already 162 parts or so.
  16. Whenever I try to explore the Kerbal Space Center, let's say I'm climbing up the VAB, I have to jump to begin to get over something or to get onto the next latter, but when I try to do that, it seems like I'm standing under a something right over my head. I hit space and it looks like Jeb hits his head and falls down. Is it a glitch? Am I doing something wrong? Please help.
  17. Looking for a fix for buggy shadows around KSC on my modded save. I'm on mac OSX. My mod list in my modded game (all indispensable of course). If anyone knows what mod might cause this or where a patch would be found, that would be nice. Though this is not game breaking, it is extremely annoying. It occurs both when in control of a vehicle close to KSC as well as when in the KSC menu screen. -Active Texture Managment (Aggressive, was a suspect for causing this, but this has been happening since long before I got ATM) -Asteroid Day -Atomic Age -Chatterer -Colorcodedcanisters -Communitytechtree -Dmagic Orbital science -Docking port sound effects -FTP -Gingercorp (space staion hub) -InterstellarFuelSwitch -JFJohnny5 (2 kerbal command pod) -Kerbal Engineer -KJR -Kopernicus -MRS -ModuleManager -Near Future Construction -NFElectrical -NFPropulsion -NFSolar -NFSpacecraft -Finalfronteir -Outer Planets mod -Rcssounds -RLA stockalike -Tarus HCV -Scansat -Science Alert -SpaceY -SpaceY expanded -Stagerecovery -Stock Clamshell Fairings -Kerbal Alarm Clock -Vanguard Astrodynamics -Stock Warp Drive -Waypoint Manager.
  18. Which KSC upgrade do you recommend doing first? I'm using the Engineering Tech Tree and New Horizons mods, so my career has been all unmanned so far. I still haven't unlocked manned space flight, though I'm about to do so. As it is, I can orbit Kerbin and conduct suborbital flights to earn cash and science. (Making orbit with less than 30 parts and 20 tons has been a fun change of pace.) But I suspect the part limit and especially the weight limit will make it tough for me to go beyond Kerbin to these mysterious New Horizons celestial bodies. I'm playing on Hard mode (except I've enabled quicksaves and reverts), so money is tight; I have 168,000 hard-earned funds to my name. Anyway, right now I see two leading affordable candidates for upgrade: the 150,000-fund launchpad, to let me use bigger boosters to increase delta-V; or the 150,000-fund astronaut complex, to let my Kerbals take soil samples and whatnot around KSC for some juicy science. What do you all recommend?