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Found 48 results

  1. I was building a very large scale spaceplane, with custom internals inside MK3 cargo bays. The plane was more than 170 parts, probably around 200. When I first experienced the plane falling apart, it was just some clipped parts falling out of the main plane. I fixed this with a few structural connectors. I launched again and when I tried to pull up off the runway, my wings just went crazy and blew the plane up. I thought I might try again but not pull up so hard. So I reverted to launch, and my plane immediately.. well it’s kind of hard to describe. The parts were all separated from each other, but still seemed connected via invisible joints, and then separated and fell apart, some parts were sent away at extremely high velocity. After falling apart, the remains violently exploded along with the runway. I am on my phone so I do not have a screenshot. I will try and get some screenshots next time I’m on my PC.
  2. 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.
  3. Simplifies vessel design by adding a visual "laser" grid and an automatic alignment tool to SPH and VAB License: GPLv3 Source code: GitHub Description Citation: "You should make your drawings with a ruler and a pencil, not with your leg and a marker pen." -- A maths teacher Have you ever been annoyed by ending up with misaligned engines or clubfooted landing gear after spending half-an-hour trying just to guess where to rotate to get them right? This mod adds a grid to SPH and VAB and "laser" guides for an active part to let you clearly see where the things are wrong and align them in one click. Download from SpaceDock Here's a video on why do you need it and how to use it Installation Extract contents of the released archive into your KSP/GameData folder. Usage While in SPH or VAB press the button to enable the grid. Once there's a root part you'll see the grid with origin bound to the part. If you try to add or edit another one you'll see the red "laser" guides representing all the three axes for it and all of its symmetry counterparts. Now you have all the planes and axes visualized and it's the matter of several clicks to align the things. The guides have distinct colors for each direction. You can easily remember them in the following way: Red for Rechts (Right) Violet for Vorwarts (Forward) Pink for Up (almost the same as the thrust vector) Once you have rotated a part to approximately face the desired side, use the following hotkeys for autoalign the desired part's axis to be parallel to the closest grid line (regardless of direction): Period ( [.] ) - toggles the grid on and off L - aligns the part by a guide at the mouse pointer to the closest grid line J - aligns the part's up (pink guide) to the closest grid line N - aligns the part's forward (violet guide) to the closest grid line M - aligns the part's right (red guide) to the closest grid line G - select a part under mouse pointer as the grid's origin K - toggles guides for symmetry (deKlutter). May be useful when working with many radially symmetrical parts creating a bunch of guides which makes them complex to use. This button let's you see the ones for the original part only. When using the separate keys for alignment (J, N, M), if you are in the part's editing mode (rotation or offset) it is sufficient to just press a key. Otherwise you'll need to move the mouse pointer over the desired part and then press. You can change the keys by editing HangarGrid.cfg in the mod's folder. Valid values are listed inside the file. Know issues Autoalignment of a part desynchronizes it's rotation and position to the current rotation gizmo. So if you press an alignment key while in rotation mode, it is recommended to re-enable the mode by pressing "1" - "3", for example. Otherwise once you touch the gizmo again the part jumps to the gizmo's present position and rotation. Planned features * A GUI for grid customization that let's you change the look and declutter the view abit.
  4. The RQ-200 Widow Maker High altitude technology demonstrator [Block-1A] Download latest model here The RQ-200 Widow maker is the first of a long line of kerbal-less technology demonstrators. Taking several prototypes before reaching a final airframe design. Now upgraded to Block-1A. Development of the RQ-200 will be carried on in the pursuit of perfection. Several variants are planned and are currently being developed for release along with upgrades to the original version. The main variants will include and extended-range model, a high-altitude model, a high-speed model and a cruising model. Update log: (please check as new block upgrades come every few days) •The Widow Maker is a high altitude blended wing body design designed for high lift under all circumstances capable of reaching speeds above 1200 m/s at heights in excess of 30 000m •Stall speed is tested and is around 25 to 30 m/s remaining largely controllable throughout the speed range although loss of control can be observed at speeds below 40 m/s. The current Block-1 suffers from pretentious handling issues, largely but not restricted to extreme yaw sensitivity due to the lack of significant rudder surfaces. As a result flat spins can be observed through incorrect flying. Rolling either side will cause a pitching movement in the opposite direction of travel. In order to turn and avoid flat spins, a combination pitch, roll and yaw should be used. As always, a joystick is recommended. However in level flight the airframe is stable although SAS should not be turned off, it stays stable throughout the fuel range, from max. fuel to min. fuel. •There are two take off profiles, one of which considerably safer and easier than the other. Due to the sheer amount of crashes during testing, 2 sepratrons are staged on the nose to help lift the nose off the ground. •There are no special profiles for landing and landing this aircraft is considerably safer and easier than taking off. Beware that the aircraft decelerates EXTREMELY quickly when the engine is producing no thrust. It is recommended to stay above 60 m/s during final approach, flare and landing should be executed at 55 m/s, but never below 40 m/s. Gallery: Update: With Block-1A now available, Blocks-1B and -1C will be testbeds for Block-2. Block-1B should bring a boost in take off performance, the aim being to get rid of the separations and will be available in a few days. The aircraft is based upon these concept images of the secret reconnaissance drone RQ-180. The bigger brother of the RQ-170 Sentinel of which less than a dozen of photos exist. chomp chomp -Raptor
  5. 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).
  6. It can be tricky, when trying to attach something to the nodes inside a cargo bay, to get everything to line up properly, so it attaches to the node rather than the side of the cargo bay. When playing on PC you can hit a key that ensures the part you are adding will only attach to an open node. Is there a similar feature on the console (specifically PS4 for me) version?
  7. I have this plane (we can call it a plane) it has the ruggedized wheels. It won't fly all of a sudden. It did before. I look at areo forces, only the wheels on the right side are creating drag?! I go the SPH and do tests. Slap 2 rugged wheels (mirror symmetry) on anything that drives fast down the runway and look at the drag. Only one has drag.
  8. Brainlord Mesomorph

    Relative Rigidity of parts?

    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)
  9. Firstly, thanks to Squad and Blitworks for making the enhanced edition, even with all the major issues in the last version, I still dumped many hours in playing because I had so much fun anyways, and now I can do so even more to my hearts content... Thanks! Anyways, I've been doing a science play through to help get me more familiar with the parts and new controls before going into a career mode, but early on I was playing with space planes and when putting on one of the wings, they started bugging out and disappearing briefly, flickering in and out of existence. I tried to move it to alleviate the error, but instead it just left a ghost of itself in the original place, still flickering. I couldn't move or delete the ghost, but I could delete the actual part. I don't remember what wing it was, but it was one of the bigger ones you get from the first science unlock for wings.. The reason I mention this is because its the only reasonable thing I can think of that caused what I'm about to explain next. After going back to the space center and reloading into SPH, it worked fine... until I tried to launch my plane. The camera spawns in pretty randomly, sometimes under the runway, in the sky, or just pitch black. I can't pause, bring up the cursor, move the camera, or anything. Also, the time in the top left always says 999 for the years and days and what not.This continued to happen no matter how many times I reloaded. To get out of it, I have to close application and not do it again. Any help is appreciated P.S. Wow, okay. I just tested it again to confirm some of my info, and it loaded in fine... This had been happening my entire playthrough from the start and it suddenly works. I will leave this here though, because its still a pretty serious bug to have happen, and hopefully it can be recreated so it can be fixed. To clarify, this bug had been happening for a long awhile, I have no idea what fixed it suddenly.
  10. 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
  11. My supersonic plane starts shaking in 600 m/s or more. I tryed to add some struts but it doesnt help . Do you know what do do? Here are some photos of my plane: Imgur image Thank you!
  12. Hello everyone, this is one of my first post so I'm sorry if I make an error. I make designs on the page kerbalx.com, I've been doing it for a while. Recently, I discovered the Infernal Robotics mod and it was just what I needed for my latest design, foldable wings. In that mod, there are hinges that are the part I need for this, and this is where my problem starts. When I make a hinge, I mount the wing on it, and I set it up, it works perfectly, the wing moves to its configured position without problems. But when I put 2 hinges, the madness begins. In the editor work perfectly, both wings open outwardly unfolding correctly, but once inside the game the hinges go crazy, the 2 are just leaving the axes causing graphic and structural problems in the ship, do not move as in the editor and they end up breaking. I need help with this, to know if someone has happened to him, or if it is a problem with the configuration of the mod. I have to say, I have sought help and the only advice I found was 'disable Auto-Struts' (Advanced Tweakables) but I already did it and the problem is still there. Does anyone know why this happens? Before anything thanks to everyone!
  13. One day I decided to build a seaplane. Water Cruiser 52 parts Mass: 15,8 t Dimensions: H: 5,8 m W: 14,3 m L: 17,4 m Action groups: 1 Toggle engines 2 Reverse thrust 3 Deploy/retract flaps Designed for landing at sea (Landing gear for dry land included) Extremely stable (4 SAS modules) Will most likely pitch up slightly without any control input Flying slowly (~60-70 m/s) is enough to land safely, works without the flaps as well To take off from the water, gather some speed and lower the flaps... the plane will take off by itself DOWNLOAD (Dropbox) Feedback is appreciated!
  14. Hello, I've been searching for a collision simulator for planets that uses SPH (Smoothed Particle Hydrodynamics not SpacePlane Hangar. A.k.a it fragments fully on collision.). I haven't found any though. US2 doesn't use SPH collisions. But does anyone know any that are publically available? Example video below: And a channel with a few: https://www.youtube.com/user/joetaicoon/videos
  15. sevenperforce

    The Solid Plane

    This should be a nice simple challenge. Build an airplane, powered only by solid rocket engines, capable of taking off from the SPH runway and landing on the island runway. Rules: Solid rockets are the only propulsion allowed. No jets, no liquid rockets, no RCS, no infiniglide. Aerodynamic control surfaces only. If your command pod has reaction wheels, they must have torque turned off. Rolling takeoffs and landings; you can't use dedicated solid thrusters to lift off or anything messy like that. No staging, no damage. What takes off must come down in one piece. Kerbal it! You've gotta have a pilot; no probes. Is there scoring? Well, sort of. All submissions must be able to take off from the SPH runway and land on the island runway (velocity = 0) but there are leaderboards for different capabilities within that set. Your plane only needs the capability; you can get the following achievements/challenges on a separate run. I'll make a rockin' awesome badge if I get enough buy-in. Achievements/challenges: Speedrun. Take off, come to a full stop on the island runway, return, and come to a full stop on the SPH runway, in as short a time as possible. Shockwave. Reach the highest possible airspeed (below 60 km altitude). No recovery required. Endurance. Travel as far as possible from the SPH and make a successful rolling landing. Spaceballs. What's the highest altitude you can achieve? No recovery required. Featherweight. What's the lowest-mass solution you can manage? Replication. Make your solution look as close as possible to a real-life aircraft (I'll judge). More achievements/challenges may be added based on demand.
  16. I've been working on a little project as of lately. It's a replica/model of the Gulfstream G-IV. It's still somewhat of a WIP as there are still some rough edges, but the aircraft is perfectly flyable. I've spent around three hours getting things to work and trying out different cockpit configurations. (and I'm still kinda upset that the Hawkspeed air-stairs mod isn't Tweakscale compatible ) Anyways, here's some images of the plane: https://imgur.com/a/FCDjp Hope you all like it!
  17. Hello there, I am trying to build a Stratolaunch vehicle similar to the one in the Matt Lowne's video below. I noticed that he's clipping some parts, specially the wings, in order to make it look better. My problem is that when I try to do the same, parts collide with each other during take off and the ship breaks apart. I tried using struts to tie some of the parts together but it doesnt help much, also, I didn's see any struts in the craft on the video. I would like to know if there is something I should be doing to avoid that problem. Thanks!
  18. Hi devs! Thanks once again for the wondrous never-ending time-sink that is KSP. =;o} I build a lot of VERY asparagated ships. My current one has 26 stages, and the bottom stage has all 25 pairs of engines, plus the one in the central core, *PLUS* the additional radial-mounted engines on many of those stages, all firing at launch (This is because I'm trying to achieve orbit from a launch at the KSC with the gravity hacked to 10G... Good game, good game. =:o} ) This means that stage 26 shows up in the staging UI as a stack of 30 or 40 engine icons, each of which represents a single pair of engines. If I want to scroll up and check whether any pairs of engines have been accidentally added to the wrong stage, I first have to scroll through all of those icons, which - with so many parts of the ship making the game very laggy (especially after an hour of playing), is a *slow process*! (I'm on a modest 4GB machine, not able to upgrade any time soon.) I'd like to be able to right click on the orange icon with the stage number, and click "collapse stage", so that stages I don't need to see in detail get shrunk to a reduced, sub-grouped description with a single icon for each *type* of part present, and a number alongside showing how many are there. I.e., instead of: [ENGINE ICON] [ENGINE ICON] [ENGINE ICON] [ENGINE ICON] [LAUNCH STABILISER ICON] [LAUNCH STABILISER ICON] [ENGINE ICON] [LAUNCH STABILISER ICON] [ENGINE ICON] just show me: [ENGINE ICON] " x 6" [LAUNCH STABILISER ICON] " x 3" This should make checking the staging of large, complex ships much quicker and easier. It would also make moving parts from (say) stage 5 down to stage 26 much easier, since the intervening stages won't take up quite so much screen space (though obviously any stage with just a pair of speratrors/decouplers in is going to take up just as much space as before, the ones with several pairs of sepatrons in will shrink a bit.) At present, I have to scroll the source stage right to the top of my screen; grab the engine to be moved; drag it to whichever stage is at the bottom of the screen (there seems to be no auto-scrolling... or if there is, it fails!); then scroll *that* stage up to the top; locate the icon for the engine I'm trying to move; then drag it down... and repeat as many times as necessary! =:o\ Of course, we would also need to be able to re-expand selected stages (same method: Right-click and select "expand") once the time comes to drill down into what a particular stage has in it. An alternative (and possibly simpler to implement) option would be to collapse the selected stage to just the orange stage-icon, nothing else (i.e. forget about me "reduced description" idea. Then all stages (however simple) could be reduced in screen height, which would again help a lot with moving parts up and down a long staging list... Although I'd then have to expand particular stages one by one to hunt for the stray engines, so on balance I prefer my first version of the idea. Thanks for your attention.
  19. Greetings, I had a mod a few months ago that showed the mod originator when you hover the cursor over the part menu in the VAB/SPH. For instance, you could hover over a stock part and the word "Squad" would appear, or over a KW part it would say "KW Rocketry". I had to reinstall at some point and now I can't remember what the name of the mod was. Can anyone point me in the right direction? Thanks! Jamie
  20. Hello, I'm new to the forum. I wonder if someone could please help me with a graphic/visual bug I have when inside the VAB or SPH hangers? Ive searched the internet high and low but cant find a solution as it seems to be very uncommon. The problem/bug is that the terrain (the ground) on the "outside scenery" of the hangers is missing and I see only sky (with the exception of the runway and launchpad floating out in emptiness). I can send a screenshot if you want but not sure how. I recently upgraded to KSP v1.3 on steam and after much hard work finally managed to get all the mods I find necessary to work. Here is a list of everything in my GameData folder; - BoulderCo - Chatterer - CommunityCategoryKit - CommunityResourcePack - DistantObject - EasyVesselSwitch - EvironmentalVisualEnhancements - KAS - KerbalEngineer - KIS - Kopernicus - LightsOut (Installed this only to see if it would replace the missing terrain texture - but it didn't, so probably not a culprit) - MagicSmokeIndustries (infernal robotics) - ModularFlightIntegrator - PlanetaryBaseInc - Scatterer - Squad - StockVisualEnhancements -TextureReplacer (for diverse kerbal heads only) - TriggerTech (alarm clock) - TweakScale - ModuleManager 2.8.1.dll + a few modulemanger config files I also use CKAN to install mods (except for scatterer). I'm running KSP on a Win10 Asus laptop with core i5 processor and GeForce GTX 950m graphics card (Ive made a custom graphics settings profile for KSP in Nvidia control panel after trouble with antialiasing, vsync and vertical screen tearing). Not sure but the issue seemed to occur after I installed scatterer (the most recently installed mod - aside from LightsOut), which is apparently not available for v1.3 on the official mod websites (at least the version they have didnt work for me) but I manage to find a version that stated it was 1.3 compatible and it seems to work fine so far. The rest of the mods were installed with CKAN which states that they are 1.3 compatible. It also "might" have happened after I installed textureReplacer to get Diverse Kerbal Heads but, from what Ive seen, there is nothing in textureReplacer that effects terrain textures (at least Ive installed nothing). There is EnvMap folder but its empty. I also recenty moved my KSP game folder from where Steam installed it (D:/ProgramFiles (x86)/Steam/steamapps/common) to D:/KSP after I was having trouble with win10 file permissions when trying to delete mods (acces denied). I had to use safemode to move the game folder. This (and textureReplacer) was before I installed scatterer and noticed the bug. Aside from this small but annoying VAB/SPH graphics bug, everything seems to be working 100%, but I would really, really like to get rid of it as it kinda gets on my nerves. If someone could please help me I would be very grateful.
  21. Every time I've tried to build a Mk3 spaceplane in the SPH, (shuttle, airliner using the Mk3 crew cabins, cargo plane or even a sea plane), they either NEVER take off, fail on the runway, steer in a random direction, or even take off really quickly but then just flip around. Is it possible to actually design a Mk3 craft and take off with it and not need a rocket? Because I get a bit frustrated when they NEVER work. So is their a way to actually build and take off using Mk3 parts on the runway? Or do I just suck at aircraft design.
  22. Hi Guys, I got a new computer which doesn't have any mods and I'm looking for a specific one. http://imgur.com/gallery/x1Qys - The thing that I'm looking for is the extra tabs on the left under utilities. If anybody knows which mod that is it would be much appreciated. Daniel
  23. I'm currently running KSP on MacOS Sierra 10.12.2, running KSP 1.2.2.1622 (OSXPlayer.) I've done several clean re-installs and verified game files multiple times however I seem to stumble upon this bug where there'll be this phantom spacecraft that I can't fly or recover. When I try to interact with it, it has no name, description or crew and clicking on fly and recover has no result. When this occurs, the UI in the VAB and SPH disappears but is still operable (you can hover over their original positions and they still function) except for the part icons which still remain.
  24. How Do You Scroll the camera up with the craft on ps4.