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Found 58 results

  1. I would like to see some heat-resistant aerodynamic parts for the leading edges of shuttles and SSTOs, which tend to overheat. A shuttle nose cone and medium-sized elevons with a resistance of 2600K would be very useful.
  2. 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.
  3. Hello Everyone ! I have been working on a Space Center for my Lego City layout for a while and after 4 years most of it is complete. It has been was heavily inspired by the Kerbal Space Center, and my love of the game. Here is some pics of the center ! It's not to minifigure scale and some buildings need improvement but I'm happy with it. I was lucky to live near to a Lego Store, where I found lots and lots of white pieces for a reasonable price. I got the Lego Saturn V after I designed the building so it couldn't fit in due to the gigantic size of the Saturn V, so let's say this VAB is at Kerbal scale. All the space themed sets i got through the years finely add to the space center Overall view of the space center part in my city The VAB and SPH The Launch Control Center, with interior The launchpad The runway Interior of the VAB The Space Plane Hangar, I still need to finish th interior Landing of the Discovery Space Shuttle Crowd of people watching the launch Astronauts training for their next mission I hope you enjoyed this post as much as I enjoyed building key elements of the game, fly safe !
  4. Show off some of your best helicopters, stock and modded. i am working on a Bell UH-1 iroquois, downoading breaking ground to make a custom rotor using servos and rotors. does anybody know any good mods for small arms weapons like a 7.62 machine gun?
  5. Pease make the previews larger. They are currently small and pixelated,. Why not make a a hover over option with a larger thumbnail?
  6. The issue happended Three times in a row, i load my savegame, go to SPH, and when it got loaded it just freezes. First Time: Crashed as soon as i got in SPH Second time: I could build the main body of a Space Shuttle, when putting the rudder, crash. Third time: Same as first one Here is the KSP.log
  7. My latest 1.6.1 KSP install is running really smoothly, so I'm surprised that all of the sudden I'm getting a ton of logspam and KSP is CTD'ing, so I'm trying to understand what I'm seeing in the log. Can anyone identify what this error is coming from? Is this mod-related or something with Unity? Here's a portion of the spam which (I assume?) is contributing to my CTD problem: [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. Here's the full log file for reference: KSP Log 032719 T2148.log Background: I'm getting this now when I'm playing a Sandbox game, which it doesn't seem to happen in my Career game The CTDs are happening since I've been building a large spacecraft that has ~ 500 parts, plus adding a bunch more (attached station) So far this is only in the SPH, since it's just been since I'm building this craft. I haven't had any problems in Map/Flight or KSC/Menu. My system specs: i5 6600, GTX 1060, 16GB RAM, Win10 Also, here are the mods I'm running: Thanks for any help ya'll can provide!
  8. 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.
  9. Even though its name is a reference to the wide-body Airbus A300, the Stearwing A300, with its 3.5 m Mk3 fuselage is only the size of a narrow-body A320. To avoid having to clip two rows of fuselages into each other to replicate wide-body jets, I think stock KSP should have 5 m plane parts.
  10. So... FIrst things first: I have no idea where this should go. Why? I have no idea what #autoloc is and what it means and if it pertains to a subcategory in the forums. I just started a Career game yesterday and had just gotten to SPH level 2, so basic action groups were available. This was everything except the custom ones, of course, as well as all the flight input stuff under the #autoloc action groups. I wanted to set an action group to Action01, but that was not available, because it was only SPH Level 2. Despite this, I got curious and clicked on the Action01 in the #autoloc heading. No part actions were available, but it did unlock the custom action groups that were not under the #autoloc heading. The action group functioned properly in flight, but I feel like I cheated the system. So, if anyone reads this who has a Career save, congrats. You just got action groups on your Level 2 SPH and VAB. Also, I wouldn't mind if anyone could explain what #autoloc means.
  11. 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.
  12. 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.
  13. 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.
  14. 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
  15. 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).
  16. 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?
  17. 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.
  18. 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)
  19. 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.
  20. 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: Any help would be greatly appreciated -Aspen Space
  21. 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!
  22. Hello everyone, this is one of my first post so I'm sorry if I make an error. I make designs on the page, 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!
  23. 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!
  24. 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:
  25. 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.