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Found 71 results

  1. I stupidly took a rescue contract with looking where it was. The guy is in solar orbit almost in the corona! Its going to take a 3500 m/s burn just to get my Pe to match, then a 6km/s burn to circularize, then rendezvous then a another 10km/s + to get to Kirbin and another km/s to LKO. My first attempts came out to 6 km/s and 10 km/s, I was wondering if adding SRBs to the mix might help. Any ideas?
  2. 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)
  3. 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
  4. When I make engine clusters for the sake of a higher TWR, I usually don't use the built-in adapters. Usually, I will take a radially-attachable nosecone and put it on 3-4x symmetry, then put the engines on the bottom. I then use the displacement tool to push them together in the center to look like and engine cluster. I do this for three reasons: 1) I think the partially visible nosecone looks better than the adapters 2) the nosecones don't make it less aerodynamic (as far as I know) and 3) I can't figure out a way to attach anything below the adapters (like if it were an upper stage and I need a decoupler below, I would have to now have several stacks of fuel tanks because of the inability to put a decoupler in the middle), and the above mentioned method leaves the node on the bottom of the fuel tank stack open. I usually place a girder or two on this node until they just stick out below my engines, then put a decoupler on the end of that. This way I can have a central stack below this for a lower stage. The issue with this is that it is unshrouded and the two sections of rocket are joined by a thin girder. Does anyone have a more effective way of doing this that still looks okay, or is this the best possible solution? Thanks for any input.
  5. Hello guys, i am new to this and i am doing a project and i am using this amzing game, but i would like to launch a communication satllite that has solar panels obviously and 2 antenna reflectors and then deploy them, i dont know how to build one, if someone is kind enough to provide me with a VAB stock file or teach me how to do it and deploy it. Thanks Quote Edit
  6. Can't use the shortcuts x and shift + x to cycle symmetry count this used to work only until recently when I deinstalled the trajectories mod because it gave me terribele framerates FAR and the trajectories mod didn't seem to like each other I tried to install it again but it still doesn't work I also tried to use different versions of KSP, deinstalled all my mods and much more but nothing worked I play in 1.3 and use CKAN
  7. I have plenty of mods installed on 1.1.3, and no idea which one is causing this. Please help. Crash logs for both crashes (I did try to enter the VAB a second time after the first crash) Modlist according to CKAN: Please help.
  8. Hey guys, totally new here so I hope I'm doing this right, but... In the VAB, I find many times I need to change the focus of the COG indicator in order to place certain parts like a reaction wheel, or mono propellant boosters on different parts of my ship. I was wondering if you guys could develop a way to change the focus from just the main part of the ship to other parts of the ship. For example, I have a payload of a lander that is attached to my main ship until it is decoupled, and then reattached to the main ship via docking. I would like to be able to focus on the lander in the VAB without having to change the entire setup in order to find my COG on my lander. Thanks.
  9. build id = 01804 2017.05.25 OS: Windows 10 64 bit at 17:52:25 CEST Is Using It From Steam Branch: master language = en-us I am helping my friend. He has done a clean install twice and it still is posing him with the same problem that I have never seen. When he creates a shuttle it will not let him Save it. Also on top of that, it will not let him load ones from when he was able to save, **VAB only SPH is working fine** Out_Put Log.txt He has found this like of code, I am unsure if it will help, Any thoughts? **UPDATE** 7/14/17 Ferry_Orpiter_mk2.craft (He has removed all .Craft files and re-added them, one by one till it broke again. he has discovered this file seems to break his ability to Save and Load Ships while in the VAB. Anyone know as to what could cause that?)
  10. 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.
  11. 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
  12. 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.
  13. Hello everyone, I'm having some issues while playing ksp, when my ship (stock or costum) is in orbit arroud any planet or the sun my screen gets black. I can still control the vessel and the navball and other instruments are still functional, however I can't see my ship nor the planets, sun, etc. I've recently noticed that when I engage the vessel engine or RCS thruster, the gameplay gets normal again. Does anyone has faced this problem before? I took some pictures of the problem, maybe it will help. orbit 2.jpg?dl=0 orbit.jpg?dl=0
  14. Wouldn't it be cool to edit an active vessel (that already made its way to a mun orbit) in the VAB? It could cost money or items (like rocketparts) for career mode. An in-flight editor would be even better, the game pauses, and the vab editor comes in from the left. Cheers
  15. For some reason, in the VAB (or SPH), some of the part thumbnails show a white quad in the location of where the flag decal would normally be placed. This isn't happening for all parts (most of them don't show the flag in the preview thumbnail, as expected). This is happening in a fresh, un-modded install. What's causing this? Here's a screenshot exhibiting the behavior:
  16. So, i'm trying to build a craft and this problem arises every so often; I am wondering how to change the focal point of mirrored parts. Here's a shot because the few threads where I think this is the problem people are asking about, there is always a confusion on the interpretation of the question. The current mirrored rotation of these lights means they rotate with the small yellow arrows and "meet" on the yellow axis/arrow. I want the lights to meet and rotate outward from the blue arrow so that, if the blue arrow (by the VAB door) is 12 o' clock at this angle, the lights are sitting at like 2 & 10 (as opposed to 2 & 4, right now). Essentially, rotating the mirror focal point 90 degrees. Let this jankily drawn representation be the standard by which all understand this dilemma and hopefully find their answer.
  17. So my part is now showing up in the VAB, but I can't seem to selected. Am I correct to assume I forgot the collider in Unity? I can select it, and even attach it, but nothing afterwards.
  18. lack of vab vessels

    I wanted to break the world record for most satellites deployed from one launch of 108 by launching 256 satellites in one launch. it was really laggy when I launched the vessel and about 10 seconds in the game crashed. I went back in and when I tried to load the vessel. the vab vessel selector had NOTHING there. I went to the craft files and got rid of the crafts and it then loaded all the stock vessels just fine. I put back all the vessels and when I checked. it was all gone again. not the sph but just the vab. while I was moving all the vab vessel out of the folder I saw that the one I was working on was 3 megabytes. all the others where 10-20 kilobytes and there was a 200 kilobyte craft there as well. (the base launcher, which I used for launching the satellites) so could someone please explain how that weird stuff happened? I'll give you the crash log of you tell me how.
  19. Hi Guys, I got a new computer which doesn't have any mods and I'm looking for a specific one. - 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
  20. Console: PS4 I've noticed that camera panning is really slow in the VAB and the SPH which hinders my ability to build things in any reasonable amount of time. I was wondering if the community new something that I didn't or some control that I wasn't using to pan the camera faster? Maybe its just on a slow setting? I can't seem to figure it out and it really bothers me sometimes when it takes 30 seconds to 1 min just to rotate the camera 180 degrees or raise from the bottom of the rocket to the top.
  21. How Do You Scroll the camera up with the craft on ps4.
  22. I can't load any craft despite the fact that there are saves of them in correct folder. By the way all SPH crafts are visible. Also if i create new ship and save it, it still will be saved in folder. Main problem that, all of them are unseen by the game. I tried to reinstall game - still the same. I'd appreacite some help with this.
  23. Hi guys, Forgive me if this question has been posted already, but I cannot seem to find the correct search terms to find my answer online, and I can't find it anywhere in the key bindings documents. Problem: I am pretty sure there's a way to place parts and move them a tad inwards. I know the buttons for rotation, but I can't find the button combination for pushing the part inside of the part I want to attach it to. I know it should be possible, because I've seen people do it on YouTube, and some of the stock space planes have their landing gear pushed into their adjacent parts. Can anyone tell me what button to press? Thanks a bunch! (Perhaps relevant: I play stock KSP on a Windows PC.)
  24. Hello I have got a big problem. When i enter Subassembly mode in Vehicle Assembly Building and i save something in it i can't go back to vehicle building mode. There is "+" in up-right corner of part window. When i click this part it doesn't appear in VAB. Important thing is that - symmetry button is faded black. Please help thanks