Search the Community

Showing results for tags 'vab'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 94 results

  1. 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.
  2. I have just reinstalled KSP v1.8.1 with RSS/RO/RP-1 amongst other mods I'll list from the KSP.log (some of which I never never used before and I have found no known conflicts between them) and a curious and very irritating bug has occurred. - Player.log - KSP.log This issue has never occurred during past installs using ALL but the highlighted mods - see spoiler. SIDENOTE- Previous installs have used Principia but on this occasion, I chose to use PersistentRotation instead. KSP 1.8.1 64-bit - Win10 PROBLEM - Loss of green part highlights during flight and design while mousing over parts and editing of action groups disabled. STEPS - Design rocket - start KRASH simulation (highlight issue manifests) - Terminate simulation (highlight issue persists and editing of action groups doesn't work - including no editor dialog for RealChutes - to clarify - I can get to the Action Groups tab but cannot select any action group or part). TRIED - leaving and re-entering VAB - issue still apparent, exiting to main menu and reloading save - issue still apparent, closing application and re-loading - issue resolved until KRASH simulation started again. MODS installed (extract from KSP.log) - most have worked fine in previous install - new ones to me are highlighted in BOLD in the section 'Folders and files in GameData:' as not all are listed with version numbers. I don't know much about the KSP.log file and it's contents but I do have limited Java programming knowledge and NullReferenceExceptions are never good news, the following is an exert from the KSP.log file that appears at the time of the scene change from editor to flight (simulation) - I don't know if this is related to this issue but similar Exceptions are listed in following scene changes and in large numbers when returning from flight to editor - will show all Exceptions if required and requested. The only mod installed that i can glean from this exert seems to refer to the ClickThroughBlocker. Upon first load of this install (and any subsequent Career mode start) I received a pop-up that I believe is due to a recent update to the mod on this pop up, I select the previous default of following the mouse and not the click. I never installed this mod manually so I have to assume it is a dependent for another mod and was installed thusly and automatically by CKAN. Perhaps this new update is causing a conflict with one of the other mods? After investigation, ToolbarController is dependent on the ClickThroughBlocker which is in turn depended on by the Patch Manager which I believe is a mod that cannot be removed without wide ranging mod removals... My suspicions seems to have been confirmed - after rolling back the ClickThroughBlocker to version, the problem appears to be resolved after starting a new save. Will update again if the issue rears it's ugly head again. Re-updating CTB does replicate the problem, rolling back does fix it.
  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. Who doesn't like a good KSC race? This one is simple: Jeb needs to pee and the only working toilet is in the VAB. He's no layman so he isn't using the front door. Get him from the launchpad to the Helipad atop the VAB ASAP! It's just that simple, get from the Launch Pad, to the Helipad in the shortest time. Parachutes are acceptable. Aggressive lithobraking is fine. Kraken driven trebuches are encouraged. Rules: 1. Craft is "Manned." 2. Kerbal must arrive alive. 3. No non-stock parts, DLC okay. 4. Stock physics. Helper and aesthetic mods are fine. 5. No cheating: hyperedit, F12, etc. The time stops when either; Your craft is moving less than 1.0m/s, or your Kerbal is Standing on the helipad. That's standing, not laying down. Videos are always more fun to watch but a pic of your craft on the launchpad followed by a pic of it on the Helipad will do. Make sure you show the time. Get creative, I'm guessing this is going to be a very tight race. The 5 Second Club: The 10 Second Club: Leader-board (Glitch/Kraken): 1. @dnbattley - 2 Seconds ... ... Leader-board (Traditional): 1. @dnbattley- 4 Seconds 2. @Pro100kerbonaut - 6 Seconds 3. @ZZetho - 11 Seconds 4. @Klapaucius - 16 Seconds ... Here is a little inspiration for you guys. I'm sure this time will get stomped pretty quickly.
  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. So I bought the breaking ground DLC for Ps4 Pro today and started a fresh carrier to avoide any corruption. I started on Hard difficulty with enabled revert and quickload. Also enabled part preasure and g-force for parts and kerbals with plasma blackout and require signal options. When I unlock the tech with FL-100 Fuel Tank it keeps duplicating and have to purchase the entry fee for that part over and over again whenever I enter tha VAB or the Tech tree, also this tank part is dupIicating every time I repurchase it, so by now I have 3 of this sane FL-100 at the tech tree. I already tried to delete and reinstall the game with the dlcs and also deleted every save file, but without any success of solving this tiny but anoying bug. Please, if you have any solution, I would be happy know.
  7. I've installed KSP in my, now main OS, Manjaro. With the vanilla game i had no problem, but after installing a couple mods, around 20, the frames in the VAB drop to around 3-5 per second. The problem is that in game, with a 120 plus parts the game runs absolutely smooth. Any suggestions?
  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. I have a small problem I was wondering if anyone could help me with? In the VAB the thumbnails on the top line in the parts selector are cut in half (se links) and it's driving me nuts. Does anyone know what could be causing this? I have the latest version of the (Steam) game and all DLC's installed. Link #1 Link #2
  10. How do I align my side booster to the west for exampel? So when I start the rocket and make a gravity turn the are exactly horizontal.
  11. As the title implies, your goal is to land on the roof of the KSC, however, this is not your every day land on the roof challenge: Tight engineering restrictions make this a true challenge, one for the can-do-all types. You have to be good not only at engineering an aircraft that fits the rules, but also have the hands required to put it where I ask you to, in the way I ask you to. You might post any attempt with any craft for fun, but competing runs must adhere to the following: Procedures & Rules: •To create a fair experience for everyone, mods are not allowed for competing runs, in any form, save for information mods like engineer. Parts, physics or skill affecting mods (such as airplane plus, FAR/NEAR or mechjeb's autopilot respectively) are definitely not allowed. Again, for clarification: NO MODS - Even if not doing so with malicious intent or even knowledge, you might be gaining advantages over all-stock entries. With the tight regulation margins of this challenge, that's something I can't allow. •Create an aircraft that meets the following criteria •Your aircraft, once built, has to take off from the default runway without any kind of assistance (towers for example), and land at the two helipads on the KSC rooftop. The flight and landing have to meet the following criteria: Lastly, to validate your entry, your aircraft must meet the following criteria after completely stopping: As you can see there's no score system, a successful landing with a craft that follows the rules is all you need. I'll probably make a badge or something to include in your signature. TL;DR - Short, precision landing competition for "standard" aircraft, except the runway is the two helipads on the roof of the VAB. Have fun. You can post entries that don't follow the rules as well, but of course they won't count. My attempt, includes F3 screen to show that nothing fell off after that little slide lol:
  12. 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.
  13. Goal: a bit helping to select proper experiment for mission. This simple plugin adds additional info about science experiment to its information panel (RightMouseClick). Now You can find info about situation when experiment will work and its relations from biomes while constructing your vessel in VAB. Also it adds usage requirements and can trace multiple experiments definitions in one part. Works in VAB-SPH only. Observed partmodules can be configured using CFG. So, it can trace parts containing stock science module "ModuleScienceExperiment", additional infos will be collected from its EXPERIMENT_DEFINITION node. Example cfg with nodes for stock science parts, OLDD, StationScience and DMagic's science parts are enclosed. Seems like it can trace any handmaded sciencemodules with its own names from different mods, but only if it were inherited from stock ModuleScienceExperiment. source DOWNLOAD
  14. 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.
  15. I just recently made a large modded install of KSP (1.5) after a long break and the game usually runs fine even with 120 mods. (32gb Ram, GTX 1060, i5 7600k). The problem I'm having now is when ever I'm in the VAB and place down more then one command module, or any other part with crew space, the games frame rate drops down to sub 10. The memory usage maxes out to the point where it's unplayable. As far as I know all my mods are up to date and the only pre 1.4.x mods are just part mods. Log: Here's the mod list:
  16. For example, I set orange-grey textures for 1.8 tanks in in the VAB-list, and I want them to stay that way after reloading the game
  17. Here is the list of my mods (RealNames is for BDB which I haven't added yet, I was checking if the button will go away if I remove most of my mods): And here's an image of the problem I have, all this button does is contain a list of all parts (including mods): I have no idea how to get rid of it, any help? EDIT: The button mentioned is the beige teardrop on the left EDIT 2 (oof): I play on 1.4.5
  18. Overview When in the editor (VAB or SPH), and placing a part with radial symmetry enbled you have access to the Radial Symmetry Space Option, which is supposed to let you switch between having the symmetry mode be relative to the vessel, or relative to the parent part. It appears that while this option has a hotkey, as well as an on-screen button, its toggle state does not actually currently affect object placement; The part placement always defaults to using the vessel as the axis of symmetry and not the parent part. Details Given this simple vessel which has two tanks (FL-T400 Fuel Tank) on radial decouplers attached to a larger central tank (FL-T800 Fuel Tank) using 2x symmetry: The default behavior for attaching a small spherical tank is to do so relative to the vessel. In other words, The spherical tank is placed with the axis of rotation being through the center of the vessel: In the tools section there is an Option that toggles between "Vessel" (Default) and "Parent" Which when pressed displays the corresponding notification: This option can also be toggled by hitting the F hotkey, described on the Key bindings wiki page as "In place mode: Toggle Symmetry between vessel or parent part". With it set to "Parent Part", I would expect the spherical tank to now be mirrored relative to is parent part (the FL-T400 Fuel Tank), which would look like this: However this is not currently the case. The above image was mocked up using single symmetry, and was not achieved using the "Parent Part" setting. Here is a gif screen capture showing the issue: Note how despite being in 'Parent' mode and the on-screen notification saying "Radial Symmetry around Parent Part", the spherical tank is not mirrored around its parent part, the FL-T400 Fuel Tank, and is instead always mirrored around the vessel's center part, the FLT-800 Fuel tank. Summary Am I correct in my assumption that when the Radial Symmetry Space Option is set to "Parent Part" that objects should be placed in relation to their parent part, and not the vessel? If not, I would really like to know what this option is intended to do otherwise. Tested using KSP (WindowsPlayer x64) en-us Note: If an admin could move this topic to the Technical Support (PC, unmodded installs) forum, it would be much appreciated.
  19. (I thought I used to know a way to do this involving Alt-Right-click or Control-Right-Click... but it's very elusive.) I've placed 4 tanks around the big one in 4-way symmetry. Now I want two solar panels on two of those tanks in 2-way symmetry. And then I'll put e.g. 2 fuel cells, in 2-way symmetry on the other two tanks. I've resorted to 1-way symmetry to place each solar panel separately but then the symmetry isn't perfect. This is just an example. I'm looking for a general technique. I'm pretty sure this is possible in stock. (I'm not too interested in mods for this.) Anybody know the trick?
  20. Hey guys when i launch a spacecraft i got crash. Kerbal Space Program [version: Unity 2017.1.3p1 (02d73f71d3bd)] KSP_x64.exe caused an Access Violation (0xc0000005) in module KSP_x64.exe at 0033:6efefbf6. Error occurred at 2018-07-08_004608. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by furkan. 68% memory in use. 8112 MB physical memory [2526 MB free]. 18352 MB paging file [8791 MB free]. 134217728 MB user address space [134210256 MB free]. Read from location 00001118 caused an access violation. Context: RDI: 0x00000002 RSI: 0x00000000 RAX: 0x00000000 RBX: 0x6a0ec310 RCX: 0x00000022 RDX: 0x6da3f6e0 RIP: 0x6efefbf6 RBP: 0x6da3f679 SegCs: 0x00000033 EFlags: 0x00010246 RSP: 0x6da3f600 SegSs: 0x0000002b R8: 0x6da3f648 R9: 0x00000013 R10: 0x00000000 R11: 0x6fd00020 R12: 0xd5e1c800 R13: 0x00000001 R14: 0x6a0ec310 R15: 0x00000000 Bytes at CS:EIP: 8b 88 18 11 00 00 83 f9 08 74 0a 83 f9 0b 74 05 Module 1 C:\WINDOWS\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_185422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 2 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\steam_api64.dll Image Base: 0x5d4d0000 Image Size: 0x0003e000 File Size: 235600 File Time: 2018-03-07_045214 Version: Company: Valve Corporation Product: Steam Client API FileDesc: Steam Client API FileVer: ProdVer: Module 3 C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_bba38e12711c1078\nvoglv64.dll Image Base: 0x5d510000 Image Size: 0x02685000 File Size: 40140888 File Time: 2018-06-25_202558 Version: Company: NVIDIA Corporation Product: NVIDIA Compatible OpenGL ICD FileDesc: NVIDIA Compatible OpenGL ICD FileVer: ProdVer: == [end of error.log] ==
  21. So I've got this pretty annoying issue when trying to launch craft from the VAB where I open the pause menu to launch the craft (after loading it from subassemblies) the cursor highlights the parts section while the pause menu is open, this then means that I cannot get out of the pause menu. The only way out from that point is to close the whole game down and reload the save to try again, eventually it works normally but it usually takes 3-4 tries of reloading the save and trying to launch. I'm on PS4- career mode, approximately year 10 The subassembly I am loading is a complete rover that has been built in the SAB, I'm trying to load it on the launch pad and drive it to a base pod on the runway to test being able to load/unload the rover. I'll get a screenshot/ video once I'm home from work but hopefully somebody has encountered this and can provide some advice. If not hopefully the DEV team will see this.
  22. The offset tools in the VAB are... lets say, unintuitive. I cannot get any sort of fine control. Is there an updated PS4 console controls list somewhere???
  23. When in VAB, I have had mis-clicks that resulted in picking up and moving a part unintentionally, and I cannot cancel the move or undo the move, resulting in having to start over. If I have accidentally picked up a part for move that I don't want to disturb, what should I do? In the past, I believe CTRL-Z resulted in the part re-appearing in the original location, with a copy still on my mouse cursor, which I then throw away by clicking in the left-side parts panel. However, recently I noticed that CTRL-Z has no effect. I use KSP 1.2.2 on Win10, with SMURFF, MJ, ETO.
  24. 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).
  25. VAB master fuel slider A master tweaker in the VAB and (more importantly) the SPH so you can quickly defuel the entire craft evenly at once, (or using the priority?) so you can calc the dV and see the CoM move. VAB CoD indicator Center of Drag Electrical Consumption Overlay Just like the heat overlay, but it shows which parts are consuming power and how much. So you can see that you left the ISRU unit on, or that those wheels have power even though they are in the cargo bay. Fuel Status Overlay Just like the heat overlay, Highlight all the tanks from green to red based on how full they are. (you really can't see anything w/ the current gazillion sliders). (You could page through all the overlays just by hitting F11 over and over) Alternate Action Groups I need more action groups.Using shift, control or alt with the number seems intuitive, but I realize we use those keys for throttle, maybe we could use numlock or scroll lock or something. oh, and more noises: Now that RCS hisses, we need wheel motors whirring, docking clamps clamping, and bumps, scrapes, and scratching when we don't dock , and how about an "ooomph" when a Kerbal falls down. EDIT: Oh, and the cube (that marks the CoM) in the center of the asteroids needs to be replaced with the CoM marker from the VAB. (This game actually has a thing that the player understand means "Center of Mass" but for some reason you're not using it.) Thanks guys great game!