Search the Community

Showing results for tags 'vab'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • 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
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 52 results

  1. 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.
  2. 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.
  3. We see VAB landings by VTOLs or with parachutes regularly. But a real challenge would be a conventional landing. So here's a challenge for that Score will be based on the horizontal flight capabilities of the craft used in the attempt, rewarding craft size and speed. A speed requirement is set to prevent excess wing spam, and also a no-detachment rule is set so that the configuration used to clock max speed is the same as the configuration used for landing. Scoring: Score = (Mass of craft in tons after landing) * (Maximum clocked speed of the craft in atmosphere in km/s) The whole craft must land intact on top the the VAB Please provide a screenshot of the F3 menu after clocking speed, and also a screenshot of the craft landed on VAB plus some description of how you've managed the feat Rules: Stock Parts only for simplicity All engines point straight to the back Landing attempt done at no more than 45 degree pitch up from the horizon Only jet engines No parachutes No reaction wheels except those built into cockpits or probe cores, max of 1 cockpit and 1 probe core Limit of 100 parts, so better PCs won't be at an advantage No parts should be detached after takeoff No editing the craft file with text editor or mods to squeeze out extra performance. No altering of Kerbin's properties with Alt-F12 menu to reduce gravity or increase drag etc. Some tips The challenge gets much easier if you put something small on top of the VAB and target it during your approach, so your know exactly where the VAB roof is by looking at the Navball, and can keep your velocity vector lined up with it. Eyeballing this landing is almost impossible. It's probably a good idea to set each landing gear's braking force to max or you won't stop in time, and also make sure to use a landing gear that has brakes, as some of them don't. I think the trick to accomplishing this is to get up to about 2km high and 5-6 km away from the KSC, then throttle down to about 1/4 and pitch up until you get to a comfortably low speed and your velocity vector on the Navball is pointed right at the target you placed on the VAB, then control your descent rate with throttle, and engage brakes right as you touch down. My attempt: Sorry no screenshot, I pitched up too much during the approach, engines hit the helipad, causing the plane to bounce, which then settled on the roof beneath the helipad after also losing a nosecone. Someone had done it on YouTube, but with a wing-spamming plane dropping almost straight down onto the VAB with no VTOL engines or parachutes, but wingspam is unrealistic so I put in top speed as a part of the score, Leaderboard: @qzgy 20.625 points (16.5 tons*1.25km/s http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145933) @Eidahlil 13.01 points (13.69 t x 0.95 km/s, http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145668) @Eidahlil 8.46 points ( 8.46 t x 1.00 km/s) Unsuccessful attempts goduranus 10.53 points (8.56 ton craft at top speed of 1.23 km/s, lost an engine and a nosecone)
  4. 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.
  5. 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. https://www.dropbox.com/s/z5v0vbmz02s73qe/In orbit 2.jpg?dl=0 https://www.dropbox.com/s/fgiy9eft3904kia/In orbit.jpg?dl=0
  6. 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?)
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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
  12. 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:
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. How Do You Scroll the camera up with the craft on ps4.
  18. 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.
  19. 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.)
  20. Dear all, I have been playing career in 1.2 for a while. I just went to load a ship and found there were none in the VAB list! There should be somethnig like 30ships listed there. The ships are in the saved games folder, so what has happend, and how do I get them back? Help! The Space plane hanger and subassemblies are not affected just the VAB Restarting the game has not fixed it.
  21. Hi. When I enter the VAB, I've lately started experiencing a disturbing issue. When I try to change my camera angle, it's really slow. No lag or anything like that, just a slow moving process for the camera. To do a 360 around my spacecraft I have to drag like 5 times. I've experienced this earlier, but then it helped with a restart of the game, now it's not enough. I'm running KSP 1.1.3 on macOS Sierra.
  22. As title says. Left shift works, right shift does not.
  23. Windows, 1.2.0.1586, 32 bit, some mods (Kis, Kas, ScanSat, TweakScale and such, also Engineer v1.1.2 https://github.com/CYBUTEK/KerbalEngineer ) At the space centre, I can see the missions all right. But when going into VAB and SPH, the text is only visible sometimes. When you hover over it, it typically is visible part of a second, then dissapears. Clicking on the icon, right clicking on the icon, or moving it slowly off, then on again, will perhaps show it again for a part of second, or, if I am lucky, it suddenly remains visible, mostly to dissapear again when I move my mouse, but sometimes the text stays visible 'normally'. It takes about ten, twenty seconds to try to get the text to remain visible. NOT funny when building a ship. AT ALL. This also happens with the engineer report. Driving me crazy.
  24. I have experienced issues with the game as I am using OS sierra on my mac, but those issues have luckily been resolved. Although, both the VAB and the SPH have both been very laggy and jittery, and the problem seems to occur when I'm at ground level. My hypothesis is that the Kerbals that wonder around are causing the problem, yet no graphical changes I make seem to solve the issue. My mac is a late 2012 model with an intel i5 and 8GB of ram, so it's not the most high tech thing out there, but it's served me very well up to this point. Any suggestions or help would be fantastic. I love this game and have been playing it for a number of years, and I would hate something like this irritate me and stop me playing. Not to worry I've just found the 'Hide space centre crew' button. I should really check these things before I start posting on the forum