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Found 16 results

  1. Hello all I'm using KSP 1.12 and I'm having an issue. After coming out of time warp (not the first one, just some random time warp, doesn't matter if its physical or normal time warp) sounds like engine noises, landing gear noises and explosions, etc. stop working . Anyone know why? I'm attaching my logs and mods (as a text file) just in case anyone needs it, and thanks for the help!! Mod list: https://mega.nz/file/0YpCzKpZ#AukV9PahYxC-OAW7iKTBOOyIFdrRbp_tBFHzTJMRUgI Latest Log: https://mega.nz/file/REpT3IaA#bFkiGj4c03IPKlVpSLQgG4TmocTHzSYs6Dh5PSQ3gv0
  2. I have build interplanetary rocket with reusable booster attached radially at LKO but docking ports make me angry when trying to align engines. In KSP1 or in one of mods there were linear and square docking ports which do this job perfectly. Also there was possibility to snap docking port at set angle or rotate when docked. It would be nice to have this in KSP1.
  3. Bill is a kerbal of science. And even after all these years, he keeps being fascinated by simple or more complex mechanisms and behaviours. One of those are docking ports. It should be noted that Bill was the main architect behind the docking ports research and creation, but he simply completely forgot about it... They're so mysterious... Unkown forces even more powerful than some of our best engines, a strange attractive and romantic behavior between ports of the same size, capable of pulling each other, disregarding reaction control systems... This... induced Bill thinking they might be the siege of the Universal Cosmic Love Force, the Kraken. But the Force, while beautiful, seemed uncontrolled, unleashed, and even dangerous for kerbal spacecraft safety. So he took his mighty screwdriver, and started working... After a few months, he managed to tweak the docking ports systems, by adding a complex kuantum computer unit, as well as a tasty piece of cake inside, as a humble offering to the Kraken Manifestation. Bill wanted to share his progress with you ! Description : This mod is a simple Module Manager patch, applied to all docking ports, modded or not, and changes their behaviour so that they have much less "attractive force" when docking. It also lowers the distance at which the said force starts to kick in. It alters other values as well such as the "undocking force" (more in the .cfg / cf. KSP doc on ModuleDockingNode) In a way, this makes docking harder since you need to be much more precise, slow and well aligned. But It also makes it feel smoother, more natural and realistic (You've seen ISS dockings right ? ^^ ). It has the QOL benefit for your spacecrafts / stations to not make them rotate randomly anymore when docked, which can be quite annoying. It is inspired by Realism Overhaul configs, credit goes to them for doing this in the first place. Example Video : Dependency : - Module Manager by @sarbian Links : - Spacedock download : https://spacedock.info/mod/3392/Kerbealistic Docking - Github download : https://github.com/kurgut/KerbealisticDocking/releases - CKAN available - Source code : https://github.com/kurgut/KerbealisticDocking Installation : Merge the zip's GameData folder with your KSP/GameData folder. License : MIT Others suggested QOL mods for Docking : Peace
  4. It's highly likely that docking ports are still under development and can be improved in the future, but now it feels uncomfortable for me Firstly, you can choose needed accuracy for docking in settings, so if you have a long distance set in the settings, you do not need to touch your docking port to the target. Your craft will automatically fit in place of the docking port-target. With this mechanic you can control docking fully, because you don't exactly now when and where your craft will be docked. Sometimes in my cases it spawned kraken for vehicles with many parts. I understand that it was made for beginners who doesn't yet know how to dock accurately, but this will not solve the problem of their inexperience. I think that will be better to make the docking ports attracted to each other like in KSP1, and in settings you will choose attraction distance. In this case you always know, that docking ended if port touched target, and it won't look confusing for all players Secondly, docking port parts feel wobblier than other parts and docked big crafts often twitch really hard. Also had bugs when docking ports overlaps each others and were destroyed after undocking. Maybe this problem will be solved with solving of wobbly problems with rocket
  5. Yeah, this is after the update when I tried to stream myself doing the weekly challenge. I encountered the issue with struts and docking ports after loading a quicksave around the Mun. The attempt before I tried to undock so I can get ready to land, but that ended in the termination of the vehicle. And yes, before anyone asks, the CSM is an EJ_SA design. I copied him while he was building it to try and pick up some new tricks for building craft in KSP2. On that front, I would like to apologize for copying. I just needed to do a bit more to actually learn.
  6. I’ve been playing KSP on PS5 and love everything about the game, I wanna build a mothership/space station, I have docked a number of times and never came across any issues, until I tried to build something huge in space. I sent a big rocket to orbit with 7 docking ports, 4 of which are for me to dock boosters on it. After I docked the ship/ booster to the rocket I didn’t understand why I couldn’t rotate it into place in the same way I saw people online. Is there a solution to this or is that feature only for PC cause of mods. If so will it ever come to KSP on PS5?
  7. In kerbin orbit, I've been working on a large assembily. However, I found that the nuclear tug attached to the docking arm is not giving me the option to undock, from either the tug side or the docking arm side. I can undock the docking arm from the ship proper, which I've done in the meantime for base management, and all the other docking ports seem to be working as well as usual, but that one pair is not cooperation. This is a KSS install under Kopernicus, With Roverdude's stocklike warp drive and Kerbal Engineer. Base install is 1.3.1 I have of course attempted swapping ships, returning to space center, and even closing and reopening the game.
  8. They are both facing the correct direction. There are no obstructions. No logical reason for it to not work. Can anyone please help?
  9. So I recently started a new kerbal game after a lengthy pause from playing KSP. Getting the docking ports to grab each other seems to horrible difficult now. Manual docking of mechjeb docking don't seem to matter. The docking ports are kissing each other but don't want to connect. Changing to another docking port and other forms of trickery don't help. Is there an issue with ksp 1.31 and docking or is it just my game?
  10. Hello, I am now trying to configure @EmbersArc's KRE NDS docking port for my mod, but without the lid, in Unity. I made the changes in Blender, and now I'm trying to get the docking node to work. What is happening is the docking ports don't dock, but just rest on each other. This is my config: PART { name = CapsuleDockingPort1 module = Part author = EmbersArc mesh = model.mu rescaleFactor = 1.07 node_stack_bottom = 0.0, -0.385, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.385, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advMetalworks entryCost = 8400 cost = 400 category = Coupling subcategory = 0 title = KASA Docking System manufacturer = 7D Exploration Technologies Inc. & Kerbobulus Corp. description = A very advanced docking port. Fully compatible with the Clamp-O-Tron Docking Port system. attachRules = 1,1,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2000 // = 3400 bulkheadProfiles = size1, srf tags = berth capture connect couple dock fasten join moor socket stagingIcon = DECOUPLER_VERT stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = dockingNode deployAnimationController = 1 nodeType = size1 staged = False stagingEnabled = False } MODULE { name = ModuleAnimateGeneric animationName = Extend Docking Ring actionGUIName = Toggle Docking Ring startEventGUIName = Extend Docking Ring endEventGUIName = Retract Docking Ring allowAnimationWhileShielded = False } } Unity file (Unity 5.4.2p4) Texture Model
  11. I'm trying to build a drone missile launcher for kerbal warfare, but without the possibilty to decouple docking ports with stages it's really hard/inconvenient to launch unguided missiles. Has the feature been removed? Did I do something wrong? And mainly, how can I get it to return? BTW, I'm running stock 1.2.2, fresh install
  12. Any reason why docking ports (part name dockingPort2 ) - the standard 1.25m one might not dock? I just get close enough (distance is 0.3 m) and then the ports start to run away from each other. Even when I manage to align them properly they just touch and won't dock. They are NOT placed backwards front. It's some kind of a glitch. The senior ones (2.5 m) dock just fine. Haven't tested it with .625m. I tried different ships, even tried to dock two rowers on the ground, no matter what I do, the ports simply do not connect. I use many mods and I'm sure there's something that broke the docking port config, but I cannot pinpoint exactly what. Does anyone know what config/module the docking port must have in order to dock? Is there any tool that can show the FINAL configuration of the part after all MM patches? Here's the list of mods installed:
  13. Can someone make non-magnetic docking port? I want a smoother more realistic docking procedure. I just hate the close is good enough approach with KSP docking. "A docking/berthing connection is referred to as either "soft" or "hard". Typically, a spacecraft first initiates a soft dock by making contact and latching its docking connector with that of the target vehicle. Once the soft connection is secured, if both spacecraft are pressurized, they may proceed to a hard dock where the docking mechanisms air-tightly seal together, enabling interior hatches to be safely opened so that crew and cargo can be transferred." ~ Wikipedia
  14. So, I spent a solid 3 hours building, testing and sending 2 parts of a space station into orbit, and once I managed to get them to rendezvous, the ports didn't latch. At first I thought that I'd placed the docking ports in a strange place, but the docking ports are placed on the outside of the fuselage, not clipped inside. After realizing this I kept trying to attach them again, and the result was these screenshots: Please note that some of these are from different angles on the ship too. http://images.akamai.steamusercontent.com/ugc/268338039143857908/9BE9FE338274F784BB33F215EDFEB64FA4E1159D/ http://images.akamai.steamusercontent.com/ugc/268338039143857839/EDB51591424C4FD3ECC80DA8C6CBFE3A0FB4146B/ http://images.akamai.steamusercontent.com/ugc/268338039143857758/AEC83C7AC949252643CAF7EBB4B942DB0234860D/ http://images.akamai.steamusercontent.com/ugc/268338039143857680/65BA76FC262A66532173933A31048D49BB04F0B1/ http://images.akamai.steamusercontent.com/ugc/268338039143857601/FE0171CA8422743BFB0E5793CFB66105C09DD69C/ http://images.akamai.steamusercontent.com/ugc/268338039143857520/FE7CD694598DCEE24137DE6DA0F4BE6D16DE315E/ http://images.akamai.steamusercontent.com/ugc/268338039143857442/847A31A81D771446085AD8391E5CEBC38BE193C9/ http://images.akamai.steamusercontent.com/ugc/268338039143857338/ED0F8631AF67B9E57D01D8F032A9503801AD5AAF/ http://images.akamai.steamusercontent.com/ugc/268338039143857255/96CBA729785E13DE5575E4DCE080FAE291BABDD9/ http://images.akamai.steamusercontent.com/ugc/268338039143857175/C1B2B8D9CE4935EE6D1E8E035D47020FC3CB7B2B/ http://images.akamai.steamusercontent.com/ugc/268338039143856948/1060FD35561A3942F179AA566B05C3D1F921D57C/ This is version 1.1, Windows 10 on Steam. I don't know how to get to the logs, but I don't think it'd help so I did not include those. If a save file is needed I'll add it. Machine name: ------------ Operating System: Windows 10 Pro 64-bit (10.0, Build 10586) (10586.th2_release_sec.160328-1908) Language: English (Regional Setting: English) System Manufacturer: MSI System Model: MS-7850 BIOS: V4.7 Processor: Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz (4 CPUs), ~3.5GHz Memory: 8192MB RAM Available OS Memory: 8144MB RAM Page File: 5612MB used, 4707MB available Windows Dir: C:\WINDOWS DirectX Version: 12 DX Setup Parameters: Not found User DPI Setting: 144 DPI (150 percent) System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Enabled Miracast: Available, with HDCP Microsoft Graphics Hybrid: Not Supported DxDiag Version: 10.00.10586.0000 64bit Unicode My only thought is that it might be the structural fuselage not allowing the ports to.. well... dock. SO, it'd be great if someone could help explain to me what kind of ghosts are causing this kind of torture to my sanity.
  15. If the title reminds you of Captain Kipard's Non-Androgynous Docking Port Set then this was intentional. If there are previous ideas about this, im' not aware of them. Gender restrictions are already working in 1.0.5 and that's fine, but the orientation i'm not sure it was possible. The whole "magnetic attraction" concept if not upgraded by game devs, it's underyling mechanics at least should be opened to plugin devs to take a crack at it.
  16. It's possible to leave a scene while docking ports are in the 'acquire' state, but before the docking action is resolved When you come back to the scene you (usually) have an NRE from the unresolved dock, and the docking ports are stuck in their acquire and docking-target (dockee) states becoming unusable and unrecoverable (unless you edit the SFS file) Would it be possible to catch/clear these unresolved docking states on scene switch (or prevent switching until docking is resolved)?
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