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Found 11 results

  1. Hide Empty Tech Tree Nodes v1.2.0 (December 5, 2020) Who this mod is for: This mod is for people who use large modded tech trees, such as the awesome Community Tech Tree mod by Nertea, but don't have enough part mods installed to fill up all of the new tech tree nodes and hate the empty tech nodes. Additional features give you even more control over the tech tree. What it does: Main feature: Adds option to hide any empty tech tree nodes, which automatically connects the resultant "hanging" tech tree lines to unhidden nodes in a logical sense. Additional features: Adds option to hide unresearched nodes, similar to Fog of Tech. Disabled by default. Adds option to change all node unlock requirements to "Any" or "All". Adds option to manually set which nodes are hidden (when enabled, this uses "hideEmpty" from RDNode modules. These can be edited with ModuleManager). *new Adds option to transfer science points from hidden nodes to their children/descendants. *new Adds option to remove empty space caused my missing rows/columns of empty nodes. Adds options to change the zoom settings, so you can fit your large, modded tech tree onto your screen all at once. Default minimum zoom is changed from 60% to 35%. Feel free to further customize your tech tree using using Module Manager to suit your play style, by adding nodes, changing default node positions, etc. (with the appropriate edits!). This mod will take care of everything else. Examples (click either picture to enter album): Notes on mod behavior: Some Recommended Tech Trees: The Community Tech Tree or any number or awesome tech trees, such as Historical Progression Tech Tree *Engineering Tech Tree (<- see notes below) UnKerballed Start *Notes on ETT support: Download: SpaceDock Source (GitHub) Download instructions: Download the mod folder from the SpaceDock link and place the GameData folder in your KSP directory. Changelog: Bug reports: Please report if: 1) A tech line intersects/crosses a tech node 2) A tech node requires more than three nodes to unlock ("all" or "any") 3) You see something weird with the new zoom options or Fog of Tech-like options 4) Problems with new "active" mod behavior Post Feature Complete Future Features: 1) Might try to figure out how make make tech lines curve at places other than midway between two tech nodes License
  2. When I played KSP1, once I got into orbit I would have a habit of planning nearly my entire mission using maneuver nodes. It was nice to be able to do that especially for more complex missions that required gravity assists or traveled to multiple planets. Sadly, you're not able to do this in KSP2 due to you not being able to make a new maneuver node if your trajectory goes inside of another bodies SOI until you've completed the maneuver you set up to intercept that planets SOI. This makes making maneuvers beyond your initial escape burn from Kerbin or any other body basically impossible. It would be nice to have this added by either patch 3 or 4.
  3. I'm having a heck of a time getting a rather simple rocket into orbit. During my gravity turn, the rocket starts to swivel left/right, I have several stabilizers in the booster stage, and have stabilizer fins at the back to help with the turn. (I would post a list of parts, but I don't know how to do that in text form) Either way, when I do manage to get a craft's AP above 80km, I can't set the maneuver node while the game is "paused" so that I have time to adjust it. When I do get one (running at normal speed), when I start adjusting the prograde handle, the perigee doesn't change and I see two crash sites on the surface. I'm sure I'm doing something wrong, but I can't for the life of me figure out what it is. Any aid or suggestions would be greatly appreciated! Also, if you need anything from me to help solve my confusion, just let me know. Thanks!
  4. Can someone give a tutorial on node attachments. How to place them on your mods parts. I have learned how to create mu files to export into ksp, but my nodes are not in the correct place, and my collision mesh isn't working correctly either, I mean I can place them into the construction area, but cannot select them again to move them or reposition them.....so please someone help me
  5. After physics warping the delta v required to complete the maneuver starts to increase
  6. I just bought KSP yesterday, and I can not create nodes of maneuvers, my apoapsis points should be blue except that they are gray, so I can not create a node by clicking. Can someone help me?
  7. Why can't we adjust our maneuver nodes by just dragging the orbit into the shape we want? I would suggest just grabbing the PE and AP markers. Maybe hold down mod key to apply normal adjustments to the maneuver node directly, or maybe you would still have to apply normal/anti-normal via the handles. Seems like this would be much more efficient than fiddling with the little handles to get the exact orbit you want. Can't seen any reason it wouldn't work...
  8. So I played a decent amount of KSP around the end of 2015. Finally I'm back, updated the only mods I was running (Kerbal Alarm Clock and Kerbal Engineer), and reloaded my old save. There were a few minor issues but mostly things seem to work with my old save. The problem started when I tried to simulate an interplanetary transfer to Moho. I get up into a stable orbit and then I want to start planning the maneuvers to escape Kerbin's gravity, align with and intercept Moho, etc. Maneuver nodes within Kerbin's system seem to work as I remember them more or less, but when I zoom out to an interplanetary view it feels like there are UI elements missing. 1) I remember there being icons that showed where the planets were located. Now all I see is the colored orbit line itself which is brightly colored where the planet has most recently passed and fades to pale where it was a longer time ago. No icon to select or anything else. 2) When I make maneuver nodes in the interplanetary view, I can create them, manipulate them, see the resulting trajectories etc, but then when I click anywhere else to deselect it, the node icon (the little honeycomb) vanishes. The dotted trajectories are still there and if I very carefully hover in that general area I can sometimes select it again, but that icon that makes it easy to spot and select the node just disappears. This doesn't happen when I make maneuver nodes in Kerbin's SOI, only in the interplanetary region. 3) I feel like there used to be a lot more information when you set a planet as target and tried to plan a maneuver to intercept, such as closest approach/pass etc. I can't see this info any more, and have only been able to occasionally get up that relative planar angle figure (forgot the technical name) Do any of these things sound normal or like they are caused by my own errors, or perhaps caused by the mods, or perhaps caused by my old save? I feel like something's not quite right here. Thank you very much for reading!
  9. Hello I'm currently working on some models and wondering if there is a way to mod in a docking node that only attaches in certain orientations? For example to make a square docking port that only connects when the squares are aligned.
  10. Ok, so I made my first mod. Right now, it gives the 1x6, 3x2, and Gigantor solar panels nodes. This is kind of just a basic starter thread ATM, expect changes in the setup and such, and please ask for support for any mods you would like! Download: http://spacedock.info/mod/115/Solar%20Panel%20Attatchment%20Nodes
  11. okay this is a bit weird and a first in all my mods... the node stack top is at a totally weird orientation... and i dont know how to fix... config: // --- node definitions --- node_stack_bottom = 0.0, -0.1, -0.5, 0.0, 1.0, 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
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