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Welcome To The Bernardo’s Rights Podcast! Today’s Question Is: What Are The Subassemblies In The List Of 120 For A Transforming Craft? You Know, let me show you 1. Structural Subassemblies (Frames & Adapters) These provide the foundation for shape-shifting. Rotating Central Frame – Uses servo motors to rotate entire sections. Hinged Side Panels – Hinges allow armor or panels to fold out. Collapsible Chassis – Pistons retract to shorten vehicle length. Foldable Roof Rack – Hinges allow roof storage to fold. Deployable Armor Plates – Hinges and pistons extend armor when needed. Articulated Suspension Frame – Rotors adjust wheel height dynamically. Retractable Nose Cone – A servo folds it back when not in use. Swappable Payload Bay – Uses docking ports for cargo module swapping. Adjustable Wing Mounts – Pistons shift wings for different flight configurations. Modular Docking Hub – Uses docking ports to attach extra modules. Swing-Out Storage Bays – Hinges deploy storage when needed. Expandable Cargo Hold – Pistons increase cargo space. Collapsible Roll Cage – Hinges and pistons protect the crew. Retractable RCS Ports – Hinges hide RCS thrusters for aerodynamics. Adjustable Cockpit Mount – Servos change cockpit angle for different modes. 2. Transformation Mechanisms These allow the craft to change shape and function. Telescopic Body Extension – Pistons stretch the vehicle’s length. Swing-Wing Mechanism – Hinges allow wings to fold backward. Retractable Landing Gear System – Uses hinges and rotors to hide gear. Collapsible Tail Fin – Servos rotate the tail fin into the fuselage. Adjustable Propulsion Mount – Hinges tilt engines for VTOL/forward flight. Rotating Turret Base – Uses a servo to turn turrets 360 degrees. Pop-Out Drone Bay – Servo + hinge combo to deploy drones. Reconfigurable Control Panel – Pistons slide the cockpit controls out/in. Foldable Solar Array – Hinges fold and unfold it for compactness. Adjustable Ground Clearance – Pistons raise or lower the vehicle body. Extendable Heat Shield – Hinges allow a shield to deploy for re-entry. Modular Robotics Arm – Hinges + servos for object manipulation. Reconfigurable Fuel Tank System – Docking ports allow for swapping fuel types. Adaptive Air Intake System – Hinges hide intakes for stealth. Hidden Parachute Compartment – Hinges conceal parachutes until needed. 3. Propulsion Systems Engines and movement mechanisms that adjust. Rotating Jet Engine Mounts – Servos rotate jets between horizontal and vertical. Foldable Rocket Boosters – Hinges allow boosters to tuck away. Hidden Propeller System – Pistons deploy a Breaking Ground propeller. Hydrofoil Mode Switch – Rotors adjust hydrofoils for water speed. Retractable Helipad Platform – A servo extends a VTOL landing area. Swing-Out Ion Thrusters – Hinges angle ion engines for space mode. Collapsible Jet Intakes – Hinges hide intakes for aerodynamics. Adjustable SRB Pods – Pistons slide solid rocket boosters outward. Pivoting Thrust Vectoring Nozzle – A servo changes thrust direction. Tilting Ramjet Engines – Hinges adjust jet angle for efficiency. 4. Mode-Specific Components Parts that transform for each type of vehicle mode. Car & Truck Mode Foldable Wheels – Hinges retract wheels. Adjustable Spoiler – Servo controls spoiler angle. Deployable Ramps – Hinges for easy cargo access. Collapsible Side Steps – Hinges swing steps out. Swing-Out Rear Axles – Servos deploy extra wheels. Plane Mode Retractable Wing Extensions – Pistons extend wing length. VTOL Tilt Engines – Servos rotate jet engines downward. Folding Tailhook – Hinge for carrier landings. Hidden Canards – Servos extend/retract for aerodynamics. Transforming Fuselage – Uses pistons to change shape. Helicopter Mode Collapsible Main Rotor – Uses hinges to fold rotor blades. Telescopic Tail Boom – Pistons adjust tail length. Adjustable Stabilizer Fins – Hinges for flight tuning. Retractable Side Skids – Servos fold landing skids. Swing-Out Tail Rotor – Uses a hinge for compact storage. Boat Mode Adjustable Buoyancy Tanks – Pistons control ore tank levels. Swing-Out Water Rudders – Hinges adjust for steering. Retractable Hydrofoils – Servos deploy hydrofoils. Hidden Ballast Control – Uses pistons for trim. Foldable Pontoons – Hinges tuck pontoons away. 5. Miscellaneous Utility Subassemblies Various helpful mechanisms. Deployable Science Bay Pop-Out EVA Ladder Swing-Open Cargo Doors Telescopic Crane Arm Foldable Antenna Array Adjustable Radar Dish Deployable Weapon Systems Grappling Hook Mechanism Docking Port Concealment Adjustable Sensor Mast 6. Automation & Control Subassemblies These improve smooth transformations and automated systems. 71. Auto-Balancing Gyro System Uses reaction wheels + KAL-1000 to stabilize transformations. Set up KAL tracks to activate at specific transformation stages. Assign custom action groups to fine-tune balance. 72. Automated Mode Switching Uses KAL-1000 to trigger multiple robotic actions with a single button. Example: Switching from car to plane mode activates wing deployment, wheel retraction, and jet startup in sequence. 73. Servo-Based Landing Gear Repositioning Hinges + rotors change landing gear orientation for multiple modes. Configure KAL-1000 curves for a smooth transition. 74. Smart VTOL Thrust Control KAL-controlled servos adjust engine angles based on speed and altitude. Example: Hover mode → forward flight mode transitions. 75. Robotic Auto-Leveling Legs Uses pistons to self-adjust for uneven terrain during landings. Configure KAL-1000 for automated extension when landing speed is low. 76. Emergency Mode Reset Uses action groups + KAL-1000 to return the vehicle to default shape in case of failure. Helpful if a transformation glitches. 77. Deployable Airbrake System Hinges + airbrakes for controlled descent. Automate with KAL-1000 curves. 78. Retractable Heat Shield Uses hinges + servos to extend a heat shield for atmospheric re-entry. KAL-controlled deployment triggers before hitting the upper atmosphere. 79. Adaptive Hover System Pistons adjust craft height for ground clearance. Useful for low-gravity planets like the Mun. 80. Self-Destruct System Separators + explosive parts eject sections in emergencies. Triggered with custom action groups. 7. Docking & Modular Attachments These allow for expandable vehicles and modular designs. 81. Docking Port Concealment System Hinges hide docking ports within the fuselage. Adds a sleek look for spaceplanes. 82. Swappable Rover Module Uses docking ports to detach a rover from a larger craft. Hinges or pistons lower it for deployment. 83. Space Station Docking Adapter Rotors + servos allow a flexible connection angle. Useful for multi-port docking. 84. Interchangeable Cargo Pod System Uses docking ports + KAL automation to swap payloads mid-mission. Great for multi-role spacecraft. 85. Automated Refueling Arm Uses pistons + docking ports to connect to a fuel station. Works on ground and orbital refueling stations. 8. Landing & Recovery Systems These help control landings and recover vehicles safely. 86. Retractable Parachute Bay Hinges conceal parachutes within a craft. Action group triggered deployment. 87. Landing Thruster Control Hinges + small rocket engines adjust thrust direction for soft landings. 88. Spaceplane Arrestor Hook Hinges allow an arrestor hook to engage a carrier landing system. 89. Emergency Airbag System Uses pistons + ore tanks to create a crude airbag for rough landings. 90. Self-Deploying Escape Pod Uses hinges + pistons to deploy a small crew capsule. 9. Weapon & Defense Systems For BDArmory-enhanced vehicles or creative defensive systems. 91. Swing-Out Missile Launchers Hinges + servos allow hidden BDArmory missiles to pop out. 92. Retractable Laser Turret Rotors + servos let a laser turret deploy only when needed. 93. Stealth Shield Deployment Hinges retract armor panels over vital areas. 94. Deployable Roadblock System Pistons deploy barriers for police car mode. 95. Emergency Chaff Dispenser Decouplers eject small parts as radar-countermeasures. 10. Sensor & Scanning Systems Enhance vehicle awareness and automation. 96. Retractable Radar Dish Uses hinges to extend and retract a sensor array. 97. Swing-Out Camera Boom Hinges extend a camera for KerbNet scanning. 98. Ground-Penetrating Sensor Arm Pistons lower a sensor for scanning ore deposits. 99. Solar Tracking System Rotors rotate solar panels toward the sun automatically. 100. Science Lab Expansion Pistons expand a science bay for experiments. 11. Custom UI Elements & HUD Features These improve player experience. 101. Mode Indicator Lights KAL-1000 controls lights for visual mode confirmation. 102. Dynamic Speedometer Uses robotic readouts to display vehicle speed. 103. Altitude Warning System Action group toggles lights if altitude is too low. 104. Custom Fuel Display Uses KAL-1000 to cycle lights based on fuel level. 105. Automated HUD Switch Uses KAL-1000 to toggle prop indicators when transforming. 12. Extra Subassemblies for Aesthetic & Function For realism, extra detail, and cool designs. 106. Retractable Side Mirrors Hinges + servos fold them like real cars. 107. Deployable Rear Spoiler Servos tilt a wing-based spoiler. 108. Swing-Out Side Panels Hinges open access panels for aesthetics. 109. Expandable Crew Quarters Pistons push out extra habitation space. 110. Variable Geometry Wings Rotors shift wing position mid-flight. 111. Adaptive Hover Fans Hinges deploy hover jets for sci-fi landings. 112. Retractable Communication Array Servos extend an antenna system. 113. Collapsible Ladder System Pistons lower a long, multi-stage ladder. 114. Dynamic Suspension System Rotors adjust suspension for terrain response. 115. Functional Bomb Bay Hinges open a compartment for payloads. 116. In-Flight Refueling Probe Uses pistons + docking port for mid-air refueling. 117. Deployable Searchlights Hinges extend lights for night operations. 118. Pop-Out Space Telescope Hinges deploy a space-based camera. 119. Foldable Solar-Powered Drone Hinges let a drone unfold for recon. 120. Swing-Out Flag Deployment Hinges extend a Kerbal flag for missions. That’s All! So The Next Question Is: How do you Make Them? I don’t Know, it’s just impossible. My Phone Is At One Percent So It Have to charge no one star
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Will KSP2 come to consoles such as Xbox One X/S and/or PS5
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I'm wondering do space events count what about empires I need to know!
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I have played the Xbox version of the game for about a year now and I have really enjoyed it. I even got the enhanced edition for free and that was much better. But I started wondering if I should try the PC version. Now that I have money for it, I’m wondering if it’s worth buying again. The only improvements I know of are: mods easier menu navigation easier mechanics overall possibly higher framerate I can use a joystick let me know if there are any more advantages and if it’s worth another $40!
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As says the title, i'm only really looking for the best of the best, so i have some requirements that the mods needs to fit in if someone has any suggestions that i haven't documented yet, they are: I would prefer for them to have no space engine textures, since it feels kind of cheap, at least for advanced modders; Most (preferably all) of the textures need to have at least mid or high resolution, because i don't really like looking at pixels or bad looking terrain, however it doesn't need to be 8k resolution or whatever, it just needs to look at least a little bit good; All of the celestial bodies added need to have proper descriptions on the tracking station, by that i mean that when i check the "knowledge base" i don't want to see a blank space with nothing written on it except for the usual stuff like, radius, mass, etc, since that is mandatory for any planet mod to work anyways; And it needs to have proper grammar on the descriptions, i'm fine with a few typos since that is basically unavoidable and i can fix them myself on the configs if i want to anyways, such as switching its with it's, missing periods at the end of a sentence, minor stuff like that is okay, although i would prefer the quantity of typos to be low, however major stuff, like entire sentences written incorrectly or even mixing up the description of one body for another that is in a different place (yes, that happens, although i only saw it once, and the mod was simply too good to not put here, hopefully that gets fixed in the future) kind of annoys me in a game about exploring space, i would at least like to have descriptions i can mostly understand and that keeps typos to a minimum. Here's all of the ones i have found that mostly fit into these criteria: Alternis Kerbol 1.7.3 Asclepius 1.5x Corelian 1.11x Dres moons 1.8.1 Eve moons 1.7.3 Galileo Planet Pack 1.12.1 Gameslinx Planet Overhaul 1.4.3 Ghekta 1.11.2 Heracleitus 1.12.2 Kronkus Planet Pack 1.5x Minor Planets Expansion 1.12.2 New Horizons Outer Planets Mod 1.11x Real Solar System 1.8x Xenonclave's Planet Collection Revived 1.7x After Kerbin 1.7.3 Before Kerbin 1.4.2 JNSQ Planet Pack 1.12.1 Kerbol Origins 1.8.1 Beyond Home 1.9.1-1.10x Blinding Light Levels 1.10x EventHorizon 1.7x Extrasolar: Planets Beyond Kerbol 1.7.3 Galaxies Unbound 1.12x Grannus Expansion Pack 1.12.1 Low Light Levels Blue 1.8.1 Low Light Levels Red 1.8.1 Precursors Planet Pack 1.9x-1.11x Seven Worlds Around Slippist-1 1.7.3 Whirligig World Planetary System 1.11.2 Endless Expanse 1.12.3 Other Worlds Reboot 1.6 Real Exoplanets 1.8.1 Strange New Worlds 1.8x-1.11x Are there any good planet/star pack you guys know that is not in this list? Thanks to whoever read this wall of text and have a good day!
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- planet pack
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Hello, devs. Do you have a plan to add a different types of weather on a planets with atmosphere (like rains or sandstorm)? And will kerbals need a protection of solar and space radiation for interplanetary flight, and can they get older or even...dead by radiation, dehydration, from old age etc? Will you add a food plants and toilets? Do you going to add an inclination of planet's axis? And another question, you said that you do not add concept of randomly broked parts in a flight, but what else can do the game more challenging? I think that it is important part of any mission, when you need to develop a maximum reliable system that can live many years of flight, parts that repaired by engineer can have a differnt more messy structure and it's very interesting looks and also realistic ( remember how many problems people have with a space stations in a real life because space station it is not a 2-hours flight to the Moon, it is a system that stay in orbit for years). Just think about it... P.S. Sorry if you see many mistakes, I'm from Ukraine =)
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https://drive.google.com/file/d/1R9sXMK9kb3bdDf1ypB6xIAg0-yEPyKQ1/view?usp=sharing
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Hey, all. I never tried a slingshot maneuver and was looking for some tips on how to even begin thinking about it. While the definition seems simple enough -- using another planetary body's gravity to propel me further towards my target, saving fuel/Delta-V -- I'm totally clueless on how to put it into action. Using only stock tools (as I'm playing on the Xbox), what's the best way to plan for a slingshot with the Mun to reach Duna for example? How do I even figure out how much Delta-V I'll require beforehand? I was thinking the best way to plan it would be by trial and error in the Orbit screen, plotting burns until it gets to where I want. But if this is the best way to do it, it means I must have my craft already in orbit to begin with, right? Is there no way for me to plot this from the ground before launching my craft? And - only 1 more question, I promise xD - how do I know when is the best time to launch my craft - is it when my target planet is closest to Kerbin, or when the planet is a bit retrograde so it will be closest to Kerbin by the time my spaceship gets there; or am I'm overthinking way too much and the Delta-V difference is just negligible in both cases? Thanks!
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I was finding any mods which can give me flight profile in graphical form like altitude vs time graph, acceleration vs time graphic etc. Like dude in this video https://youtu.be/nSDXLiynSDXLiydwCY I just died finding this thing but looks like it doesn't exist
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If you have any questions about anything KSP related, post here!
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I am thinking about Playing KSP with some of my Friends and now have these questions about the mods that exist: "Which is the best mod ?" Do they work over hamachi? Do they support other mods? How easy/quick can the server be set up? Should i suggest my friends, who don't own KSP, buying KSP1 or should we wait for the KSP2 Release? How does time warp work? How is the game performance with the Mod? How accurate is the syncing of the crafts? Can multiple players launch rockets with a dockable payload simultaneously from the equator and then dock them in orbit?
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First for those who have remembered my old threads on coding I have decided to bite the proverbial bullet and learn python soon. I wanted to ask a few questions. First I have been informed by a mostly reliable source that Python can interface with hardware such as motors and electric "stuff" in general. This is true right? Secondly I have no intention of doing this anytime in the next year but is Python capable of making an AI of sorts. I ask all of this because I want to make a model rocket that has a full guidance system as well as staging system ect and I want to make sure before I put a bunch of time into learning this code that is it worth my time and is what Im looking for. Is this true? Finally are they any pointers that people can suggest to learning this language if it is really what im looking for.
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So, I built this rocket and for some reason it crashes on takeoff. Anyone know why?
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Hi I have an Acer Aspire 3 and REALLY WANT KSP I don't know/can't figure out if it will run it these are all the specs I know of Operating System--Windows 10 Home Processor--Intel® Pentium® N4200 1.1 GHz; Quad-core Memory--DDR3L4 GB (standard) Card Reader--SD Card Storage--1 TB hard drive Screen--15.6"HD (1366 x 768) resolution Graphics--Intel® HD Graphics 505--DDR3L Shared graphics memory Connectivity--802.11ac wireless LAN Gigabit LAN
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I originally posted this on Reddit, but I was suggested to post it here instead. As you may have guessed, I want to make some mods for KSP. I plan to use Blender for my modeling purposes, and GIMP 2 for texturing purposes. However, I am still a noob at the whole mod making thing, so I've got some questions about the whole thing. 1.) According to the KSP wiki tutorial on making assets (click here for the link to the tutorial), it says I need to install Unity 4.2.2. I installed Unity 2017.3.1 instead. Will it still work, or do I need to install 4.2.2? 2a.) How do I import the adapter models? I'd like the parts in my mod to be able to smoothly attach to the stock parts. 2b.) Once I import said adapter models, how do I ensure it's centered properly? (It's more of a question about Blender, really.) 3.) If someone makes better textures or models for the mod, could I use those textures with their permission? I'm not the best at texturing, in fact I'm kinda bad at drawing. 4.) When creating an engine's configuration files, is the ISP calculated, or do you have to input it manually? Thanks for the help, the next mod I'm making is gonna be weird, nonsensical, stupid, and yet surprisingly good for space travel.
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Hello reader, I'm kind of new to KSP and I really need help with these: 1. How do you put things into cargo bays? (If differs between types I need MK3) 2. Is there an easy way to land on a planet without all that math stuff? 3. Is burning just accelerating? 4. How can I build an easy space station? (ALL QUESTIONS CAN ONLY HAVE STOCK PART ANSWERS) Thanks for any help with this. -Ultra
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Insert paragraph starter here. I have tried looking for a 1.2 version of the mod forever, but I just can't find it! At first, I found someone who said that RoverDude had updated to mod to 1.2, and that the link is in his signature. But when go there, it's no where to be seen! Then I went to the end of the thread, and I found someone who had seen the problems with the mod and tried to fix it, and someone else tried posting a link to the download. But when I click it, there is a 404 page! BTW the link is here. So can anyone please find a 1.2 download for the mod, or at least update one? Seriously I'm spending way too much time trying.
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Hi, as some of you guys know i have a mod called Blue Kerbin Dynamics mk1 fuel tanks expansion and these parts have very un-stock alike textures on them. So how do i make stock alike textures? I use Blender for designing my parts and paint.net for the texturing. I am planning to get photo shop. So please could help?
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Hello Kerbal Students!!! I was wondering what skills you want to learn about the game so that I could make videos based on your needs. I will start making videos next weekend because this weekend I have to do stuff with my family and friends. I have heard a lot of people don't know how to dock but still I want to hear it from you!!! (Sorry for my english, I'm from the UAE) Sincerely, HowTo:KSP
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1. What does a completely dead white dwarf look like? Is it like a solid planet? 2. Are neutron star "fragments" a real thing? Can the "fragments" continue to sustain their reactions? 3. How big would a neutron star with the mass of an average-size planet be? 4. Do bigger stars have bigger habitable zones? 5. Say you had a binary-ish star system consisting of a massive star and a relatively low-mass star. Is it possible to have planets stably orbiting the massive star further out than the lower-mass star?
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Hello my fellow Kerbal Fans, Happy Friday! My name is Christine and I'm the social media lead for Eucl3d! I was wondering if anyone has gotten their spaceship printed? If so, would you mind sharing your photos? And would you mind I posted/shared them on our Twitter? Thank you! Check us out at: https://twitter.com/EUCL3D Thanks !
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Hi guys, I'm new and just joined the forum to ask if anyone has printed their ship on Eucl3d? I really wanted to print my ship, but I was just wondering if anyone has printed out their ships yet and how is it? https://eucl3d.com/games/kerbal https://eucl3d.com/games/kerbal/kupload Thanks.