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having more symmetry options enable new things. 5x symmetry is my favorite modded symmetry from KSP 1. now you as a reader probably think: who would ever want 5x symmetry and why. the answer is: me and here comes the why: my first argument for 5x symmetry is redundancy when designing a lander how many legs should it have? well at least 3 because the center of mass needs to be within the triangle formed by the legs. 4 legs is not the best option (sorry Apollo) if any one leg fail the craft is unstable and it will fall over. 5 legs will allow for any single leg to fail and still be upright, and up to two legs could fail as long as they are not next to each other. but for me personally the main reason is to be able to build crafts like this. now how does 5x symmetry stand out from the rest? 5x symmetry allows construction of tesselating structures in 3d space (balls) one great example are the platonic solids, most of the fun ones require 5x symmetry. the one in the image is a Icosahedron that was twisted a bit. note that every node has 5 arms. there will probably be a mod for this, but to simplify craft sharing of designs like this it would be nice if everyone could download and play with them. as a spoiler i will add pictures of other designs that use the same symmetry. adding more symmetries would not be harmfull. 7x could probably be cool for making heptagrams or something. it would be a very smal addition to the game to add this and it would probably go unnoticed by many, but it would make my day!
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Hey there, Now, when you do such thing as mirroring, do not forget that your UVW should be rotated 180 deg ;-) ...or, which KSP1 did, draw absolutely symetrical tires )) but if you do draw an assymetrical texture, be sure to apply 180 rotation to UVW of mirrored object
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These new Triangular panels made me pretty excited at first, until I tried using them in the SPH and found the mirror symmetry feels all wonky and wrong for them, making it hard to design certain things with them. Look at these screen shots - the mirrored symmetry isn't making actual mirrored parts. It's behaving just like radial symmetry: The first two images are with Mirrored symmetry. The last image is with radial symmetry to compare. I don't see any difference.
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KSP suffers from the low-symmetry syndrom. No CKAN-compatible mods (that I could find) can do it and I know that 5-way symmetry is something the community wanted since forever. If we have 3-way, why not 5-way? The upper limit of symmetry should be configurable in the menu OR in the UI, with a slider under the symmetry button, so that players can set maximum modes they want to use (for example, a maximum of 6, but including 5). After all, a per-user customizable experience is always better. The default could be 6 or 8.
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hi, ok my symmetry is really weird sometimes when i try to build stuff. I know how to change symmetry mode with R and all that but its still really wonky. Example: I tried using breaking grounds mechanical parts and wanted to make a VTOL with flip up wings but no matter what symmetry mode i used the motors would always rotate in opposite directions on either side. the same with structual parts. wings work with no problem but when i use a structual part wich is shaped like a triangle (so kinda shaped like a wing) it points two different ways??? Ive played ksp for quite some time now but have never had problems like this. And now all i can do is just dont use symmetry when that happens and just place things really carefully. And one time i watched a matt lowe video where he placed the breaking grounds mechanical parts normally and they worked just fine??? Help thank you
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Problem: 4 radially symmetric tanks somehow drain at different fuel priorities Description: have main fuel tank > pick up decoupler, switch on radial symmetry, set to 4 times attach decoupler to main tank enable decoupler crossfeed pick up smaller fuel tank, symmetry still set as radial 4 times attach small tank to decoupler, 1 becomes 4 enable fuel delivery overlay = despite the fuel tanks being identical due to 4 times radial symmetry, their fuel priority is different: > the ones on VAB East and South (2 on the left in the attached image) are at prio 70, while North and West are at prio 60.. >increasing the fuel priority to the 60 ones also increases the fuel priority to the 70 ones, as seen in the screenshot. ..I don't understand what is happening. Of course I can just disable symmetry and attach all decouplers and tanks 1 by 1, even though that just increases the likelihood of wobble during flight, so be it. But the problem still doesn't make sense based on what I've learned about the game so far.. is there some auto priority balancing happening based on something else in the rest of the craft? I've already checked all the staging and possible balance issues in the rest of the ship, and everything seems fine, there's nothing the game would need to automatically re-balance for. Help? Screenshot:
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The Symmetry Glitch Description: In this topic I will explain a method for multiplying symmetry numbers that allows you to use a practically infinite range of symmetry numbers. The symmetry glitch involves how the game handles symmetry numbers, say you place a part with symmetry, such boosters on a rocket with 4 way symmetry, and you try to attach fins to those boosters with 2 way symmetry, upon doing so the game will automatically jump the symmetry number up to 4. This phenomenon is utilized in the glitch. By placing daughter parts on a parent part with symmetry, and then placing that parent part on a grand parent part with symmetry, the daughter parts are placed with multiple layers of symmetry, often creating far more than the maximum of 8 normally allowed. If you try to place a new part on the daughter parts, the symmetry number will jump up to however many daughter parts there are. This new part can then be placed on the grandparent part , and the abnormally high symmetry value will remain.(or any other part as long as it too is not attached with symmetry, as that will cause the symmetry number to jump to that value) From this information you can imagine the potential range of symmetry numbers: 3 x 6 = 18, 8 x 8 =64, 6 x 8 = 48, etc. Pressing the symmetry number will reset it back to 1 regardless of whatever symmetry value you currently have. However ctrl+x still reduces the symmetry number by 1. Meaning, if you started with 64 way symmetry you could press ctrl+x to get a symmetry value of 63, or 62, 61, 60, etc, all the way down until you get to 8. With the inclusion of a great-grandparent part you could even stack this effect on top of itself, and you can keep going from there. Though be warned, it's easy to crash your game by accidentally going way to high, taking this effect above symmetry numbers of 1000 is not recommended. This is a great tool for anyone who doesn't want to use too many building mods. Though for all it's greatness, you still can't do 5 or 7 way symmetry with it. Procedure: Here I will give a step by step procedure for those who are still having trouble. I will demonstrate how to do 64 way symmetry, although the procedure is the same for any symmetry number -1: Start with a grand parent part, this part will have all of the other parts attached to. This can be anything as long is you can radially attach parts to it, though I recommend that it be something large. You could also simply use the body of whatever craft you may be using this glitch on for this purpose. -2: Attach a parent part anywhere on the grandparent part. It doesn't really matter where as long as you only attach a single part. this part can be anything as long as you can radially attach parts to it, but I personally prefer to use Oscar tanks. -3: Attach a daughter part to the parent part with 8 way symmetry. this part can be anything as long as you can radially attach parts to it. Here again I prefer to use more Oscar Tanks. -4: Detach the parent part and reattach it to the grandparent part with 8 way symmetry. This will result in a total of 64 of the daughter parts -5: Attach a part to the daughter part, it could be anything but in this instance it is yet another Oscar Tank. It should be noted that you don't actually have to place this new part, as long as you mouse over the daughter parts the glitch will trigger. -6: Now place this new part on to the grandparent part, be careful not to mouse over the parent part or any other part on the craft that is placed with symmetry, as described above that will revert the glitch. At this point you can remove the parent and daughter parts, as they have served their purpose. And Voila! You have a part attached with 64 way symmetry, as described above you can reduce the symmetry value in increments of 1 to whatever you'd like. You can also attach any other parts and they will attach correctly with no further glitchy-ness. The game can even handle things like decouplers and engines attached this way. ASK QUESTIONS! If you are need of any further help or have other questions feel free to ask. This glitch can be done and used in various different ways, and I find it to be quite useful. I discovered this glitch around a year ago by accident and have been using it frequently ever since. It can be quite useful when making things like base 10 mechanisms or large circular designs. Have fun poking the kraken with this great building tool!
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I just installed planetary bases systems, Near Future Tech, cyro rockets, and all the other stuff that Nertea makes, which come bundled with a bunch of probably outdated config mods like b9 part switch, dynamic battery storage, etc. I am in 1.5.1. Have a feeling it's because of the b9 part switch thing that lets me modify the tanks' contents conflicting with something. I don't know how to make it stop. It stopped randomly once but it's happening again. It might be a hotkey that toggles this behavior. It's also freezing a lot, once every 0.25 seconds, staying frozen for a full second, as I hover over the big fuel tank/decouplers. I have editor extensions redux, as well as a lot of other mods I had prior to installing Nertea's stuff and PBS. Please don't come here to give me a lecture on how bad 1.5.1 is and how stupid I am for trying to use certain mods at certain times for certain versions or whatever. Just help me. I've noticed that I can use different levels of symmetry on a part that I placed on a rocket with a specific level of symmetry; i.e. I placed a decoupler with 3x symmetry but when I put the fuel tank on it with 2x (the only symmetry level I can use for fuel tanks at the moment for some reason) it has radial symmetry about the single decoupler that I am hovering over with the part. I have tried pressing F and it does nothing.
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(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?
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I'm following this tutorial on building a Vostok capsule: https://www.youtube.com/watch?v=JNb_paQ_GHM&list=PLyKPnVKJAfBEwlqi98tD4a1_MPa_Ei7-k and I am having a symmetry problem. I have eight panels, and I want to place four packs of batteries on them. Every time I try to do so, the symmetry automatically switches to eight. I tried using the X key, but it would only then switch between eight and no symmetry. The guy doing the tutorial managed to work around this without placing them individually, but I did not get how he did it. FYI: The relevant part of the video is at 27:10.
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Symmetry randomly broke.
Rabidsimon posted a topic in KSP1 Technical Support (PC, unmodded installs)
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Can't use the shortcuts x and shift + x to cycle symmetry count this used to work only until recently when I deinstalled the trajectories mod because it gave me terribele framerates FAR and the trajectories mod didn't seem to like each other I tried to install it again but it still doesn't work I also tried to use different versions of KSP, deinstalled all my mods and much more but nothing worked I play in 1.3 and use CKAN
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So I built a fighter plane that has two missiles mounted under its wings, one left, one right. I built one missile and then placed two using symmetry, but apparently, I can only fire (aka activate engine and decouple) both of them at the same time, because due to the symmetrical placement, they count as one part. Has anybody got an idea how to control one part of two symmetrically placed? Issue number two: when I put "activate engine" and "decouple" into the same stage, the missiles are decoupled without the engines activating. I assume this is because activating an engine takes half a second or so, whereas they're decoupled immediately, making the missiles lose connection before the engines are on. Can I somehow delay the decoupling by a handful of seconds? I've tried using different stages for decoupling and firing, but the delay between activating stages takes too long (plane gets out of control because having an engine running on only one side loves with the centre of mass). Any ideas? Thanks in advance, HashtagMC
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I'm in the 3rd tutorial. Brick wall. I'm supposed to put 4 fins on by toggling symmetry to 4x. When i click the symmetry button, or x, i get the options of single, or double. What could i possibly be doing wrong...
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Hi, I'm much more experienced in rockets than planes, but I wanted something to enter Laythe, look for landing place, land, and reach orbit. This thing just does that. It's really very very simple. Craft file is here: SP01 simple 01deg v2.craft It has wing AoA of 1 pixel rotation (is that a degree?), control surfaces and landing gear rotated back to 0°, very little clipping other than the pre-cooler which is offset into the adapter tank. It flies nicely. About 15 "presses" of elevator trim for takeoff and for the climb up to 9km. Down to about 8 presses of trim to hold a prograde angle of about 8 degrees on the start of the speed run, reaching 1450 m/s at 24km ready to switch to closed cycle and - then an only then - activating SAS. And for re-entry, maximum vertical trim keeps it at a decent angle. It makes LKO with very little spare LFOx remaining and about 100-160 LF spare for atmospheric flight. However, I can never, never get it to be "roll stable". I dislike SAS intensely, so I try to fly only with trim and fine control. And that works fine apart from the need to correct the roll every 4 seconds. Is there any way of getting a plane to fly straight without SAS? Are there any requirements for build order (i.e., place each wing part and control surface individually with symmetry, or build the whole wing and then place it as one piece with symmetry? I seem to remember there being a build order required for multiple engines and air intakes...)? Does the landing gear have an effect on stability (I'm pretty sure it is perfectly aligned, at least is gives no other problems on takeoff or landing)? I've tried using a rocket fin rather than the tail fin shown, but that didn't make any difference. I'm pretty certain the cargo is balanced. Help! Please!?!
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The game currently supports 1-way mirror symmetry. I would like to see support added for 2-way and possibly 4-way mirror symmetry. I feel like this would greatly simplify building of both spaceplanes and rockets.
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Whenever I load a spaceplane into the VAB - the available symmetry options go wonky after a while. Trying to put a three engine rocket to propel my plane into the upper atmosphere - but I keep getting only two or one point of symmetry available. This is even after saving the plane in the VAB and having had three point symmetry available - it disappeared after a failed flight and the revert. Ideas?