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[1.12.x] Precise Editor Continued [1.12.x]


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This mod was made by @jfrouleau, updated a bit by @zolotiyeruki.  Original page is here: https://forum.kerbalspaceprogram.com/index.php?/topic/184193-110x-precise-editor-1401-august-31-2020/


After being contacted via PM with a request to adopt this, I reviewed and decided to adopt.  Both the previous authors have given their blessings.



The KSP craft editor is an approximative tool where the part's position and angle are not displayed anywhere so we have to rely on primitive techniques like counting the number of grid snaps or placing parts "by eye". While this is the Kerbal spirit, this become annoying for the serious craft builder. So this mod is intended to remedy that and offer a more accurate alternative part placement method than mouse and gizmos. This might change your craft building experience !


  • Set part position or rotation exact value.
  • Increment / decrement position or rotation by a certain value.
  • All part transformations in absolute or local mode.
  • Automatically update all symmetry counterparts, struts and fuel lines.
  • Coordinate system axes shown on part selection.
  • Show the precise location of the center of mass, center of lift and center of thrust.
  • Set the attachment rules. Attach any part to any part.
  • Show the position and size of the part collider bounds.
  • Show the distance between 2 parts or their colliders to help with the creation of kerbal mechanical devices !
  • Has /10 and x10 buttons for the - / + values

New Features

  • Added code to set defaults if cfg file is missing
  • Optimized a bit by having the Collider window only do the raycast if it's visible
  • Now able to select robotic parts
  • Copy/paste Position (XYZ), with locking
  • Copy/paste Rotation (XYZ), with locking
    • Note:  The Copy/Paste/Lock buttons are icons, when the mouse is over them, the button gets highlighted and the icon can't be seen
  • Added an Undo stack, dealing with Position and Rotation
    • Undo operations get saved on the Undo stack
  • Added an undo button

User's Manual

  • This mod has a single key. To edit a part, hover the mouse over it and press "P".
  • The Precise Editor button in the toolbar will show the vessel window where the coordinates for the CoMCoL and CoT are displayed.
  • The dialog shown has been improved with the following features:
  • Separate Copy/paste for the Position and Rotation, with locking.  
  • An Undo button, which a displayed count of how many undo operations are in the stack
    • Undo stack is cleared when the window is closed or a new part is selected
  • Copy/paste storage is cleared when the window is closed or a new part is selected


Useful Information

  • Units for position are in meters with 4 decimals of precision so 0.0001 is 1/10th of a millimeter.
  • Units for rotation are in degrees and angles are Euler angles
  • You can copy/paste a value while editing a field.
  • Parts can be moved anywhere inside the VAB/SPH. No maximum distance from parent part limitation.
  • This mod is accurate enough to place parts in perfect symmetry without actually using symmetry mode.
  • To center a part on an axis with its parent part, simply set the local position to 0 on the corresponding axis.



CKAN soon


  • @canisin

History (from the original author)
The motivation to make this mod came to me from making stock helicopters. I needed a way to make the most accurate bearings possible, center the rotor with the CoM and balance fuel so that the CoM stays constant. Also I was terribly annoyed while trying to adjust the authority limiter to exactly 50 and the slider keeps skipping from 51 to 49 back and forth. Precise Editor was born and it delivered the goods ! Now I share it with other players so that they can enjoy it and make better crafts. Since this mod was created, the game has changed a few things. For instance, there is no need to make stock bearings anymore with the robotic parts and the precision editing of tweakables is now stock.


Edited by linuxgurugamer
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  • 3 weeks later...

There appears to be a bug with the "Zero" button. If you attach a wing at a diagonal angle to the Z axis (i.e. 45 deg) and hit zero, it doesn't properly set the part to zero rotation and each time you hit zero it will switch to a new rotation. Seems to happen for both Local and Absolute.

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  • 1 month later...
  • 3 months later...

The X and Z axis for rotation seem to be flipped in the UI. This can be seen most readily in absolute position mode with a large angle. Pressing +/- on one actually rotates the other. You can also see the effect by leaving the window open but using the stock rotation tool. 

As you can see here, the rail is rotated around the red axis (X) but the 10 degree rotation is listed in the blue (Z) field.

Rotating it further back causes additional rotation in the Z box.

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  • 2 months later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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