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How to edit the height of the launch clamp structure?


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So I saw a video on the youtubes where a guy edited the launch clamp to be like 30KM high so I went looking through my files and I found the launch clamp .cfg but I can't figure out which part edits how tall it is? Has the been taken out or am I just blind?

I'd like to be able to test the engines flight, controll, and fuel usage in space before I use them on a ship and find out that I didn't pack enough fuel...

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I don't think it's the clamps that you need to adjust. They will always reach to the ground. You need to place your ship very high up at the ramp, and I think, it's going to be adjusted the same as in the editor. In the editor, to start higher up, you drag the root part upwards and clamps adjust to that new height. So you probably need to edit the .craft file, find the root part, and increase its height.

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You say Scott Manley launch a capsule like a space elevator right? Try making a new account on Ksp and see if you can modify the save file there, since there will be no other crafts.

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I'm not completely sure about this but wouldn't you edit the quicksave file, and edit the hight of the craft, then reload the quicksave, would that not put the craft in the right place?

I tried this, as well as editing the persistent.

The quick-save does nothing apparently, but it'll put the craft up there, but then when it finished loading it slams the craft back down to Kerbal and everything explodes.

Changing the height of the ship brings everything up to orbit, changing the clamps and the ship brings them all up there but no matter what I do, nothing STAYS up there...

You say Scott Manley launch a capsule like a space elevator right? Try making a new account on Ksp and see if you can modify the save file there, since there will be no other crafts.

yeah, that's the one I'm talking about.

I tried that and there wasn't anything to edit except the buildings and flags...

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The launch clamps don't have a height value to edit: They go down to the ground from wherever they're placed.

They thing to remember is that wherever your ship is placed in the VAB is where it will be placed when it gets to the launchpad. If it's offcenter in the VAB, it's offcenter on the pad. Height is a pseudo-exception: If it's floating in the air, it'll be moved to sit on the ground.

Unless you're using launch clamps. In which case it will stay at whatever height it was at in the hangar, the launch clamps extending to the ground, no matter how far that, is to keep it there.

What you need to do is not to edit to clamps, but to remove the scroll and placement limits in the VAB so you can place it through the top of the roof. :P

I suppose you could try to hack your position in the persistence file, but isn't there some tool called hyperedit for that? :P

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  • 3 years later...

this question needs to be answered properly. How do you edit the height values of launch clamps upon hitting the launch button?

reason being: launch clamps force your craft to float up in the air about what looks like 10 feet minimum. they do NOT appear where they look in the vab. if I want to build something & drop it right to the floor the game does not allow this.

why you ask would you want to drop your craft to the floor? well because launch clamps are the solution the "quake" glitch. also known as the "minmus quake".

because squad screwed up and there is no ground friction, ground bases slide. even uphill. launch clamps strap em down. and I use EL to build bases offworld. so when the craft is built it will look exactly as it did on the pad or runway. so if my newly constructed base is 10 feet in the air that's no good. id like my base to be ON the ground like its supposed to. so I ask again please...

 

HOW  do you edit the min/max height values of launch clamps? please and thank you ksp community.

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This is a pretty old post but I suppose the question is still valid; As has been mentioned the launch clamps dynamically adjust to the proper length to connect your craft to the ground.

The only way to decrease or increase the height in-game is to click the root part of the vessel and drag it either up or down, It is possible to shift the vessel outside the VAB doors and then send it way, way up but I find it to be terribly unreliable and typically the vessel just explodes upon launch if you place it too high.

With regards to the OP's original concern which was testing vessels, Alt+F12 will bring up the debug menu where you can essentially teleport your ship to any planet/orbit you want, or even reduce the gravity on Kerbin to zero in order to do testing.

Edited by Rocket In My Pocket
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