Kerbal Space Program

Kerbal Space Program

How to launch multiple vessels
Hi all,
It may be a very stupid question but, how do i launch multiple vessels at once?
I have seen some youtubers fly multiple aircraft and crash one into another and such, i know you can switch with [ and ], but how do i launch a vessel when another is already flying and how do i leave it while its in the air without going back to the last saved point?
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Showing 1-13 of 13 comments
MisterSpock Nov 23, 2016 @ 2:52am 
I dont think that vanilla KSP got the option you are looking for. There is the possibility of switching to nearby craft, but thats not the same. You need mods.
but lijke, there's an option to switch between craft, but how do you get another vessel to switch to?
MisterSpock Nov 23, 2016 @ 2:59am 
Originally posted by DR modkip:
but lijke, there's an option to switch between craft, but how do you get another vessel to switch to?
To switch to a nearby vessel:
ß
or
´

on europe keyboard
Last edited by MisterSpock; Nov 23, 2016 @ 3:00am
MisterSpock Nov 23, 2016 @ 3:01am 
Originally posted by DR modkip:
but lijke, there's an option to switch between craft, but how do you get another vessel to switch to?
At launchpad you may need the multiplayer mod and a snd player
Yes i know i can switch to another vessel and i know how, but i mean like, i dont need to control them at the same time, i want to set a plane to a certain altitude and just leave it flying, then start another airplane and fly to that plane. The youtubers didnt use multiplayer, but they did use BDarmory but i installed that and used the AI pilot and that won't let me leave without resetting either
AoD_lexandro Nov 23, 2016 @ 3:41am 
The [ and ] keys will change between nearby vessels on a UK keyboard layout. Extremely handy for docking manouvers.
as i said, i know i can switch beween vessels with the bracket keys
but i cannot launch another vessel when another one is already in the air, or at least i dont know how to
AoD_lexandro Nov 23, 2016 @ 3:45am 
If you click above your height on "return to space center", you can then launch another craft of any type you want and the original one is still active. IDK how this affects aircraft though, never tried that tbh.
Last edited by AoD_lexandro; Nov 23, 2016 @ 3:45am
Thanks man that's kinda what i was looking for, i can't do that in-flight sadly, any idea how that could be accomplished?
Pembroke Nov 23, 2016 @ 6:21am 
Originally posted by RoofCatA:
then just keep them close within few km or one of them will be lost.

Same max distance as the physics bubble I'd assume.
dunbaratu Nov 23, 2016 @ 12:30pm 
In stock there's no way to send control inputs to anything other than the (single) currently active vessel, and you are often banned from swapping to another nearby vessel while your current vessel is in motion in the atmosphere, so swapping back and forth is not really practical either.

But what you're looking at can be done with some mods.

Here's some that might be able to do it:

BDarmory, which adds weapon parts and some dogfighting stuff, has a module for it called "Wing Command" which lets you send general commands like "follow me" or "fly to position foo" to a non-active vessel that's on the same "team". as you.

Mechjeb has an autopilot and *maybe* it can be told to operate on a vessel other than the active vessel, but as I don't use Mechjeb I really don't know if it can (others here might know).

kOS is a do-it-yourself autopilot where you can write script programs to control a ship using a language the mod made up from scratch called "kerboscript". It definitely can do it (I know, we spent a lot of work on trying to fight KSP's standard assumptions about only the active vessel needing to be controlable, just so kOS can be used for this scenario. But not all those stock assumptions are overridable so you might have problems in one or two areas (that are documented)).

KRPC can also be used to make a do-it-yourself autopilot, as it's a generic bridge between the KSP C# API and outside processes written in whatever other language you like, via the use of remote procedure calls.

(The above two examples do both require you to be willing to learn quite a bit, though.)

SmartParts is a mod that lets you set up some simple if/then conditional activations of parts based on simple triggers like "when the altimeter reads >= N, then activate this engine", and it might be able to do some kinds of automation to do what you want.


Essentially the one common thing about all the above solutions is this: You need some kind of automation software on the not-active vessel to control it or it will just keep going as-is with no changes.

Last edited by dunbaratu; Nov 23, 2016 @ 12:30pm
Compilatron Nov 24, 2016 @ 12:33am 
there are three ways: mods, decouplers, launching multiple vessles and moving them.
i dont knw any mods for it, but look around!
you can make some fancy decoupler mechanisims if you want,
in most videos, the youtuber probably launched multiple vessels before recording :D
koimeiji Nov 24, 2016 @ 10:44pm 
Launch plane 1, move it off the runway so that the game doesn't recover it when you launch a new vessel
Launch plane 2, takeoff, keep it stable but nearby the KSC.
Take control of plane 1, take off, stay near plane 2.

Works for as many vessels as you want, but the more you add the more unreliable things will get.
Last edited by koimeiji; Nov 24, 2016 @ 10:44pm
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Date Posted: Nov 23, 2016 @ 2:44am
Posts: 13