Kerbal Space Program

Kerbal Space Program

Tzvi May 17, 2015 @ 11:34am
how do you use merge while building ships
i built a space station with the parts needed i saved it

then i started building the rocket it will attach to

loaded the space station with merge but it just keeps being translucent red and it wont attach to any surface

also i tried building a huge cargo bay to fit the station in but again i cant figure out how to connect two different builds



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Showing 1-15 of 16 comments
Confused Rock May 17, 2015 @ 11:39am 
try using subassemblies
kesat May 17, 2015 @ 12:03pm 
You're only allowed to attach parts on the node of a root part when you are importing/merging designs.

In the upper left corner of your window you have four buttons (Place, Offset, Rotate and Root). You can select a new root for a design using the button and save your design afterwards. Then are you allowed to use this new root as attachable root node.

In your case you need to load up your space station and designate the target part as a new root (e.g. a docking port) and save it in order to be able to attach the space station module using the docking module as root node onto your rocket.

Originally posted by An confuzed rock:
try using subassemblies

There isn't much difference in using subassemblies and merge saved designs in this case. You need to define your root node in either case.
Last edited by kesat; May 17, 2015 @ 12:08pm
Tzvi May 17, 2015 @ 1:20pm 
thank you but i cant get it to work

i just spent 2-3 hours trying to attach a rover to the side of a big rocket ship


i thought about making a video of me trying it would be a very sad video

trying in all possible ways to do something that even a sims game could do in the most fluid and natural of ways

all i want is to load X and attach the whole thing to the side of Y using two common points
why should this be so hard

after i attach it the only thing left would be to rotate it so its facing the right direction with the ship

i have reached my last straw this is the most unfriendly game in existence
not worth the frustration and the hours

i want to put my hours into doing awesome stuff in the game not waste my time and fight with it for it to attach A to B

and its not the first thing either 90% of the time i spent on this game was fighting with ♥♥♥♥♥♥♥♥

fukit

no comments required just needed to vent and move on





kesat May 17, 2015 @ 1:29pm 
Let's say you want to do this by docking ports:

a) Load up/build your rover. At any time add a docking port. Now make it the new designated root of your vehicle (click button at upper left). Click your "old root" (=first part you've placed) then click your docking port.

b) Every single part of your rover should be linked now to your docking port (if not, it's still not your root). If it worked, you are able to drag & drop the whole rover by clicking the docking port. Don't attach anything on the top of the docking port (obviously). Save it as a subassembly or design.

c) Load up/build your rocket. At any time add a docking port where you want to add the saved subassembly/merged rover. Load your subassembly/merge your saved rover design and you should have a grey import of your rover with the docking port as designated root node. You may have to rotate your rover to fit unto the rocket's docking port (green node on green node, just like anything else).

That's it. And it should work, i've done it several times myself.
Last edited by kesat; May 17, 2015 @ 1:32pm
Rogue May 18, 2015 @ 8:06am 
I had severe issues doing the exact same thing (rover), and then all of a sudden it worked. Not sure what I did but I agree with the frustration sentiment. :)
Just Jim May 18, 2015 @ 9:01am 
Originally posted by kesat:
Let's say you want to do this by docking ports:

a) Load up/build your rover. At any time add a docking port. Now make it the new designated root of your vehicle (click button at upper left). Click your "old root" (=first part you've placed) then click your docking port.

b) Every single part of your rover should be linked now to your docking port (if not, it's still not your root). If it worked, you are able to drag & drop the whole rover by clicking the docking port. Don't attach anything on the top of the docking port (obviously). Save it as a subassembly or design.

c) Load up/build your rocket. At any time add a docking port where you want to add the saved subassembly/merged rover. Load your subassembly/merge your saved rover design and you should have a grey import of your rover with the docking port as designated root node. You may have to rotate your rover to fit unto the rocket's docking port (green node on green node, just like anything else).

That's it. And it should work, i've done it several times myself.

Oh wow, this answers one of my biggest problems as well.... Thanks! I owe ya one..... again!
Drevin May 18, 2015 @ 9:09am 
What you guys are doing is miles ahead of what I'm currently building, but big thanks for the tip. I learned something new today. :)
Just Jim May 18, 2015 @ 9:40am 
Originally posted by Drevin:
What you guys are doing is miles ahead of what I'm currently building, but big thanks for the tip. I learned something new today. :)

Are you kidding??? I am SO clueless and making this up as I go along.... hehehe...
kesat May 18, 2015 @ 10:47am 
Originally posted by Drevin:
What you guys are doing is miles ahead of what I'm currently building, but big thanks for the tip. I learned something new today. :)

Doesn't take much time until you want to do something like that ;) It's just a quite common problem when you are designing modular solutions for rovers, orbital/surface bases and so on.

But there are quite a lot of (partly hidden) advanced assembly tricks which are quite handy, e.g. offset & rotate functionalities for in-detail fine tuning as also the possibility to use certain parts for unusual designs (e.g. to get multiple engines on the bottom of a single fuel tank).
Standard functionalities do their job quite well, but there's a lot more you can do in vanilla then your "average" rocket/spaceplane design ;)
Tzvi Jun 19, 2015 @ 9:38am 
since this post i pretty much didnt touch the game

just wanted to say it is actually really still an early access at its core and pretty much a broken game even though it says its 1.0+

now and again ill do the mistake and load the game but the fun i have in my mind coming into the game always meets with the reality of it being a broken game and i waste another hour or two before quitting


when trying to build something attach parts 90% of the time it wont work as you intend it to
it will just bug out in some new way and not a cool way that you can learn and improve from
but just nasty annoying things that hold you back

if some AAA company adopt the idea of this game and make it as it should have been
my in game ideas and excitment that lead me to launching it might actually be satisfied



Quivico Jun 19, 2015 @ 10:39am 
Originally posted by Tzvi:
since this post i pretty much didnt touch the game

just wanted to say it is actually really still an early access at its core and pretty much a broken game even though it says its 1.0+

now and again ill do the mistake and load the game but the fun i have in my mind coming into the game always meets with the reality of it being a broken game and i waste another hour or two before quitting


when trying to build something attach parts 90% of the time it wont work as you intend it to
it will just bug out in some new way and not a cool way that you can learn and improve from
but just nasty annoying things that hold you back

if some AAA company adopt the idea of this game and make it as it should have been
my in game ideas and excitment that lead me to launching it might actually be satisfied
Ummmmmmmmm...





Either you're not doing stuff correctly or there's some wierd things happening between the game and your computer.
draumkved Sep 12, 2015 @ 2:51pm 
The interface for merge ships is completely useless. I'm trying to merge my satellite and my lander. The parts that I want to connect are the stack separator at the bottom of my satellite and the material bay that's at the top of my lander.

I've tried to make the separator and the bay the respective roots of the two parts, as hinted about above, but that only makes "random" parts disappear when I do the merge.

The problems here are numerous. There's no intuitive way of telling which part is the root. The tool tip for the root thing, is meaningless: "select a set of two or more parts to attach". Uhm, what? I thought I was selecting a new part to be the root?

Merge ships should work better by default, without having to change the root thing. If the second ship has an attachment that fits below the first ship, it should simply let me place it there, just as I would any other part.
PlateofSoup Oct 21, 2016 @ 1:10pm 
Originally posted by kesat:
You're only allowed to attach parts on the node of a root part when you are importing/merging designs.

In the upper left corner of your window you have four buttons (Place, Offset, Rotate and Root). You can select a new root for a design using the button and save your design afterwards. Then are you allowed to use this new root as attachable root node.

In your case you need to load up your space station and designate the target part as a new root (e.g. a docking port) and save it in order to be able to attach the space station module using the docking module as root node onto your rocket.

Originally posted by An confuzed rock:
try using subassemblies

There isn't much difference in using subassemblies and merge saved designs in this case. You need to define your root node in either case.

Thank You This helped me A ton
WoodenPlankGames Dec 13, 2016 @ 11:52am 
I am trying to attach a plane (Velociteze) to a radial decoupler on my aircraft carrier made using the cvx
mod .
Last edited by WoodenPlankGames; Dec 13, 2016 @ 11:53am
knortar Aug 14, 2018 @ 4:20am 
I still struggled with merging components now in KSP 1.4.5

I had: 1 Rover with a docking port and 1 Rocket with a docking port.
Goal: connect the two on the docking ports.

1st attempt: I built the Rover, re-rooted it to the docking port. I was able to drag it around grabbing the docking port. So it was re-rooted. Saved it.
Loaded the Rocket. Clicked on "Open", selected the Rover and hit the "Merge" button. Unfortunatly, the Rover was loaded with the pod as root, not the docking port. Failure.

2nd attempt: Same as above but instead of saving the Rover I stored it as subassembly. Adding this subassembly to the Rocket worked fine: the docking port was the Rover's root as expected. Success!

Hint: I had difficulties to find the "Subassemblies" menu. In order to find it, one must click on "Enable advanced mode" in the upper left corner of the screen. Now new tabs show up, one of them is "Subassemblies". Now on the bottom a grayed out area marked "Subassembly Drop Zone" shows up. Drop your re-rooted Rover here and you can save it.

Hope this helps.
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Date Posted: May 17, 2015 @ 11:34am
Posts: 16