[0.23.5] EnhancedNavBall [v1.2]

Enhanced navball with added vectors for orbital maneuvers, and pointers to hidden vectors


Enhanced navball adds the following vectors to the navball:

- Radial +/-
- Normal +/-
- Anti-Maneuver node
- Ghosting on Prograde/Retrograde in Surface and Orbital mode
- Ghosting on the Maneuver node

Intended features:
- Radial/Normal vectors
- Anti maneuver node vector
- Ghosting of hidden vectors
- Customisation of displayed vectors
- High-Contrast navball option

-v1.0 – Initial release with Radial/Normal vectors
-v1.1 – Update to hide vectors from all but “Orbit” mode.
-v1.2 – Ghosing on Prograde/Retrograde/Maneuver node, and anti-maneuver node added.
(Redundant part has also been removed)

PD’s October 1st KSP weekly feature on the mod: Youtube

Forum link: EnhancedNavBall KSP Forum
Source link:
Bugs log to:


Addon Installation Guide


How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.


Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)


Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.


Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:


In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.


It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.


Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.


Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.


Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.


Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:


Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:


To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.



How to use

Look to the navball for new vectors


19 Comments for “[0.23.5] EnhancedNavBall [v1.2]”

  1. This is awesome. They should totally add this function to stock game.

    m4ti140 September 19, 2013
  2. I’ve been begging Squad to add this for a year. Thank you!

    RoboRay September 19, 2013
  3. I totally going to try this out! :)

    (+1 mod to my list) I have soo many, like a virus. You just want more and more of these cool mods and when your mod folder get more than 2 GB, you just think about what to delete. But you can`t choose because you love each and every mod you collected.

    Idea for this mod: You have the blue indicator for your maneuver node and you can`t see on the navball because it is on the other side of it. Can you make a little arrow where to start to turn the rocket to get to that indicator please!!! Thanks

    You are awesome! Keep it up :)

    Gergely Daku September 19, 2013
  4. Great Mod

    Dart 980 September 19, 2013
  5. @Gergely Daku, I’ve got over 60 mods, totaling about 3.2 gigs. Planning on getting this one too =D

    Christopher September 19, 2013

    madbadger2742 September 19, 2013
  7. Why does this need a part? Also, source code should be included in the download archive.

    blizzy September 21, 2013
  8. @blizzy the source is on github and reason for the part is to trigger the load of the code.

    Paul Newnham September 21, 2013
  9. Is the part really necessary? Does the KSPAddon attribute not do the same thing?

    blizzy September 22, 2013
  10. Great work! This was next on my list of mods to build, but you got there first, so I guess I don’t have to do the work now :)

    Indeed the part module is not necessary – if you’d like an example of how to make it a KSPAddon, shoot me a PM on the forums once they’re up, or on YouTube (NavyFish) in the meantime.

    Looking forward to further development on this mod! I’d also advocate for an arrow that points towards the maneuver node icon (instead of a maneuver retrograde icon). I’d be happy to help out with the math for that, but also feel free to poke around my Docking Alignment Indicator source code for hints.

    Great initiative! Thanks for the mod!


    NavyFish September 23, 2013
  11. This looks really great. I certainly have to check it out…

    kerbalspacemonkey September 23, 2013
  12. How do you get the high contrast nav ball option to work… Can’t find any switches or anything.

    If it’s black and white I will go “WE’RE NOT WORTHY”.

    NeoMorph September 23, 2013
  13. High contrast option is not implemented yet, judging from the features list.

    blizzy September 23, 2013
  14. Blizzy is correct. Is on the todo list after someone with colour blindness asked for it on reddit.
    Will also look into converting to a kspaddon, thanks for the tips.

    Paul Newnham September 24, 2013
  15. Brilliant. Went back to basics,not using Mechjeb, could not do it without this mod. Hope it is going to work in 0.22 Thanks.

    Shiva45 October 10, 2013
  16. Stellar! One thing I would love to see: An indicator attached to the stock ‘Target’ icon that shows docking roll angle?

    Devin J October 17, 2013
  17. Just started using this prior to .22, and yes this is a great functionality that helps new and advanced players alike. Integration bump!

    Thanks for updating to .22!

    Sorcie October 19, 2013
  18. Very nice mod!

    I’ll be using it a lot in future. Thank’s for updating that quickly.

    kerbalspacemonkey October 21, 2013
  19. (copied from my post on Navball Docking alignment since the same applies here) “Navball Docking Alignment” interferes slightly with “Enhanced Navball Mod”. The three situations are as follows:

    No Target: Enhanced Navball works as intended.

    Set as Target: Enhanced Navball markers disappear leaving only the vanilla ksp Navball markers.

    Set as Target (docking port) AND Control from here (docking port): The vanill ksp Navball and the Navball Docking Alignment markers appear and work as intended. Enhanced Navball markers do not appear.

    TL;DR Navball Docking Alignment only works after selecting a docking port on own ship and target ship, Enhanced Navball only works when no targets are selected.

    Obviously, melding the two mods or adding an interface to turn each marker on/off would drastically improve what should already be a core feature of the game.

    PS marker ghosting was an awesome solution, thanks.

    redpine October 28, 2013
  20. I love this mod but I was wondering if this was a bug on my kerbal or general. It seems to work when I’m looking at my craft but not when I’m in IVA. I personally like trying to fly all my missions from inside the cockpit. Is it a bug with mine or just a feature not yet implemented?

    Pascal Bisson December 24, 2013
  21. @Pascal Bisson: The Navball IVA is actually a model for each IVA view, this would need updating for each IVA, I would suspect that each one would be built off the original model used for the HUD so suspect it should be feasible to apply the updates across from the HUD to the IVA but this is not something I have looked into yet.

    Paul Newnham January 2, 2014
  22. woo nice mod

    Bartosz Tadeusz April 3, 2014

Leave a comment

You must be registered to comment or login now.