#Simple/Quick Questions (For more complex questions please make your own post)
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I docked with another ship, how do I disconnect from it now?)
right click the docking port and click undock
how is a nuclear-powered rocket engine different from a conventional one?
Much Higher isp and only burns liquid fuel
lol was going to correct you 
Please send us a map with entry windows to other planets
How much stuff do I need to throw at the ground for the ground science seismometer to reach 50%?
I’m making suicide probes and I wanna know how many I need
Is it dependent on the mass of the object that makes the impact?
Also it says that the impact needs to be “near” the deployed ground science. Just how precise do I need to be?
mass and speed
does it say near? I think the description said it only needs on the same moon/planet
Maybe I read that on some random wiki
But you’re right, the in game description makes no mention of distance
And I’m still looking for numbers
I think no one really knows the formula
Shit
Oh apparently it bugs out if the active vessel is the object being impacted. So you should focus another vehicle while waiting for the impact.
As of 2021 that is
But yeah, the wiki says “near”
And people on Reddit seem to agree that the total kinetic energy and the distance to the seismometer are important factors, but still no hard formula.
press esc
Thanks
are the survey scanner results randomly generated or are they the same for every save
or does it randomly generate everytime you use it
it's random per-save
ok
what are these use for? can i take parents licensing and open-source tech program at the same time?
and also what does reputation affect?
would I have enough 2841 delta V to make a manoeuvre to eve, fly over it and return to kerbin
,dvmap
they change how much science, rep, and $ you get from whatever is listed in their effects. They are pretty up front about what they affect and how much they affect it. Some are one off IE: you buy them, not subscribe to them. If you dont think they are useful it's because they are more useful the harder you have your settings set to where you have scarcity of one resource over another.
some are mutually exclusive, yes, I dont know which ones but it says so on the description
reputation affects the difficulty of missions you get and the rewards they offer I believe
worth noting: you wont get missions to places you've never gone to before
except for the Mun
Reputation affects how much money you get from contracts. Also higher reputation unlocks better, more difficult contracts
I have a spreadsheet that explains every single option, dm?
Reputation doesn't increase yields from the same contracts, just means the risk and reward of the ones you get offered both go up
Pretty sure that’s wrong, I’ll check the wiki
Hah.
“2: rewards are improved for all contracts”
it would appear it does, though it's not something I ever actively notiuced
nor have I ever seen a full breakdown of how the mechanic works
Yet another mystery
I don’t think there’s a detailed breakdown of how the deployed ground science seismometer works
I don't have the DLC so I couldn't tell you either
Well your knowledge is just about as good as the wiki’s
Everyone seems to agree on a few key points, but nobody has any hard numbers
thankyou
I hv also done some research
Since I am having 80%reputation ,changing science to reputation is not that cosr effectively
I chose 95% science to fund
I don't know all the details and are bit a rusty in some areas but I've been around the block a few times
Everyone knows that it requires you to slam a rocket/debris into the ground on the same celestial body as the science unit. Most people also agree that the distance to the science unit, the mass of the object, and the speed of the object will all influence the amount of science you get
And there also seems to have been a bug (idk if it’s still present) where if you focus on the object that’s hitting the ground, you get no science.
There's a lot of things that just aren't very well explained. Some have been worked out experimentally like the rough formula for asteroid size class and weight and a few picked apart from the code, but some are just black boxes.
Like the f3 log
It tells you info about your entire flight, but it’s known to have very inaccurate distance and speed readings.
Nobody knows why it’s so inaccurate
Anyone care to explain how the mobile lab works? I know it gives more science over time, but I'm not sure how. I have a rover full of experiment data on minimus. I can get it back to kerbin, but would it be better if I took a detour on my mun station, and use the mobile lab I have there? Or even bring a new lab to minmus orbit and process it there?
Can I get a refund for the first stages if I put parachutes on them? I just saw that the game seems to destroy all disconnected stages at some distance from the main ship
no unless you have stage recovery mod
It doesn't work on newer versions, or I messed up with something, I don't know.
u messed up with something
If I'm not mistaken, there is a way to open the settings menu of this mod, but I do not know how
what is the problem? why does it say there was no control, my ship had SAS on, i separated the boosters and main engine, main engine came back ok but the boosters did not, why
there is recovery calculator in vab, have you used it?
no
give me a link to this calculator
It’s best to put the lab on the surface of anything but kerbin. You get a base 500% science boost when you use the lab. You get an extra 110% multiplier if the lab is landed on any surface, you get an extra 130% multiplier if you start processing the data in the same sphere of influence that the data came from, and you get a 90% data penalty if you’re on the surface of kerbin. The lab also takes a ton of power, make sure you have enough solar and batteries for it. The lab can hold 500 science points, so make sure that you have enough energy storage or energy production to transmit that much without interruption. As for the speed of the lab, you can store 750 data inside the lab and the lab will go faster for the same energy consumption if the lab is as full of data as possible.
TLDR: bring it to minmus surface, you’ll get a 715% science boost, and make sure it has an antenna, a big battery, and a TON of solar power.
Power ran out?
make sure it has a probe core
what are these parts of the ship, where do you get them and what are they for
thats are the dount tanks (stock, maybe dlc)
what is dount
*doughnut
i'm trying to dock with a Pea reentery module on a rescue mission, how do i actually dock with it/get the kerbal out?
worked out my issue, i had to go to the tracking station and control the kerbal in the pea module
you can press the square bracket keys to cycle control between nearby vessels
Started a career save. If I try to attach a liquid fuel tank, it disappears. The connection node is used, and the mass and part-count include the tank, but I can't see the tank itself. Tried restarting the game and the computer already. Any ideas? Not sure if related, but the FL-T100 tank appears many times in the research tree.
thats 4 parts put together with the doughnut tank on top clipped inside. They are all 1.25m so if you go into the VAB/SPH and search "1.25" they all will come up.
dont recall their names but they are all stock
reinstall the game/verify the game files
I had hope the small download after verifying would fix things, but nope. Reinstalling now. Appreciate the help though.
good luck! if that doesnt work id try things like GPU drivers.
especially if no mods. if mods then copy your KSP folder and start the cycle of remove mod>launch game>see if works now>redo cycle
Weirdly, sandbox had been behaving fine. It's only lightly modded. (kOS and some QOL)
youd be shocked at what can interfere with what. id definitely still try it
the modded approach, I mean. if it's light then it should take less than 30 mins
can the radiator panel be used as a heat shield but on the sides?
Welp, this is huge to know. Thank you
Once you get close enough to the stranded vessel, you can gain control of it.
Yet another mystery key. Here’s another one that I found: pressing F in the VAB will cycle your symmetry mode between the whole craft and the individual piece you’re placing the part on.
there are so many.
I think F also toggles local/global mode when using the move and rotate tools in the vab
The basic 2.5m nose cone weighs 0.3 tons, and the advanced one weighs 0.75 tons. Is the advanced cone’s aerodynamics actually better?
Cuz if not, then it’s a waste of 0.45 tons
Oh sorry, divide all those numbers by 10
But the idea still stands
the 2.5m...?
the wiki says
It has 2.5× the mass but 55% the drag of the Aerodynamic Nose Cone (as of KSP version 1.2.2).
it would probably be best to test both versions and see which performs better for your particular rocket
Wait
I can get the best of both worlds
I can decouple the nose cones lmao
It’s not going back into atmosphere after launch
So I’ll use the heavy ones
yepp, i learned that earlier, thank you
Do RCS thrusters work inside of a service bay or protective shell?
And more importantly, do they push on stuff when they’re burning in the same way a normal thruster does?
Hello?
nope
at least not in the protective shell
i didnt test inside a service bay
KSP just crashed and now it’s taking SUPER long to load
No mods, just DLC
It’s like six times slower for zero reason
Oh it’s not KSP, it’s my pc
“Windows modules installer worker” and “system” are sucking up all the disk.
Would you please? My computer is currently out of action.
Ok
Very specific question
Does a linear RCS thruster work if it looks like the non-door part of the service bay is blocking it?
Is a TWR of 0.5 at launch good for an SSTO?
?
how long does it take for kerbals to respawn in normal mode?
2 hours i think
Why did the UI text just become blurry?
I enabled advanced tweakables and the UI changed and the text went blurry
How tf do I get the afterburner to work?????
for what
At all
Period
How do I get the afterburner mode of the panther engine to make more thrust than the normal mode
What speed to I need to be at for that to happen
any
no its not
Uhhhh
Ok, lesson learned, never use panthers
The high thrust mode does nothing for me, and the “better” mode is even worse
Where should the center of thrust be compared to the other center of things in planes
Oh yeah, another lesson learned. Screw planes.
?
Mods
Forgot
Vanilla, the panther engine
The high thrust mode is the wet mode
Correct
then what is the "better" mode
Whats wrong with Panther
The “dry” mode is its entire gimmic
And it performs worse in every way other than ISP
What are you using it for
Less thrust, less top speed
Top speed?
SSTO, so yeah, top speed
Oh
SSTO
Then whatever
Well
They are planes but with other stuff
Panther is not supposed to be used for heavy stuff or smthn
dont use panther for sstos
Oh
Whatever this dude is saying
Because I have gotten over 1000m/s with one or two of them
On a small aircraft near sea level.
I understand whiplashes, rapiers, and nervs, but why darts?
effecient and good at both asl and vacuum
imo rapiers better than darts
maybe a combo of the both
problem with dart is high fuel consumption
Yo why is there an inline clamp o tron
Much higher thrust and slightly better ISP
It’s an SSTO right?
if you want to dock it to something
its used in the orbital refueling scenario on the menu
kool
is that only for efficiency ?
or the science yield increase ?
if yes then I will plant the lab into the asteroid orbiting minmus
oh I get
it is better to move data into lab in the same soi
but the processing efficiency is independent from location
so you can move data into lab in orbit of same soi
and tow it to anywhere
Yes, but there’s a catch
You get more data when you turn your experiment into data, so you can move your lab after you begin processing your data
But the lab can only hold 750 data, and after the bonuses, a lot of experiments can have like 170 data per experiment. So it’s best to leave it where it is, and do other stuff while the data processes
Guys, can you please help? I can't figure out how to correctly connect my probe to the ship with the docking ports. When I tried to release it in space, it didn't detach. It just stayed there and I couldn't do anything.
No engineer Kerbal onboard? it could move it. Screw retrieving probe's in one piece, just attach them
No, like, it seems like the game welds them together, like any other piece. But I want them to be both docked with each other.
So, the thing you are trying to say that you wanna make the root part of the probe is the docking port but else it wasn't. Try putting the docking port first before the probe.
Oh my god, thanks, I finally got it.
Yeah, for some reason I have to look at it from a weird angle, so it'd actually connect them and not just wield them together. I've noticed it with attaching engines too. Like, it kinda locks on instead of just sliding around during the assembly.
Okay, now I think I can do this darn mission. I've already reached Minmus several times, only to find a mistake in my probe when already in its orbit. Thanks again!
How do I transfer fuel from one tank to the other? I connected them with fuel pipes but the fuel does not flow
Click on the tanks which you want to transfer the fuel with while holding Alt.
nothing has changed.
Oh, sorry, right click on them while holding Alt.
I told you, the menu doesn't change
yes
Are you clicking on multiple tanks or just a single one?
one
how do I click on more than one tank at the same time?
Right click on one tank. Then right click on the other tank. All while holding Alt.
ok ty
Ya welcome. :3
what are the most powerful engines for taking off from kerbin and for vacuum?
mammoth is the most powerfull enine. In vacuum isp is more important
What is the ISP responsible for? I don't know
ISP is efficiency
technically a twin boar has a higher twr than a mammoth, when you subtract the fuel tank, but you'd use 2 twin boars to get equivalent thrust
buttt...the mammoth does have higher thrust at sea level because it has slightly better isp. But that difference would go away pretty quickly
is it true that on Eve it is very difficult to land and return to Kerbin?
Landing on eve isn’t too difficult as long as you have a very light ship and don’t plan to return. Coming back from the surface is one of the hardest things in the game
Landing on Eve is easier than landing on the Mun or Minmus
Getting home is another story…
the only tricky thing is getting down through the atmosphere, with a light ship it's not too hard but with something heavy enough to return it can be a challenge
on the jool even more difficult?
you can't land on jool (bugs aside)

What does resource extraction produce? Money or science, or both?
fuel
and that's it?
pretty much, I guess it's possible to make money from it if you then recover the fuel on kerbin
but being able to produce fuel on a low-gravity world is pretty great
you can also produce fuel from asteroids
🇺🇸 🦅
You can also make money from it by building a craft with no drills and massive ore tanks that are already filled. Having an engineer on the craft will also increase the efficiency
How much ablator does it take not to burn when you land on Eve?
a normal heat shield is enough from a low orbti
I plan to enter Eve's atmosphere from Kerbol's orbit
it really depends on how heavy your ship is
I have a sub assembly called "science truss" which consists of ~150 part regarding science, nothing but, just thermometer and all that jazz, however, once I fly with this truss attached, my framerate goes into a deep dive, is there any way to fix this?
the usual answer to any question involving ablator is 0
too many parts
your pc can't handle
place it in fairing may help
as drag is not calculated
reducing cpu load
Trying to reinstall some mods via CKAN, but it's complaining that I've got mod DLLs in the wrong directory. When I check that directory, it's empty. Any thoughts?
try hitting refresh in ckan or restarting it
or it's possible you're not looking in the right directory
It seems I needed to refresh CKAN between changes. I think I've got it working now. Also, thanks!
I have two ships with docking ports in orbit
And they’re at the point where the docking ports are magnetically attracting each other
But how do I get them to actually dock
Somebody
Please
Quickly
Oh I just had to press Q and E until it worked, the yellow arrows weren’t aligned
i think this is a question for its own post
Alright did one.
Trying to boot KSP after getting kOS added via CKAN. It seems to be stuck loading #autoLOC_7001191 (the number varies). Do I just need to wait it out?
try verifying game files, or post logs if you can't get it
I’m building a station and I have a very strange and very specific question
?
I have a craft that’s basically like an octopus, four arms with three joints each and docking port jr’s on the ends
And I’m basically using that to build the station
So a robot arm but alot of these
My question is, can I safely connect multiple docking ports to the same craft
So that I can “walk” the octopus along the main body of the station
Yes, you can
Ok cool
Or use rocket thrusters, unless its not a option
I don’t want to ever disconnect the octopus from the main body
I want it to always be connected by at least one point
So my question is, can I safely have it connected by 2 points?
Even if the points are far away and at different angles
Obviously I’m afraid of the kraken here, but I’m mainly afraid of the controls and navball freaking out
Eh that sounds too easy lmao
I might just make a quicksave to fuck around and find out
the targets for my atmospheric reading missions aren't showing up on the map, any idea why?
Wrong planet?
?
Its in the traking station normaly
Trying to use CKAN, but when I try to boot the game, it just says "The system cannot find the file specified". This happens whether it's a clone or fake. Any ideas?
does it tell you what file? is it actually there?
That's all the info it gives me. Not sure what to check.
if you go to manage game instances, it should show you the path. is ksp_x64.exe there?
well, are physics for thermometers calculated for each part even if attach to a "main" part?
if so: it's incredibly dumb
most small parts don't have their own physics, but their modules etc will still be updating every frame
heat transfer, etc...lots of stuff
some parts drag is calculated independently
but for some surface mounted small parts , the drag is adding to the parent part
i know, that's how it normally shows up but it's not showing up now, normally i could hit M and see the indicator and click on it to track it but that's not happening
i have an upgraded tracking station
Somehow, ksp_x64.exe is gone. Ksp.exe is there though.
did you rename ksp_x64.exe? Did you enlist in an ancient beta from steam?
it's also possible the clone/fake instance thing is busted, I always just copy the ksp directory myself
Gonna reinstall again. Even tried creating a shortcut to ksp.exe under the name "ksp_x64.exe", but no such luck.
Everything is working as expected! Thank you JonnyOThan!
How do I reject or skip the mandatory contract? because I'm still a noob and I'm already being asked to sit on an eve and go home from eve
yikes. unfortunately they can't be canceled, but you're also not obligated to do it - just focus on other things or go other places until you're ready
Well, the problem is that I need money to cover my travels, and if I don't have contracts, I don't have money either
you should have lots of other contracts available..
Could I used minmus or the moon to flip a retrograde orbit around kerbin to a prograde.
I am capturing an asteroid
Or is it easy to flip your orbit out here pass minmus
why you dont use screenshots 😭
School firewall, and someone sits somewhere downtown manually blocking VPNs on the schools network
He is a very sad man named Michael
wait you are playing ksp on school?!
What is the path from KSP file system to the mods?
Yes.
How? USB drive?
My own laptop. I used to use a USB drive though
Wait
They block VPNs not on laptops, but universally
What's even weirder is there is one VPN that does work. And that's it. It only works on phone
Thank u so much.
Np, just paraphrased the wiki
Quick followup, brought a mobile lab on minmus, and after 5 years of processing, I have transmitted enough science to complete my tech tree. I also have about 5-6k science worth of data left. What should I do with it? I suppose fiddle with strategies at this point?
Get new mods!
They will expand the tech tree and allow more exploration with huger pushes
Hi 👋
I don't know why, the mod mechjeb is not working anymore. Since I started a career save (which i ended up deleting), mechjeb is not working, even in sandbox mod. I clicked on the button that says "MJ" multiple times to toggle the UI, but nothing happens. Can somebody help me ?
you have to upgrae buildings in career for mech jeb
yes, but why doesn't it work in sandbox ?
did you changed something at your mods
no
verify your files
in career mode, i understand, but from that point, it's not working anywhere
mechjeb files ?
no general game files, with steam/epic
oh ok
I'm on epic, and it's still verifying, is it normal ?
idk
oh i'm dumb, it was waiting
still not working
nevermind, I uninstalled it then reinstalled it and it's working now
Never limit thrust on launch vehicle. (Unless you opted to have g-force tolerances)
Yes. I've used one. Planning to get a new one for ksp 2
Limiting thurst at launch vehicle IS useful. Especially for srb
not such a bad idea for srbs imo
Or if you need a bigger diameter but not all the thrust, like big volume but low mass payloads
And at a too high twr the drag gets too high
If your twr is so high that aerodrag is more of an issue than gravity drag, you can remove or reduce the size of some boosters.
Hmmm... I guess i can see it being useful in career mode since the srbs are so cheap.
the srb lasts longer so it can be good for space shuttle type craft for the center of thrust and so on
^this is legit.
Ya'll got me thinking about whether it's worth giving up thrust to reduce drag. I'm unconvinced but open to the idea. Anyone have an example to share? I'd like to see if I'd do it differently and what the outcomes are.
Generally not too much of an issue unless it's a flying house. Too high TWR is more likely to make doing a gravity turn difficult.
you can test it if you want, just launch a few boosters with different thrust levels and see which one goes the highest. Not a perfect test, but its something. Although when going straight up you're in the atmosphere for less time then in a gravity turn
Gravity is also pulling directly against thrust the whole time of you go straight up, so that test would be twice biased towards higher twr = better. 3 times if people think high twr makes the gravity turn more difficult.
usually you want to go as fast as you can without overheating. if you need to reduce thrust, it might be a better option to just use a smaller engine
Or add more fuel to the main stack to reduce twr and give yourself some extra dV.
I haven't actually tested it with srbs, but with convetional engines that is definitely not the case (I tested it)
Tested how?
I'm curious, what was the test?
now, that advice applies to typical streamlined rockets. If you're launching a kite, you might need to take unusual measures
they were all streamlined rockets and best twr is about 1.5 any more and the extra weight of the engine isn't worth it. At least for a rocket ssto
errrr right. I'm talking about limiting the thrust of the engine. If you're paying for the engine, use the whole engine
so i think we're saying the same thing: if your engine is so big that you overheat on ascent, use a smaller engine instead of thrust-limiting it
well yea, but yust so you know I did the math and its best at 1.5twr
I mean I did the tests
sure, I guess. all I'm saying is that lowering the thrust of an engine is usually not a good idea (because it doesn't proportionally reduce the mass or cost)
it's certainly possible that given other constraints it's the best option though
for conventional engines that is the case, but for srb a case can be made where lower thrust is better
even then I'm skeptical
^
I don't have the program anymore, so it doesn't open correctly, but trust me the the tip of the hill is at 1.5 twr (though this is with a liquid fuel engine)
more to the right is higher twr and the height of the graph is payload to orbit
on the same mass of rocket
But is that twr with the same engine mass, or with different engines?
the engine is the same I just changed the amount of fuel and fuel tanks, so the twr is different. and then I calculated the percent of rocket mass I was able to get to orbit, so the comparison is as fair as possible
So the higher twr had less fuel
well yes obviously if you make a bigger rocket it's gonna be able to carry more cargo, but if you have the same size rocket 1.5twr is gonna get you the most payload to orbit
So you can understand from this graph that the first stage should be around 1.5 and no more and no less?
like I said the graph is not shown correctly, but yes.... Tho this is for a rocket ssto so there is only one stage
I did it that way cuz it's easiest to test
What are the values for an ordinary rocket?
How did you determine an ascent trajectory for each test case? because that should vary a lot depending on twr
I'm also a bit confused - you said the mass of the rocket is the same. How did you achieve different twrs then?
Does anyone know how I can see biomes in orbit as I need to land in different biomes on duna but don’t know where they are
in the alt-f12 menu, in the cheats tab you can turn on a biome overlay. Alternatively, bring a probe core that can use the biome mode for kerbnet.
What probe core has biome mode
rightclick on them in the VAB and look at their infoboxes
Do you get scientific data from doing experiments out of the kerbol systems SOI
kerbol not kerbin
why does this plane keep veering to the side
There's not enough boosters, add enough boosters and it'll stop /j
this is help not #kerbal
on the runway or on the air?
if its on the runway check the landing gear is not angled to a side
you need actual side to side control by giving that rear tail an elevator part
as SAS cannot keep the craft straight if there is nothing for it to use
I did put an elevon there and the same happens
Does it do it on the ground or In the air
Ok that’s a problem with where your wheels are and it’s relation to your centre of lift and mass
Try moving the 2 centres back more into the middle
Also you should for best performance have your centre of lift just behind the mass
still goes to one side
@north egret I did each one 10 or so times and took the best one
The rockets were not the same mass. They all used the same engine and a differing amount of fuel/fuel tanks to get the different twr

Sorry mb I have no idea why it pinged you
So I don't think you found the optimal TWR, I think you found the optimal fuel/payload/engine ratio
which is going to be very rocket-specific
I'm not exactly clear what the y axis represents, was it payload fraction to orbit? that's not necessarily the only metric, surely each of these tests ended up with different amounts of dv left over in orbit
You are correct the y does represent the payload fraction, but to calculate the payload as acurately as possible the payload is the remaining fuel itself + the necessary control pod weight and the like and of course I took into account the fuel tank weight (but only of the remaining fuel)
hmm ok I think that's probably a reasonable approach
Anyway I go sleep now
thanks for the data, this is interesting
are there any other launch area in the stock game other than the KSC and the island runway?
There is also a runway in the dessert
is it stock?
im currently flying near the dessert pyramids where is this runway?
Yes in stock (maybe dlc). Close to the equator
Is it called Baikabanur?
Idk the exact name
i have a map where u said i should be
so now where is it
You can show tjhe landing sides with the upper bar in the map mode
i only see like two
do i have to go there before i can use it?
Why does my rocket flip out of control when I stage to get rid of my radial engines?
I'm using Mech Jeb,
But I haven't done anything different to what I've been doing all the time.
are you on console? do you have the dlc?
i dont have dlc
yeah you need making history for the other launch sites
ah I guess that's just the desert site and woomerang; there are some that you can use once you discover them
wait so there are other launch sites in stock i just have to discover them?
is the crater launch site stock
wiki say it is stock
yeah it's not exactly clear...it's not under the dlc heading though
time to troll people when people say all launch site need making history
mention Crater Launch Site
i'd like to question how the ksc forgot they had like half a dozen launch sites
are there any stock bases other than the ksc and island runway that has a runway?
I don't think so
dessert has one
wait isnt that one dlc only
i think it is
ye
well looks like i have to get kerbal konstructs and make my game even slower than it is
So I'm trying to make a relay system over minmus
I have 3 satellites in identical orbit, but they're not equally spaced.
How do I change their phase angles?
ive played the game for two and a half years but i still dont know what combinable means in antenna ratings
how many relays is recommended for a stable, constant connecton to the kerbnet?
I usually do 3 in an equatorial orbit for local connectivity, and a powerful one in a high polar orbit to connect back to kerbin
you might not have full coverage on the surface at the poles, but I usually don't land there anyway
thin enough that vacuum engines work well for ascent, but thick enough that parachutes can almost entirely slow you down and you can't totally ignore aerodyanmics for liftoff
what are very weak engines for?
very small ships like satellites
you'll usually get more dv out of an Ant engine on an oscar tank than a spark, even though the spark has higher isp. dry mass matters
God I hate the time warp bug how do I stop it from happening
/
I just did a 1100 DV change to duna and I timewarped to make a correction then it just bugged out and now I’m bearly leaving kerbin
yeah that's a longstanding bug that happens when you jump to high timewarp levels. To mitigate it, press > to go to 5x warp, let it settle, then you can warp faster
The one thing that ksp 2 will do that is more important than new parts or solar systems will be a much much better engine
welll......
more qol
the min specs just got released and the GPU recommendations are crazy
but i bet they will be lower in 1.0 for HD/60fps
no the MINIMUM recommednation is a 2060
Damn
how in the living hell does this thing not fly
video?
of it not flying?
settings of the control surfaces?
@gusty lance hey i tried removing the mod from my install. and now ksp starts with a black screen and a curser
nevermind it has started
nevermind it hasnt
What is this part from or shall I find out tomorrow with release of Benjee's Habtech 2?
I assume you're talking about KerbalVR. You need to restore the backup globalgamemanagers file in ksp_x64_data. Or just verifying files on steam should do it
i have tried verifying the files. i get stuck on a loading screen
@gusty lance
ok post logs
looks like you installed kerbalvr's native dependencies into gamedata. A) that's wrong and B) I thought you said you removed kerbalvr
wait how. i did remove kerbalvr and i think i messed up on the native dependencies
well let me back up a sec: this bug happens when a dll file in gamedata doesn't have a fileversion attribute. that's true for one of the native dependencies of kerbalvr, but that's not necessarily the only dll that might be in there with that problem
show a picture of your gamedata folder?
also I'm pretty sure I had put a fileversion attribute on the dll, so either screwed that up or you're using a pretty old version of kerbalvr
that openvr folder doesn't belong there, and you're missing some other stuff
and kerbalvr.dll is not in the right place
hmm, did you install the old vivero version, and then mine on top? but that wouldn't explain the missing files..
in any case delete your kerbalvr folder and start over with the install guide if you want to use kerbalvr
i dont, i want to remove it because of performance issues
how do i delete it
and can i uninstall dependances
uh, you click on the folder and press the delete key
RocketSoundEnhancement is going to tank your perf way more than kerbalvr, it's terrible
I guess unless your gpu is pretty weak
I have an optimized build somewhere around here..
wait really. i have been trying to figure out why i am getting 10 fps on low setting with a i5-10500 and RX 6600
well, certain settings can also make parallax really terrible
there's a performance section in the parallax forum post
medium on pallerax
that's not what I mean
certain in-game settings like lights and reflections
go read the parallax post
it's under the troubleshooting block
alrightly
what do you do with your flags. i just come up with jokes
hah nice
I made my own planet config file, where do I put it to make Kopernicus load it in?
In your own mod folder, just name it whether u want , make sure the texture and other related files meet the absolute path stated in ur cfg
i only have a .cfg file
is that all i need?
Yes, then I think you can put it anywhere in gamedata folder if I recall correctly
its stuck on the loading page
still stuck
why wont this lunar module not connect to the rest of the rocket?
do i have to re-root something?
nvm i fixed it
are there any extremely high-gain antennas/relays (100's of Gm or a few Tm) added by any standalone mods? i know JX2Antenna exists, but according to some comments on the forum post it seems to be extremely unoptimized when in an atmosphere/launching. Reason being I have Outer Planets Mod and Minor Planets Expansion, and without using like a dozen communotron 88-88s, i can't seem to get any connection from the very far dwarf planets (in particular Soden)
this is only half of the way to Soden, and i need to drop off some SCANsats as part of the mission since two missions would be very impractical
Tweakscale solves most issues. Make a new save and hyper edit a tweakscaled antenna real far. See how it goes. I know it scales pretty well so if you take the largest one that might work
just tried JX2, seems to work perfectly fine after all, atleast inside a fairing
Follow your heart
why cant i get rovemax m1-f rover wheel to actually show 100% power usage? im crawling around in my rover i made at like 4m/s and it shows like 30% power output
How do I fix this problem? I tried it o. mobile, desktop app and browser.
click keep trying
How do I get on this dune, I always land on some hill and the shock absorbers start to bounce wildly and I fall over, I've already switched off the springs and the shock absorber but it doesn't help.
Why is my FPS 1-2 frames? After a reload my first launch is super smooth, but any launch afterwards is 1-2 FPS
How do i help make a giveaway? I have leftover gifts and i cant use them, my friends also cantt use them, so how do i help make it a giveaway on this server
How to take off from Dune properly?
uhh
you turn on the engine get to orbit and dock to your station or somthing get fuel and go back to kerbin with the delta-v map if you need it
I was asking how to get into orbit, I meant at what altitude to start turning and at what level to keep TWR so there is no resistance
Oh
Any kerbin tatic will work, but you want to first quicksave or go into sandbox to experiment around with the TWR
just
i recommend experimenting in sandbox if you dont understand somthing with rockets/planes
dm moderator about that, but I don't know how would you deal with physical gifts if you talking about these
Im talking about digital
k
at what altitude is it safe to make an orbit on a dune?
dunas atmosphere is 50km high
Turn traction control way down on front wheel only. This also helps on rovers.
Did you stage away all your fins with those engines?
I want finding other people's flags to be part of the multiplayer.
how do you make helicopters i am very confused
No, that's the thing. I got rid of the radial engines, but still had fins on the center rocket. I tried basic fins and tail fins, also had extra reaction wheels.
Also, the rocket didn't rotate out of control, it just flipped, doing a nosedive and then kept flipping while trying to point up again
Give me some photos of some good homemade planting supports
14675 [ERR 16:03:04.354] MechJeb caught a ReflectionTypeLoadException. Those DLL are not built for this KSP version:
14677 [ERR 16:03:04.354] KittopiaTech 1.0.6479.31186 GameData\KittopiaTech\Plugins\KittopiaTech.dll
So it’s a KittopiaTech problem?
yes, I'm pretty sure kittopiatech has not been updated for modern ksp...where did you get it?
well the KSP wiki said to get it for planet modding
so I think I got it from the GitHub
the latest release on github is 3 years old
will the original ksp be going on sale for the lauch of ksp2?
how tf would we know
i was thinking the staff might know and i was hoping they'd answer
that seems really unlikely; it would have the potential to cannibalize ksp2 sales
if I were them I'd give away ksp1 for free with a purchase of ksp2
Bump ^
it's going to be a mod interaction. you will have to start systematically removing mods to narrow down the culrpit
or bad graphics settings + parallax, or somethign else
how to not clip so far away?
hmmm the problem is gone now
the problem came back lol
It’s the Coriolis effect, the only way to not have it veer to the side is to fly PERFECTLY on the equator
is there a mod for rover parts, like some new scientific tools like in real life?
Dm orbital science
I put deployables on Duna, but I didn't have an antenna connection so they didn't transmit. I just put a relay satelite in orbit and even though I can clearly see its connected the science still won't transmit. Do I have to send a kerbal down there to manually send it?
does it make sense to use this mod in science mode?
its like more expirments
ok, ty
In kOS, I'm trying to programmatically change the mode of a Rapier engine. The following code complains that labels are read-only, despite mode being labeled as "settable". What do I need to do to make this work nicely?
rapier_1:getmodule("MultiModeEngine"):setField("Mode", "AirBreathing").
try using doevent or doaction to toggle the mode
Got it working. Thank you!
is this enough chutes for a soft eve landing?
i would go with one 0.65m parachute in the midddle
the small, white one
is it ok so just strap a communotron 88-88 on the side of a rocket when launching?
or would aero forces mess it up
if you extent it alter it maybe survive
some mods aren't showing up in ckan despite spacedock listing them as being in ckan
namely scatterer and stock waterfall efects
those are definitely on ckan
You might have a filter on so check that they’re all disabled
Now this is #kerbal lmao
My game keeps crashing when I dock my shuttle to my space station, is there a fix for this?
Hey
The auto strut button still shows up even after I’ve launched
Does it work?
Can I use it to add struts without an engineer?
pretty sure i dont have any
i think it actually does
Coooooool
Simple question. I got a contract here asking for a temperature scan from the "KSC" Biome, where is that? All the places around the KSC are specific like "VAB
or "SPH"
Ah, there’s a little blank triangle with nothing in it between the VAB and Tracking station
Well, “little” compared to the VAB and the other buildings
And by “nothing” I mean no buildings, just grass and concrete
Thanks man, tried to find it for so long
It worked?
yeah that little triangle area
Gg
Did KSP just get an update? I’ve never seen these staged heat shield jettison or adjustable parachute spread angle before
this has always been a thing
OH
I guess this is just my first time putting parachutes and heat shields on a rocket after enabling advanced tweakables
why does timewarp move my apoapsis?
whats the difference of the angle?
Is there any way to interact with these stones? (I have dlc breaking ground)
this Dres
Build a rover with a robotic arm, it’s a single piece in the science tab
No idea
Can you treat a transfer from the mun to minmus like a small interplanetary transfer with kerbin as the sun?
I’m planning on a mission that’s probably gonna involve landing on the mun and on minmus and I’m looking for ways to save fuel
believe me
always land on minmus first
Ok, good advice
But still
Can I go from minmus orbit to munar orbit with a transfer similar to interplanetary?
you will not want to carry large amount of fuel landing and ascending
I already made sure my TWR is above 1 for the mun
I think.k yes
this is mine
I found dull when wasting fuel for carrying the fuel landing on mun
This might be quick and I did make a post for it, but my command pod keeps disconnecting from my rocket when I try to launch (new player)
Check yo stagin. Show a full image with the UI.
ahh this fixed it
thank you
Could be floating point rounding error. I get these if I "warp to" across sphere of influence changes but not if I manually time warp across those changes and then "warp to". I also get these errors less when I "warp to" next maneuver rather than apogees etc.
also I get those errors when my orbit is close to perfectly circular
my AP and PE will just fly around the circle randomly
granted they are only changing by about a meter
bump
Yea makes sense
Think astrogator would do it?
What is the upper limit of mods that KSP can survive?
Atm I have 11GB of mods
You pc is the limet
Its not so easy to tell. But remember ksp use only one cpu core
Ah that explains the bottleneck
ksp is almost always cpu-bound unless you're running all the graphics mods and don't have a decent gpu
Dang
My station is 182 parts
Single-thread performance is king, and your CPU is very weak in that regard. It's going to struggle with partcount.
Should I make a ‘lite’ version of my station?
Liquid fuel engine doesnt work (new player)
Also none of the fuel pods are being used
Turn on Advanced Tweakables in the settings then select “show fuel delivery overlay”
the fuel tanks have liquid fuel and oxidiser in them?
yeah
It’ll confirm whether or not the engines receive fuel
what part(s) is between the engine and fuel tanks
more fuel tanks
Also check your throttle
it was maxed
to word it differently, what is the engine attached to directly
the fuel tanks
by the way, do the fuel tanks actually have fuel in them
ok
Is there a way to see what causes my game to crash on docking?
No, unless you know the ins and outs of the crash logs, which very, very few people do
This is what im using now
seems okay, from a will-it-fuction perspective anyway
a
It's not going to fly, but that's another matter
I think its too heavy
You are using an engine that is not only low-power, but is bricked by the atmosphere
o
hover over the engine in the part menu and rightclick twice, which will show you the extended stats which includes things like thrust and specific impulse
also click on the blue number in your staging stack to expand the stats for things like thrust to weight ratio
ahhh
I mean hover over it in the part selection menu, not on the rocket
yeah
this is by kilometers
don't use "warp to" when you're not already in timewarp
press > to go to 5x first, then you're fine
going up and down timewarp quickly will cause orbit jumping, as will crossing SOI boundaries at excessive warp
still happening after restarting your computer?
Verify your files integrity
Ok
Still crashes
Reduce your conic patch count
Also turn off “always show closest approach”
That I can do.
My conic patches are at 2
yeah I dont think he is lagging out from targeting laythe
unless he is in the exact same orbit and managed to find the trajectory that really pisses KSP off
still recommend to do a reinstall, targeting somethihng should not cause a crash just right away.
or a binary search this sort of shit tends to be a mod interaction
so not necessarily everything but certainly batches
i'm in a flight now so we'll see
is there a way to put the "shutdown engine" command in the staging sequence?
action group
i know about action groups. im asking if i can have it so one stage will activate the engine, and then the next one will shut it down.
does anyone have a suggestion for what tech(s) to get next?
Probably way too late at this point, but miniaturization has the eva science kit which is very valuable.
i've already got it, it's in the screenshot. i appreciate you trying to help though 😄
i bought fuel, advanced electronics and advanced exploration so i can start a space station, already got the first section in space, now i need to expand it tomorrow
i also now have 112 science left over (recovered something i must have forgotten and got science from it), so when i can tomorrow i'll get heavier rocketry
Ohh right I was off by a column. I don’t have it fully memorized…but the seismic accelerometer is another great experiment if you can afford it
do science lab keep producing science when the vessel they are on is not being controlled?
(i mean when it is very far away from the vessel you are controlling, or when you are in tracking station or something)
It does, and it will transmit the science as long as the communication parts are not set to sleep during time warp.
for an eve lander do i go for high or low twr?
aerobraking is enough to slow down
Sorry I meant to take off
my display is 1920x1080 but the windowed version cuts off a portion of the screen, is there a way I can fix this without making it smaller or going fullscreen?
Too late to answer?
If you don't feel like you need anything specific, go for techs that let you get more science
I was going to recommend the convert-o-tron for infinite fuel and money
Yo, whuuuut?!?
I think it’s on that path on the third from the bottom
Or wait
Do you have the mobile lab unlocked?
Well, whatever research unlocks the mobile lab, the fuel maker is two or three spots to the right.
I do, that's the center section of my space station. I only have one in space atm but the plan is to have three connected in a line and then smaller sections built off those that are made from empty fuel tanks
Oh uhh
I suppose I should mention
The “infinite” fuel requires you to be on a surface with ore and you also need a lot of power and radiators
My personal infinite moneymaker has 6 medium thermal control systems, 8 big drills, like a dozen launch clamps (they give a little bit of power), 8 fuel cells, 1 convert-o-tron making LF+OX to power the fuel cells, and another convert-o-tron that makes monopropellant to fill up the empty monopropellant tanks on the craft
Also it has seating for 4 crew members, because having an engineer on board will increase the speed and efficiency of the convert-o-trons and drills
i feel like i'm being stupid, how do i align my clamp-o-tron with the port i am looking to dock with?
Vab or flight?
flight
Are you able to control both ships?
Its not but its a bit more complex then
Do you have rcs. Thruster?
on both? yes
How close are you ships together?
withing 50m
Go to like 10
in docking mode?
I am not a fan of
same
i only have 1 section of my station to go, so it's less important atm, but i thought i'd try to learn what i'm doing wrong
Do you know the rcs "movement" keys
i do
i just thought there was a way to have the docking ports be facing the eachother just offset
Then you have to turn and adjust more and more. Do only small thrust
If you could control both ships
not a directly KSP question but i dont know where else to go with it,i want to edit a KSP video and i just cant find a good free editing software, any ive found is either buggy or forces a watermark on the final product if you dont pay(i noticed that one with the first one i tried after finishing editing down the 13 hours of footage and had to abandon the entire thing),does anyone here know any good ones they could recommend to me?
OpenShot is an award-winning free and open-source video editor for Linux, Mac, and Windows. Create videos with exciting video effects, titles, audio tracks, and animations.
for just about all cases google "open source <software I want>" and you can find a simple piece of software to do <thing>
make sure it has a github as they cant screw you by hiding stuff in the source code then
I'd also recommend VSDC
ok thank you
any recommendations as to what to get next? i'm wondering if advanced fuel followed by nuclear power is a good idea
these decisions are largely based on what you want to do next. if you want to get a better idea the nuclear power is good for all travel outside of kerbin. when going literally anywhere else you need NERV's
I think advanced fuel is fine to get to nuclear but it might be wasted if you dont use the larger parts
of course if you have lots of science or have the multiplier turned up it doesnt matter
NERVs?
my science is at whatever selecting "normal" mode on career mode is
riiiight. thanks! I do need to improve my ability to get back from the mun an minmus, the last two missions i've done (one mission to each) required me to do 3 rescue missions to bring the kerbal and science back because of lack of dV
well nervs are most than enough to go between the moons of kerbin so I say take them for a spin once you get them, they will make travel far easier
more*
i think i'll go for heavier rocketry and then nuclear power
never mind, you need both heavier rocketry and adv. fuel for it
ehh, you don't need NERVs to go interplanetary - they're often the lightest method to build a transfer stage with given specs but they're very expensive
I'd go for electronics - has the magnetometer and sesmic accelerometer, both very valuable experiments
Will ksp 2 be on normal Xbox
not until 1.0
But it will come to Xbox 1
id argue that most people are better off using the nervs anyway just bc they provide a large margin for payload
they say theyll eventaully release a console verson
Ok
but be prepared to wait awhile for it to come out
Ok
How were the terrain created for the planets and moons in KSP?
Does the combo of Parallax 2 and Planetshine still cause problems?
should i buy (in science mode) very heavy rocketry, the 100G rating antennas, or high power electrics with unmanned tech? (tbh i dont really need unmanned tech the probe things i have combined with the fly by wire is good enough)
the nuclear engine is better as very heavy rocketry
so i dont buy very heavy rocketry because i already have the nuclear engine?
so you have the nuke? do you have mainsail?
both
that is for me in the most cases enough for engines
i think i will get unmanned tech so i can later unlock ion engines (i already have the other thing needed)
hmmm idk tbh
how can invert these? make the escape on the other side that the arrow points
i want to decrease my orbit but it always rises bc the escape is pointed the wrong way
or 
still doesn't work
If you are in the (near) soi then
/
why cant i press apply changes in ckan when i made a change
what is happening
its a module manager thing
because its national cat day in japan or something like that
Kool
nyan-body cat physics
You took conflicting mods
Mix of procedural and manual adjustments
I saw that too lol. I thought I accidentally installed the nyan cat mod
I would put a maneuver node right where you enter Eve's SoI. You can miss the planet from any direction you want with very few dV.
There's gonna be a solution from further away too(like how you're trying to do it), but it won't be intuitive, will be broken by tiny deviations carrying out other maneuvers, and it's subject to being messed up by floating point rounding errors.
should i buy advanced unmanned tech and ion propulsion?
Yes
Why is this happening when I haven't even turned the engine on
What is the most efficient Kerbin orbit altitude to begin a Mun transfer at, and what is the most efficient Mun orbit altitude to begin landing from?
anything circular for kerbin to mun and 15km is good for mun landing, especially if doing an apollo style CSM separate from the lander
what does the smart ass "node" option do in mechjeb?
Yeah, Apollo style is pretty similar to what I'm doing, except I'm landing an autonomous construction vehicle and discarding the transfer stage.
yeah, did an apollo replica just the other day and found that orbiting low is good for the mun and similar bodies
i mean docking was impossible since the lander had about 3ml of fuel and i had to land with the S-IVB stage but it made the landing easier i guess?
landing on that tiny fuckin engine bell took like a dozen tries lol
Any Mechjeb users here? I keep trying to circularize after a transfer to the Mun and it just decides to burn in some direction until I am on a trajectory that would slingshot me out of Kerbin's sphere of influence.
If you're discarding the transfer stage, you might as well use up it's fuel and decelerate as much as possible before decoupling. Even better if you can destroy it by lithobraking it. Disposing from tracking station is tedious and unrealistic.
Heyo, just wondering how to get rid of "decoupler fairings" (not sure if they have a proper name or not) that appears around an engine or thermal shield whenever you put a decoupler under one
I'm sure you can disable it by clicking the shroud button for engine, not sure if you need advanced tweakable enabled and whether works for heat shield
I've seen a few youtubers with it completely disabled, perhaps it's a mod?
namely Matt Lowne
lemme try what you suggested though
oh, fantastic
it's simply the "shroud" tweakable
unclick it and the thingy disappears
thanks mate
Btw ur new member icon is gone now lmao
hey, I've recently played KSP 1 again to get into KSP again after a longer break, so I started a career.
However, I stopped playing it due to a bug I had, my deltav wasn't displayed right. My thruster stage for example had no deltav, but a decoupler stage has the deltav, and I'm not sure if the deltav is correct either. Can someone tell me how to fix it? Already tried verifying game files, didn't fix it
Did you check your staging? Also when side booster burn out early as the core the decoupler gets a dv amount
huh, that's interesting, that could be it
hey, what does p.a.i.g.e stand for anyway?
here, this is what I mean, just checked the rocket
If I take the engine away (it's a separate engine for a central tank, the one's in the first stage are solid boosters) it still has deltav
but the coupler also has deltav
o h I think I fixed it
well thanks for the help then
Personal assistant in game environment. Nm i made that up.
dont know why but im getting low FPS whenever in flight (high fps in VAB, SPH, tracking station and more, but not in the facility selection)
make sure you are controlling from the right part
IE right click command pod and hit control from here.
When planning to dock parts onto a Space Station in Kerbin orbit, when's the best time to launch the mission? e.g. how long until the station passes Over the KSP launch site.
Does anyone else get the stack overflow thing once in a while?
what do i do when i cant turn my heat shield towards the planet at all? im coming from mun trying to reenter into kerbin
does your command pod have any RCS fuel/electricity? otherwise it wont be able to rotate, though if the approach through the atmosphere is shallow enough you'll be fine anyway
thats what my vessel looks like when reentrying into atmosphere. i tried pretty much every approach. so far i only survived with the science jr blowing off. could it be that its too long?
you should be able to just have SAS hold retrograde
and be fine
for elictricity i need battery?
yes, although the command pod should have a small one internally, though a battery would help. also a single one of the tiny solar panels would work as an alternative.
okay thanks
how much DV will it take to get to tylo and back on a 2 way mission?
i've been doing this for the past 2 months and most of the time either i don't have enough DV or the kraken gets me
Wait so if I am using engineer redux, does the max twr have to be above 1?
probably yes
but
so...
Planes don’t need a twr above 1. A twr of 1 just means you can point it straight up and it’ll go up. A plane just needs to be able to go sideways so you can have a twr lower than and still do fine
But for rockets yes it should be above 1
yes, that's just normie ksp memory leak
I just installed real solar system, but everything is so dark
why isnt better time warp working? so far i click the time warps and I try changing the vanilla time warps but nothings working
Yes
You have to click on the small arrow next to the timewarp
It doesn't really look that dark
did that
just the grass looks dark
Also you really don’t want to play RSS with stock parts, getting the full RP-1 Express Install modpack will honestly bring less pain than trying to use tanks which are literally made of lead.
And it will also make Earth look better.
I'll try realism overhaul, but how's the performance impact ?
And is it compatible with other visual mods I use like parallax, scatter, eve and the astronomer visual pack ?
I have a station and on the station I have Jerry cans on Mono. When I got to construction mode I can't move them. My limit is "no limit" and I don't think anything is attached to the cans. Is it because they are modded items that's an issue?
Express Install includes Scatterer and RSSVE (don’t remember if that’s a config or a replacement for EVE but whatever it is, it’s all included). There are Parallax configs that you can get separately. Performance is mostly limited by visuals (and Principia if you have it).
nope
4k ish
,dvmap
from where?
ok do it for him
what
no
huh?
forget about it
whats the transfer window for jool
erm is anyone able to help me or direct me to learn how to match the final 2 criteria for this, not sure how to approach it, already set the top 3 but the bottom 2 are abit less intuative
Longitude of the ascending node is where you go from southern hemisphere to the northern one.
Argument of periapsis is the angle difference from the previous point.
So since you're so far off the best option I can think of is to place a maneuver node where your orbit intersects the target orbit plane. And have that maneuver node match orbital plane. It's going to be an expensive as hell burn though.
For future: try to launch to the same plane as the target orbit by waiting for KSC to be almost in the right plane and launching to the correct inclination.
yeah i meant to launch on the same plane but was an oopsie; i think i get what i need to do will try later probs ty
one thing you can try is to go into a highly eccentric orbit with Apoapsis at the target plane. It might be cheaper that way than the previous method I mentioned. still expensive though
Yeah i mean i can budget a lot of delta v for this anyways its not really an issue
ty
how do i connect this small cone to the booster
grab it again, press s to flip it upright if it isn't already, hold alt while trying to connect it (assume you're playing on computer)
WWhat mod adds MK1 sized cargo pods and is for 1.12.3 or higher? My spaceplane would look werid with adapters
thanks
(fyi, hold alt force the part to connect to "green orb" only)
👍
do .625 heatshields just not work? they don't really protect the probe core behind it
I am using restock so there's a chance that mod changes the aero model for it
question: do SSTOs need nervs?
Depends on where you wanna go with it. They definitely help, but I've gotten payloads into low kerbin orbit with just the whiplash and aerospike
im just doin an orbit with rapier
Can I move or remove the default buildings in ksc using kerbal konstructs ?
What mod adds MK1 sized cargo pods and is for 1.12.3 or higher? My spaceplane would look werid with adapters???
not that i know of
isn't the 9-slot cargo pod the same radial size?
if it isnt you could use a few of the 3-slot ones and then just put it in a service bay
What? i dont find that
wait are you talking about storage containers or cargo bays
CARGO BAYS
oh im stupid
not storage containers
yeah there isnt one for mk1 fuselages
i could check super quick, dont remember seeing one though