#Simple/Quick Questions (For more complex questions please make your own post)
1 messages · Page 4 of 1
there is one, but its ancient
is it easy to just port some parts
to like 1.12.3
Nvm i found one updated!
nice! must've missed it since its not on CKAN
yeah
Where can i read some career guides? For new players? Thanks
Why are all these icons off
How close do you have to be for the Mun flyby contract to be completed?
i believe all you have to do is enter its soi
wasnt sure if this warranted its own post but any tips on going to "planets" with high inclinations + small soi? trying to go to Lint/Mikey from MPE and can't for the life of me get a close approach marker to appear
also i have fairly limited fuel, the maneuver i have set is just a plane change
I'm having an issue with mirror symmetry. The part attaches normally on one side, but on the other side it is in the completely wrong position, floating in the air either several meters away from my craft or completely outside of the SPH.
It seems to only happen when attaching a part to a part that is already attached with mirror symmetry.
is there any way to force the Closest Approach nodes (the ones for targeting planets/moons, not the craft ones) to always appear when something is targeted? ive seen someone mention a setting that does that before but it doesnt seem to exist
I had this problem yesterday and I had to reinstall ksp to fix it
Don't know what caused it
And why does my ssto start to pitch up on its own when I reach 20000m
I didn't do anything
And the ssto just flips out eventually
Did you keep your mods?
Just install them back with ckan
i forgot what the ideal alighnment of center of mass and center of thrust and center of aerodynamics was?
anyone know
i havent played in a while
Aero below mass to make it stable, though rockets do not have to be stable. Never put fins anywhere but the bottom.
hey
so I got this science thing
I forgot the name and already closed my game
the one which has doors that you can open
my question is: is the data saved in my cabin or in the science module? this last meaning that I could hypothetically separate my rocket from the science module, throw it away and still get the science?
the science jr?
science is always stored in the experiment part, you can move it around by going and getting it with a kerbal or using a dedicated science container part
not sure
oh
if you collect it with a kerbal and then get back into the pod etc., it will be transferred to the pod
okay, thanks
does the sentinel telescope part stack of I include more than one on a vehicle or more than one in orbit?
IE does two telescopes increase the odds of finding comets
i'd assume it doesnt, but it wouldn't surprise me if multiple probes means more objects found
thanks! I would do an experiment but I cant think of a good way to quantify the results
and compare
If I recall right they need to be relatively close to the planet they're monitoring. So having multiple spaced out in the orbit should help since you can't park one to lagrange point between the planet and the star
Unless you're station keeping it maanually there
I just installed blackracks volumetric cloud mod and the instructions say to remove the EVE clouds first. How do I do that?
he meant if you have boulderco folder remove it first
I accidentally dropped a jetpack on the ground, how do I pick it back up? Right clicking it doesn't give me any useful buttons, even when standing right next to/on top of the jetpack.
Im practicing docking. how much room for error should I give between the two crafts?
wdym with room for errors
Like how much distance in Km apart shoudl the craft be at the intersection. RN i have them at about 2 Km
for docking
go as close as you can. if you want to be sure keep the vesele size of both ships as save distance
OK
also, how do I turn up brightness?
theyll be docking over the night side of kerbin
how do i tranfer kerbals and fuel between rockets?
Right click the pod and press transfer crew, for fuel: pin all tanks you want to transfer fuel from
and how do i disconnect from the docked vessel?
Right click the port
so i got some mods downloaded my my gamedata for ksp, anybody know y they dont work?
can somebody help me in #1080266612600479775
why does it say 1.10?
presumably you've managed to set your KSP version to use 1.10.1
not sure how you managed that if you don't know how you did it, but open the properties menu in steam and go to the betas section
you need a code
is it possible to have engineers build struts in EVA?
No
Not in stock I think
so i put the first part of my space station in orbit, but one of the stages i used to move the unit of the space station didnt deorbit properly when i decoupled and I dont have any docking ports or probe cores attached to it. It is bound to crash into my space station sooner or later. How do I bring it out of orbit?
Then bring a engineer and attach probe core on it 
Will do then
C.L.A.W.
@gusty lance Sorry to ping you but do you recommend FreeIVA or De IVAExtension? I have had FreeIVA with the interactable screens but I don't know if De IVAExtension has more features or less. I am asking you since you make the De IVAExtension
I think you’re confused about what those do..FreeIVA lets you move around the IVAs, and you can use it together with de_iva.
If you’re asking about some other IVA pack, you can get Reviva which lets you select the IVA to use for each command pod
Can a grabbing unit grab a kerbodyne part?
it should be able to grab onto anything with a collision box
Ah
Kool
weird issue with maneuver nodes, they keep snapping around.
Any explanation for this?? My per and ap need to be pretty specific for the relays.
how do i connect this subassembly space stations docking port to the booster docking port?
you can only attach merged-in segments via their root part
How do i get my space station into orbit then? I tried to get it into orbit by attaching it to the top of a booster but that just kept flinging around
no matter what i did with the aerodynamics*
wait is this about in-space construction or are you trying to attach it to something in the VAB
Why is my apoapsis so high but periapsis so low, it looks like a oval shape
I'm flying a ssto
Launch individual parts with docking ports
You need to circularize it by burning prograde
You can’t orbit just by launching into space
its not very big
Watch that https://youtu.be/WkU08pXUPKc
A beginner's guide to understanding and performing maneuvers. (KSP 1.9.1)
🔔 Subscribe -► http://www.youtube.com/c/MikeAben?sub-confirmation=1
❤️ Patreon -► https://www.patreon.com/MikeAben
Patreon supporters receive early, ad-free, access to videos, kOS and craft files, and more.
🚀 Absolute Beginner's Playlist -► https://www.youtube.com/play...
is there a good way to get this affront to god's lower section (everything below the rotor) to stop rotating when the propellers are rotating?
what the fuck is that
Sas
eve lander
the propellers are meant to ascend higher in the atmosphere to save in fuel
already tried sas with rcs spam, didn’t really help
Make a tail rudder
Like a real heli
I assumed something like that would work
this does seem to have helped, the max height before it fell over was 1300m, from 500m before the rudders were added
it still spins but it seems to have much better control
Have another rotor spinning the other direction
question
is there a way to install real solar system without installing all the realism mods
i just wanna play RSS without anything else but when i install it on ckan it installed RP-0/1 and kerbalism aswell
fixed it myself nvm
Should I be burning at full blast to escape kerbin's atmo, when flying a ssto
No. Orbit first
Got it
How should I meter out my engines when climbing then
How should I handle thrust
Wdym?
How do I get the whiplash jet engine to work past mach 5? it alwasy flames out and Im wondering if theres smthn in the configs i can change to fix that
the engine's performance at speed is dictated by by the velCurve parameter in the cfg, which gives it in the format of Mach, thrust multiplier, in tangent, out tangent. Since you can't really edit these without visualising the curve, use Amazing Curve Editor or a unity plugin to toy around with it.
And once I visualize the curve, what then?
then you edit it and copy over your new values
how to avoid 'obstruted' airlock?
damn, blocked airlock again, tried to change node and use offset
i guess game checks bad hitbocks each time i try to use airlock
are there any tutorials for an Eve landing & return that were made somewhat recently? ive wanted to do an Eve mission, but ive been having issues with actually having enough fuel or a high enough TWR, and i'd like to be able to get some suggestions
How do I get apoapsis and periapsis/ maneuver node in career? Google says lvl 2 tracking station but mine's lvl 4 and I still don;t have it
Is it because probe core isn't good enough?
No
Ok so then what's the cause
is there list of transfer angles for stock solar system? or does it not make sense?
on the left side of this image, along with a delta V map for the stock system + OPM
@dire plume @queen fractal thank you!
anyone know why this is happening, cant see my craft at all
fixed it by viewing a different craft and going back
I am looking for some IVAs and installed RasterPropMonitor with MK1-2 IVA Replacement but neither of my pod has usable probs, it only works for the Mk1 Cockpit when I install Mk1 Cockpit IVA Replacement by ASET
Please help why is mirror symmetry broken
@gusty lance Do you know why the monitor is at such low resolution, even with full res it is like this, should I redownload IVA?
This happens when your texture resolution setting isn’t on full
it is worth it to buy the ksp dlcs?
yes, but wait for a steam sale (50%)
yeah 30%. but 50% is very often too. I mean they are really nice so if you have to money you can get them now
is this a decent rocket to practice gravity turns??
ignore the fucked up stages i havent done that yet
Also this is a new career game
Ahh
No. Srb are hard to control
No even when it was on full
twr is way too high. If you're using thumpers, aim for more like 1.8
you can probably just get rid of the SRBs entirely
did you restart after changing it?
no, but it was ok before with low res. (as you can see this is very high res)
why is my mirror mode like this
with larger parts it looks like this
it's mirroring onto itself for larger parts
My game crashes whenever I dock to my space station, it is somewhat complex but what would cause the game to freeze?
does it crash crash or just freeze? if the latter: how long did you wait while it's frozen?
Log file probably gives a good idea on what went wrong
something to try is to disable SAS or any other automated controlling of both crafts
guys do you know what is a good duna tutorial
It freezes. I've waited up to 20min
I wonder ksp community fixes texture caching could cause that "bug". Since I tried to turn down texture res to reduce ram usage like during october, but avp still look like max res in main menu even I turned to lowest (oct res), no matter how many game restarts. Until I reinstall ksp community fixes and disable caching on start up fixed it
Ohhh good question
is there anyway I can open the mk2 cockpit like this?
I hv tried a hinge but the hinge cant withstand the weight and it nearly brakes
cockpit? Or do you mean the cargobay
cargobay have door
but I want to move the cockpit sideways too
In this video I show how to make a custom cargo bay with a motorized cargo door out of a pair of fairings.
like this but I want to move my cockpit aside
Someone remind me: for naming priority: was smaller more important or larger?
do you know about the near future launch vehicle mod

thats are the original parts to the doors in the trailer
Higher the number the higher the priority, 20 is the max
I usually reserve 20 for space stations
15 for crewed vessels
How to change focus back to ship if you accidentally double click kerbin?
key left to the 1
Are puff monopropellant engines any good?
Probably the worst engine ingame relatively speaking. It’s good for very niche uses though.
How to I see what went wrong if the game freezes?
Logs might have a hint there
pretty terrible engine on its own but makes a good emergency engine if you run out of lf+ox and still have monopropellant left
Do you know how to read a dv map?
honestly no
Today we look at determining a delta-v budget and building a vessel to meet that budget. (KSP 1.9.1)
🔔 Subscribe -► http://www.youtube.com/c/MikeAben?sub-confirmation=1
❤️ Patreon -► https://www.patreon.com/MikeAben
Patreon supporters receive early, ad-free, access to videos, kOS and craft files, and more.
🚀 Discord -► https://discord.gg/HTv...
How do I access the logs?
They are in your ksp folder
well good news is i got an orbit around duna, bad news is i ran out of fuel before i could get to the surface
i think with some better manuvering i could get there
This is the equation for communication distance, right?
sqrt(antennaStrength1 * antennaStrength2)
yes, though having multiple antennas adds their strengths non-linearly
Any Idea why I can't drop my ship?
you are not allowed to drop the rootpart there
ah, okay. understand. but I want to build a Mun mission apollo 11 style, with a lander and a command module, both separate ships and I want to combine them and add a booster
I tried to add load the lander (which I could add to the buildgroups) and then add the command module, but I can't connect them
fro that i use normaly the combinate fuction when loading a save. then you conect the rootpart from the new ship with the existing ship
you only can put the root part at your new ship
ah, now it works. I loaded the lander, set the decoupler as the root part, saved it, loaded the command module, added the lander and then it worked
yes
Thanks
engines are supposed to be completely silent while in vacuum/orbit right?
in stock? no
mods like audiomuffler or rocket sound enhancement will change the sound as you get to space, but by default it won't be silent (I'd imagine the microphone / listener is actually on the rocket)
Hmm, weird, my sound must be bugged. It's not working on the landing pad now too. Happened mid way through my last play session too
hah, yeah there is a stock bug that makes all spatialized sounds stop working. install ksp community fixes
cool thanks I'll install that and give it a shot, I never saw it rec'd as a mod, surprisingly
I have a circular orbit that I’m trying to get to match an elliptical orbit, and the circular orbit’s apoapsis is lower than the elliptical orbit’s periapsis. What positioning and order should I do my burns?
Nvm I already planned it
Big burn first: 728.5+36.0
Small burn first: 100.5+727.1
So I’m going to match apoapsis first
How do you drop an inventory item?
For eva deployable science
Fuck. Apparently only Engineers can drop stuff because they are the only ones with the EVA construction menu.
Welp, Jeb is stuck in Minmus with an EVA experiment on his hand. Lol.
The green kit?
A~nd the game crashed. Great stuff.
Yeah. He can only carry one of them and the jetpack, so 1 extra kit got stuck on my cursor.
Do anomaly detections in KerbNet include geological formations? Is there a way to tell those apart from more funky stuff without landing there?
Why do aerodynamics not exist on this thing
Like, they are thanos snapped outta existance unless I put a fin on it
and it flips at exactly 6000m every time
somehow
Aerodynamics are weaker as irl. But the flip is caused because of bad aerodynamic/ mass movement
The blunt end in the middle makes the drag profile top-heavy, the boosters are placed higher than they should be and I'm not sure how you're flying it, but if you try and fight the natural arc of the rocket and go in a straight line it'll become unstable.
How can I plan out my return trips?
I usually use a Delta V map to figure out how much deltaV I need to get somewhere, but I have no idea how to figure out how much delta V I need to get back to kerbin, I usually just pack way too much and hope its enough but, id like to know how to do it properly
read the dv map in reverse starting at the planet you are going to and ending with kerbin
You follow the map backwards.
When going from moon to the parent body (ie mun to kerbin surface) the transfer can be.... inaccurate.
For example you don't need 900dv from mun escape to get periapsis below 100km
okay so if I want to get to duna and back I realistically have to pack the 1450 m/s of delta V to land only once because I can use parachutes to get there, I just need the delta V to get out?
returning from a body to its parent, you only need enough dV to achieve escape velocity and a very little bit more. When returning to a planet with an atmosphere, you can also ignore the costs to enter orbit and land.
though for Duna the atmosphere is a bit too thin to stop you on your own so you will need to do a little bit of engine burning
LKO to duna surface can be as low as 1100 dv.
duna surface to kerbin surface can be as low as 1450dv for ascent and 800dv for transfer.
Assuming you can aerocapture on both planets. Which can be... tricky... for Duna
Is there a way to unbind the atmospheric stuff that’s on F12 by default? So when I take steam screenshot it doesn’t toggle it
How dv would it take to go from the surface to orbit in a ssto
I just need it to get to orbit
more as with a rocket. it depens much on your twr and ascent profile
I got a twr of one
that also change form engiens(mods) you are using in higher altitueds
that dont will reach a orbit
so you want a eve ssto?
Bassically my plan is
Send ssto to kerbin orbit
Dock with a other ship
That has efficient engines that takes it to eve
Then undock in eve orbit and enter atmosphere to a base
Refuel and rescue crew
Then go back into orbit and redock and fly back to kerbin
its hard to build a eve ascent vehicle (not ssto). i dont recommend a eve ssto except you are duckweed
I need to land at a site
It's very hard to do that
I'm using plain ksp so no fancy calculation mods
a eve ssto is way harder
weight, drag and twr are your enemy
try to make a normal asxent vehicel first to get a feeling what a eve ssto needs
what engine? jet won't work in eve 😎
terrier
No vector
even with dart you will get problems to make a eve ssto
Anything is possible
make a propeller to get out most of the dense eve atmosphere 
you need 8k dv with a twr >1 for a eve ascent. with a ssto more. try to reach the 8k with a staged lander first
im having an issue where the portraits in the bottom right are missing, is there a possibility i disabled them somehow? or is it an issue with sspxr?
I try to stack my Lander and my Command Module above each other, but everytime I separate the fairing of the decoupler won't go away (the left part of the booster)
do you have stack decoupler or engine plates
yeah, but do you have them in you part list
Not sure what you mean 🤔 Isn't every part of my rocket in my part list?
wait do you want to dock to the science jr?
no, it looks like that: Bottom is booster, then fairing, then my lander, on top of the lander with the "Zwischenstufenknoten" of the fairing, a decoupler on top of my clamp-o-tron, and then my command module
you cant get rit of the interstage while in flight. you have to disabel it in flight. also a docking port works as decoupler even there is no other port
anyone know why my propellers spin off of my motor and smack into the ground, its not a matter of the plane being too low to the ground, the propellers bug out and shoot away from the motor when im flying it
Has KSP been know to cause problems on windows 11? Errors coming up a couple days ago idk if they’re related or not.
NOT REALLY
Not really? Has it caused problems for any other windows operating system?
i am only win10 and have no problems too. but if there would be problems with win11 it woul be mentiont more often
your only option is to send a scout of some kind to find one ahead of time or come prepared to travel for one
I have used win 11 for half an year, aside during Oct-late Dec there were memory management bugs causing error and lag in old games there wasn't any problem
Escape-> return to ksc
depends on save settings
when you make a new game you can change settings for that save. One of the options is for how long kerbals are MIA after dying, or if they're permanently gone
you can hire more
stupidity and courage are both just flavor and have no effect on gameplay
Some mods do use them though.
yup
this is my first day
playing ksp
just bought ksp
and everything i made is failure 
Best part about ksp is that when you fail, you get pretty explosions
💀
It worth it, but I would suggest waiting for a sale
I got ksp free from epic
I don't think it will go on sale anytime soon
fuck it
it's only 15 euro
The ksp complete edition is on sale on steam btw
I can refund if it's not worth it so cool
how much
25€
in my country I can't work yet
Deployed science is... weird. It takes a looong time for it to make significant amounts of science. Then again if you plop those down in every biome that can add up pretty fast.
Surface features are fun additions, especially for rovers.
Robotics open new stuff to make, even if they don't like to work under aerodynamic stress
_Credit from parents
_
nah I took 5 euro from my mom and 7 euro from my dad for groceries
" I would need 25e to acquire a software that is one of the best ways to learn orbital physics intuitively. NASA engineers have gotten better at orbital physics with it."
bro I already got the base game free
it's only 5 euro more expensive to just buy it from epic
I only want bg cuz making history doesn't add anything special in my eyes
The thing on steam you get both dlc (and game) for 25. At epic its are 30€
yeah but i'm only getting 1 dlc
fair
I just want one
Makeing history has some really nice parts. Wolfhund is a insane vacuum engine, the 5m tanks and the soviet style capsule are nice too
e
thing is there's a lot of part mods
I dont use mods
Agreed.
If i'm gonna use mods there probably just visuals or just calculators
but I just look at mike aben videos and it always turns out well
Its starts with visuals, them planet extension, qol.and calculation and then parts.
look at it this way. you get a menu where u get 1 burger for 5 euro and a menu with 2 burgers for 7,50. you know ur not gonna eat the second burger
I only say that making history has some really useful parts
ok
epic terms say I get 2 hours and after the 2 hours i am no longer eligible for the refund
ima come back in 2 hours
then decide
it was worth it. I made a helikopter
in my opionion both dlc are worth it even BG is better. But like i said at steam you get the better offer
devils advocate: neither DLC are worth it for practical gameplay. This is gonna be long, I dont expect anyone to read my essay but nonetheless.
breaking ground:
The only fully working aspect is the science stations which, while really cool, arent super interesting nor do they do anything. EVA construction is stock and you can make your own science station with it. Put some cubic struts down, put an experiment on them and presto. I can especially murder your dreams of using them as they are one use, per celestial body, forever. If you put another mystery goo station down in anothert biome -you get nothing from it. The only exception (I think?) is the impact generator which will make science from impacting things into the surface.
breaking ground rotors, as featured above, are a big selling point. But guess what? KSP suffers from bugs related to joints and will move the rotor blades over time. My helicopter that once worked perfectly is now a paperweight on laythe because getting it up to RPM makes the blades clip into the vehicle and explode. The hinged, alligator clips, pistons and motors all have the same issue especially with landed vehicles. They will literally offset themselves from their original positions. The only fix is to take an engineer kerbal and re-place it. This doesnt work if the part you want to move has anything else attached. not to mention all of these break under phys warp. If you try to fly a helicopter at 4x phys warp the rotor blades physically separate from the vehicle and stop making lift (and then kill you)
Making history:
it's a mission builder, if you bought it you played yourself. Plus some parts you could easily find in mods.
btw I own both DLC and to this day desperately try to use them because the parts are cool. They just break shit constantly to the point I would argue mods are better quality (you can get all these features with mods)
it's KSP2 levels of quality
it would be the devil's advocate if you were taking an unpopular stance
can anyone tell me how to use the Kerbodyne Engine Cluster Adapter Tank? I mean, what engines to attach to that thing? the are either too big or too weak
how do I make the helicopter tail always be balanced no matter the angle of my main helicopter blades
by the way, case in point:
https://discord.com/channels/132478131490521089/1082748710322184283
NEVER use robotics while landed. splashed down is probably fine
fixed it by putting the rotors on reverse and then just putting the stabilator fan blades on -2 deploy angle. You cant do much about the little spin so just SAS to make ur life easier. you can go with reaction wheels if u want
Ok I played around more
just play around with inverted rotors and inverted blades on the stabilator and you shouldn't have to touch the deploy angle at all
I am currently on my first interplanetary trip, to duna. now I want return to Kerbin but always miss by a few 100.000km, I get an encouter but too far away for a capture burn. While flying TO duna I could set the view to Duna and then saw my maneuver trajectory and could fine tine everything but I cant find a way to see that for kerbin
is it possible to load a craft that has parts you havent researched yet, and actually load the missing parts?
The OX-Star-PD Photovoltaic Panel needs a central station, what does that mean?
yes, not having unlocked them in the tech tree just means they are hidden in the VAB. Craft using them will load into flight and the VAB fine.
is there a mod that adds a larger RTG (preferably standalone)? The amount needed to keep ion drives running is a bit annoying and i'd prefer to cut down on part counts where i can.
Near future as a 3ec/s rtg. But in a case you need to power more or a stronger ion i recommend reactors or large solar pannels
i likely can't use solar panels (unless they are overpowered as hell) since ive got OPM and MPE, which at Soden's distance from Kerbol solar panels are literal dead weight (.001ec/s with a giganator i think?)
ive looked into it, i think i might use near future electrical as the larger batteries would also be useful
Yes. Also the nf capacitor are nice. a lot of ec on a small part
Near future should have reactors too if you need more power than what rtg:s provide
yeah i saw those, not sure what i'd need that kind of power for in a stockalike pack but they'd still probably be useful for something
always good to make your ship more radioactive
cant get attacked by the kraken if it died of radiation poisoning first
Ion:s can be expensive on the power requirements...
Also with that mod you get capacitors which are amazing for doing ion burns at unsustainable short power draws.
how do you launch to rendevous in mechjeb 2?
I recently started KSP and i just started my first career.
I would like to know, how to transmit/recover some science data ?
and how to upgrade the launchpad ?
data gets automaticly recoverd with you recover the ship, to transmit you need a antenna and electric charge. But when you are a new player i really recommend the science mode
ty
do i receive some science points if i simply recover with some sciences data in my vessel ?
yes
@tropic shuttle the dlc was worth it
It took me a lot of head aches but I finally managed to make a stable transport/ cargo helicopter
bassically when ur piloting ur ship you have the ability to do science experiments (crew report, mystery good etc).
When you want to claim all those sience points you either transmit the data via an antenna capable of transmitting data or recovering your vessel at kerbin.
to transmit the data you need to right click and press ''view stored data'' (the button name may vary but it should start with view) then you get a option to either keep or transmit. the sience is ussually stored in the experiment itself but you can move the expirements to other modules.
Ideally you want to recover your expirements because transmitting ussually decreases the value of the sience but it's up to you
Worth it to try and talk you out of buying it
Bro i can finally have helicopters and zooming fast planes that run on electricity
Also i can send droid army to duna now
Cluster bomb ike
will orbiting kerbin and gather science
earn science
while ive already gather science in space
ig no right?

Real newbie here, how should I go about orbiting the moon in career mode? I have very limited rockets
Do you have the terrier engine unlocked yet?
yes
Do you understand how delta V works?
no
Go watch Scott manleys tutorial series on YouTube. It’s fairly old, but almost everything is still accurate
Why is north in the south on my navball?
Used one probe and capsule which are mounted correctly
Try selecting the capsule and the option "control from here"
ive been trying to get mechjeb to create a maneuver node, but it keeps giving an error. does anyone know why it is doing this/how to fix this?
im not sure what is means by manual selection
can i run it on this?
ksp1 or 2
1
should be ok
actually?
it'll be laggy but playable
lol all that matters
im running on vaguely similar hardware and its fairly playable
i wanna use it during lunch break since i have a pc at home but not at school
also
will it save from mac to pc?
steam cloude should work
but if you play modded your hardware is maybe not enough
https://medal.tv/games/kerbal-space/clips/YJUtwIEmZpmOq/d1337sSw3LYG?invite=cr-MSxIQW4sMTc1MDY1NDM1LA what is the cause of this problem with the propelors?
Watch Untitled and millions of other Kerbal Space videos on Medal, the largest Game Clip Platform.
i wan to to base
and modded on pc
stock will work but diffrent save dont work then
ah ok
also for this game i have played similar games like automation. is it kind of similar?
people who make spaceplanes launched on top of a rocket (like dreamchaser)
how do you stop flipping with the wild center of lift?
- Bigger fins on the bottom stage.
- A lot of reaction wheels.
- fly-by-wire system that can handle unstable crafts.(atmosphere autopilot is what I use)
- Careful flying, anything more than few degrees off prograde is dangerous.
- Combination of the above
How do you change crafts in flight view?
[ or ]
Thanks
thank you now i did it
did u land on the mun yet?
What fuel should I use for Mun/Duna ISRU? LF/OX, Methalox or Hydrolox?
The default orientation on the launch pad has the dorsum of the ship facing south. So your head is pointing south and your feet are pointing north, which is why north is at the bottom of the navball at launch.
Is there anyway to adjust the default orientation in the cfg files of the command pods?
No idea. I always thought it would make more sense to launch with east at your head or foot because yawing to turn is a weird thing to do in atmo flight.
Exactly what I thought
A atmoics mothership. The lander dont really matter
Yes. Depends what you need. Lh2 would be the best cases. Because you could use fuel from the lander for the transfer vehicle but that doesn't really matter. Also i recommend to get so much delta V that the transfer stage is reusable. Save coast a by lot
Nice
So fly from LKO, arrive to Duna, Land, dock with transfer stage and refuel in LKO?
Makes sense to me
But i would dumb the lander after its use. Dead weight mostly.
Use it to land back on Kerbin?
No. The mother.
With a reentry pod or a small rocket from kerbin collecting the crew in lko
Validate game files
im in laythe orbit, is 1052 m/s enough to get back to kerbin somehow?
Do you have a engineer kerbal? you could probably take off a bunch of unnecessary parts via eva construction to get more dv, saved my tekto mission the other day
That's tough. 60km laythe orbit needs 1070dv for escape.
In theory as long as you can escape laythe you could get anywhere with gravity assists planned to hell.
Might take hundreds of years but in theory it's possible
sorry i messed up the value
i meant 2057 delta v
i was docked with the space station
so it showed the delta v at the current additional weight of the station
i actually have 2057 delta v
read my messages above, sry
should be doable with enough planning
what kind of planning?
gravity assist?
or can i just do it with a regular manouver node
yuup
nope you can use assists to fix that, just going to take a bit longer to execute
so
what do i do first
im really new to returning from other planets
only done it once before from duna
Oh boy you sure chose a difficulty spike here

so what do i do
this is the craft i would be returning with
poodle engine, 2057 delta v
3 crew members
First things first go to settings and increase the conics amount because you're going to be doing a lot of intercepts
First plan is to escape from laythe prograde that gets you another laythe encounter, or a Tylo encounter.
Then you need to tweak that node so that during that encounter in the future you fix inclination, or atleast almost.
quick question before i undock
should i leave bob behind
so he can continue researching
Second step is to add a node at the PE of that encounter to get a tylo encounter for more energy.
Tricky part is that AP in Jool orbit should be to Jool retrograde. Also this shouldn't be an escape.
Then get a second tylo assist to get even more speed to escape Jool. This should get you Kerbin encounter
Timing stuff
You need to leave laythe at the right time so Tylo is in the right part of it's orbit so you can get the two tylo assist to kick your AP in the right direction
Also you need to time ALL of this so the last tylo assist happens at the Jool>Kerbin transfer window
Is there an antenna to transmit science? if yes, why not
there are 4 antennas lol
im gonna leave him behind
alr one sec
im gonna do what you said
You should be able to plan most of this before doing any burns
If you need to tweak, AP is the best place to tweak timing for the gravity assists, failing that, as soon as possible
Another thing you should know is resonant orbits, you'll be wanting to aim for those
what should my tylo peri be?
Lower means more energy gained, but what's more important is the direction you leave in relation to tylo orbital direction
nvm it wouldnt
Ideally you leave towards Tylo prograde
wdym towards prograde?
Imagine your craft is tylo
so it has velocity in relative to jool, right. So the prograde for tylo is where it's going to the orbital line, right?
yes
So in the image you linked on the grav sassist tylo prograde is to the left
and the craft coming from the bottom leaves more to tylo prograde than it entered, thus gaining speed in relation to Jool
yup /lh
oh
OH
i read "towards prograde"
instead of "towards tylo prograde"
so this is not ideal?
or should i go ahead with this assist
wait what
i thought lower pe does better results
or are we talking about fixing inclination?
sry if im confusing rn
looks like it yeah
THe idea is to leave more towards Tylo's prograde than you arrived in
Now what direction in relation to Jool's orbit is the Jool AP after this?
u mean the jool apoapsis?
yeah
idk whioch is which
buti think
but i think
74 million meters
74.000km
theres another one tho
idk what that one is
Hate to break it to you but that red orbit is the resulting one after the tylo assist
bad
so should i go through with it?
So where you went wrong is that you looked at Tylo where it was currently, instead of where it's going to be when you arrive to it.
yup
you're pretty much leaving to tylo retrograde
wait what
doesnt tylo rotate ccw?
wait yes
tylo rotates ccw
so im leaving tylo prograde
All bodies rotate and orbit in the same direction
probably a good idea
I mean even in flight.
why rp1 crashes
4gb ram is very les for rp-1
somehow that works
its fine-ish
better than my grandpas BS laptop that i sold for $6.33
Why does reentry heating not work in ksp 1?
huh
maybe ask dis guy@tropic shuttle
I just reentered with 680m/s and there wasn't even a bar
that is too slow
Wow
Alr
How did you find that message lol
It was only 4 days ago. 3 days when I sent that.
Also I think you just need to add a nose cone to the top. You can add a decoupler to it if you want, but those solar panels make a lot of drag
Is this an issue with waterfall?
I can’t undock
I have two clamp o tron jr’s
And neither of them are letting me undock
This is a serious issue I can’t continue my mission without this
Both of them say “make primary docking node” where the undock button should be
Is the game not sure where to re-root to so it’s asking me to choose?
@balmy sapphire
Hello?
only on training
try watching mike aben
is there any mod/setting that allows you to toggle a heat shield's active cooling? ISRU sometimes easts all of my ablator, and i dont have any way to get it back since its isnt refillable
i need it since im coming from a pretty far planet
i'll try heading back to kerbin without it but it'll be risky
No. If a heat shield gets hot, it will burn ablator to stay cool. This is passive cooling, so you can't switch it off.
not that you need ablator anyway, heat shields are so thermally tough you can remove it without risk in all but a few scenarios
unfortunately i might be in one of those scenarios
i should be coming back to kerbin at 6500m/s, although i should have about enough dv to brake
unfortunately im forced to use three ion drives since thats where the 9k dv comes from, not sure i'll have time to get to a safe speed
i'd use sarnus/jool/duna to slow down but the orbit of the planet (MPE Geito) is inclined at about 106° and has an eccentricity of .9
You need more radiators. The ones that fold out.
thats what i used, although i probably could have put more on
the lander is ion based, so was trying to conserve weight everywhere i could and assumed the smallest stock drill and smallest converter wouldn't need more than two small deployable radiators
i had like 3km/s dv left i could have spared the weight
Bruhhhhh you made an ion ISRU lander????
Go nuclear ffs
At least you can refuel nuclear with ISRU
i have Xenon ISRU
nuclear was too high thrust and too low isp for what i needed
Geito's escape velocity is like 2m/s
Oh this is modded
You mean gilly?
Or is this a modded moon too
i mean Geito
from Minor Planets Expansion
its a 1km wide Halley's Comet analog
if it was slightly smaller probably lol
Lame.
Radiators are ineffective on atmospheric entry. They won't save you.
If you can’t push a celestial body into kerbin orbit then what’s the point
We’re talking about ISRU
Also the radiators will just snap off anyway lol
you can push minmus into kerbin orbit
possible because it is already there 
If you want to conserve every gram, use the fixed panel radiators, not the deploying ones
i assumed they'd be too weak
Eh true
The expanding ones are pretty heavy for their performance
Wait, if you have xenon ISRU, do you have ablator ISRU?
i'd get it if it existed
cant find a mod for it
Have a look at the stats infoboxes for the radiators. The important stat you want to look at is core heat transfer - this is effectively the amount of heat it can extract from a single part. So if a part needs 100kW of cooling, you'd need one radiators with 100kW core heat xfer or two with 50kW etc.
thanks, never really look into how much cooling each part needs and instead just kinda put them on until it works
this isn't actually stated ingame but the fixed panels can only cool the part they are mounted on and any parts attached to that. So if you want to get the most out of them, you have to be strategic with your placement, but they are smaller and lighter than the deploying ones that don't have this restriction
i though the deployable ones had that restriction, huh
good to know
and one of the several ways in which the 1.25m ISRU is terrible is that at max capacity it produces 250kW of heat, but the part only allows for up to 100kW of cooling to be applied to it, so you can only run it at max 40% capacity
the question i originally asked was just a "yes, here it is" or "no"
Eh, the threads are just there if you want to split off a question so it doesn't get lost in the noise
although im happy i asked because i know how the radiators work now
I don't think KSP tells you any of the mechanics of how they work ingame
it's been a long time since I opened the kspedia, if it has anything on this
theres a heat category in the kspedia but i found it hard to read
another random question: is there a way to get all of these EVA Construction parts to despawn? needed to save a mission from having too little dv and now theres thirty pieces of debris orbiting Sarnus
Go to the tracking station, select the parts, click terminate, and repeat for every piece.
How do you balance a topheavy craft with heatshield?
Add fins and more reaction wheels. An unbalanced craft isn’t a big deal as long as you have the power to deal with it. Also an engine with gimbal can completely eliminate the issue.
Problem is, I can't fire engines while reentering😄
How many reaction wheels would you need?
About 10 big ones?
would probably be easier to just move the center of mass
Does anyone here know how to make a plane roll-stable?
I've got yaw stability from tailfins and I'm using delta wings for all my pitching needs
However, rotational instability is fucking me up out here
Oh I thought you were tipping over while launching
Just put drouge chutes on the top of the craft
Oh yeah and set SAS to retrograde
That would be a solution but parachutes are single use and all of that...
Used it
Make a thread. What exactly are you trying to do in your mission?
Also screenshot of your craft
Landing on duna
I don't have enough delta v to slow down and my craft is too heavy to do that
Will do
Yeah you definitely need chutes
Drouge chutes and normal chutes. Unfortunately, duna makes it so you also need to thrust to land even with chutes.
But aren't parachutes for noobs or something?
Yeah, and so are reaction wheels and solid rocket boosters
FFS
If it’s in the game, you can use it
SAS is for noobs, not parachutes
… you mean you line up your maneuvers manually?
I only ever do that when I forget a probe core lol
How do i increase the mass my launching site can support ?
upgrade the launchpad
how ?
ksc overview, rightclick
Thank you, just upgraded it
worth mentioning you can totally land small payloads on duna with regular chutes. just make sure nothing sensitive is on the bottom
its gonna be like touching down with a m1-2 pod and one chute: about 8-15 m/s
Can somebody answer this?
uninstall waterfall and see if it still does it
Why can’t I push the linear button in docking mode?
Oh I can just use IJKL. But still, why won’t it let me click the “LIN” button in docking mode?
I noticed it stopped working for me, too. Spacebar will switch it though.
I just use spacebar.
Ohhh ok
how to dissasemble girder
You mean the launch clamps?
Or a strut?
Oh you already made a post for it. You need an engineer.
The bug is mysterious so no one actually knows how to fix it
Try Eva construction to reattach the port
Oh
I already got it
It was what I thought it was
The game just wanted me to pick a “primary” port
Weird
And then that one got the undock button
Must be mod 
I mean it makes sense with my context, I had two robot arms coupled to the same craft
Nope, full stock with DLC
Oh
And the two robot arms were connected to the same center
It was for this monstrosity
I’m cutting my losses and disassembling it
Every segment has its own fuel tanks and thrusters, and each part has the required TWR to do what they need to do
like what do i do with the engineer
Ok so
You see all those buttons on the top right along the right edge of the screen?
While the engineer is on EVA, one of those will look like a crane hook
Click that to enable EVA construction mode
Then it’s just like you’re in the VAB, but you can’t remove any parts that have other parts attached to them. You have to detach the outward-most parts first
Did it work?
Hey do we have a starboard in this server?
#starboard ayy we do
halfway
Screenshot?
i fixed it completely now
I am using the real antenna mod, and when I launch I have no connection to ksc and limited control. I am only trying to get into a low kerbin orbit. What am I doing wrong?
For the hopper, the first spaceship that you build, when do I deploy the parachute
Mine travels upto 20km whereas in the youtube tutorials that I've seen it only has a max altitude around 10km
you can deploy it whenever but once youre about 750m above the terrain you're cutting it close
when I am in the VAB and use the dv calculator for eve altitude the numbers are off. I go and make a rocket with like 2k dv for eve and then tp it using cheat and suddenly end up having my dv beeing more then cut in half and mu twr lowered too
is it because I'm using aerospike?
did you set the altitude in the VAB and the cheated altitude on eve to be the same
also the VAB calculator can just be plain wrong sometimes
the vab was plain wrong
the 0 altitude wasn't the same as sea level
probably a bug
@soft arch mister moderator man, would it be appropriate to ask a question about aircraft aerodynamics in this thread
You do you
But if it gets complicated a post might get you more satisfying answers
If it's not ksp related this is probably not the best place to ask
A post has already gotten me 0 answers, so I'll take what I can get
My SSTO keeps turning backwards upon re-entry despite the CoM and CoL being in the right order.
https://gyazo.com/d5764af795bc7097842ced554f806454 Here is a screenshot of my SSTO in the SPH with all fuel drained. Despite the CoL being as far behind the CoM as I can realistically get it, it still doesn't wanna reenter the right way. How can I fix this problem? All modded parts are from B9 Aerospace, btw
ur com is near the back of the craft which is why it turn backwards it needs to be more centred i think
not possible
the number of engines you need to get something this heavy into orbit is simply too high
what's something else i can do
then it will keep doing that wiith empty tanks
well, fuck
u could just not use the fuel in the middle tanks maybe lol
this'll require me to completely redesign the craft
13 minutes ago...
Best you ping the helper role in your post
or add something heave to the centre but that would be stupid too
a craft should never rely on having fuel to be able to glide
this too
hmmm
i dont make planes often so idk
what's the point of using the lab?
If you but science in a lab you get 5 times of the normal science Value in science points
so if i have been getting science from returned spacecrafts, i've been wasting gathered data?
Yes and no. You can but all expirements in a lab. No Matte if you allready recoverd the data or had them in a different lab
ah, so i still can processes data in the lab, even if i gotten science points from it. thanks for help
Does Fly-by wire avionics hub plus any drone part equal a drone with full capabilities
I believe so as long as you have a commnet connection
it does. it's main purpose is to allow non-pilot/low level kerbals to fly with all SAS options, but it works for probes too.
(modded question) in Kerbal Engineer Redux, the two parts it adds, what are they for?
tbh idk, i never needed them for anything
Ok nice
They add the functionality in early career. I think there's a setting to disable thaty feature
you mean disable the parts completely?
I think the parts stay but the functionality works regardless if they're present or not even early on in the career.
is 100km over kerbin good height for small space station?
yeah why wouldnt it be
As long as it's above 70km, everything's great
i was thinking if putting it higher might be better, but it would make sending stuff to it harder
If you launch late to it, it can be easier/faster to catch up to it since you need to be on a lower orbit than the station to do that.
Quick question? How do I test this part?
Ah, nevermind. Stage it
Expected a "Test" button
open the note dropdown
Will a rover work on Vall even with its ice?
Surface material is aesthetic only
yeah, every surface is slippery 

Yeah, surface grip is entirely dependent on gravity
https://youtu.be/rScYJVzelO4
1:52 is a good example
Playing a big mission in the original Kerbal Space Program opened my eyes again to a lot of issues the game has. Here's what I mean.
🠴Videos mentioned🠶
Invictus - The Final Mission: https://youtu.be/xymBqAhNr4Y
Why Last Mission in KSP: https://youtu.be/Rw3VW-izuqo
🠴Join me to stay in the loop for more KSP stuff and general madness, Kerbal, spa...
2:36 in particular lol
which way does "flow priority" work? is the bigger number used first, or last?
okay, just checked, bigger number is used first
from lko or eve surface
surface
DV calculator is set to eve vacuum
i need enough fuel for orbit and rendevouz
but rendevouz is only like 200 max
let your orbiter do the rendervouz, focus only on the ascent
yeah I know
but I tried a lot
and the ships keep getting way to big and delta v inefiecient
i tried mamoth vector and dart
ima try propelors
us a aspagus staging
You need a fuck tone of DV and TW ratio for eve
no fucking shit
First remove the rcs of the upper stage and make the ladder so you can stage it away. 2nd send a full screenshot what you got eo far
I think im gonna use propellors untill like 10 km
that should save me a lot of delta v
i would recommend atleest another asparagus stage of vectors possibly even 6 outer in total
More booster, more aerodynamics
what are good tips for preventing rocket from "tipping over" during ascent?
try putting fins at the bottom
i have 8 of them
i solved it by lowering max thrust in the first stage engine to 75%
what was the trick to rendezvous with object on orbit?
i have orbit close to that object, i just can't get close enough
How do I use manuever nodes?
click on it, then pull one of the directions to increase planned thrust in that direction
e.g. to go faster, you pull the prograde direction
how do action groups work
you press a button, actions happen
No i mean how to assign them
then click on a tab (like custom0, equal to key "1" on ur keyboard), finally click on a part that can have interaction (e.g service bay in above pic)
Where can I find kOS projects/codes to... Ahem... Take inspiration from?
you basically have to go around the internet finding them and fixing them
the kerbalvr dev has a discord channel for them
here is the spacedock with it
i need some immediate help on my post.
it's been open for 17H and no one can help me :(
How do you find ground features as I cannot find minmus sandstone
did you found surface features somewhere eles?
some surface fetuere are biom specific
not for surface featuers
anyone know why I dont have any crew capacity even tho i should have it?
link it please
What engines am I supposed to use on a mk3 shuttle?
Can’t figure out which ones fit properly
Vectors are a meant to be the counterpart of what was used in the IRL spaceshuttle
lol
How many of the big radiators do the Hermes reactors from the near future electrical mod need?
Use heat controll radiators, the stock are too weak, also in your toolbar should be a tool to see the heat and cooling
One with a lightning/flame
Ah I found it, thank you :3
does anyone know if there is a 1.12-compatable version of the Discord Rich Presence mod (i think its DIscordRP actually)? the only version i can find on CKAN is fairly old and i highly doubt it is still compatible with current versions of the game
go to the last page of the forum thread, someone made a fork that supposedly works
i see, i'll try it out when i get a chance
Why does my rocket flips seconds after launch?
try adding wings at the bottom and/or lowering thrust
is apollo style mission easier for mun landing or not?
well, docking is somewhat easy, esp. with the lazy method
Why does my experimental plane flip backwards as soon as it takes off?
one second after take-off
how do you activate multiple solid boosters at a time? space activates everything including parachute
pull the wings back more
you want CoL behind CoM even more when flipping
Move the icons around in the staging tree, preferably in the editor. Create a new stage using the plus sign and move parachutes there. Stages go from bottom to top. In the example of my screenshot, 2 1 0
Move boosters (and maybe the main engine) to the same stage
parachutes to the last stage
You use staging. If you look in the lower right of the screen in the editor or left in flight, you see a series of stacked boxes. The icons in those blocks correspond to parts being activated, and every time you press space it activates stages in sequence. Move things to higher stages if you want them to activate later.
also how do you get 4 symmetrical boosters/fins on a rocket
mine always have a weird tilt
Do you know how to activate symmetry?
If it still doesn't work, you might have to use the rotating gizmo by pressing 3 or clicking the sphere as seen here
use the second mode (or press 2) to offset parts
and go back to the first mode (1) to place parts normally
ty
Anyone has an idea why I can't deploy this antenna? It says "Cannot deploy while stowed". It worked in the VAB
don't test in vab, since it will always "work" here. test on launchpad
Is it possible to activate solar panels (unfold them) with a kal controller?
Hi, my MechJeb window is stuck up here in the corner and the other windows keep opening up in the corner and won't move, does anyone know a way to make it move? I've tried in the VAB/SPH, on the launchpad, in orbit, and on ascent, both right and left-click. The sub-windows I can get to move briefly but they jump back out of view as soon as I'm not holding down a mouse button.
Nevermind I figured it out, I just opened settings and it teleported the window over to a better spot
One message removed from a suspended account.
just got it installed, nothing seems to have gone wrong but also it isn't doing anything, my profile just has the generic status, despite being in the VAB where the mod should have added the part count and fund cost
i took the DiscordRP folder out of the .zip -master folder and put it in ksp/gamedata, did i do something wrong? were there more files that needed moved?
or is this version of the mod just likely non-functional
That's not how you download a mod off github, what you've done is download the uncompiled code
on the github page, look for the releases section
ah, never really use github so im unsurprised it didnt work
i'll try it then, thanks
specifically, you want Release 0.1.0, DiscordRP.zip
Yep! that was the problem
What’s a good altitude for space station for Kerbin?
Somewhere around 100km
I prefer 150-200
it really depends on what your use case is
easy of access? as low as comfortably possible to reduce costs to rendezvouz
going to the mun? you could maybe make a gateway station on a highly elliptical orbit
getting science from being above every biome on kerbin? low and 90 degree inclination
im having a hard time imagining a use for a deep orbit station but im sure there is one
how can i tell if my engines could use a bit more air, like if i should add more inline pre-coolers
do 100-200km
If they say propellant requirement met is 100%, they're getting all the air they need
also if you lack fuel or air input, engines get throttled sequentially rather than in parallel so your thrust would become alarmingly lopsided. Ion craft also suffer from this when running low on power.
some notes on flying though, engine thrust is a function of atmospheric pressure and airspeed. The ramjet engines will rapidly increase in thrust with speed up to a multiplier of several times at a few Mach, so you have to get that thrust feedback loop going before you start your ascent proper.
you're just about always going to run out around 12000 km
10-12
go ahead and do a test, just spam a couple intakes. it wont make a difference, the pressure thins out too much
Can you stack antennas? So say I had one, and it only went so far, but then I put another, would that distance double?
How much would you say? Is there some set amount that decreases eventually?
Sorry maybe I should have made a separate post for this
Hi. Does MechJeb allow for autopilot for currently not controlled spacecraft? Like can I set a rocket on an autopilot for Mun and then go fly another rocket while the first one autopilots towards its destination?
No. Mechjeb can only controll the actie spacecraft, like you
If i recall correctly the final range is the root of the sum
So not linear and if i recall the graph, diminishing returns
Oh you figures it out elsewhere
I waa wrong for anyone curious
I have gotten to 22000 meters before it ran out before
that's probably on the upper end and depended on your ascent profile
So go fast in the lower atmosphere, then increase?
depend, small wing you can do it, if you have big wing go as fast as you can on mid alt then dive down to pick up speed
Alrightly
You just have to go fast enough for the thrust to start to ramp up, then start ascending since you should spend as little time in the lower atmosphere as possible
for me once I make it past the sound barrier and keep accelerating the only thing usually stopping me is having enough gas to reach orbit
are the both small mun craters
they both looks like the same size, the difference is very noticeable with the other variant
where is the undo function in the editor?
there should be one but I'm not really sure
ctrl + z
and redo ctrl + y ?
yes
ok thx
is it common for screenshot button (F1) to stop working with mods?
Does a light-scanning arm need an ore holding tank?
scanning arm? i don't think so, i think that counts as "experiment data"
soo im asking how airbraking works, i have my pe set to 53k above kerbins surface,will i get a stop or keep travelling?
