#Simple/Quick Questions (For more complex questions please make your own post)
1 messages · Page 5 of 1
ty
Is there a list somewhere with all the achievements that give rewards in campaign?
how should i adjust the suspension for my rovers to prevent rolling over
do i need to make it harder or softer
is it possible to change altimeter's digit graphics?
[ and ]
shift and ctrl to up and down
r for rcs
[ and ]
@severe tiger
some other guy had the same problem
the undo keys are not working when I press ctrl + x it's just changing the symmetry
it ignores the ctrl
isn't undo ctrl+z?
oh
that's why ops😅
What is the general method to rotating mk 2 spaceplane parts sideways? I want to attach them on the sides of my ships but dont know how
there's nothing stopping you from radially attaching them
they rotate 90 from point of attachment and get out of alignment with the center of mass/thrust
show?
im not in game anymore
you can use WASDQE to rotate parts
anyone know what could be causing this? I did delete a few mods recently
Verify your files integrity
is there a way to brake better with rovers on low gravity moons?
cs my rovers can brake badly, even at 200% brakes
Not really. For moons like minmus i recommend rcs hovercrafts
oh okay thx
how can I upgrade the lauch pad?
right click it?
does deployable science work with time warp?
so the exoiremnts gain science under timewarp
yeah
I believe so yeah
How do i change my FOV during flight?
alt scroll
thx
the kraken killed my lander while Eva on the mun
is my kerbal still alive?
can I rescue him?
f3, look for death message
if he is dead - no
id load save, saves are reliable and good when some weird things happen
if your difficulty is low/custom, he can respawn in astronaut center
never had kraken with kerbals btw
Why aren’t my radiators cooling down my ISRU? They’re the kind that can extend and retract, so it’s not an attachment issue
The radiators are only getting to like 7% while the drills and ISRU module are getting up to 100 degrees hotter then what they should be
what happened was EVA and time warping
and then I hear a boom
then my ship is gone
in my 38 hours i never felt a flinch of the kraken
uh, send screenshot with context part menus open (menu where you enable them/see resource)
this question doesn't make sense
which ISRU? How many recipes is it running?
Just one
And it’s four of the small retracting radiators
which ISRU
The big one
er 4 small TCS is not enough to run the big ISRU and drills
the ISRU requires 200kW cooling per recipe, each small TCS is 50 kW
But they’re only cooling at like 7%
I dunno
I eventually fixed it by just stealing a medium retracting radiator from a nearby ship
Thanks EVA construction
can anyone tell me the rcs controlls pls
it's in the keybinding: #ksp-faq message
First enable docking mode. Then it’s ctrl, shift, IJKL
ty
Er no, docking mode puts the translation controls on wasd. IJKLHN are the translation controls when you’re not in docking mode
Are reputation and prestige the same thing? I see the 1, 2 or 3 white stars on the contract page and the gold stars on the rewards but unsure what they actually do.
as far as I know reputation is your actual stat value while prestige is just a way to show how rewarding and hard a contract is
could be wrong tho im not sure
Sounds about right
How do the gold stars you get as rewards translate to your stat? Is it like 0.1 per?
i think theyre two completely seperate things unrelated to each other
the ammount of reputation you will get is shown is the contract details
the 1-3 stars are just there to show you if u get small rewards (1 star) for an easy mission or bigger rewards for a harder mission (3 stars)
the 1-3 stars are called "contract significance" if i remember correctly
Yeah, the symbol on the contract details is a gold/bronze-ish star
Sometimes it doesn’t. You need to press space to toggle between LIN and ROT, but IJKL works even in ROT mode
right, because those are the dedicated translation keys. docking mode is useless
My game lags as soon as I release the launch clamps, zero lag before. What could be causing this issue?
I do have a few mods, but it seems to happen regardless of part count, mods, graphics, etc.
I also have FAR
I deleted FAR and no problems since, I think that was it
is there a way to merge vessels when if they can't find snap points?
my vessel that I drag after clicking merge has no snap points where they should be
Reroot it to a part that does first
are these mods in development or are they just incomplete? i have noticed a few bugs and a few missing features and textures
Do you have restock?
how do i see my altitude on the mun? (surface level)
altimeter on top of the screen, click on it to switch between sea-level and terrain altitude
oh ok
what about the speed when landing? there was like a negative speed in the tutorial
Yep
Hi all - I'm sure when I was playing a few years back, connection speed dropped off with range in RemoteTech, but I can't find any information about it now. Does this happen? Is there a formula?
You have to whitelist the docking ports and srb. So the textures and models get loaded
how to unlock new launch sites in career mode?
I thought I just can fly to them but it's not working
I don't know what whitelist means or how to do it
The difficulty settings, there is an option to enable other launch sites
oh ok
Is it possible ingame?
or only before
In-game, press esc and go into the settings menu. Then click the top button
Mk2/3 expansion uses the stock moddles which dont gets loaded because restock blockes them. Read the restock faq on the modpage to see how to do that
ah ok thx
Can someone tell me how to use a scanning arm and what rock that can be examined by a scanning arm?
Change the navball to show surface instead of orbit
oh ok
You can scan different surface features, like rocks. If you don't konw how they looks like you can show them with alt + F12 -> breaking ground
the ksc screen is blacked out, and when in flight everything is black. what could cause this. i just reinstalled Scatter and spectra
Does the Kcalbeloh System just add to other star systems to the game? So you can just leave the Kerbol system and fly to the second or third?
Kcalbelhoh don't change the stock system. Except of the wormhole orbiting jool
So no launching out of the Kerbol SOI and spending thousands of years traveling?
You can do both. But still with the wormhole i recommend high isp engines like fro far future technologies
Alright thanks, I have a bunch of engine mods and nuclear stuff now, so I was just curious as I wanted new ways to use them, thanks
Nuclear thermal engines (like nerv) are not really efficient enough
I meant mods like near future technologies and things
unless those are all like the nerv
Lol, that would have to be some huge station
Decrease the traction control, especially on the front tires.
does the relay satellite also need direct antenna to communicate, or is the relay antenna enough?
Only relays
ah, okay. thanks
Relay antennas can do everything direct antennas can
i'm attempting to make a craft with the MEM's RCS used as a thruster and KAL overclocking (essentially a 2-part to anywhere craft), but i can't seem to get the KAL controller to change the RCS thrust limiter on the MEM (or any RCS block, for that matter)
is there a way to get it to do this?
any tips for ore mining in jool system? is solar panel good as power source?
should I bring 4 250-converter? is that too many?
Around jool rtg have a better mass7ec ratio
Maybe fuel cells are a option
Yes mass / electric charge per second
wow then the environment of Jool system and the inner planets are so different
beyond duna solar panels are less useful
Because you are mining i would go with the big fuel cells
may be I need a oxidizer tank too
since I am planning to use a pure nuclear engine powered craft to do a grand tour
collecting every piece of science haha
A small tank would be enough. Iir you need 18 ox/h and get 300ec/s

smallest tank
well its not the smallest
the ball-like tank is the smallest
wait there are balls
the d__k rocket is feasible
I've just rescued my science and scientist from a high orbit around kerbin following failure to return from my first minmus mission but left the empty ship up there. It's tiny but I don't like it being there ha do i have to go take it down manually or does terminating at the tracking station delete it as opposed to simply not tracking it anymore
it destroys the ship
is it better to have high or low peri for capturing?
e.g. i'm trying to capture mun with ion engines
Yes. A as possible low periapsis
why cant I use autostrut in my fresh career game? Is it considered a cheat? Or do I have to unlock it?
do you have the advanced tweakables setting on
what "niche" do nuclear engines fill? are they like somewhere between normal engines and ion ones?
Yes. Generally used for interplanetary travel for heavier vessels.(you could do ion but the amount of engines needed for heavy payloads is hilarious)
they are also great landing engines for smaller bodies
if you can find a way to get landing struts past them
You unlock it with the normal struts
even the big one
nerv is invincible in vacuum
can you prevent magnetometer from constantly retracting?
tylo 
is there a way to change exactly how much fuel is in the tank? i can only change it by a set amount with the slider 😦
the hashtag symbol in the corner lets you input the exact amount
Kspburst
how to change inflight camera offset from origin? scrollwheel button broken so i need some workaround
tried to rebind keys, but didnt find where to change mouse binds
is there a fast way to delete a lot of debris craft? i might have just put like fifty into orbit in one mission and i'd like to get rid of them to help with loading times and to prevent kessler syndrome
I want to bring a rover with my tall lander to the mun what is the best way to do this?
let me check
mine has 6 nerv
seems ok
I don’t think that has enough twr
I used a rhino for my tylo lander
Impossible. You can't get more than twr of 2.56 on nerv for tylo landing.
If you have nerv +3ton fuel tank and nothing else, that drops to 1.2 twr
2500 dv with 1.2 twr
not bad i think
yet i am only filling 2080/4800 fuel
if i fill it full it has 5000dv but only 0.9TWR
6 nervs, 2 twitch and 37 tons if I see right.
Sounds about right
what is twitch?
can you use mechjeb to launch and rendezvous with an orbiting ship around the mun?
idk
I do it manually
how do you turn lights on EVA kerbal?
oh thx, but i dont use engine with oxidizer
the small one is the ore drill
use fuel cell
and i forget the heat panel
this is the revise edition
Hello, I was wondering, how do I use physical time warp when in space ? I have a 6min burn and i want to speed it up
U
alt + >
Thks it worked
is there a way to order the missions in ksb1 career?
i want all the moon missions to be under each other and not on spot 1 and 5 and 10
How do I make it so it stops automatically changing from symmetry mode to radial mode (in space hangar, not plane)
don't “touch” anything in radial mode
or you can manually install it on two sides
How do i control craft with a probe core?
(assuming i have a power supply. and fuel to move around with)
as im trying and its just sits on the launch pad
need more context
yes if the target ship isn’t too inclined
for the inventory science stuff added in 1.11
Then it is dedicated inventory science power stuff like solar panel and rtg
Normal solar panel and rtg won’t work btw
hmm okay thanks
why is my nature lab not generating science?
also what is the best way to land on a specific target on the mun, minmus, etc?
do more reaction wheel parts make you turn faster
You need to put normal science point to it, what it does is double them
Land vertically at low alt
everytime I use EVA construction to build a rover when I attach the wheels it explodes
why?
Yes
How many rockets are really needed? Like is 4 rockets enough at the first/ascent stage? Or do people do 6? Like for asparagus staging.
Depends on the delta V you need and the booster size
It seems like at a certain point more rockets doesn’t equal more delta v. I’m guessing because the added mass cancels out the added thrust
check you staging.
is mechjeb ascent guidance more efficient than manually getting to LKO?
yes but not by much
Is it better for me to ferry up my poodle engine, or should it be turned on too to help with the ascent? Then that would make my twin boar engines run out of fuel sooner right?
Ferry it up, poodle engine is specifically a vacuum engine anyways
what's a patched conic
Anyone have a good video on how to pilot ships and orbits and stuff? Not to good with Periapsis and Apoapsis stuff like that.
https://en.m.wikipedia.org/wiki/Patched_conic_approximation
Essentially simplifies orbital physics so that a smaller body is only affected by one larger body at a time. Each celestial object gets their sphere of influence where they are the dominant force.
For the ksp tracking station upgrade, you now get accurate predictiins beyond current soi
In astrodynamics, the patched conic approximation or patched two-body approximation is a method to simplify trajectory calculations for spacecraft in a multiple-body environment.
thx
anyone know why my station randomly renamed itself to this? ive literally never had any kerbal nor craft with this name
and the station wasn't originally called this either
tanlorf 1 ¯_(ツ)_/¯
Why's there no MechJeb tab? I've downloaded the MechJeb2 mod
are you in career?
Sandbox
Can someone help me pls?
reinstall
did you install it manually or with ckan?
totally depends on which engine and how much fuel you're using, generally as long as your atmo TWR is above ~1.4 you have enough engines, you can absolutely go lower into ~1.2 but then it can take longer to get out of the atmosphere and you get more gravity losses
Thrust and dV have nothing to do with each other
if 1 engine + 1 fuel tank = 2000 m/s dv
10 engines + 1 fuel tank will equal less dv, solely because of the mass of the engines. a lot of newer players mix up dV and TWR
best way to think of dV: if your ship is in orbit, and it is going at 3000 m/s, if you fully burn a stage with 2000 m/s delta v you will be going 5000 m/s at the end of the burn - you will have a change in velocity of 2000 m/s. "Delta V" just stands for "Change in Velocity"
this theoretical situation implies you are in orbit, IE, you aren't constantly having to expend thrust just to hover off the ground. that's why you need more Delta V to get into LKO than your orbital speed, even ignoring the atmosphere (you need vertical speed to get off the ground!)
Thrust-to-Weight is exactly what it sounds like, ratio of thrust to weight, it should be over 1 in any stages launching you off the ground or else you won't be able to fight gravity and get off the pad
Im having an issue where sass is doing the opposite of what i want it to do. Currently the command pod is upside down. Is this the cause?
did you add the mechjeb part onto your craft (theres a mod that'll remove the need for that part)
Why does my dV decrease if I stage my fairing early?
I expected the decreased weight will increase my dV
I’m guessing increased drag? Does it calculate drag though for delta v? Since drag can depend on angle of attack
drag gets not calculated
pls is it possible to get back a save after oweriting it ?
I haven't closed the game
and haven'tsave the new oine
pls my brother created a new save and by doing so overwrited my old savce
Have a look in your saves folder if you found something with the right name and which is old enough
inside the saves folder is a backups folder; there should be 5 recent saves
nope sadly..
I don't find it
in th saves file you say
yeah sorry, I mean in the actual save folder
Steam?
You might be able to dig it from steam cloud by force closing steam from task manager before closing the game.
Then starting steam and ksp should get a message from cloud about desync
how do i get a response from this mystery host
im using luna multiplayer
cant make my own server
Have you actually open the server file(screenshot cmd window if you could, just remember censoring any private info!)
my parts wont snap even with presing alt:
whenever I load in a lander to my allready existing ship the snapping is totaly broken,
I can only put it in wiredly on the sides.
this only happens when the parts I want to snap are loaded in crafts, i9s this a know thing? are there workarounds?
what would be a good visual pack for lower-level PCs (that is compatible with OPM/MPE)? been looking for one to make Eve and Tekto look a bit nicer, but running a radeon x7 350, I'm not entirely sure i could get most of them to run without extreme frame losses. doesn't need to be crazy, just clouds at all is what im looking for.
I rmb there is a parallax for opm
Parallax + Low-End PC = 💣
i am using parallax+scatterer+waterfall
but the game play is quite different with the parallax pv
does anyone know what part has the biggest speed tolerance ?
the deployable landing gears
however, past a point crash tolerance becomes irrelevamt since parts will clip into the ground and explode instead of on impact
im making an aircraft carrier and wanted to know for a catching mechanism
i'm getting an error when loading:
Loading has failed due to an unhandled error
Failure in subsystem : Internal props compilation
Prop: ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_ALT_WARN_SetupDisplay/DigitalIndicator_ALT_WARN_SetupDisplay
System.NullReferenceException: Object reference not set to an instance of an object
at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1[T] textureNames, System.Collections.Generic.List`1[T] newTextures) [0x000d9] in <106570632fc343a784fad39e75e877bf>:0
at PartLoader.CompileModel (UrlDir+UrlConfig cfg, ConfigNode partCfg, System.Single scaleFactor, AvailablePart partInfo) [0x004d4] in <106570632fc343a784fad39e75e877bf>:0
at PartLoader.LoadInternalProp (UrlDir+UrlConfig urlConf) [0x00053] in <106570632fc343a784fad39e75e877bf>:0
at PartLoader+<CompileInternalProps>d__75.MoveNext () [0x000c3] in <106570632fc343a784fad39e75e877bf>:0
at KSPCommunityFixes.Performance.KSPCFFastLoader+<FrameUnlockedCoroutine>d__61.MoveNext () [0x00146] in <03ccbbeac7bb4c62b39732030b27db2c>:0
post your ksp.log?
k gimme a sec
alr thx
you're missing some textures in ASET props...are you using the new consolidated version?
huh but you do have the flashlight, so you must be..
can you navigate to GameData/ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen and see if SmallLablePlateDiffuse.png is there?
what version does it say in ASET_Props\ASET_Props.version ?
2.0.3
bizaarre
ill try reinstalling it
yeah that should work, but those same two files are in multiple places in ASET props and ASET avionics and your'e missing all of them
you're installing with ckan?
in ckan, click the "contents" tab for aset props and then "open zip" and see if those textures are there:
but hold on: please paste the error and logs again; are you sure it's complaining about the exact same asset? it's possible there's some other issue too
ok so they do exist in the zip
dude I have no idea what's going on but it seems like something is deleting everything with "Small" in the name
you're missing the entire ASET_Props\Misc\SmallExtinguisher and SmallLabelPlate directories
and possibly only from the ASET directories..
because there are other files named "Small" that got loaded correclty
ok it affected freeiva as well:
5917 [ERR 11:37:47.241] Texture 'FreeIva/Squad/Spaces/smallAdapters_default' not found!
5919 [ERR 11:37:47.241] Texture 'FreeIva/Squad/Spaces/smallAdapters_default_n' not found!
5928 [ERR 11:37:47.244] Texture 'FreeIva/Squad/Spaces/smallAdapters_default' not found!
5932 [ERR 11:37:47.654] Texture 'FreeIva/Squad/Spaces/smallAdapters_default' not found!
5934 [ERR 11:37:47.655] Texture 'FreeIva/Squad/Spaces/smallAdapters_default_n' not found!
5937 [ERR 11:37:47.655] Texture 'FreeIva/Squad/Spaces/smallAdapters_default' not found!
5939 [ERR 11:37:47.656] Texture 'FreeIva/Squad/Spaces/smallAdapters_default_n' not found!
5942 [ERR 11:37:47.656] Texture 'FreeIva/Squad/Spaces/smallAdapters_default' not found!
5944 [ERR 11:37:47.657] Texture 'FreeIva/Squad/Spaces/smallAdapters_default_n' not found!
and possibly KK:
6042 [ERR 11:37:50.143] Texture 'KerbalKonstructs/FreeStatics/InterplanetaryColonyStatics/ground_boxsmall_tex' not found!
very odd
wait it's not "small"
it's "all"
5531 [ERR 11:37:46.839] Texture 'ASET/ASET_Props/Instruments/FlagIndicator/CallBackIndicatorDiffuse' not found!
6088 [ERR 11:37:50.255] Texture 'MOARdV/Props/InternalHatch_Handle/Internal_Hatch_Metallic' not found!
6102 [ERR 11:37:50.270] Texture 'MOARdV/Props/Rudder_Pedals/Pedal_Metallic' not found!
yeah reinstall those with ckan and then go and check if the files are there before starting the game
is there a way to make something that would function as a spring ?
is there a mod that adds larger docking ports? the parts of my base are too wide for the stock senior ports to look good
actually apparently i was using a modded 1.875 port instead of the 2.5 one so im fine but i'd still like a port that big if it exists
Are solar panels worth it at Eeloo
Seems really annoying with how little juice reaches out there
Like, if you're looking for raw juice, the nuke tube gives more electricity than the gigantor out there iirc
RestockPlus has a 3.75m docking port
the larger panels still provide a reasonable amount of EC that far out, but yeah RTGs are more efficient, if really expensive and potentially requiring dozens of extra parts to power, say, multiple Dawn engines
But if I'm playing on science mode it should be fine
With this build, my SRBs take me to my 70km apoapsis, and my orca (318isp) engine stays off and is used to circularize. Is this bad/inefficient in career mode to save money?
Also is there an easy way to select the maneuver node? I try clicking when I set it up for a Mun encounter, then I focus on the Mun, then the manuever mode de-selects. I try to select it again so I can adjust my periapsis, but it keeps giving me the option to make another maneuver mode instead of clicking the one I just made
Does anyone know what is causing this and how to fix it? Fuel bar and burn time shows as red despite having more than twice as much DV as the maneuver requires. Engine is active, control point is set and in the right direction... Not knowing how much time my burn is going to take is making actually hitting this encounter kinda difficult.
if you're launching straight up it's bad and inefficient
yeah I usually do gravity turns but was just taking a quick screenshot of the craft, hard to screenshot while gravity turning lol
gravityturn mod makes that possible.
or mechjeb ascent guidance
mechjeb ascent guidance makes my rockets barely do a gravity turn, going full throttled at a very steep angle
yeah its kinda complex and takes some tinkering to figure out. though if you rely on SRBs either one will do that, since the ascent profile they compute relies on either the srbs burning out before the throttle down point, or there being no SRBs
for some reason when i launch the game, it freezes when loading KK sites. Seemingly they are missing textures. (no the file names don't have "small" in them)
last three log messages:
[LOG 21:35:34.058] KK: [LaunchSiteManager] RegisterLaunchSite: Registering LaunchSite: Minmus Launch Site isHidden: False
[ERR 21:35:34.195] KK: GetBuiltinTexture: AdvTexture: Could not find built-in texture ksp_exterior_terrain_asphalt index: 0
[LOG 21:35:34.196] KK: [LaunchSiteManager] RegisterLaunchSite: Registering LaunchSite: Mun Launch Pad isHidden: False
nothing has happened for around five minutes after the last log message.
those missing texture messages are generally harmless
so what might be causing the game to die after trying to load a site
that i don't know, but I recall from the forum thread reading that those texture messages are expected and harmless because I thought they might be the cause of a problem one time and looked it up
i said generally because it's possible that's the cause and your missing textures are not of the harmless variety
best place to ask is the forum thread i guess, whoever is maintaining it would know
make sure you have any other dependencies for whatever KK sites you're trying to load
yeah its weird i didnt add any other mods between when i last closed the game and now
i did place down quite a few statics last time i played, so maybe my laptop just can't handle loading it all
post your whole log please
is this normal?
with mods? i think so, yes
my ksp with mods is ~16GB, and i get up to 7GB of ram usage
i literally just upgraded the ram so it should run better
up to 10GB now
dayum
just tried rerunning, same issue
I think the log hasn't caught up to whatever error you saw
but yeah, you're still missing all the textures with "all" in the name
bruh
and actually entire folders that have "all" in the name
did you do this? #1063973643979341937 message
i reinstalled all of them and then deleted and manually reinstalled aset props since that was what was causing the issue earlier
which other mods are missing things
did you check to see if those files were there before launching the game
i mean it launched fine before i started placing statics everywhere
and yes the aset assets were there
ah yes actually I didn't notice, ASET_Props looks fine
but...
what was the actual error you got? because last time it was in aset props
i mean theres no error, it just gets stuck on the loading screen
aset_avionics, freeiva, moardv, and kerbalkonstructs also look like they were affected
and then the macos spinny wheel of death appears
can you post the logs again? see if it included more of the end
but yeah, that's the expected behavior when you hit this issue and don't have ksp community fixes installed - except that would tell you exactly which asset has the problem
wait so should i relaunch and then put the log here?
no, just post the log again
yes.
then:
-reinstall aset avionics, freeiva, moardv, kerbal konstructs, and ksp community fixes and try again
ok
ok so
i accidentally deleted all my statics
but now it launches
so ill place a few down, close, and try to open it again
ok it now works
quick question—where did you find the errors that point to these mods in the log?
filter for lines that start with [err or [exc
not all missing texture lines are fatal, but combined with the previous info it could cause what you're seeing
specifically it's completely normal for OSSNTR to have lots of missing texture errors because they get replaced in a different way. And there are a couple harmless ones in freeiva
ok
is the files with "all" in the name still missing if you install manually? Wonder if it is mac ckan bug....
no it works when i install manually
i can make an issue on the ckan repo but the thing is, i dont really know when it happens, yesterday it was files with "small", today it was "all"
unless it was just "all" the entire time
yeah I think it was "all" the whole time
can anyone tell me how to import a craft from kerbalX to KSP? (reply ping me)
download the file and put it in of of the shpis -> vab/sph folder
in game data?
no. eighter in youir save folder or in ships directly
ok
do i need to recover my mobile processing unit to get its multiplied science or can i just bring the data to a pod/science storage unit for landing without it?
Just transmit it with an antenna
does that not lose u some
Depends on ur connection strength
gotcha, one HG-55 from LKO should be close enough to 100%?
ive got deltaV for days so i can bring back unit to orbit
More than enough
perfect thanks
not in stock
dope, also what do you think i should research? i think i might tackle the mun soon
that is enough for mun/minmus. i personaly would get the fuel duct now
so i use the duct for drop tanks fot my mun lander, so i get a high efficent staging
im just trying to complete the flyby mun mission so i dont need to land yet
for a fly by its more as enough
how big is your ship!?
when going to the mun, should i get in a stable orbit around kerbin first?
Big
yes
perfect
bro my lineup is fucking insane
fuck nvm
when going for an orbit around kerbin, can i just set it to fly prograde at orbit?
do you think this orbit (the blue one) is good enough for a mun apporach?
yes
actived the extended burn time indiactor in the settings
ok now what?
oh wait
nvm
i burn towards the blue target right?
the dark blue one, yes
do i burn towards the blue or pink one?
the dark blue maneuver marker
how do i make my orbit the same shape as the red one along the Mun?
do science experiments get used up in science mode?
if im gonna start expanding satellites and landing on other planets, should i then research rcs stuff or smth else?
what number do I put into mechjeb for inclination to get to minmus? 4 or 6?
What I do it’s just launch at a 0 degree inclination, then use the maneuver planner to make a hohmann transfer to minmus and set the offset to a very small number
Play around with different numbers until you find one that take you close to but not into minmus
Then burn retrograde at your minmus periapsis to get into a stable orbit
6
I have a contract for a stranded kerbal rescue, but it doesn’t look the same as the other ones
This one says that they are “having a lot of trouble with their EVA jetpack”
But it’s not in the white text, that’s in the grey text at the top of the briefing
So do they have a working EVA pack anyway, or do I need to actually replace it or precisely meet the rocket to them so they can grab on?
You there?
Research that line of tech that starts with a picture of a kerbal in their suit
And then the next one is a picture of a kerbal and a ladder, and the next one is a tripod telescope
That will unlock a lot more ways to get science points, particularly the mobile lab, which can multiply your science points by 5 or more
Gm im here now
Did you read what I said?
yah
K good
OH YEAH I remembered a fun tip
For science
So
You know how different biomes act as new areas, so you can do all your experiments again and get the same amount of data each time
Including Eva reports, crew reports, eva experiment kits, and the flagpole?
Yeah do all that
Tho the flagpole is really tiny
So you might not be able to get your science car on it
… you did build a science car right?
Anyway, my question
Is a heat shield necessary for eve? I know it’s highly recommended, but what if I take a SUPER shallow approach where I circularize my orbit to be just above the atmosphere before I decend?
On Kerbin, you can get away with it. On Eve, no heat shield means you will die.
just did and ive done all experiments at ksc
Crap. Can it be a tiny one at least?
I have a convenient spot at the top of my craft where I can remove a large drouge chute and replace it with a 1.25m heat shield, but my craft is about as big as a 14400 fuel tank
… wait what diameter is the inflatable heat shield when retracted?
I'm not sure how the aero cone of protction with heatshields works
2.5
Crap
Hey wait no it’s fine, it gives me a good opportunity to add a totally new probe
I can replace the drouge chute with a docking port, add a probe in the middle, and add a tiny probe with the heat shield attached on the other end
the inflatable heatshield will make craft extremely unstable so you will need a lot of control to keep it straight. My favourite is a long detachable boom with fins on it.
Because this is my first eve mission, I don’t have a relay satellite yet
… and it’s my first eve mission ever
So like make the craft look like a throwing dart?
Ok you’ve given me a lot to think about
note that if you have the heatshield at the bottom and enter retrograde, any fins will need to be set to -100 authority limiter to avoid inverted controls
Oh yeah no I’m not using fins
The heat shield is already a stretch, I was 100% planning on just using the engine bells
And yes this is going to be an eve prison. Even with ISRU, 8K DV on eve is insane
But hey they’re paying me $900,000
rescue missions require docking right?
No, when you get within load range of the other vessel it becomes a normal vessel, and you can EVA them over
unless the contract stipulates that you salvage their vessel as well
It just occurred to me that you could use eva construction to add a parachute and sepratron to something in low orbit to recover it…might be easier than designing a ship that can grab it and recover both
i cant remember what i have to do to match the speed of the person i have to rescue please help me i really want this done
just burn
when you're very close to the intersect and reduce the speed to zero
did you do with when ** you're very close to the intersect**?
anyone just burn a little bit to
then the
will be above 
finally,
will drift away after time pass, try keep it above 
is this better?
yeah but i just burn retrograde when at intersection right?
yes
Yeah, try to aim a little away from retrograde in the direction opposite anti-target. That will “pushy retrograde towards anti-target. When those are aligned, it means you’re moving straight towards the target
you can fix it like this (burn at yellow point)
That also works, but increases the relative speed
is this anti target?
yes
and do i get that from burning at 
Similar to
and
, draw a line that touch both
and
. However this time you select a point at the side of
(e.g this yellow point)
rip
very noice
now reduce the speed when you're very very close to it (like 30s)
so this has to be 30 sec?
10s if you want to try hard
i just want it done 🙂
the more closer you start at 0s, the better you result, but reaction time exists that you might overshot
ill try my best
that's why I told you to save first lol
i did and i cant get it to work
no matter where i burn (target, anti target etc) it doesnt work
once your speed is zero do the target burn again lol
you reduce speed by burning
, not 
ahhhhhhhhhh
indicates where your ship going to,
indicates where the target at, so
on top of
means the ship is going directly to the target. That's why we want
on top of 
is opposite of
, aka opposite where your ship is going to, so burning
reduce speed lol
hope your docking port isn't facing at the wrong side 
you're close enough that you can right click target docking port and set as target if you want more precise
location
im gonna go hang myself
just let the kerbal hold the pod ladder and wish him luck 
i dont have chutes either i realized
kerbal has chute
welp there goes almost 2 hours work
just orbit the pod as close to 70000m as possible, then deorbit kerbal one by one with their eva pack and land with their chute
yes kerbal can survive reentry
ok but i gtg
this bullshit can fucking wait
alright bye
god dammit
hello, I'm in orbit arround eve with 2660 m/s of dv
I want to go back to kerbin but the manouver tool doesnt want to work...
my orbit is close to equatorial arround eve
I just need my orbital line to enter kerbin atmosphere as I have the “pea” re entry module
just use ckan lmao
what should i research in order to get more science and really start exploring the solar system??
you could try going for lab (in "Advanced Exploration"), and use it to get science from kerbin orbit
would that be smart even tho ive done most if not all experiments in kerbin orbit?
lab doesn't depend on science you already got
it just need data from experiments
with lab, on experiment result screen, between store and send buttons, there will be another option "store in lab"
im gonna get the lab then, thank you!
you could also try landing on one of the moons and "biome hop", getting from one biome to another to get science from each
well, i actually have people on the mun that i gotta go rescue at some point so ill have to build a whole new lander for that, so i might also get those tiny ant engines in a bit
what can you use the ant engine for?
what's a good TWR for doing vacuum, orbital stuff?
I’d suggest 0.5 (Kerbin relative) but you can go even lower
Small satellites
as previously said, very small probes
it has the exact same thrust as the Dawn so once you unlock that the ant becomes essentially useless
although i'd suggest the Spark or Terrier since the Ant is honestly too small for all but the absolute smallest probes
and the terrier has higher efficiency anyway
ok, ty
I dunno about that, the dawn costs a lot and requires a lot of power to run
the ISP of the dawn is absolutely insane though
even the smallest tank provides plenty of dv for a lot of missions
Yeah but it’s insanely expensive. Which doesn’t matter if you’re not playing career mode
i always forget cost even exists 
you can tell i only play science
thats whats national space agency does irl
spend money without looking at the price tag
what the Making History Size 1.5 Decoupler meant to reference? the wiki doesnt mention it and i dont recognize it from anything the 1.875m tanks are meant to reference
that open truss design is a staple of Soviet rockets includin Soyuz, Proton and N1
this
and this
Thanks, didn’t notice that due to the difference in color
I still wonder why the decoupled can be painted bright copper orange though
prolly to resemble the vented decoupler on the titan
apparently the images of the titan I saw didn’t have that or I missed it
thanks, now I know what that completely useless decoupler does 
Does isp really matter with landers?
it usually does
as long as you are above about 1.2 you are fine
although most bodies are smaller than kerbin so getting 1 TWR on, say, the mun is pretty easy
Like hummingbird/chickadee engines have bad isp, but they are small engines with little mass. ISP is more about efficiency, and a lander doesn’t need to be as efficient because it only burns to land and burns to get back into orbit right? Not like a ship that burns all the time
wait nvm i thought you said TWR for some reason
but if you are doing a apollo-style mission than no, it doesnt matter
otherwise yes
efficiency always "matters" but a light engine with lower ISP can yield better dv than a heavier more efficient engine if the ship is small enough
and engines with really high isp tend to have bad twr, which makes them worse for landers
thanks, that makes sense.
I'm gonna send some probes to Eve, one orbital and one lander probe for now. I don't need a full relay system right? Just one relay in orbit, and my lander will just have to wait for it to be overhead to send science back to Kerbin?
It seems hard to get a full 3 satellite relay system
Also, if I put up a space station into orbit, and later research a better solar panel, can I bring it up on a shuttle and have an engineer remove the old one and add the new one?
yes, but u may not have full control of the prob when not connected
only tracked stuff shows up on the left side
With a lander that's carried around in a mothership, you should prioritize low mass usually
As long as you have enough Delta V to land and ascend you're good
If you're landing on a more demanding location like Tylo or Duna you might care about efficiency more
But if you're landing on a small body like Minmus or Gilly with low dV requirements, you could even get away with using RCS, because the delta V and TWR you need is so low
(though there's also really no point in even bothering to do an Apollo style mission with Minmus)
is it possible to attach girders to each other with eva reepair kits or no?
you'd use EVA Construction Mode for that
Also, regarding asteroids: can you mind them for fuel infinitely?
What's the best or most popular time warp mod? I want something that goes faster than base game max warp speed to cut down waiting time for interplanetary transfer windows.
Also something that will ease those "can't warp faster than X under Y altitude" limitations.
asteroids have finite mass and finite ore content
bettertimewarp
for a pilot craft assembling a spacee station: is it better to use just monopropellant, rcs and puff engines? or to have a mix of monopropellant and fuel and use thud engine? or is it better to just use vernor rcs, thud engines and fuel only
why not attach it to the front of the tug and use an actually good engine for the main thruster
if it's really small then you can eschew dedicated engines completely and use RCS thrusters for everything. 1 unit of RCS force = 1kN of thrust, and the four-way blocks have an ISP of 240s.
these would be fairly small parts id be building
Just a min while i get a screenshot
sample part.
this is probably the largest and heaviest part of the craft it would ever need to move.
in a big way, the answer depends on how patient you are
Im fairly paitent
especially since slower is better up to a point because my reaction can be a bit slow
the question isnt speed, its how much I actually want to bring up.
Might consider using a dawn engine and rcs. good idea or no?
the more patient you are and the slower you are willing to accept manoeuvring, the less tug hardware you need to bring with you to move stuff around.
This is not the optimal role for the ion engine at all
very weak, needs a lot of electrical peripherals and other engines fulfil the main thruster role much better
are you planning on attaching anything to the bottom port or just using the top one
then you may as well use it to mount a proper engine instead of terribad radial thrusters
will do then.
In any case, I think you can make the tug a lot smaller. 1.25m core, flywheel or two, few hundred units of monoprop and some LFO and a Terrier engine or even NERV if the maths supports it
I don't have much experience with tugs so this is theoretical, you may want to do some experimentation and testing
and don't forget to set up the actuation toggles on the thrusters to not waste monopropellant turning it if you haven't already
given the hideously imbalanced centre of mass especially with heavier objects, I'm unsure as to how practical lateral translation will be on a tug beyond simply the ability to reverse
might as well ask: do you have the Vernor RCS engine? its 12x more powerful that the block you are using, and you can use a more efficient LF engine, which makes the tug smaller since you dont need a mono engine because no monopropellant
In my current science game? yes, i think so. not 100% sure
i always had issues with getting large station parts to rotate for docking and then i remember the vernor exists
now they're almost too controllable
Will use vernor then
is there a way to sort the contracts in another order?
probably one of the mods i have downloaded makes it so pressing X and shift+X don't change symmetry. Anybody know what it is?
weird bug, when I save my craft, then take it out. When I go back to the hanger it reverts to the old save, everything else that was changed when I saved it prior stays the same.
Before and After the test flight (Saving prior)
it's small, but you can see, a gap between the fuselage and the Intakes
seems to be that it won't save the intake's position, but saves everything else
I have a question about the Transfer Windows Planner. If I want to reach Duna or another outer planet, everything is clear. But when I want to reach an inner planet like Eve, I have a problem.
I start into a 100km orbit around Kerbin. With the Transfer Window Planner I calculate the start time. Now I visualize the phase angle. There you can see when I have to start retrograde.
Only if I burn retrograde, I crash in Kerbin . If I burn simply prograde, I come into an orbit around the sun, which lies outside of the orbit of Kerbin. Now I have to burn again 1600 m per second retrograde to get an intersection with eve's orbit. In the end I have used much more delta v than the Transfer Window Planner indicated.
The problem is that at the beginning I first have to escape the soi of Kerbin and I can't brake my trajectory immediately to get an intersection with Eve.
What am I doing wrong? What have I misunderstood?
nonono
we don't do that
when u go to inner planets
burn prograde but at the inner planets side
(which the sun is at the right of your craft
when go to outer planet
burn prograde at outer planet side ( the sun is at left
how do i make my indicator lights blink? i want them to blink when i yaw/steer my rover and only on the side which i'm steering to (like an indicator light in a regular car). i've been messing around the action groups but i can't seem to get them to blink at all.
KAL controller?
what's that? EDIT: oh it's from the dlc, i don't have that
seems like this does what you want: https://spacedock.info/mod/566/IndicatorLights
mmm... i assume this means there's no way to do it in stock ksp?
I bet you could with a KAL, but you said you don't have DLC
hmm...maybe there's a way to hook it up to custom axis groups?
What version is KSRSS compatible with? im using 1.12.1 and t breaks
Ksrss-reborn works with any 1.12 version
so must be one of my many part mods then, since i dont have any planet mods except for ksrss
well, it worked, except scatterer
scatterer broken on ksrss
do you have external eve/sacttere configs?
the ksrss ones
and do you have the latset scatterer?
Did you used ckan for scatterer?
How do I get help with an issue in KSP?
https://gist.github.com/JonnyOThan/04c2074b56f78e56d115621effee30f9
i fixed it, just messed around in scatterer configs and it worked
how do i stop rovers drifting while im not using them
breaks
what body?
mun
^
are you on a slope
not really
try to set your rover in the direction of drifting
if its under 2m/s your are fine normaly
yes but it will drift while im not there
even at 1m/s
for a 1 year mission to like duna
no. if the craft is not loaded it will not move
can I recover a booster without prob?
I recovered but it does not give me back fund :(
I just installed parallax, and it works fine but the error "your system doesn't support compute shaders" doesn't go away
like clicking the ignore button does nothing
how can i make it disappear
im having an issue with this particular craft where after landing on the Mun once, it'll start rotating after taking back off
its not an issue with COM or whatever, the reaction wheels and engines are off and i dont have any SAS other than stability assist
modded parts are:
antennas (RemoteTech Relay Antennas or CommNet Antennas Expansion, IDK which)
structural tubing (Structural Tubing Restructured)
shouldnt be them though since im not sure how some tubes and antennas would cause rotation in a particular direction
hey @tropic shuttle
So
I did it
launched a couple containers
and a convert o tron
and hooked it up
and it didn’t work
idfk what to do anymore
I’m about to deorbit the entire fuckin station with 20 kerbals on board
does Eve the planet have wind? My small probe just flips over so fast when I land
KSP doesn't have wind as a whole
hmm weird, it looks like it's being buffeted by the wind, with SAS or no SAS on
mine's having a weird rotation issue as well 
lithobroke it on the mun and it was able to just keep spinning forever
figured out what it was in my case, i accidentally sent a trim on the yaw axis
Alt + X gets rid of it
Can I have that gravity assist diagram
here you go
Thx
Did what?
^
you're being too vague.
what's the container? (e.g part name?)
what things are inside the container?
hook what to the converter?
how did you hook it?
do you have electricity?
What's the status/error in the converter?
the thing with the sift o tron yesterday that you told me to launch containers and it would work
better answer these question to him lol ^
ok so I have an orbital station with a Sift-O-Tron 250 3 Logistics modules(empty) and a convert o tron 250 all connected with clamp o tron docking port sr
what's the container part name?
have radiators nuclear reactor and titan solar panels with sufficient cooling
what did converter say on its status?
it’s called logistics module
harvesting
do the container support the intaked resoucrses
but it wasn’t harvesting anything
it doesn’t show any resources being taken in
do your container could take the resources
or in other word, does the container can store the resource
I set them as ore… but I didn’t see an option to store hydrogen
Which is what my scanner is detecting
then you should add one that can store hydrogen
so a empty hydrogen fuel tank?
yes
ok
be sure it really can store hydrogen even the part name say it is a hydrogen fuel tank
and I don't know if there are different type of hydrogen lol
I have the fuel tank switcher that you can change the contents so I should be fine
like gas hydrogen and liquid hydrogen
yeah that’s why I put up a convert O tron just to be safe
check whether the sift harvester output gas or liquid when u able to get on ksp, then add a container that can store that resource (tank that can store liquid hydrogen cannot store gas hydrogen, vice versa)
so I do remember when I click start harvesting the Sift o tron shows **Harvesting: **
but nothing after
what's the appeal of ion thrusters? It seems like they'd only be good for relay satellites or very small science satellites
Help! Every icon on my flight menu has turned small! I use ui scale 120%
Super effiecent, allows you to make small probes interplanetary and uses very little xenon gas, and is great for (very small) burns
right, but it seems like their TWR is so bad that I can't really do anything useful with them. SCANSat parts are pretty big/heavy, so all I can really use them for is for temp/baro/grav. Can't ferry a probe lander to another location (aside from the Nyx ion thruster which I do love, idk what mod it's from)
You can stack alot of engines on engine plates or just on fuel tanks
to allow your TWR to be higher
run into this
only solution I’ve found is to restart the game
Go to main menu then go to settings press apply and it will reset
I get that bug all the time
ok so I did
put up some fuel tanks
set to liquid hydrogen
still harvesting nothing
What’s so good about orbital construction, when I can just make a giant ass asparagus staged rocket to get it up to orbit all at once?
Career mode 😎
lag usually
fuel crossfeed is insanely unoptimized so asparagus staging with stupid large rockets will likely make your game unplayable
also designing a launch vehicle that large might be very difficult because it may not fit in the VAB
or fit in a fairing
In ksp1 it’s fine. It’s only stupid broken in ksp2
Hi, just popped into the game again after a long break so I forgot quite a few things, is there a component such as an adapter or connector which allows something like a structural fuselage to spin clockwise or counterclockwise?
There are radial adapters. If that is what you mean
Is there a radial adapter that can rotate? I want to build 2 structural fuselage arms on my ship that can rotate radially, is there something like that in the base game?
i hope that illustration gets my point across better; something that lets this arm rotate in radial directions
I DID THAT.
Doesnt work.
sorry then cos thats how my version of the bug gets fixed
you can use the rotation tool. press 3
No, that's not what I mean... I mean a component that allows for the structural fuselage arm to actively rotate radially when in flight
with the breaking ground dlc (or mods) you get rpbotics
Docking ports can also be rotated when docked, but I think the angles are kind of limited. If you’re trying to build a centrifuge then you’d want robotics from breaking ground (or there are several mods that have them)
unless you are fine with like eight docking ports
why does my smaller probe have limited control?
it has electricity, and the bigger probe is connected to Kerbin, with relay and antenna
isent that at the pig probe a direct antenna
sorryb dont understand
iirc the antenna from your main probe is a direct one, not a relay
I have two relays and one antenna, two relays are below the top big antenna
no relays on the smaller probe, just the commutron
if the realys (alone) cant reach kerbin the probe dont works as a relay
how can you tell if the relays can reach kerbin or not? I'm at Duna, seems like they should be strong engouh
I think when you right click the antenna somewhere
How to unlock the maneuveurs nodes in career mode ?
and how to unlock the different directions in career (except prograde and retrograde) ?
Training station and mission control 2
ok thank you
Tracking station specifically.
How do I keep shuttles from burning up on reentry?
heatshields
A flatter reemtry angle
What is your reentry periapsis/apoapsis
Ap at or below 100km or so, pe at 25-35km. Bleed off speed at 30km+ until you're under 1.2-1.5km/s.
For bleeding speed:
Hold 20-30 degree aoa. Rolling to the side or in extreme cases upside down let's you control rate of descent. Ideally you'll alternate which sides you're rolling on to not deviate too much from your target landing site
blow 30km is very low for shuttle
You can have pe below 30km. As long as you bleed the speed off before you get that low
its still a very hot reentry
25 is what I've been doing for a while. But I do hold agressive pitch up for the entire descent and end up lifting pe up to 34km or so...
can someone tell me if I could even move in a vacuum with an fft engine 3.6Kn of thrust with 800 ton craft
yes. any thrust gives you a movement
ok
in the VAB it gives me a TWR of 0.00
is that a bug
I have delta v stats set to vacuum
but what engine are you using? the samllest has 12kn
go to filter by resource
its below 0.005 then
800 tons on 3.6kN thrust is 0.00046 twr (kerbin-relative anyway)
but what engine are yopu using
something with more thrust?
cant get on KSP
fission or fusion?
pretty sure from Far future
if you can send a screenshot of engines from fft I can tell you
do that
it has 640kn
nearly 200times more
dont trust the stock readout. use ker or mechjeb
click on the mech jeb sysmbol in your toolbar (vab) then in the top at delta V stats
for how much dv do you aim?
is it allready in orbit?
I’m planning it out in VAB so I can copy paste modules onto my heavy lift rocket
if you launch the rocket dry i bet you can launch it in one part
but i recoomend the emporium patch for FFT. qol and isp boost (actually more realistic)
CKAN?
i mean i launched that in one part
huh!?
no. GU-discord. should i dm it
mines bigger
sure
well not bigger
wider
it has things branching out all over
looks more like a station
is that a frisbee
no, cascade, very based fusoin engine
asimov
and some instructions to install
allready done
300kn is more as enough
you got 300kn, but is more efficent as vern (2 times) and mainly use Lh2 as fuel
oh
what caused this?
That is the aerodynamics averly. Press F12
what class of asteroid is this?
Check in the tracking station
It should tell you
i'm mining it
how do i make my shadows look better?
also scatter objects have really weird flickering shadows when zoomed out
Do you have physics range extender? That might be causing it
regarding heat loops
I kinda have 64MW of heat
on my craft in the SPH
I have enough cooling installed
but how would I arrange the loops
because you can’t have all that on one loop? am I correct?
you can have all at one loop.
I can?
loops are if you want to have mulitple heat loops. like a engine + rads and a reactor + rads
it’s 4 X-20 engines a Hermes fission reactor
and some other stuff
like a whirligig reprocessing machine and convert o tron 250
but isn't the radiator only cool down to highest max temp's part
so if you have a loop. It includes a converter that has max temp of 600, a reactor with max temp of 1200, the converter will stay at 1200?
dunno if something gonna happen if that happened
so I have to do sep loops for each engine reactor and converter and shit?
I think it is unnecessary unless reactor goes over their max temp (higher temp = lower life)
ok
can please someone point out the negatives in my rocket i made? it is for delivering another rover on mun
what upper stage engines are you using?
2 are most likly enough. even one should work
in orbit you dont need a twr of 1
...
well
usually rockets with twr less than 1 ended up falling down'
or is it only mine???
you need a twr of >1 to higher your apapsis while not being pulled of the gravity down
but onece in orbit you have 0G
lol i am going to land where i previously landed
aah yes
i forgot landing legs again
i did it
what is the altitude for a geostationary orbit around minmus?
the ksp wiki has this info
Isn't minmus onr of the only moons with a stationary orbit?
Want to make sure I get this completely - the above means that if I land this on ground or water at less than 14m/s speed it will be fine, right?
Yes
Make sure it’s CLOSED. The stuff inside might not be that strong and could break when you land.
Thanks guys, I'm so tired of long 20 minute missions ending with important stuff exploding on a 5.2 m/s water touchdown for no reason
Hopefully having stuff in this service bay with a parachute that can slow it down to 6 m/s descent will get rid of that issue forever
Namely your probe core, assuming that that’s what you’re using this for
Wait wait wait. I’m pretty sure the chute has to be on the OUTSIDE of the service bay to work
Unless you open the doors, but that will make the insides vulnerable to water
It is, no worries