#Simple/Quick Questions (For more complex questions please make your own post)
1 messages · Page 6 of 1
at least 1
I just set up a satellite around the Mun in a (roughly) semi-synchronous orbit, but im orbiting in the wrong direction, would this make it a semi-semi-synchronous orbit?
Is it possible to change my ingame language ?
Well I know that. But if I had a TWR of like 1.5, then I would start thrusting horizontally and then crash into the surface because I stopped thrusting vertically
It’s just an orbit bro lol
The only orbits that matter are encounters, keostationary, and orbits that dip into the atmosphere
Oh and polar orbits for scanners
then just adjust your angle of attack to ensure your AP does not decrease
1.5 is quite large
I took off a 1.2 from duna with insane drag
practice more
I’m not talking about difficulty
I wanna know how much TWR I need to launch with my rocket horizontal on the ground
does this contract need to be a manned vessel or can it be a probe?
It should say
Full pic ?
If something is a requirement, a contract will mention it. If it doesn't, then it doesn't matter.
what caused this?
camera nearplane is too far away
now, what caused that? no idea
i have many mods
probably one of them
yeah or incompatibilty
physics range extender, through the eyes, and scatterer all mess with the camera plane distances
are there no other flat servos than f-12?
yeah, its the only one
why can't i fix any engine on the falcon large tank?
i need to know this
does anyone know of a tech tree mod that adds a few more nodes, but not as many as CTT? i have a few part mods installed, which means that the stock nodes are somewhat cramped while the CTT nodes are still pretty sparse, some entire branches having just a few parts. i know theres some way to add nodes without a specific mod for it, since SSPXR adds a node when CTT isn't installed.
alteratively there is a mod called hide empty node that hide CTT node that don't have mod use it
i'd use it, but it'll still leave branches that have like one item per node and end at ~4000 points for a single goddamn part
i'll download it again later and see if its as bad as it was, since i have a few more mods now
10% science playthrough gonna be a lot harder though
the problem is most mod support CTT and don't support other tech tree
unless you have tech tree that based on CTT (like probe before crew)
i assumed most didnt, since i cant find one that supports EVERY mod i have
wonder if jadeofmaar make a tech tree in the future lmao
wish i could easily get CTT to only generate some of the nodes so things like SSPXR parts in the habitation branch still get forced into the stock structural branch
tree ended up not really doing much
the lower branch is a bunch of random SSPXR parts
i guess i dont have enough mods (or ones that support CTT) that it would be necessary
i mean i do plan on getting a few more parts mods (really just NFLV and NFP) so maybe that'll change something but just stock+OPM+MPE doesnt really need that kind of thing
Near future and kerbal atomics are really great
why does my rover lean forward so much when pressing W and lean backwards so much when pressing S?
turn off the reaction wheels in the probe core/command pod
alternatively switch it to SAS only
or rebind your drive keys to something other than your PYR keys.
thanks I'll try that!
what is considered a suborbital space flight?
like hitting space and just coming down?
this. as long as the craft makes it out of the atmosphere it is considered suborbital instead of just a flight
orbit means it has made a full orbit around the planet
Should i go into a prograde or retrograde trajectory around Kerbin if I wanna go to Eve
prograde
Got it
Only reason to launch into retrograde for transfer is to get ejection burn to be in sunlight for some trajectories.
Meaning?
Can you pls put it simpler
So if you're using ions for ejection burn and solar panels for power, your ejection burn might happen on the darkside of kerbin. That would mean you can't execute the burn because you don't have power to do so.
But swapping from prograde to retrograde orbit has the same ejection burn on the other side of the planet allowing solar panels to work.
Oh
a higher orbit is in that case the better option
Won't help. Also larger dv loss
also a kerbol orbit is also a option
I noticed that I can't try to send a bit of data to the science lab, if I failed to do so before (reason being the lab is full of data)
Is there any way to actually try to send that thing of data?
No. Once in a lab you can only transmit it after processing
I mean, when I fail to put it in the lab, it says in the experiment module, and I can't try to put it into the lab again.
i dont get what you mean. wdym with fail
It says Cannot analyze data as the lab is full of data
@tropic shuttle
And after that, the science beaker is grayed out
ok so you have to save the expirement. and after a wile you can put it back in
you see the rate? like 5science per day?
I need to to do temperature recordings on the surface any tips on how to land accurately (they're right next to the KSC and I don't have any wheels or plane parts)
you can roll with reaction wheels
yeah but I can't figure out how to land without over/undershooting
i mean wit reactin wheels you can make a rover without wheels
really?
yes. just make a "roller"
that would be helpful except I don't have reaction wheels
would it work with 2 mk1 pods?
yes
how would you steer though?
reaction wheels are magic
thanks
When people refer to the delta v to get somewhere, like in this map, are those numbers based on what I see for delta v in the VAB?
yes. but messuerd in vacuum, click on the delta V symbol in the toolbar
you also can set that to other planets to check things like twr
no
the game (tutorial) dont really tell you anything
It really should.
the tutotials are older as that tools
Ik this is off topic for a help channel but wtf
That's like Microsoft pushing out a new excel version without listing changes
i mean ksp is just a game, exele is something people work with. But yes. because of that is it (in my opinion) important to watch a toutorial series. i also lernerd after 150h something
Quick question. How can I change it back to the scroll thing?
click the # in the corner
THX
Hi. my problem with KSP is that I can't figure out how to land properly in KSP.
I recently just started playing the game as my new computer can handle KSP at high framerates. I got the game on the Epic Games Store for free back in January 2023.
Anyways, anyways, how I land is that I try to get between 0 and -5 m/s on my Vertical Speed Dial. Doesn't work, keeps crashing the plane.
Try to keep your horizontal speed below 60m/s
Do I need flaps?
Okay...I'm trying to cut off throttle and landing the plane at 60 m/s but it just stalls
It crashes
Trying what you said...um...
Yeah my microphone is too quiet
try landing somewhere flatter?
Yeah I should
I don’t think KSP is my thing so…yeah I probably shouldn’t touch it
I can’t land a plane either no biggie
just try something else
like launching a rocket
I sucked when I first started (still kinda do) but I got better
Yeah
Wheels are notoriously finicky and can get explode happy.
It seems you're coming in too hard on an incline. Or stalling at around 80m/s and falling out of the sky.
5m/s descent speed is a good suggestion but when landing on an incline it might by 15m/s vertical speed upwards to get a soft landing.
There's a flat piece of ground around ksc, try to land on that instead.(or the runway, but that's a small target)
I notice the wings just stop existing on each touchdown with the tail.
Either you're coming in hard or the craft just doesn't like wing attached gear for some reason. Try attaching the gear to the fuselage and use the translation widget with shift pressed to move them under the wing. Could also add more main gear in parallel and see if that helps
Finally you could add more lifting surface to lower stall speed and see if that helps, though 120m/s shouldn't be too fast for ksp.
how do i remove parachutes from the staging sequence altogether? there's no option for that with the part itself (advanced tweakables enabled)
Only decouplers and fairings can be removed from the sequence, others cannot
can i somehow modify the game files to do this?
maybe if you knew C# but the ability to to this is built into the code of the functionality in question
well, that's a bummer
can anyone give me help with the space dust mod
in the sense of harvesting things with the sift-o-tron
I just need the sift-o-tron and nothing else or what
is there a way to remove all debris in a save?
at one click?, no
I looked it up a long while ago. I actually found what but did installed it
I don't remember the name
alright, ill loook into that, thanks
or go into settings and set max debris to 0, load it up and poof
oh cool
why can't I get the green check mark for landing the ore on Kerbin? Because I'm in the water?
the answer is yes, because I'm in the water. lol
I know what you're talking about, but isnt it made by a guy that as insane as listas
don't think that mod got adopted
i have two hinges set to symmetry and i've bound the "toggle hinge" to an action group but only one side rotates. why? i've got pistons bound to the same action groups and they work just fine, symmetrically as they should
replaced the parts and now it works. weird...
it happened again! is there something about clipping hinges that prevents them from working?
clipping shouldn't change part functionality unless you were moving something with same vessel interaction enabled. It's off by default, assuming you haven't changed it, it's just robotics being utterly brokenly buggy
which is normal for robotics sadly
Hello y'all I need help with making rockets, I'm still new into this, I've seen videos and all, nothing seems to help...
I wan't to make a rocket that can go further than a low orbit (Kerbin), I ass more boosters and engines, but I don't go any farther, sometimes not even low orbit, it's almost like the more propulsion I try to put, the more weight it goes into the rocket, basically giving the same result as always
screenshots of your rocket
and how are you launching it
Should I send a screenshot of the rocket that made it into orbit
ok
Red circle on what got into orbit
Has just enough fuel to get off the orbit
and return
for first stage use a liquid engine
Same orbit, nothing better
I'm playing career rn
ah
Mhm
ok
that complicates things
alr
use those SRBS for radial
like you have
but
replace middle one
okay
Activate the 4 boosters at the same time?
Or 2 at a time
Or I could put 50% max power on the 4
Imma do that
yea
all firing
maybe limit the SRBS to 70
what’s ur TWR
I will have to leave soon just FYI bc I have exams tmrw and I need to sleep
yes
Ok changed to 70 limit
Sure sure
what engine for upper stage?
https://i.imgur.com/yO0bQax.png
(Consider saving this image on your device)
I love the game but oml im new into this rocketry stuff
you have enough DV?
How do I check
I’m relatively new
screen shot of entire screen
should be in bottom right corner tho
XXXXX M/S
oh ok
you have 100 percent enough
hm
I think
alr I have to go
Okay
you should make ur own post in this section
Aight
I can help more tmrw morning
Sure thing
but exams so I have to sleep🫡
Thanks for helping
np
Have good exams!
thx
does anyone know of a mod that adds more gold foil parts, like more gold fuel tanks and probe core variants? trying to make more aesthetic probes but stock doesnt have many options other than slapping the shit into golden structural panels or using the small handful of foil tanks
Bdb I think
at what altitude should deploy my fairings?
depends on your ascent profile and speed. but somwheer vetween 25 and 50km
like i said it deepnd mainly on your drag
i have plenty of delta v so it's not that important
50
no reason to drop them if you're still coasting through the atmosphere. Drop them in space.
right, if your engine isn't on then you don't get any benefit from popping the fairing, and it will increase drag
if you have a very underpowered upper stage then you might need to start circularization while still in atmo. there's pretty minimal drag above 50km
How to position satellites in specific orbits?
a single one for a specific orbit or multiple ones on the same orbit but spaced out?
Singular satellite
If highly inclined, timewarp until KSC is in the orbital plane of the target orbit. (Ideally a bit before). Then try to launch roughly into the correct inclination and pus apoapsis to match the periapsis of the target orbit(just numbers to be the same, location doesn't need to be close.)
Once you get to Ap lift your Pe to make a circular orbit. Now either:
Schedule a burn at An/DN node to fix inclination and then lift AP to the correct spot.
Or
Schedule a burn at target orbit Pe to lift Ap to roughly the right altitude and then fix inclination.
Some final tweaks should get you close enough.
If you need a specific point in an orbit, say above KSC, You want a parking orbit at ~80-120km and make a save. Then schedule a burn to lift ap to target orbit, execute and see where ksc is once at Ap. Reload save and adjust burn, save, and try again until you get the right spot.
why is there lift when no wings ?
those are lifting bodies
im trying to switch the resource mined for these MKS drills,but for some reason it keeps saying im missing materialkits to do it,even though i have a construction plane with lots of them connected to the miner with a KAS resource transfer pipe in docked mode,any idea what could be going wrong here?
I am sorry, I am unfamiliar with material kits but holy crap your vehicles and machines look so awesome, I wish I could get this level of awesome with low part counts
thats all, thank you for posting the pics
thank you,no problem
main reason the miner looks good is because i worked from a reference image i found though
just googled scifi mining device or something similar and found something that looked good
Partcount doesnt matter as long as you dont get above ~300(and even then you can go way further before the game really dies),ive found it somewhat hard to actually detail my craft properly since i tend to overoptimize which leaves them looking somewhat bland.For something like this miner which will just be sitting there alone mining resources and not next to some huge colony with a massive partcount you dont really have to worry about optimizing partcount
I just want my FPS to be as high as possible so I keep it to about 200 parts or less to keep it >30 fps
it's a compromise I guess
thats across all ships loaded at any one time
so my tiny little base helicopter is gonna be like 30 parts if I can lol
yes it is needed sometimes,just depends on your FPS tolerance and device
is there a way to get mechjeb to only make a maneuver in the current orbit? it'll usually do this, and if i tell it to make a maneuver at any other point (i.e at periapsis) it gives an error
What keybind do I use to use that action group? Do I need to set one?
ok ty
I’ve gotten to 1400 and even though it runs at 10 fps during launch, with a lot of free time and patience it works
(Saturn v stock recreation i did)
Yes it definitely does,I’ve done similarly high partcounts on colony ship launches before,I just mentioned 300 as the point where in my experience it becomes somewhat noticeable
It’s really going to depend on your pc specs and mods installed
why is the lift so much in the front
mk2 parts have body lift
i can't deselect parts anymore. i right clicked on a fueltank
clicking anywhere else, right clicking, pressing ESC, none of these work
there's no button on the tooltip to close the window, just the pin button
If you've alt-tabbed in and out of the game, your alt key might have got stuck on. Press alt once and see if that returns it to normal.
i actually tried this before i asked and that didn't work but spamming it certainly did! thanksce
Help, autostrut wont show up, advanced tweakables is on and i even installed a mod that automatically autostruts for me, i am using KSRSS bdb habtech2 sspx redux parallax eve scatterer and so on
if you're in science or career mode, you have to unlock the strut part first
Odd question: is solid rocket fuel a transferable resource; or in other words, can I asparagus stage solid rocket boosters?
no
may I ask how many hours of flight at 100m/s would be able to go around kerbin around 5000m above sea level?
kerbin is 600km radius
no
like how many hours of flight would i need
also why do vehicles keep on sliding on the ksp when they have their brakes on
605,000m * 2 * pi / 100 m/s = 38,013s = 10.55 hours
thanks
dw i keep forgetting simple math too. i'm 25 and i still forget how to calculate the volume of a cylinder
i look it up regularly, so it isn't because of disuse.
maybe just ppl didn't taught you math properly/make you recite
if you know it is just a base multiply by how tall it should be easier to remember lol
is hangar extender supposed to disintegrate the vab?
no, it only put you outside of vab when you click the button
base multiply by how tall
? * h
'base' here means 'area of circle'
pi * r^2
(pi * r^2) * h
this makes so much more intuitive sense thank you
how this works clicks now
if i had ppl who told me this 12 years ago i would've done so much better in math class
i went to a discord server to learn math and all i got was snarky ppl telling me i'm lazy
elitism makes learning so much harder than it could be
i asked them specifically for a simple one sentence translation to english and they said there is none "that's just how it works"
where did you learn math and where can i find more of these simple explanations
recitation doesn't work for me because i struggle to remember things that don't make sense
khanacademy and The Organic Chemistry Tutor is a good start
but university should clear it up better since teaching assistant are usually postgraduate student, so they know what you're having trouble with
i can design a nuclear reactor because i understand the principles in english but not in math
i had some of my designs checked out by some phd guy and they made sense and he could not figure out why they added up mathematically when i hadn't done the math
i wanted to learn science and really tried my best learning math but i couldn't so i just made analogies for everything
i can't follow a university program because of mental health reasons involving stress and deadlines. i love science. at this point i'm looking for studying resources like khanacademy and yt videos as well as people who know this stuff and can translate it to english
so to give reason to this long paragraph, are there any general tips you can give me that will help me on my journey? again thanks so much you have no idea how much this has helped me
nope I just do these 3
The volume of anything is it’s cross-section area multiplied by its height. If the cross-section changes you can use calculus to integrate over its height
that goes for 3D objects i suppose. i read that second sentence up until i encountered the combination of 'integrate' and 'over', at which point i disintegrated in the atmosphere.
heh, it's the same concept though. It's just adding up an infinite number of infinitely thin cross sections
Im trying to make a mirror for my ISV Venture star replica,i used a reflective pWing(settings on last picture) to create the mirror,but for some reason it doesnt work,in the SPH it looks relatively normal(although it doesnt reflect the ship itself and displays the inside of the normal hangar),but when i launch it it is just solid black,i saw someone else post a picture somewhere of this working,can anyone tell me what could be wrong here?do i need to use a different one out of the 100 different pwing mods?
If I already did experiments and reports somewhere, like the Mun, is it worth to put a lab there?
Yes, the lab science checklist is completely separate from the normal r science checklist. However IMO the labs are completely overpowered and you should avoid them if you like the tech tree grind. But if you’d prefer to unlock things as quickly as possible then go for it
Thanks! I'll go for the lab this time, it's my first career, so I'll take advantages this time, on my next run I'll play differently
How do I find the location of a coordinate in the map
You can place waypoints with the kerbnet window, or in scansat
or waypoint manager (which put it in navball too)
Plz use the terrier
x3
How do I get off the rover? I spawned in it.
What do I do if the Kerbal falls off? I can't control it, only the rover.
Supposedly, it already counts as EVA, it allows me to do EVA report
you are on EVA, since you are outside the vessel.
to get out of a chair, rightclick on the kerbal and press the button to do so
is there a mod that allows you to see SOIs like in KSP2? cant seem to find one on CKAN
where should I put the CoM on a rover, the middle? slightly forward or aft?
middle, and as low as possible
you can abuse jet engine CoM offsets to bring it below the ground surface, but this is cheesy
anyone know a Kerbol rescale mod other than BetterKerbolRescale? i dont like how it makes far-away modded planets like Soden really dark, but i also want the sun to be normal sized
Soden looks in the map screen dark, but when you are there you have enough light
Do I need radiators on Moho?
no
What are the best types of kerbals that I should prioritize training, pilots/engineers/scientists?
In stock its enough if you have good pilot and a few good scientist for labs
Engineers only if you use eva surface scince from breaking ground
you won't fly too many crafts tgt so may be 5to8 pilots r enough
but since engineers r good for ore mining so I will have another 5 to 10 for mining ships
for scientists i like 20 as you may have 6 to 10 scientists, 2 pilots 2 engineers in 1 craft(with lander)
my solid boosters (clydesdale) just start to twitch and then blow up on launch
nvm i fixed it with struts
what's the best moon to mine in Jool system? Not Laythe or Tylo I'm guessing
Laythe: Good position, jet engines are great for dv but you still need a fair bit of it.
Tylo: best location but expensive to lift stuff into orbit and into Jool orbit.
Vall: about the same as laythe, but no atmo.
Pol and Bop: shitty location, cheap as hell to het into orbit, less so to get back to lower orbits to leave Jool. Also finding a good landing site can be annoying.
Personally I would go with laythe or Vall. Laythe if I can figure out how to stol ssto and a site it can land to.
Vall if not.
I think Pol is better to be honest, most transfers through jool require about 800-1000 dv so you arent making much of a save
Vall has more gravity than the Mun so you end up needing efficient launchers just to lift heavy payloads, it kind of sucks. and one way or another you want to lift fuel off the surface
Pol is has such low gravity that, yes, you might end up having to hover around looking for a flat spot but the center of any valley is flat and when gravity is basically nothing it's not hard to just go somewhere else
with Pol's low gravity you can basically make super massive miners that can lift hundreds of tons of ore off the surface
my design was I had all my equipment in Pol orbit at a massive station with refinery and extra ore storage. From there extra, specialized, vehicles would transfer fuel to wherever it was needed
this worked pretty well and since Pol low orbit speed is about the same as minmus it isnthard to scale operations up
Vall is going to hit an upper limit very very quickly
Bop might also be good but in my save I had relocated it to around Duna using mods so I can't speak for Bop. Pol, though, single handedly replaced all my fuel stations on Laythe and Vall (both of which I tried to make work but grew frustrated with the high gravity)
With Vall I also had problems with TWR on heavy payloads
also, if you are in an emergency with fuel, tylo can totally be used to capture you when descending from pol to laythe or vall.
Good info! I’ll have to try Pol with a giant miner, thanks
some of my greatest memories are making giant turtle miners with tweakscale that take advantage of Pol's low gravity to basically deliver entire asteroids worth of fuel to my space station. I recommend thinking big and having a blast with it.
it's a LOT of fun
is there any reason to have LF and OX at different %s, like this?
is there a way to make rover wheels weaker? i want to use a stronger set for their stress tolerance, but it makes my smaller rover go a bit too fast and flip over when attempting to turn (mostly sharp turns for braking)
If you’re using nuke or jet engines you’ll want more LF than the normal ratio but I can’t think of a reason you’d need extra oxidizer
But also you’re usually best served by adding LF-only fuel tanks, because if your tanks aren’t full you’re still paying for their dry mass
maybe for weight but that’s not that much of a difference
but if it's for weight, you'd set LF and Ox at the same percent, because you can't use extra oxidizer
for KSRSS, is the correct folder for manual install the "KSRSS" folder or the "KSRSS-reborn-KSRSS" folder?
You put the "KSRSS" in gamedata
I assumed it was that one but wanted to be sure
The ksrss-64k can you put in gamedata for highe res. Eve configs
I’ve installed it and attempted to run it, it seems to get stuck on the very end of the loading process, just stuck on the black screen with the loading icon
it’s been going for 45 minutes, pretty sure it’s stuck
post logs
which log are you looking for, or all of them?
ksp.log
"upload failed, try again later"
yeah wont let me post it, and its a 62MB file anyway so outside of a boosted server i cant post it
got it to upload by copying it to a different folder
i'll make this into a separate post, although im going to give it one more try first
am i insane or are Kerbin's deserts oversaturated with scatterer?
Install this version of scatterer https://github.com/LGhassen/Scatterer/issues/183#issuecomment-1257268134
the download(?) link at the bottom is broken, is that what you ere linking me to?
Oof. Yeah
The volumetric clouds version of scatterer should also fix it, but you have to pay for it
Or you could compile it
i'd rather not pay for this issue (volumetric clouds would probably not be good for my GPU anyway)
wonder why i havent seen a lot of people with this issue
it magically fixed itself after i fiddled around with Kcalbeloh's config and added a few mods, both for unrelated reasons
It’s non deterministic, it will come and go
Can someone specify what "Move the rover means?"
Is it really just using EVA construction to move it???
use EVA construction to make it driveable, then move it to a certain waypoint
thanks
But you can also cheese it by making a skycrane, and lift it up to the waypoint. But hey, that's harder for some.
is there any oxygen on duna at all for even the least powerful of flights?
no oxygen
you can use propellers or chemical engines though
Laythe is the only one other than Kerbin with oxygen
oof
You can with mods as they use the heat of a reactor to super heat the atmosphere to produce power
So you don’t need O2 just any old atmosphere
Yo
What mods are recommended
In general
For graphics, tech tree, parts, whatever
You might need to get a little more specific. There are like 2500 mods
What mods are a "must have"?
KSP community fixes
Graphics:
Scatterer + an eve config (AVP, BoulderCo, spectra, etc)
Tufx
Waterfall
Planetshine
Parallax
parts + tech tree: ctt and probes befor crew, and the near future mods with kerbal atomics and stockalike station parts, also restock+
ooo okes
i'll look into them
hopefully will get to figure out how to download and setup 💀
use ckan
Never use curseforge
The website Should be the last alternative. But the application breaks everything
Read #ksp-faq point 6. That should awnser your questions
Aight
||@gusty lance can I ask something?||
you just did
I'm sure I'd love to answer whatever you have to ask, but now I'm just waiting around for the question. That's why you don't ask to ask
a
Sorry
I just wanted to know if it'd bother you, beforehand
So!
I checked and there's mods that relate to this, but I cant download them for some reason
Some mods say they need license to be downloaded, others simply don't say anything
Is there something I am missing, or it's like that because of some version of the game? (which would be odd, cuz I have mods with the same version)
I don't think there are any mods that require a license to download except for maybe the volumetric clouds...
Weeeird
so I'm not sure what you're talking about there. But there is a mod called "hide empty tech tree nodes" which will remove the ones that don't have any parts in them
also: if you're going to show a screenshot, include the whole screen
Alrighty
no this is a common problem. Community tech tree (which is what I assume this is) has a ton of nodes that other mods add stuff to
if you don't have those other mods, some nodes will be empty
"hide empty tech tree nodes" prunes the tree if you will
Alrighty, I'm downloading it
lmao it just hid the whole community tree cuz there was nothing in them
Can I do crew reports from a chair
No, since you are on EVA and not in a pod
Sad
does anyone know of a mod that adds very large steerable wheels? the massive stock ones work fine in terms of speed, but i cant actually turn in reasonable amounts of time. trying to make a rover to move colony buildings to the site on Eeloo
try Kerbal Foundries
though side note, those huge vanilla wheels can only effectively turn when stationary
@dire plume if you’re using NearFuture, it should come with big probe cores that also work as reaction wheels if you’re creative
i use them for that actually
i needed rover wheels, although i found out that the second largest stock ones are far better than the giant ones at steering
although the probe cores are less weight efficient
oh ROVER wheels
I’m dumb
Well, it might be fun to make your own using Breaking Ground!
i did consider that, but its easier to drive if the steering is actually attached to the movement keys
unless you can set them to action groups, which you might be able to
is north kerbin dynamics and bd armory not compatible with each other becuase it says that in ckan but i am not sure
how can I do multiple crew reports
make a eva, take of the data and enter again
i'm attempting a landing of Enots from kcalbeloh, and the SOI is only a bit wider than the moon itself, so i'd like to know what would be a good way to brake into orbit?
the braking burn is about 2000m/s and the encounter less than a minute so I’d have to do something before I encounter
Treat it like a rendezvous instead of planet intercept. You can reduce relative velocity in target mode even if you’re not in the SOI
not sure why I didn’t think of that, I’ll have to try it
is there a way to put more then 14 experiments in mk1 pod
i dont think there is a limit on how many experiments you can put into a command pod, or atleast ive never encountered one
How do I transfer fuel from one tank to the other one? (orange ones) I didn't bring one of those fuel hoses, I've seen vids saying that when I'm docked, I gotta hold Alt + click, to get into the transfer options, but that doesn't happen
right click on one tank, hit the pin icon, then right click the other tank and the options appear
theres also a mod that allows you to move all fuel from one side of a docking port to another, in case you have lots of tanks
https://github.com/SumGuyTwitches/FuelMyShip
Alrighty, thanks!
does anyone know of a good way to keep large amounts of the same part from causing a lot of lag? i plan on using a few dozen RTGs as a monkey brain solution to keep antimatter tanks from exploding, but i feel an extra hundred or two parts might increase the lag a bit
o.o?
maybe dont pin them, right click on one tank and after that. hold alt, and then right click on the other tank
if it dont work, turn on advanced tweakables in the settings
if you're in career mode, you have to have the R&D building upgraded. Otherwise you might have the "resource transfer obeys crossfeed rules" option enabled
Hey i have KSP on epic games, but would like to buy the DLCs, but they're quite expensive
It will work if i pass by GOG to by the DLCs? I think it wouldn't but i'm note sure
yes ksp is dlc free. You can copy and paste dlc from gog to ur epic game ksp
rip
so i've purchase KSP anyway, 25 bucks for it + DLC isn't that expensive + on epic games i've got it for free so yea, not that bad
OH! Thanks!
If I do have it enabled, what do I do?
I can't quite see all the parts, but you can right-click on decouplers to toggle crossfeed if you have advanced tweakables enabled.
hm I think the service bays don't allow crossfeed though
so you can just turn off that difficulty option
lmao I cant open Epic, it keeps crashing, rip ksp 😔
find you .exe and run ksp directly
I can't create maneuver nodes without pilots when Im far away from ksc but in sandbox scientists with max lvl could make nodes too no?
you have to upgrade your buildsings for that
in sandbox I believe some of those restrictions are disabled by default
scientists and engineers cannot make nodes any any level
Ehhhh, still can't transfer fuel from "ship 1" (right) to "ship 2" (left), only able to transfer between fuel tanks of the same ship, not able to send into the other one, tried with the docking port and the fuel pipes, none of those work
career mode I'm assuming right?
You need to enable crossfeed in settings and then enable it on the docking port
for some reason the ability to transfer fuel between ports (even with fuel lines like you've done) only unlocks when you get the larger port size
don't know if I'm going crazy or what, but to answer u you should be able to enable it under difficulty settings in "advanced" iirc
aight ty, I deleted cuz I found out i can click the part where it shows the difficulty-
it worked, ty ty
I've used this channel a lot lmao
ah yeah, if it's already enabled you still have to manually enable/disable the crossfeed on the part respectively
Aighty
anyone know why the lighting doesnt work? im in orbit around the binary system in Kcalbeloh, nothing is eclipsing
the solar panels still get electricity
the lighting seems to fix itself when in another SOI
are there mods that help boost fps
unfortunately, im using a 4k monitor instead of a 1080
but still i get 30 fps on the latter
I have found that turning off anti ailasing really helps for some reason
I went from running at like, 15 fps to 35
which one of these mods is removing this little info thingy
I have done everything in the stock game itself
is there a way to turn off parts overheating form being close to stars, but not other types of heating? i want to have to deal with parts overheating (like reactors or drills) but not every part exploding due to trying to visit Kcalbeloh's good few planets very close to stars
nope
:[
I now have a discord server! https://discord.gg/A6hBT9gss5
Addendum doc: https://docs.google.com/document/d/19MPWx5ZVQLjYmGcLhP40nvPXTJMQDdSk3DH84wIim9w/edit
A user on youtube by the name FastandFishious kindly provided me with a pastebin of their own independent research into the thermal model, which was a great help for corroborating my resea...
seems to be working in some way
currently testing to see the limits of how far i can get parts out and what parts work when out
unfortunately seems to be pretty limited
if something extends past the engine plate it'll explode instantly due to the heat, meaning this is still pretty useless for craft construction
i could turn off radiation in the cheat menu, but that also turns off the good radiation that cools crafts
:[
not really sure how to get to planets like Onrefni and Anneheg that are really close and most parts explode when that hot
after some testing, only Anneheg is the issue
even this couldn't survive that kind of heat, and its just a bunch of radiators
maybe bigger radiators 
if anyone has mod suggestions for comically large radiators it'd be appreciated
Is there a way to avoid landers, rovers, bases and basically anything in contact with the ground from bouncing and exploding when I load a save or warp?
Not even clamp o trons work by now, those things appear like half a meter higher than where they were, so each time I load the game, they raise half a meter
I think you might want to validate your game files with steam
otherwise there’s probably a mod that fixes it
KSP community fixes might help, but I think it can’t fix any craft already in flight
I downloaded the game through Epic, and I have the KSP community fixes mod already
Things either go boom, or bounce
you can also validate with epic
I'll do that and see what happens
hm, there's also the worldstabilizer mod
It kinda got better I think, it took less other 4 save loads to make it explode, still bounce, results tend to vary
are you using an excessive amount of autostruts? that can also cause issues
whats the purpose of NFP Hall Effect thrusters? they seem to be worse than Xe ion drives in every way, is it that theyre cheaper, like IRL?
Hall thrusters needs less ec. So less weight for pannels, reactors and batterys. But I personaly don't like that patch.
i see. i assumed they needed more because the first one you get uses more than the Dawn
but i see now they are a bit cheaper
anyone know the name of the mod that scales up the kerbin system by 2.5?
Why 2.5?
without chaning the planets?
2.5x roughly maps the stock rocket performance to real life rocket performance.
Rescale Continued About the mod: Are you ever thinked about stock scaled Kerbol system is too easy? Or stock engines are overpowered in the default scale? Do you tired from planets are too small to even be called planets? Do you ever wished for larger planets? Some players may remember the Rescal...
nah. that is not the best way. eighter sigma dimantions or jnsq
So why not RSS and a mod to change the performance of rockets? Kerbalism maybe?
becasue rss is 10 times bigger. and for changed performance are allways configs needded
That mod is sigma dimanrion config
You can not tell that so easy. Its the same question as what is the top speed of a V8 (car engine)
The answer will depend on the drag of the ship. When the thrust of the engine equals the force of drag, you are at your max speed
Does someone know why parts won't properly snap to other parts? I haven't played in a while and this keeps happening
hit C, you dont have angle snap on
How do I convince KSP to treat my analog dualshock 3 as an analog input, rather then a digital one?
is there a mod that does this?
i preffer the keyboard by a lot but are you on steam
Yes, I am
then use the steam controler configuration option
There's a mod called advanced fly by wire which might help
Na man whats the terminal velocity of a V8 (soda/juice/liquid?)
i did try using that... unfortunately, the UI for that is blank and broken
hm, I haven't used it myself but I've heard that it works for other people
dunno try this https://forum.kerbalspaceprogram.com/index.php?/topic/175359-112x-afbw-revived-joystick-controller-mod/
User @nlight created this wonderful interface to improve the controller handling of KSP. He hasn't been around since 2016, so I'm adopting it. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/85711-11-afbw-v17-beta-joystick-controller-mod/ Advanced Fly-By-Wire The ne...
Ksp with a controller is hell to me
Is there an easy way to get my vehicles orbit paralell to a body's rotation axis?
anyone know what mod can cause the camera to make things invisible when coming too close?
So... How to keep a Minmus base powered through the night?
I have Planetary Base System, and I'm planning to build a base with a lab, 2 green houses, and produce fertilizer locally.
Calculated that I will need 15 ec/s.
reactors or fuel cells
And that I will need 150+ PBS batteries in order to stay powered through half a Minmus day/night cycle. 😢
Yeah, probably leaning towards nuclear reactor. But haven't found a nice way to integrate it in a PBS base?
Maybe put it on that flat base?
kpbs has a reactor
Really? I must have missed it.
Cool. Need to see if I can find it in the tech tree...
TechRequired = veryHeavyRocketry
Very interesting place to put a nuclear reactor...
Does anyone know if lander legs can fit on a Wolfhound-equipped craft?
they can (ive used a lot of wolfhound-based landers)
if they dont you can move them lower down using any thin, long structural part like the girders
and if you have Breaking Ground you can use hinges and make landing struts (albeit without suspension) as large as you need them
Okay, it seems I have it unlocked, but for some reason I can't find it in the SPH. 😦
Hmm, it seems the same module (K&K Nuclear Reactor) is also in another, later node in the tech tree. o.O
Aaand it seems PBS maintainer Nils277 is aware of the problem:
how to space relay satellites? I have a fully upgraded tracking center but can't get to duna bc my comms shit out
you need a stronger antenna most likely
which one are you using?
I have 1 ra-2 and 2 surface mount communotron 16's
best i got playing career but could shove more on
the C16S is not combinable and useless in this scenario
good to know!
an RA-2 should be able to get to Duna
the RA-2 only has enough power to communicate with Duna for part of its orbit when it's close to Kerbin
you need minimum of three for year-round contact
Yes, but it's moot if your satellite cannot contact kerbin
as for spacing relay satellites, you can release them all together and then reduce or increase their orbital period by a fraction to space them out leading or trailing. E.g. if you had three satellites, then increasing the orbital period of one of them by a third and then recircularising after one orbit will move its position to trail the others by a third of an orbit.
thanks! will keep that in mind for some mid system relays
you can also save on hardware by having one of them be a powerful communication amp for interplanetary legs while the others are small units for coverage's sake
that makes sense, I think i've been too conservative with my probe deployments - time to litter the system
Scattering relays on solar orbit is of limited usefulness, it's usually better to install repeaters at key destinations
What does it mean when an antenna is combinable
means you can put multiple on the same vessel and their antenna power combines
although minus the communotron-16 (not the surface mount one) you get diminishing returns with each antenna added until adding more doesnt really do much
So i've landed a roving base on Eve, but whenever I decouple this heat shield the back of it (convertotron et al.) smashes into the ground and snaps off...
any ideas?
decouple on descent
it just explodes without the added lithobraking lmao
there’s a mod that allows you to deflate the heatshield, Deflatable Heat Shield, I think?
oh I'll look into it, thanks
but would there be any solutions with stock ksp
or am I pretty much screwed without mods
you could try using the "jettison" option in the heat shield's right click menu
heat shields have a decoupler built in
they have very low decoupling force iirc so it might not violently snap
add parachutes on the rover mayber
and building on jimmy joe's idea, maybe add separation motors on the heatshield
Do Science Labs stack
the Mobile Processing Lab? honestly its overpowered
since it quintuples your science, just needs a scientist or two in the lab and some experiment data
Doesn't answer my question.
oh STACK
i misread that as suck
sorry my brain 
they'd give the same amount of science to my knowledge but you could get it faster with more labs
Good.
You have to dumb expirements in it. A lab can process only one time the same expiremt (like the R&d) but every lab has its own list
So they don't pool stuff together
They don't interact each other
Oof
Yes. That is why they are overpowerd
whats the difference between a decoupler and a stack decoupler
Decoupler will still stick to a part after decouple
Stack separator doesn’t stick
Pro tip, you can build a stack separator from two stack decouplers.
How to make a nuclear warhead using only vanilla parts (i only have breaking ground dlc)
well you cant make a nuclear warhead but you can make missiles using just kinetic impacts to destroy stuff
Yeah how do i get a big explosion into a tiny package
Or i could make a scatter bomb but that's boring
i mean assuming your are using the weapon in space one part being broken usually means the ship is pretty useless
ive made guidable missiles before and only two or three made a very large piece of debris into many smaller ones
Over clock firework with kal that it fires all within few seconds
I want damage
then overclock it to has 69420 fireworks
you can oc the fireworks to at most 1M force and velocity (shooting 2 in opposition to counter act the recoil)
but that means nth as you can't aim a 2m size target 200m apart
does anyone have the idea how to stop blade as being control surface
I have a propeller aircraft which the blades will be turned 90 by hinges and enclosed in a service bay when not in use (to reduce drag)
however inside the service bay the blades still function as control surface which destabe my craft
I hv already disable the pitch row and yal
scuffed suits, any idea on how to fix? (this only happens when I don't select a suit before a flight, but I would've assumed you get a default one that isn't just a random texture)
how to overclock a firework?
push
hello my rocket keeps rolling for some reason in lko and it stops whenever i turn reaction wheels on the capsule to sas only and i dont really know why
you accidentally set a trim. Do alt + x to clear it
ohhhh
what are trims for anyway
keeping certain planes level without having to constantly tap the pitch button
I did the exact same thing on a Mun mission a while ago, I also didn’t know that function even existed
it’s odd because you can’t visually see them in the bottom left, I had to get a mod for that
i see
My scroll to zoom seems to be broken both in flight and in editor. What's weird is that I can still use the scroll to scroll on the menus.
if i set a parachute to deploy on a SRB and then i decouple it, will the chute still deploy?
yes. but without a probe core it will be not recoverable
so if i strap a stayputnik to it can i recover it
Yes and no. After 2.3km ksp stops rendering
planes are kinda fun, but not particularly useful in career mode until you get to laythe
what 90 science node is the most useful in early game
Miniaturization for the eva experiment kit
that was what i was thinking too
what is a phasing burn
Broken how?
Dw, It was fixed after I reset my settings. It was a pain though.
Basically, I just can't use the scroll wheel to zoom in and out; that's mildly frustrating especially in the editor.
what 90 science node would help me the most with reaching the mun
i personaly go with the fuel duct for a lander with drop tanks
what node is that
Fuel Systems
why can’t you just use a decoupler with fuel crossfeed enabled
after unlocking the duct, simmilar to unlocking autostruts with struts
really? I swear that was always there
huh, never noticed that
i can be wrong, but i am pretty sure
"Crossfeed however is always possible." wiki quote
also in radial decoupler?
i mean i can't seem to find it mentioned anywhere that you can't set crossfeed before the fuel duct is unlocked
wiki's not necessarily correct. in science/career mode, you can't use crossfeed until unlocking the fuel duct. Same with struts and autostrut
Yo how does one access the flight info at the end when you crash without crashing
f3
any suggestions for more science parts? im using CTT and i'd like to have a few more science experiments (rather than just using the DPL), and i'd like to find a mod or two that add a few more unique ways of getting science, like the DLC seismometer or a orbital telescope.
dmagic Orbital science, scan sat and BDB/Tantares
i have SCANsat, although i forgot it had a science experimets
i'll look into dmagic orbital science since i think getting BDB just for the science experiments is a slightly questionable idea 
you can get Tantares SP, which is actually a small pack which featuers all the sciene which BDB brings
oh, ok
i forgot tantares was split into a few mods
the game really hates one of my ships, which is a large one I've made to go to duna. anytime I try and load in onto the ship, the game will be stuck in loading mode, but will show me a broken craft if I press escape
gonna just try not to use it but wondering if thats a common glitch
hwo big is your ship?, like how many parts?
and the ship is directly broken after loading
it will launch just fine, but when i put it in orbit and try to go do something else and come back to it, it breaks
any errors in the log?
when I say it breaks, the ship itself doesn't actually blow up, but when I try to load in it stays in the loading screen forever
I actually made it past the loading screen now by pressing escape and then resume game, but the ship is blinding in and out of existence
uploading a screenshot rn
needless to say, the ship doesn't look like that before the glitch (large external tanks appear on the left, whereas the middle seems to be a fairing)
am making a new rocket with similar proportions just to figure out if its a this rocket thing or a general thing
do you have the 250 parts because you need them? or can you cut off stuff
I can cut stuff, do you think thats whats causing it
high parts crafts are unstable. good placed autostruts can help
in either vanilla KSP, (1.12.4) , this version was in 2018 to be specific, or RSS the mod, does atmosphere (when you are under the atmosphere of a planet) play a part into reducing power generation from solar panels?
and is this also just a vanilla feature if it is
and if it is a vanilla feature, does RSS intensify this effect?
Safe altitude for kerbin aerocapture?
get the Trajectories mod or around 40km
ty
for RSS
what is the minimum safe orbit distance from earth
where you dont have to make thrust adjustments
like would this be safe to use in RSS
even 250km orbit from earth on RSS i feel like is dangerous tho
im pretty sure RSS doesnt simulate the fact that earth's atmosphere technically is 10,000km tall
so basically just dont play around with low earth orbit at all
unless you want to die
i dont know how tall Earth's atmosphere is in RSS, but i know its not much higher than Kerbin's
for some reason my brain is saying 140KM, but i have no idea why
you could just go look in Earth's kopernicus config or something
it'll look something like this in the atmosphere section, the last number on this table is the height
You can also see atmosphere height in game in map mode or tracking station. Focus on the planet and click the buttons along the side.
oh yeah
I have no idea why I didn’t think about that
Quick question, at least for Kerbin, how much dV is usually needed to perform rendezvous and have enough left to deorbit?
depends on your taget orbit and your starting orbit
Is there a way to get my satellite always facing the sun?
radial in?
My plane is constantly rolling as long as SAS is off. Can someone explain why?
Wings are at a 1 tick AOA, and the nose fins are, as well, in order to try to balance pitch forces.
They are mirrored, though, so I don't think that should cause a roll
use F12 to check aerodynamic force
Only in solar orbits. Or with real gravity mods (principa)
@azure crescent
my KSP isn't loading when i revert. how do i fix this?
i this has happened since i put hullcamvds on my KSP via ckan
You have to get back to the normal camera before reverting
Backspace iirc
k
how do i scroll through cameras?
look the keybinds in the settings.cfg of hullcam
also when i press backspace and exit out of camera mode, my camera stays in the exact same position as it was before i exited the camera and it does the same glitch i mentioned
how do i fix that?
Can you suggest a tutorial or series where I can learn how to use Principia from scratch?
If you don't findr something, you can look up irl maneuvering to understand the trajectorys
Like, NASA lectures?
not especially lectures. you most likly find something totrajectory planing on youtube or so
im having an issue where my rover on the surface is trying to connect directly to the KSC instead of using the relay (which would give more connection %)
is there a way i can force it to use the relay?
How's the relay's connection to KSC?
it's been automatically tagged as a probe and not a relay which suggests it does not have a relay dish
it has a dish, i did get it figured out eventually
i just had to force the rover's connection to be blocked so the ONLY way to communicate would be through the relay
relay's connection was like 70%, though that is indirect as it has to go through another relay with higher power than the KSC to even reach it
vessels always prefer a direct connection if one is available
What's the benefit of "swept wings"? They have a lower lifting surface than "swept wing type b" for about the same weight
None in stock, they just look snazzy provide smooth geometry
In real life (and maybe FAR) it helps you go faster by reducing screwy aerodynamics at high speeds. It also allows you to change your center of lift given the same attachment - ie if you can’t move the wings backwards but need a CoL a bit behind, use swept wings
In stock, the only use case it has is moving the CoL. For example, my replica of the F-14 turns supermanuevereable when the wings are swept forward (and engine gimbals turned on), and becomes stable on the pitch when swept back.
I’m experiencing a weird AF bug
I have a craft with 2 nuclear engines and 6 mk1 liquid fuel tanks (the kind with no oxidizer)
And also a structural tank that I removed the oxidizer from
With those 7 tanks, I have 1222 DV on that stage
But when I add 4 more tanks… it goes down to 904?????
And weirder yet, removing 4 of the tanks takes me up to 1883???????
Are the fuel tanks not connecting for some reason? They’re radially attached to the structural tank
It’s the C7 2.5 to 1.25 adapter
I just tried attaching fuel tanks to the first few, and they work
And draining the fuel from the C7 adapter increases my DV
OHHHHHH fuck I think I got it, there’s an engine plate that I had for structural reasons between the engines and the C7
So they must not allow fuel flow
Added some fuel pipes and it’s fixed
What altitude should my eve periapsis be for an aerobrake interplanetary capture?
From kerbin
Really depends on the shape and heat tolerance of your ship. Best bet is to quicksave en route or just after entering the SOI and try a few different altitudes. It’s probably not less than 75km
It’s really fucking big and I’m planning on using the inflatable heat shield
Ok, I have a weird craft and the game isn’t calculating the burn time correctly
Shutting down and igniting the engines doesn’t change the burn time
How to I get the game to recalculate my craft?
Oh it works if I manually set the thrust of the engines to 0
But for some reason the game doesn’t think that a shut down engine has no power
Gah I’ll just validate game files again
Oh great, now right clicking un-highlights all the map things I had highlighted
Yeah I need a validation soon
Should that be a shuttle?
yeah, i want to use the huge engine to get to the location
and record the temp of the site
Don't use srb for the shuttle it selfe
can you please give me a good early game plane for these types of contracts? i fail to make ones myself
Build a normal plane. If you want to use a Rocket engine then stack it above the engine and tanks, like the Hermes
what type of contract?
i havent seen a contract about spaceplanes
whats a good amount of dv for a general purpose lander?
depends on where it's landing..?
no matter what i do my rover never lands on it's wheels
i've given up at this point but i'd appreciate help
A reaction wheel would help
Probably, but I forgot one.
I left it there and collected what science I had, I'll fix it in a future mission
also my first rover on duna in campeign 🥳
or "probe"
maybe its a bit back heavy, combined with a bad landing angle?
How to do high altitude flight?
big wings, high speed, low drag, ramjet engines
what mod should i use in ksp 1 for habitation rings
Stockalike station parts
2 hours iirc
if i recall correctly
how would i make this signal stronger (it only has limited probe control rn) without making it look ugly
- Relay satellites
- Different antenna
- Straight up disabling commnet via difficulty settings
Best option seems to be relay sats
so like just a probe, solar panel, relay sat all around munar orbit so that the whole mun gets coverage and that should be good
i tried different antenna, and it didn't work. so I'm probably gonna do one of the other two
you can change the amount of power..?
no
i chose the umbrella one, forgot what it's called but it's the one i usually use because so far it's worked across the solar system (and yet here, its not working at all)
you can put together a mess of 80 different antennas to stack power (i did that once for early game jool
(it was disgusting))
thats weird
oh
ohhhh
that side of the mun
isnt facing kerbin
iff thats the issue im gonna slam my head against a wall
relay sats can fix that
they can connect to each other until one gets a line to kerbin
(in my defense, the antenna ((at least for me)) has had a history of.. working through planets? it recently stopped doing that, though)
maybe they were connecting to other satellites or stuff that had a connection to kerbin
but it can clip into a bit of the surface
(at least for me)
most likely just connecting to another satellite
i also didn't really have any satellites around kerbin then. Their lines seemed to all connect to the KSC
clearly they were just magic
the kraken
since today ive been encountering a bug with some of my laythe planes,for some reason the fuel isnt feeding correctly anymore,some engines just seem to randomly no longer get fuel even though they worked perfectly before,this is making all my planes unusable,does anyone have an idea how to fix this?
reinstall mods
what does clamshell deploy do on fairings (ping me if you know because i'll probably forget that i asked this)
your fairing deploys like a irl fairing and not chatter in million pieces
thank you
how do i give an unmanned rocket a connection to the KSC? slapping an antenna on the outside doesn't work, because of aero forces.
when you are launching you are close enough to the KSC it doesnt matter, just put an antenna on the inside of the fairing
after leaving the atmosphere deploy the fairing and then the antenna
thats the thing. I tried to launch and.. it said no connection to the KSC
it should have connection since all stock probe cores have built in antennas
whats the difference between a remote guidance unit and a probe core, because i used a remote guidance unit
the remote guidance unit is a probe core
well, i had no connection when i used it
its fine though, i just switched to something else and it worked
odd
never had an issue with the RGU
im considering starting a Other Worlds playthrough, and i have two questions about it:
Is there a setting to set the homeworld to one of the cercani planets?
and if so, what propulsion mods should i need? (is stock enough? is KA/NFP needed? etc)
do spent stages stay in orbit forever?
yes, just like real life*
they will disappear eventually once a specific number of debris craft are reached
can i increase the number
in the settings screen
you can also make it infinite by setting it to -1 in settings.cfg
by default the slider goes up to I think 10,000
no, they are not parts
or do they despawn when i switch scenes
fairing debris will despawn if you switch away or enter timewarp
yes
infinite debris and risk of a spent upper stage colliding with my future space stations here i come
thanks man
Kestla syndrome
I haven’t played ksp for about a month and came back today only to notice that my auto strut isn’t there anymore
I know my older vehicles had it
and they are stable
but I can’t turn on auto strut anymore
can anyone direct me on where to turn it back on?
first, do you have the normal strut part unlocked? you cant use it until it is.
second, do you have the "advanced tweakables" setting enabled?
cant get on ksp atm but a screenshot of where it is in settings would be helpful
thank you
thank you!
it was on before no idea why it would turn off… but I’ll try! TYSM
Can I do these two contracts at once?
One wants an unmanned orbital probe, the other wants a station, both in orbit of kerbin
Can I build the probe with the same rocket as the station and decouple it in orbit?
Or would that not satisfy the BS about building it for one corporation and having it fully assembled at launch?
That should be possible
It worked, but I needed to do a refueling mission because I wanted my station to orbit normally but the satellite wanted to orbit backwards.
Ok next question
I have some robotics parts attached to each other, and the stress of launching has deformed them
Like they aren’t connected straight to their parent parts
If you’re inserting stuff into different orbits you can decouple them just after entering the SOI and burn radial/normal to select different inclinations
And time warp and quick saving don’t fix it
Staying in kerbin for this
*stayed
Install KSP community fixes, though I don’t think it will help any craft already launched
Eh I can live with it
It’s basically an octopus
So I can build my space station, and more importantly, so I can use grapple claws to dock new parts to the station and then use the arms to actually manipulate them into the proper places.
Or better yet, attach grapple claws to the octopus arms
I realized too late that I launched an old version of the rocket that didn’t have the claws, but I can just put them in the cargo of the next mission to grow the station
I’m basically planning on having a toggle to switch all the joints on one of the arms between powered and loose, that way I can have an RCS drone with a claw on the front to catch the nearby payload, and then switch on the damping to synchronize the orbits.
But uhh anyway
I want the connections to parent parts to be straight again
Not technically necessary
But definitely a major desire
can i jet engine on jool
no oxygen
there’s a mod (Explodium Breathing Engines) that adds jet engines that work on Eve and another set for Jool
is the "intermediate construction" tutorial broken?
it tells me to add science even though theres some on and in the inventory it isnt letting me progress
I’m pretty sure you aren’t meant to put it inside the capsule 
I can’t remember if it’s this one or a different tutorial but one of them is strangely worded and says to look at a specific science part, but you aren’t supposed to put it on
ive right clicked the actual part in the menu several times
it still brings nothing, the next button is greyed out
ok well restarting the entire thing for the third time worked i guess, i feel like this game is full of janky shit like that isnt it
I think you have to be on the science tab. It doesn’t say anything about adding one to your vessel
IVA screens seem to be incredily low res
Post logs. Are you sure you’re on the latest rpm version?
latest ckan has to offer
my textures are at 1/8th but even if i change them it still looks like im playing KSP in a PSP
Post logs
do i need to quit the game for logs?
Nope
yeah you're not on latest RPM by a long shot
so there is a bug in ckan where sometimes it wont' show you the latest versions of stuff, you might have hit that...try hitting refresh and see what it says. otherwise I can show you how to fix the bug
i havent gotten any updates in ages so that may be it
holy shit thats a lot of updates
you probably told ckan not to check for updates on launch
i did
hm
just to verify is 1:v0.31.13.2 the latest RPM versioon
thats what ckan's upgrading me to
okay it is
still, i've had the low res screens bug for quite a while
Yeah it’s because of the texture resolution setting. I only recently figured out how to override it for the specific mfd screen textures
And you generally need to restart the game to see changes in texture resolution setting. Might also need to clear the KSPCF texture cache if you have that
i think i got it, my texture res (1/8) is linked to RPM but you've figured a way to override it (tell me how to please) and make them full res
Also, quick question, precursors planet pack recommends that i get scatterer, but my lame ass laptop cant run it, is me not having scatterer that makes the planet look like this
daytime pic as well
due to the RPM thing being a bit complex i'll do a separate thred for it
thread
can hitchhiker containers command a rocket or no?
no, neither can the crew cabins
you can include a probe core, however
how do I turn off radial mount for docking ports?
and make them connect to other parts normally?
hold left alt when attaching
and are shielded docking ports the same size as jr docking ports or normal ones?
shielded and both in-line ones are the normal port, the airlock is the jr port
my game crashes whenever i click anything, even in the menus, how can i fix?
do you have mods
verify your file integrety
what specs do you have
gtx 1060 3gb, ryzen 5 1500x, 16gb ddr4, game is installed on ssd
upgrading to 5800x3d in about 4 days when it arrives
started ksp from the exe as administrator and it started working i guess
ok that is not the problem are your driver uptodate
updated drivers, didnt fix anything
do you know where your ksp folder is located?
C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program
is there fucking wind in this game??????
my rockets all have centered everything in the editor but just go flying spinning off in a direction every flight and i cant get anything done
No wind in this game
not without some mods. send a screenshot of your rocket
that is very aerodynamic instable. also you have a hight twr and your engine dont have gimble
its all mirrored perfectly though and they go in different directions every flight
your rocket creates a lot of drag. the radiators dont reduce it. that mean the air get very dense so your rocket tends to flip. reduce also the thrust of the srb to lower the thtust to weight ratio. also your engine dont have gimble, which is the main way to controll a rocket while ascent. use the sviwle instead
thanks, i replaced the engine with the one you said and removed the radiators, ill see how it goes
you also dont need the sciece container
youre right that was from something i wanted to try earlier
what angle from the launchpad should the space station be for an easy intercept?
Depends on the inclination of your space station
