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Found 3 results

  1. Disclaimer: I don't use the forums on mobile, on all of this is for desktops. FAQ: Q: How do I embed images in my posts? A: The forums don't host images, so you have to use a photo-hosting site, like imgur.com. A direct link (i.e. xxxx.jpg, xxxx.png) to most images will auto-embed, or you can hit "Insert other media" then "Insert image from URL." Q: How do I rep someone? A: Rep is now called likes, and you give them by clicking the blue "<3 like this" button in the lower-right corner of a post. Q: How do I delete a quote or spoiler? A: Left-click the object, then Ctrl-right-click it and hit "Delete <Object>" Q: What happened to/where are my subscriptions? A: They were sacrificed to prevent 502s. All your subs can be found be clicking your username at the top of the forums, then "Manage Followed Content." You can duplicate the function of the old settings page with a custom activity stream, set like this: https://dl.dropboxusercontent.com/u/61004449/KSP/Moderation/CustomStream.png This link: http://forum.kerbalspaceprogram.com/index.php?/discover/25/ works too. Q: How do I do a single line break? A: Shift-enter makes a single line break, like the old forums enter functionality. Q: What do the dots under a username mean? A: They are related to post count, not quite sure how. Q: How do I change my avatar? A: Navigate to your profile (click your username on the upper-right of the forums, then "Profile") and, in the lower-left corner of your current avatar, there is a small white icon. Click that, and you are given options to upload avatars. Q: What is this "Green Iron Crown" thing? A: Green Iron Crown was a test account made by the moderators to test negative reputation, which on the old forums was shown as a set of red bars below a username. Someone noticed the account, and a game was quickly made out of trying to give GIC a full set of positive rep bars. Q: How to I upload a craft? A: You have to use a third-party file hoster. Any one will work, but I prefer kerbalx.com. Your craft files can found under <KSP diectory>/saves/<Savename>/VAB OR SPH/<Craft file>.craft Q: What is the great forum derp/kraken attack/disaster? A: I'll let the KSP dev team explain: http://wiki.kerbalspaceprogram.com/wiki/Great_April_Derp TL;DR, the forums were reverted back a month or so. Q: What is the "Rocket builders" and "old forum" stuff? A: In November 2015, the forums were upgraded from Vbulliten 4 to IPS 4. One of the major changes was the removal of the rocket builders section which was removed because of rule-breaking. Q: How do I edit my signature? A: Go to your account settings (Username>account settings) then click the "Signature" tab. Q: How do I edit my user title? A: Go to your profile and click "Edit Profile." Q: Adding a link to a post. A: What is copying a url and pasting it in a post, or pasting it in the pop-up from the link button in the editor (looks like a chain)? Q: Wait, this isn't Jeopardy! A: ... Editor: The editor is now WYSIWYG, or What You See Is What You Get. Most of the old BBCode works. Enter gives double spaces now. Shift-Enter makes it only single spaced ctrl-RMB gives paste options and allows deletion of embedded content including links. Tags: This allows your thread to be more easily found when someone searches for a tag. Size: Now in points instead of arbitrary numbers. 14 appears normal. Font: Arial is the default. Spoilers cannot be named anymore. If someone posts while you're writing a post, there will be a button to show the posts. (Didn't work initially, but was fixed and now works great.) No preview post button. New indent buttons! This means that we can have book-like paragraphs, like this: See? To embed images just drop a direct link (i.e. xxxx.jpg, xxxx.png) and it will auto-embed, or hit "Insert other media" in the lower-left corner of the editor, then "Insert image from URL." To link an image, you can either ctrl-RBM it and then there's an option for adding a URL. You can also click the link button, and then put something like this into it, and then you'll get a linked image: URL: https://exapmle.target.link.ksp/content Link text: [IMG=http://i.imgur.com/vwxyz.jpg] Meta tags no longer exist. Those were a pre-selected set of tags which could be selected when making a new thread. goto bbcode tags don't work anymore. You can no longer click "Last edited by <Username> at <Time> to see a history of your edits. (It looks like mods can, though.) Double-clicking on images will give you some options. By going RMB>inspect element then RMB>Edit as HTML on <p> you can edit raw HTML for your post, allowing some options not available on the WYSIWYG editor, such as text color, but iframes, and other advanced stuff cannot be embedded in posts. Tables: Click on the icon that looks like a bunch of boxes, most of the options should be self-explanatory. You can change the size of the table when it's in the editor by dragging the squares, but you cannot add more rows or columns. Copy/pasting quotes doesn't work in chrome. When making a new post, clicking the "Poll" tab at the top of the editor will make a poll. It seems that you can't add polls to already posted threads, so make sure to add it when you first post. If you have an old post with broken BBcode in it, sometimes editing it and then saving it will fix some of the BBcode. To embed an imgur album, take the album code from an album, something like "06N4r" from "https://imgur.com/a/06N4r," then paste it into the box that shows up when you click the little white "i" on a black background. Temporarily disabled due to an imgur update. Notifications: To edit your notifications, hit the bell icon on the top of the forum, then hit "Options." When you ignore a user, you can select whether to ignore posts, messages sigs, or notifications. "Send me news and information" I think this sends IPS ads to your email. Everything else if self-explanatory. Posts and threads: Instead of rep, we now have likes. These only give one like to the user, but it tracks which post it was given to. You can only give out 25 likes per day. To get the post URL, you now need to hit the share icon on the post or hit the "Posted at <time>" which will go to a link to the post. The quote button works like always, but the multi-quote buttons like this: Click it on every post you to quote, and a pop-up will appear in the lower left corner of the forum, to use all the quotes, hit that. If you have a quote in your post, you can hit enter two times while your cursor is in the appropriate location, and the quote will be split there. You can now see who is following a thread, upper-right of the thread. Selecting text gives an option to quote it. 25 Posts per page default. In some pages there's a button which makes a condensed view. May be slightly easier on the eyes for some. Report post WYSIWYG buttons are weirdly messed up. To embed youtube or other common video hosts' videos, post the link, then hit enter and a player will appear. Certain weird characters will change to lasjkh%$ or something similar. The "First unread post" button now looks like this circle, or a star if you've posted in it: http://pulpaudio.com/ksp/newdot.jpg You can now create threads and status updates from anywhere in the forums with the "+ Create" button at the top of the forums, here: http://i.imgur.com/35YcdnO.png Code blocks don't have scroll bars anymore. Articles are now known as devblogs. The search is awesome now, lots of new options, but still not as good as using google and "site:forum.kerbalspaceprogram.com" There is a blue line above the first unread post. I LOVE THIS FEATURE! Click on images in posts enlarges them, and lets you click through all images in a post like an album. In the PM system, you can only add around 5 members initially to a PM, but if you send the PM, and then click the picture of the "+" and the person icon, you can add as many as you like. Want to use tables like before? Let NecroBones help you: Account stuff and sigs: Sigs are less wide than before, my sig used to fit perfectly into the space provided, they are 152 pixels high. Most profile info can be edited by clicking your username at the top of the forums, then "Profile" then "Edit Profile" The cover photo is the background photo behind your name on your profile. Hitting your username, the "Account settings" will access the rest of account options. Username> "Manage followed content" will show all of your subscribed threads. Mail icon> "Inbox" goes to something like the old PMs. The grey dots below your username on posts are linked to posts, not quite sure how. Online indicators do not exist anymore, but there is a tab for online users. Avatars must be < 1 mb. Clicking the time of posting on a thread, when on a user profile, goes to the last post. Streams: To get a activity similar to the old "Settings," click "activity," then click "my activity streams" then "Create new stream" then make all the settings look like this (aside from the name): https://dl.dropboxusercontent.com/u/61004449/KSP/Moderation/CustomStream.png or use this link: http://forum.kerbalspaceprogram.com/index.php?/discover/25/ Click the little box icon on the upper-left corner of any activity stream to enter a condensed view. All other tabs in the activity tab are self-explanatory. You can edit preset streams with the "edit this stream" button on them. Hitting the grey checkbox next to a custom stream title will make it a default stream, so you see a little link to it anywhere in the forums, to the right of the breadcrumbs. You can share one of your streams by posting the URL from it. New, and removed forums: Two new sub-sub-forums in the sub-forum "Plugin Development Help and Support", called "Plugins For Addon Devs" and "Plugin Requests and Ideas", these have only posts from .14 and .15. The Rocket Builders sub-forum has been changed so you can only see your own threads in it. Welcome aboard was moved from "General" to "Community." "Challenges" is now called "Challenges & Mission ideas." "Live from mission control" was merged with "Mission reports." "Development and support" category was renamed "Gameplay and Technical Support." The two support threads has had "Technical" tacked on to the front of them. "Gameplay Questions and Tutorials" Has been moved from "General" to "Gameplay and Technical Support." "Suggestions & Development Discussion" was moved from the old "Development and support" into "General." "General Add-on Affairs" was renamed "Add-on Discussions." "Other forums" category was renamed "Community." "International" forum has had five sub-forums removed, leaving only "Spanish" and "Portuguese." "Gameplay Questions and Tutorials," "Technical Support (unmodded installs)," and "Technical Support (modded installs)" now use a upvote system to find the best answers to a problem. There is now a new category for hot threads (lots of replies in a short amount of time). NOTE: Use this info at your own risk. I don't have time to check everything on this forum, so much of this is a compiled list of problems and fixes from other threads. I will add new stuff as I find it.
  2. Planes not flying right? I can help turn your Christmas Bullet into a Spitfire. Post a screenshot with all three SPH indicators on (like below) as well as a short description of what it's doing or not doing, and what you want it to do. I'll read it over and do my best to offer some tips and tricks to get it flying purrrrrfect. Some other examples of my planes:
  3. I, and most certainly many others, have noticed the last few months the forum gets swamped with a number of questions that gets asked over and over and over again. And answering them over and over again can get pretty tiring. Let's share our vast common experience in order to educate the n00bs. If you got any examples (and the answer of course) please post them and I'll add them to the list. Keep it clean and please refrain from naming people directly. The same goes for any errors. If you spot any please let me know. NB! If your question is not already answered in this thread please do not ask it here. Search for a relevant thread or start a new topic instead. If this FAQ has been useful to you don't hesitate to give it a like or comment. Frequent Asked Questions KSP in general. Q: Why is my game constantly crashing? Especially on scene changes. A: Most likely you're simply running out of memory. The 32 bits KSP version can't use more than 4GB. (The windows version dies at about 3.3-3.4GB on average, the OSX version at only about 3GB.) Loose some mods or switch to the 64bits version. On PC it's also possible to use -force-opengl. (Success not guaranteed but many people have had great results with it.) Q: I have 8GB RAM on Win7 64 bit. Why does my game keep running out of memory. A: As with the answer above. 32bit KSP can't use that extra memory. And even a 64bits game can run out of memory when too many mods are installed. Q: My computer has X cores, yet KSP runs at a low framerate. / KSP uses only a fraction of my CPU. What's going on? A: KSP runs on the unity game engine. As a result KSP physics are still single threaded. The physics calculations will jump from core to core but you can only only use one out of the X cores at any one time.. More cores will end up meaning you are using a smaller fraction of your processing power. Q: Can I de-orbit a moon? A: Short answer: No. Long answer: No. All planetary bodies are 'on rails'. Their orbits are fixed and can not be changed by in-game physics. Q: But what if they were not 'on rails'? Then you can de-orbit a moon, right? A: Still no. In theory it would be possible but the volume of fuel tanks required would be roughly the same size as the body you're trying to de-orbit. The game engine will not permit craft of that size. Even if the game engine would allow such craft it would take many decades to burn through that amount of fuel even at 4x physics warp. (YouTuber Scott manley 'tries' to de-orbit Gilly.) Q: I'd love to use mods, but that's not the way Squad intended it to be played, right? A: Did you notice the weekly showcase of mods by Squad on Modding Monday? The mods are there to enhance the game as you see fit! Q: How do I install mods? A1: Download your mods from Curse, Spacedock, Kerbaltek or any other source you desire. Most mods come in .zip format. Mods will have to be installed in the GameData folder. Search for the ../KSP_X/GameData/ folder and open it. At the dame time open the .zip you downloaded. Some mods already contain a ../GameData/ folder. If yours does, open it. Drag and drop the contents into the ../KSP_X/GameData/ folder. A2: You could choose to use CKAN, a mod manager, to install and maintain your mods. Success is not guaranteed, not all mods are supported and/or compatible. Q: Is MechJeb (or any other mod) cheating? A: The object of the game is to enjoy it. If you enjoy the game more using MechJeb (or any other mod), do so. If you enjoy the game more by not using it, don't use it. Don't let anyone tell you what the 'true' way of playing KSP is! Q: Is [modname] compatible with KSP version x.x.x A1: Search the forum for the relevant [modname] thread. Don't just browse through but actually READ the title, the first post and the last 2 pages. If you're still not sure check the dates of the last few posts and the date the OP was last edited. When the posts are all older than a few months or when a lot of posts just ask for updates you're probably out of luck. A well maintained and up-to-date mod gets at least a few posts per week. Also check the mod creators forum activity. Hover your mouse over his/her avatar and check the 'last visited' date. If the mod creator has not visited the forum in a long time the mod too is most likely abandoned. A2: When in doubt the easiest (and often fastest) method of getting an answer is to just go for it. Just download and install [modname] and see what happens. As usual you should make a back-up of your current game or create a separate install to keep your current game safe. A3: If all else fails, ask in the relevant [modname] forum thread. That's the place the [modname] users hang out. That's where they know the answer. Q: What is the official name of the Kerbal currency? A: It's called Funds () as in "The rocket costs 100,000 funds". Q: I don't understand why the game doesn't include [feature x]. It would be so much better with it! A: There is an entire sub forum dedicated to suggestions. However, make sure your request is not included in the 'Already suggested list', or on the 'What not to suggest' list. Keep in mind that being on the 'what not to suggest' list doesn't mean it won't be implemented; female Kerbals were on that list, for instance. It just means that Squad is aware of these requests but can not guarantee such a request would be implemented or even entertained. Also, while stock might not offer your feature, it's very likely that there's a mod for it! Q: When will the next update be released? A: Soon™ SQUAD never gives release dates to avoid disgruntled users when deadlines aren't met. Q: "The barn" What is it? Where is it? Why isn't it? A: The barn as it was shown in the previews was generally not received in a positive way by the community for various reasons, and thus left out in Career mode. Most complaints where about bad quality rendering (especially the textures), out of style with the other buildings and haphazard use of objects that didn't make sense (roads leading nowhere, etc). One of the most recent discussions about it can be found here. Launch, lift-off and orbit. Q: Why does my rocket flip when I turn 45 degrees at 10km? The tutorial says that's what I should do. Ashort: The tutorial you're looking at is outdated. Since v1.0 aerodynamics have drastically changed, drag has become a serious factor that can no longer be ignored. To avoid flipping start your gravity turn very shortly after lift-off and be gentle. If you get Mach effects in low atmo you're going too fast. Along: Drag pushes the rocket backward, while inertia keeps it going forward (along with thrust). The different parts of the rocket provide different amounts of drag and inertia: heavy parts provide more inertia while wings, airbrakes, and parachutes provide more drag. Since engines are heavy, their inertia will cause that part of the rocket to continue forward, while the drag on the rest of the rocket will pull it backward. Once the rocket tilts, this causes it to be forced into an orientation where the heavier end points forward - in this case, upside down. This is a real problem rockets have to deal with. The simplest solution is to add parts that provide a lot of drag (wings or airbrakes) at the back end near the engines. If this is not enough, even with careful flying, use the right-click menu to disable fuel in the tanks near the front until the tanks near the back are nearly empty, so as to keep the weight of the fuel near the front of the rocket and due to the above physical effects keep it pointed the right way. Q: My contract won't complete. A1: Are you sure you're orbiting in the right direction? Watch how the highlights on the target orbit are moving. You should be going in the same direction. Also check the AN and DN markers, if they are close to 180 you are orbiting in the opposite direction. A2: The contract system still contains a few bugs. If you are confident you've met all the contract requirements don't despair, Quicksafe [F5] and exit the game. Restart the game and return to the craft that failed to complete. Almost guaranteed now the contract will complete without a problem. Q: Why is it so hard to make a shuttle? A: Because shuttles are really, really hard. One of the hardest things to build in KSP. There are all sorts of off-centre thrust issues to cope with, which change quite radically as the SRB's then main tank separate. There are also lots of drag/lift problems with wings on a rocket. Almost any other way to get to orbit can be designed, built and flown more easily and efficiently in KSP. Q: Can you make a rocket as efficient as an SSTO spaceplane? A: Yes; build a rocket that uses a Single Stage to get To Orbit. It is exactly as efficient as an SSTO. It IS an SSTO. Spaceplanes aren't efficient because they are spaceplanes, they are efficient because they use air-breathing engines. The second factor that makes SSTO Spaceplanes economically efficient is that they are relatively easy to land back at KSC. The closer to KSC you recover your craft they higher the refund value. Landing back on the runway or launchpad will result in a 100% recovery value. But of course SSTO rockets can also be de-orbited and landed at or near KSC for full recovery. Q: SAS won't activate. Even though I have a Kerbal in the cockpit KSP says I do not have a pilot. A: Your 'pilot' might not be a pilot. Kerbals come in 4 types; pilots, engineers, scientists and tourists. All types have their own use and abilities (except tourists, they're just high-value seat fillers) and only pilots can use SAS. Higher level Kerbals have higher skills. To use more advanced SAS features either use a better trained pilot Kerbal or higher level probe core. Q: [.] (period) toggles the visibility of the NavBall. How do I permanently keep the NavBall visible in the map screen? A: Go to the main menu and open settings. Under the "General" tab uncheck the option to "Autohide Navball in Map View". Q: What is Delta-V / dV / ΔV? A1: dV literally means 'change in velocity'. Basically what you can do depending on the amount of fuel you have, the total weight of your craft and the efficiency of your engines. A2: Mathematically, delta-V is calculated with the Rocket Equation - it takes the form: delta-V = ln(M/Mo)* Isp *go Where delta-V is the change in velocity (a vector that's a dot-product of the scalar component of speed with the vector component of direction), ln is the natural logarithm function (look for it on a scientific calculator, or use =LN() in MS Excel), M is the full mass of the rocket stage, Mo is the dry mass of the rocket stage (i.e. what it weighs when all its fuel tanks are empty), go is standard gravity (9.81 m/s2regardless of what body you're orbiting/launching from) and Isp is the specific impulse of the engine (a way of measuring the engine's efficiency). It's importance, as has been mentioned, is in determining the total magnitude of the changes the rocket may make to its velocity before it runs out of fuel; in the process it determines where a rocket may go given a certain mission profile. There are three main ways of increasing a rocket's delta-V: 1) improving propellant mass fraction (i.e. moar fuel) 2) increasing specific impulse (by selecting an engine combination that increases this value - the main reason nuclear engines are recommended for interplanetary flight) 3) staging (shedding mass that's no longer needed, which has the effect of improving the propellant mass fraction) Atmospheric flight, rovers and surface activity. Q: My rover rolls over on low gravity planets/moons. A1: Widen your wheelbase and lower your centre of gravity. A2: Remap your controls to IJKL or use docking mode in order to steer independently from the reaction wheels. A3: Right-click all reaction wheels and toggle them off. (Most pods and command modules also contain reaction wheels.) A4: Toggle soft controls with [Caps Lock]. The orange pitch/roll/yaw markers in the lower left hand corner turn blue. Q: Why won't my parachutes deploy trying to land on Mun? A: No atmosphere = no parachutes. Parachutes only work on Kerbin, Eve, Duna and Laythe. (And Jool, but it is unlikely your ship will survive long enough to use them.) Q: My jet engines won't work on Duna/Eve. A: Jet engines need oxygen. Only Kerbin and Laythe have and oxygen atmosphere. Q: Why is my plane uncontrollable in flight? A: Planes that actually look like an real life aeroplane usually fly best. Although it is slightly outdated this tutorial will show you the basics. A more up-to-date tutorial can be found here. Q: Even at over 100m/s my plane won't take off before the end of the runway. A1: Your rear landing gear serves as a fulcrum. It's placed too far behind the CoM. (Check one of the two tutorials) A2: With a Centre of Lift (CoL) too far behind the CoM your control surfaces might not be strong enough to push down the tail and lift the nose. Either move the CoL further forward by relocating the wings, adding canards or increasing the effectiveness of the control surfaces by increasing their size, deflection angle or distance from the CoM. (Or any combination.) Q: My plane violently veers off the runway. Why? A1: Your landing gear is misaligned. Make sure you don't have any toe-in or toe-out. Even a tiny, invisible misalignment can cause this problem. It can happen due to the curved shape of the part you're attaching the landing gear to. One way to fix this in the SPH is to select the rotator widget ("3" key), turn on absolute snap ("F" key), then wiggle the landing gear one notch out and back to parallel. This guarantees perfect alignment. A2: You are wheelbarrowing. Too much lift too far behind the centre of mass (CoM). The tail of your plane is lifted off the ground before the nose and it starts to fall over making it steer either left or right. A3: Your connections are too weak. Connections between parts are always a bit flexible. Use (auto)struts to shore them up. Q: Do I have to bring those science experiments back? I left them on the Mun and didn't get credit for reading them. A: No, all you need to bring back is the experiment data. If you have Astronaut Complex 2, you can get out of your ship. Once outside, get near the experiment, right-click it and remove the experiment data. Then get back in the ship and the experiment will be stored. You can also run the experiment again. Doing this over and over can get you a lot more science on a mission than you were getting before. With the release of KSP v1.2 a new part was introduced; the Experiment Storage Unit. In addition of storing science like any other crewed pod it can also be used to 'pull' all science data into storage. NB. The Goo canister and Materials bay are single use experiments. After data removal (through EVA or transmission) the experiment will be inoperable. To use it again you will need a Scientist or Lab to clean/restore it.