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constantspeedunit joined the community
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The normal white and blue works- for now.
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N -1
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Mysterious breakages. We don't know why. @Deddly and @Anth tinkered with things until it seems to be fixed, at least for the moment.
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[1.12.x] Near Future Technologies (September 6)
Nertea replied to Nertea's topic in KSP1 Mod Releases
It's you know, an incredible amount of work, but yes. Yeah I can't effectively support non-stock scales. Yes. First priority after RestockPBR. -
weird cockpit ui
Vanamonde replied to aasdf's topic in KSP1 Technical Support (PC, unmodded installs)
I do not know but I have moved your thread to the sub where someone might. Good luck.- 1 reply
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I like it. Meanwhile, thread moved the craft sharing sub.
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Your thread has been moved to the place where you might find some suggestions. Good luck.
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Not really applicable: When air density (not pressure! Molar mass of the atmosphere and, I think, also temperature affect density) is equal, in Kerbin you are fighting 3.33x as much gravity as on Duna Just use the cheat menu to test the design in sandbox/a different save
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P 0
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Precision mode disables rcs??
jimmymcgoochie replied to Errol's topic in KSP1 Gameplay Questions and Tutorials
You’ve just described exactly what precision control mode is supposed to do. It’s meant to reduce RCS thrust to make more precise manoeuvring easier e.g. docking. It greatly reduces the visual effects too, so it can look like you’re getting no thrust. -
[RSS/RO/RP-1] Trying to do the first solar-powered satellite contract but my satellite's solar panels aren't pointing at the sun and I don't know how to get my periapsis to above 300 km with the devbranch version of mechjeb pvg
jimmymcgoochie replied to GoatQueerLovesChocolate's topic in KSP1 Gameplay Questions and Tutorials
A few hints for you: Put a single large solar panel on the top of your satellite, or rotate the four you have to be angled forwards. Only one panel will get sunlight at a time in your current design, but if they all face the same way then you can get much more power. When launching to a periapsis insertion (which is the default), your apoapsis will be on the opposite side of the Earth to your launchsite. Since you’ll need to burn prograde there to boost your orbit, if you launch just as the sun is setting and go east, you’ll be pointing roughly towards the sun when you reach your apoapsis and your solar panels will be facing the sun if you put them on the top. For a polar orbit it’s a bit harder, but you could try putting a single large solar panel on the top, facing to one side and positioned to prevent torque on the unguided stage, and then launch north or south at sunrise or sunset; use roll control to point the solar panel at the sun before doing the final boost burn, however this means you won’t get any spin stabilisation. I don’t remember the specific orbital requirements for this contract. Do you need such a high apoapsis? There will always be some element of manual input required, especially with unguided stages, however you can use PVG to launch to the parking orbit and then use maneuver planner to do the rest in a mostly automated manner. Your delta-V doesn’t seem that far off considering you’re launching to a high inclination orbit with a relatively short burning rocket and a relatively low TWR off the pad. You might be able to launch to that parking orbit with a much lighter probe and/or kick stage. -
[1.2.2 & 1.3 & 1.4 & 1.5] Kerbin-Side continued 1.4.5 [05.11.2018]
Lisias replied to Ger_space's topic in KSP1 Mod Releases
Just install both on their default directories. It's better not to mix them, as some assets may be tied to their original location on the file system. Once you learn your way on them, you will be able to further customize them but until there, it's better to stick with the defaults. -
totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
It's just The Way It Is... One of my favorite ones - loved the movie, by the way. - Today
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totm nov 2023 SpaceX Discussion Thread
JoeSchmuckatelli replied to Skylon's topic in Science & Spaceflight
Dumb question - does "Installing the FTS" mean a fully live system? If so, why install the FTS inside a potentially critical piece of infrastructure like that building? I write this as a guy who was fairly comfortable handling and setting up explosives back in the day - but I have questions. Do they leave the mechanical/electronic triggers disconnected until a certain point? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Drew Kerman replied to Nils277's topic in KSP1 Mod Releases
You need to let the ShineFix author know nvm I see that you did -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
skrkaxh replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes, I cleared all mods from GameData before installing CKAN. I tried to manually spot the collision between mods, but everything had seemed to work with eachother. https://www.dropbox.com/scl/fi/h29s9fnodouojdckosdas/files.txt?rlkey=r15zubkx7bkyte03ib1ajbk63&st=w00zy76y&dl=0 -
N -1
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The Third Great Number War: The Long Haul!
FTLparachute replied to AtomicTech's topic in Forum Games!
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Zac Wildstar replied to Gameslinx's topic in KSP1 Mod Releases
Is there a basic tutorial available on the steps necessary to add a new Parallax scatterer to a custom planet? I'd even be happy with just a list of minimal files necessary to add one scatter. I studied the files on the Parallax Stock Textures project and using Duna's files as a guide attempted to add similar scatterers to learn how to add rocks and other surface features to a planet. Unfortunately I must be missing a key step because no scatter objects render on my custom planet ( they do on Duna and other stock worlds so I know Parallax is installed correctly). Scanning through the ksp log, I found this exception which I suspect is related to the issue right after I use the map view to jump to a test vessel I landed on it: [LOG 13:08:08.837] [ParallaxScatter] Camera mode changed! Regenerating scatters on [EXC 13:08:08.847] NullReferenceException: Object reference not set to an instance of an object Parallax.ParallaxInFlightOperations.Update () (at <0e26430d33fd4934bd1a6a58ed73bfc6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Clearly, something isn't getting assigned in the Update() method, but unfortunately the log gives no line numbers or other clues which statement in there is failing and it's a pretty long method with a lot of places where a null object has the potential to be encountered. Hoping it's a pretty simple matter of me just missing a config or setting that I overlooked.- 3,166 replies
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Ben2016 joined the community
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N -1 damn not allowed to sleep in or what?
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Zac Wildstar joined the community
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The Third Great Number War: The Long Haul!
LazyTiger0203 replied to AtomicTech's topic in Forum Games!
N 0 WE DID IT WE GOT TO ZERO wait i forgot to read the last page- 30,731 replies
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