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Found 4 results

  1. Since the original got lost, I thought I'd revive the old FAQ thread. I think I found the most up-to-date version, but please let me know if anything is missing. All credit goes to the original authour for the time and effort spent in creating and maintaining the original list, so a big thanks to him for that. As with the original thread, please don't ask questions here, but feel free to suggest frequently-asked questions that can be added if needed. 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. Also, bear in mind that depending on what's slowing you down, the bottleneck might not be your CPU at all-- for example, your graphics card may be having trouble keeping up with visual f/x. 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, and the six subforums devoted entirely to mods? The mods are there to enhance the game as you see fit! Q: How do I install mods? A: See "Running KSP with mods / add-ons" section, below. 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. While you can easily find the parts to make a craft that looks like NASA Spaceshutle, that craft will not behave in the same way given the differences in mass, drag and thrust distribution. 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). Another method is to design your plane to sit in the runaway with a slight pitch up angle instead of parallel to the surface. 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. Running KSP with mods / add-ons Q: How do I install a mod? 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 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 GameData/ folder. Here's a useful discussion about the details. A2: As an alternative to this manual installation, there's a utility called CKAN that some folks like to use, which is an automated "mod manager" that takes care of downloading, installing, and updating mods for you. (Not all mods are available on CKAN-- it's up to the mod author-- but many are.) Q: I'm looking for a mod that <does thing>, how do I find out whether there is one and what it's called? A: Best way is generally to post a question in the Add-on Discussions forum. Q: I have a question about a particular mod. What's the best way to get help? A1: Usually the best place is to find the mod's release thread in Add-on Releases, and then ask there. That's where the expert users (and author!) of the mod generally hang out, so it's usually the best place to get answers. If your question happens to be a "tech support" kind of thing (e.g. "it's not working!" or "I keep getting a bug!", etc.), then you might want to review the How to Get Support thread, beforehand, for an idea of what kind of information people are likely to need from you. A2: Alternatively, you could just post your question in Add-on Discussions or Technical Support (modded installs) as a new thread. Usually you get more "bang for the buck" by posting in the mod's thread, though.
  2. 本贴将会在下方罗列一个仅仅关于KSP基本问题和Forum使用方法的FAQ(常见问题)列表并给出相应的解决方案,同时欢迎各位在此话题下提问而不是开启一个新帖! 多数翻译自官方游戏问题和技术支持版FAQ,关于游戏具体操作问题等也可以前往该链接下寻找解决方案。 注意!提问前确保你已经认真阅读FAQ列表并确认无法在其中找到解决方案。 另开启新话题提问的将可能会被删除 如果这个FAQ解答有用,您可以毫不犹豫地点击右下角的Like this或评论。 FAQ列表 Forum使用 Q:如何注册Forum账号? A:点击页面右上角的Login按钮,根据提输入信息,完成人机验证,即可创建账号。 Q:为什么无法通过人机验证? A:对于中国大陆用户,请翻墙完成人机验证。 Q:如何创建一个新主题? A:点击首页的Start new topic按钮创建新主题,注意选好板块。也可以在相应板块点击Start new topic按钮来创建主题。确保你已经阅读官方论坛版规(中文译本)。 Q:如何在主题中插入图片? A:请使用第三方图床添加图片,如Imgur,将图片上传后在imgur中点击图片,复制图片右边的文件链接(xxx.jpg/png/gif/...)到文本框即可完成插入。请勿使用国内图床!请勿使用国内图床!!请勿使用国内图床!!!当你看到“图片来自QQ空间,未经允许不得引用”的图片的时候是非常丢人的!丢人的!!丢人的!!! Q:为什么我看到有人用滑稽而我却找不到滑稽? A:请把滑稽上传到第三方图床,再按照上面的说明添加,但是不建议使用大尺寸的表情包,尤其是在非中文版区域。请尽量使用自带的小绿人表情 Q:为什么我看别的主题里的图片加载的很慢甚至加载不出? A:多数Forum用户都是使用imgur的图床,中国大陆用户访问可能很慢甚至无法访问,请翻墙后查看。 Q:为什么我看到提示说我的帖子“Pending Approval”? A:第一次发布主题需要先通过版主审核,第一次审核通过后即可任意发布新的主题。 Q:我应该如何编辑我的主题? A:点击主题/回复左下角的“Edit”按钮即可编辑主题/回复。比百度贴吧高大上到哪里去了。 Q:我应该如何回复/引用别人的消息? A:点击回复左下角“Quote”或者选中一段话点击弹出来的“Quote”进行引用或回复。 Q:我什么当我打开一个主题的时候显示: Sorry, there is a problem There are no posts to show A:这大多数是过老旧或者遭到了其它问题的帖子,可以点击底下的Contact Us按钮来获得解决方案 Q:为什么有一些主题底下显示“This thread is quite old. Please consider starting a new thread rather than reviving this one.”? A:这些主题都是过于老旧的主题,回复该类帖子可能会被认为是挖坟甚至遭到处罚。请尽可能的不要回复此类主题。 Q:我什么有一些主题无法回复,回复框中显示“This topic is now closed to further replies.”? A:这些主题可能由于一些特殊需要(如:版规,重要信息公示,防止挖坟等)或者由于违反了社区规定(但不至于删帖)而被关闭以阻止被回复。 一般问题 Q:为什么我的游戏不断崩溃?特别是在场景切换时。 A:很可能你只是内存耗尽。 32位的KSP不能使用超过4GB内存,建议卸载一些mod或者使用64位的KSP。在PC上也可以使用-force-opengl。(不能保证成功,但很多人都有很好的效果。) Q:我在Win7 64位上有8GB的内存。为什么我的游戏内存不足? A:即使是64位版本也有可能因为mod安装过多导致崩溃。 Q:我的电脑有X个内核,但KSP运行速度较慢。/ KSP只使用我的一小部分CPU。这是怎么回事? A:KSP使用的是Unity引擎 。因此,KSP物理学计算仍然是单线程的。 物理学计算可以从核心转移到另一个核心,但您只能同时内使用X个核心中的一个。更多内核将最终意味着您只能使用较小的处理能力。一核有难,63核围观。 Q:我可以改变天体的轨道么? A:短的答案:不能。长的答案:不能。所有行星体都“在轨道上”。他们的轨道是固定的,不能在游戏内物理改变。但是你可以使用HyperEdit。 Q:我怎么安装MOD? A:在SpaceDock,Curse或其它来源下载mod,大多数mod都是.zip格式。Mod将必须安装在GameData文件夹中。找到游戏主目录下的GameData/文件夹并将其打开。将zip文中的GameData(如果有)下的全部内容拖入游戏主目录下的GameData文件夹,如果没有,直接将zip文件中的内容拖入GameData。你也可以使用CKAN,一个MOD管理器来方便的下载与安装Mod,当然不保证所有mod都支持CKAN下载。 Q:使用MechJeb或其它mod算是作弊么? A:如果您喜欢使用MechJeb(或任何其他mod)进行游戏,那么请这样做。如果您不喜欢这些,请不要使用它。 Q:[Mod名称]与KSP的x.x.x版本兼容么? A:你可以前往该Mod的发布页面寻找问题的解决方案,如果可以找到兼容的版本,使用它,如果找不到,切记不要催更!!!请尊重制造和维护mod的人。 Q:[Mod名称]怎么用? A:你可以前往该Mod的发布页面寻找教程或使用说明,Mod作者往往提供了教程甚至在Github上建立了专门的wiki页面来提供教程。 Q:[Mod名称]为什么有bug? A:你可以前往该Mod的发布页面向作者提问,但请先注意作者是否已经发布了补丁或者新版本来解决问题。 Q:为什么KSP没有[功能名称]?/为什么我不能[功能名称]? A:这里有一个专门针对建议和意见的板块,你可以前往该板块提供建议和意见,但是,请确保您的请求未包含在“已建议的列表”中,或者在“不建议列表”中。当然即使原版KSP没有的某些功能,有些mod可能已经实现了! Q:为什么我安装了Mod以后在游戏中组件丢失/组件没有贴图/按钮变白/变黑/变粉/变成彩虹猫? A:请检查游戏路径中不得有任何中/日/韩/阿拉伯/其它奇奇怪怪的非拉丁文字符。 Q:为什么有时我在加载游戏的时候看见了一只小马彩虹猫? A:这是Module Manager的彩蛋,Enjoy! Q:我KSP版本是1.2.9,为什么游戏中有些字符是英文还带了个[zh]头缀? A:1.2.9早期测试版本有很多没有翻译完/翻译完但是没有刷进去的东西,请升级1.3.0正式版本。 Q:下一次发布游戏更新是什么时候? A:无可奉告 简单翻译:SQUAD从来不告诉用户发布的日期避免跳票,SQUAD,Coming Sooooooooooooooooooooooooooooooooooooooooooooooooooon™。
  3. Oops, did I just fizzle that? You bet your sweet tail I did. Since those that need it don't read it and those that read it don't need it this FAQ no longer serves any function. It's going, going. GONE!
  4. 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:
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