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  1. Hi, New to the forum and new to capturing asteroids on KSP. First time approaching a class A asteroid. At first I cannot seem to get closer than 200m to the asteroid using RCS and docking mode. When I use engines I get up close and find the asteroid is a perfect cube. I've a feeling this is a bug. I can't dock to it or anything. Is this a bug or an easter egg? I've uploaded two images to google docs: https://drive.google.com/file/d/0Bz5Lm9vyZG-QWVlaczFqZU5tNkk/view?usp=sharing https://drive.google.com/file/d/0Bz5Lm9vyZG-QOVh1Tl9FcE9Vdms/view?usp=sharing
  2. I am still fairly new to the game, I managed to get jeb to the mun, but he's out of fuel. I have tried time and time again to create a design that can get him home. If anyone could help me out, it would be appreciated. I don't have a large amount of tech unlocked yet, so my request is to help me out with a rocket that can get there and at least get him back into munar orbit without running out of fuel. I really need to get jeb home. Thanks. Current Tech Tree:
  3. Okay, so maybe someone can help me out here. As you can see in this screenshot: http://imgur.com/a/1DNJ4 according to the stats I normally pull from KER, I should have an abundance of all the good things I need to get me into space (TWR, Thrust, DeltaV, etc.) But when I get to about 340m/s, everything just flatlines. I think drag may have something to do with it, but I don't remember how to pull up the drag overlay or calculate that... Here's the craft link if anyone's interested: https://kerbalx.com/KrisKolumbus/Stock-SSTO-Test
  4. I downloaded Mechjeb 2, unzipped it in the Game data folder, booted up KSP, put the mechjeb module on a Kerbal X, launched and there was no mechjeb menu. What is wrong?! I downloaded from: https://mods.curse.com/ksp-mods/kerbal/220221-mechjeb which is MechJeb 2.5.8, latest KSP update. I'm on mac. Please help, I've tried! Please don't tell me I just downloaded an old Mechjeb. Thanks
  5. Hello all, I am playing through my stock (other than visual mod+kerbal alarm clock) 1.2 play through and am encountering some issues completing satellite contracts. On two separate occasions, I have been unable to complete some very simple satellite contracts for some quick cash. I am by no means a new player, so I have plenty of experience putting up satellites. I have fulfilled all requirements, however, the game doesn't seem to want to cooperate with me. Check out this screenshot: https://gyazo.com/7de26614994fa105aec4229c3d5cdfbd I'm obviously working on the Kerbin Molniya orbit contract! I've met all requirements, however, the game will not recognize the satellite as new... Thanks all aaaaand solved.
  6. When I try to launch vehicles using certain, parts the game tells me I don't have that part researched yet, even though I do have the node unlocked in the tech tree. When I look in the tech tree I see multiple duplicates of the same item. How do I fix this? It would only let me insert one photo so here's a link to the other one
  7. Maybe I can be of some assistance! Long story short, I'd love to contribute to the community, and have the experience of working collaboratively on a project. I figured a good place to start would be by helping to maintain and develop a mod. I'm a comp sci student about to graduate, although I am admittedly mostly self-taught. I have a good amount of experience in C# and C++ primarily, and while I've never attempted to mod KSP, I am a fairly quick study (and by that I mean I'm willing to dedicate large chunks of time to figuring stuff out). If you're looking for some help, and are willing to give me a chance, it would be my pleasure.
  8. Air to Air Refueling Like a Boss This tutorial is meant to provide you with all the tips and tricks I've learned from other forum members, as well as new ideas I've been working on myself. Some terms you'll need to know before you begin are: The flying gas station is called the Tanker. The hard line from the tail of the Tanker is called a Flying Boom. A flexible hose with a cone at the end is called a Drogue Line. The plane being filled is called the Receiver. And lastly the ridgid snorkel on a Receiver, used to capture the Drogue. Is called the Probe. Probe and Drogue - In the real world this came first (kinda) and is in some ways more forgiving for beginners to engage the Drogue with a Receiver plane mounted Probe. The downside is if you bump the Drogue it'll flop all over the place until aero forces stabilize it again. This method provides a flexible line connecting both planes to allow a larger bubble of movement while refueling. In KSP this is the easier way to dock two or more planes together but if performed in an "Undocked" state. Which allows independent control of each plane. (You will most definitely crash if both planes are "Docked") There is no ability to transfer fuel between the two planes when using a KAS winch in "Undocked Mode". This is great for cinematics and screenshots, just not for actual fuel transfer. Additional Info / Pictures Of The Assemblies: Flying Boom - This is a rigid connection between both planes. In the real world this was developed second. In order to transfer more fuel in a shorter period of time. In KSP this is the most functional as this is the best way to remain in control while actually transferring fuel. Once you "Dock" both planes together they will fly as a single plane. In which case, most of your pitch control will come from the Receiver plane. So often the connection of the fragile boom needs to be reinforced by Quantum Struts, immediately after docking has occurred. If you don't reinforce the connection immediately after docking, the planes can twist apart within seconds depending on the design of the planes and the boom. Additional Info / Pictures Of The Assemblies: V-22 Osprey, Refueling from a KC-10 Extender And Now, Onto The Tutorial The mods I suggest using to perform this task are RKE Kanadarm for the Flying Boom, and also for the Probe tubes. The reason these are the best parts to use for the tubes is they are physics-less and don't flex / separate under loads. KAS if you are using the Probe and Drogue method. IR / IR Rework if you want to be able to move anything. Also MechJeb is recommended as it makes aligning the two planes much easier - Using "Spaceplane Guidance" If you're looking for a scale appearance, my custom cfg's to rescale as well as increase the force and range of the magnets in a Squad Docking Port Jr. And as a bonus, the B9 Aerospace Shielded Docking Port if you have B9 installed. If you use RKE Kanadarm tubes or any other physics-less parts. Be sure you never attach a Quantum Strut directly to or from a physics-less part. It will lock the craft in place during flight, and cause all kinds of Kraken like behavior. Instead attach a physics enabled part to the RKE Tubes then the Quantum strut to that part. I also suggest building planes that require very little effort to stabilize. Meaning when in flight the input visualizer in the lower left hand corner of the screen should be as close to center for, pitch, roll and yaw as possible during flight. Also another good check, is a plane that will deviate very little on it's own with the SAS / RCS turned off in flight. I suggest enabling as few control surfaces and gimbaled engines on the Receiver craft as possible. This will aid in fine control while approaching the Tanker. The steps to reproduce this on your own are: (1) Load the Receiver and move it off the runway - I suggest Vessel Mover for this task. (2) Return to the Space Center / SPH and load the Tanker. (2-A) (Drogue Method) - Before take off, with both planes landed. Use a Kerbal to "Unplug" and then reattach a KAS Winch Line to the Drogue. In "Undocked" mode - If you're using lights on the Drogue, press (Alt+F12) to bring up the cheats menu and enable infinite electricity. (3) With both planes now loaded, take off with the Tanker - Use the " [ " and " ] " keys to switch between planes. I suggest using MechJeb "Spaceplane Guidance" to hold a set altitude and heading - Don't fly too fast or you can outrun the Receiver. (4) Switch back to the Receiver and launch it as well - Also use MechJeb spaceplane guidance but set the receiver altitude 10m lower than the Tanker. Be Careful to stay within loading distance I think that's something like 2.5 Kilometers. (5) Match speed, and fine tune course alignment of the Receiver with the Tanker using the keyboard / joystick inputs in tandem with MJ Spaceplane Guidance - This is where the work begins. (6) Deploy either the Probe and Drogue or the Boom at this time from the Tanker. (6-A) (Drogue) If you use my cfg's be careful how close together multiple drogues get. The magnets are ridiculous. (6-B) (Boom) I like to use one or two Quantum Struts to reinforce the boom back to the Tanker at this time. (7-A) (Drogue Method) Once docking has occured, the engines on the Receiver will automatically throttle down but MechJeb will continue flying the Receiver. - Return throttle on the Receiver to just under the level used to initially catch the drogue, You want a slight amount of tension on the KAS winch line. And allow MechJeb to stabilize the Receiver. Engines and Mechjeb's Control of the Tanker will be unchanged. As long as the drogue is attached in "undocked" mode to the winch line (7-B) (Boom Method) Once docking has occurred, you'll need to quickly enable the Quantum Struts. Before an "Unplanned Disassembly" occurs. I like to assign the Boom to Receiver Quantum Struts "Activate" command to the "Abort" Action group. Next, control will default to the Tanker and the engines of both planes will throttle down together automatically, MechJeb will begin flying both planes together as one craft automatically. You need to decrease the engine output of the Reciever and then throttle everything back up. You want the Receiver to have a little less power than the Tanker. You can do this by disabling individual engines through action groups, or through engine right click menus as demonstrated in my video bellow (just don't shut them down completely like I did - Puts a lot of stress on the boom). Then allow MechJeb to stabilize both planes. Fuel transfer is accomplished by holding (Alt) and (Right Clicking) the tanks you wish to move fuel between. Remember this only works with a "Docked" Receiver. When you undock the two planes MechJeb will resume control automatically, of the Receiver and Tanker Independently. With whatever settings you input prior to docking. When you're on final approach with either a Flying Boom or a Drogue Line. The best way to maintain good speed control is by flying too slow, and using afterburners for short boosts to accelerate toward the docking port. Then coasting on the normal engines to slow back down again. Or, set your speed too fast and then use airbrakes to slow down. Pulling the Receiver back away from the Docking Port. Either of these methods works, and it just comes down to preference. Another good method is a plane with a fair amount of drag with quick throttle response. So as you throttle down the Receiver will slow down quickly. Larger planes are actually a little easier to dock as they are slow to make changes with control input. Slow and sloppy is good, quick and jerky is bad. Just be sure your boom is built strong enough to hold everything. Videos Of Both Methods: My Custom .cfg's And Suggested Mod Links AC-130 Spectre, Refueling from a KC-135 Stratotanker
  9. Hi together I love to deploy multiple satellites on the same orbit. To be sure that they have all the same separation to each other I have to calculate the orbital time for my parking orbit. The most known calculation is to put 3 satellites in a synchronious orbit around Kerbin: (synchronious orbit period / amount of satellites) * (amount of satellites - 1) 1d = 6h = synchronious orbit period (6h / 3) * (3-1) = 4h So park your vessel in a 4h orbit with the AP on the edge of the synchronious orbit. Deploy every pass on the AP one satellite. When done correct you have a nice triangle around Kerbin. So i love to do that on other bodies and in other (non-synchronious) orbits. So I had to do the math all the time. Now I've made a little calculator and will make this accessable for all of the community which needs this. So feel free to use it! http://www.omfg.ch/ksp/sdoc Its very simple and doen't check if your orbital period goes into a collision with the celestial body. So check first :). Edit: Here an example: I cheated my craft with 4 satellites into a random eeloo orbit and calculated the values:
  10. Hey forum people! Information. 1. I use a Mac. 2. I use KSP ver:1.2. 3. I use BD Armory ver:1.2 So i am trying to use a targeting pod (I've tried both) but whenever I activate it, the screen where the view shows up is just a solid purple. I know I am doing it right because in the past KSP and BD Armory versions, it showed up with no hint of purple what so ever. I can't see anything in the targeting pod window, just solid purple. http://kspmalfunction.weebly.com/ this is a screenshot of the targeting pod Sorry I had to use such a crappy template. Only look at the first part because all the rest is template. Please get back to me as soon as possible!
  11. For the life of me i don't know why this tiny little spaceplane/booster/shuttle wont launch properly. I've tried everything and searched for the answer on how to build a little shuttle properly but most the tutorials are all about a Space Shuttle Replica. I basically know what i'm supposed to do to even it out but when i do it it fixes nothing it just always starts flipping around right off the pad. Please help me. Edit: Let me rephrase that. I THOUGHT i knew how to build it but apparently I don't.
  12. I've recently begun developing a planet pack and I'm running into some texture issues so far, if someone could let me know what's wrong here, I'd appreciate it: Code for moon: The image below is the Color map (upper left), the Normal map (lower left), and the VertexColor (right) map. Once I launch the game, the in-game moon looks like this:
  13. I think this is needed as a category. I'm sure that I'm not the only one with plane trouble. In this thread, I hope for people to share their planes that they are struggling with so that they can get help from those who know more about what they're doing. I'm starting this thread because I have a craft that is being, very troublesome: the X-23. The X-23 was something I thought up while I was very bored. The idea involves a whole lot of non-snapping angle adjustments on the fuselage and other janky tweaks. When it gets put on the runway, it dips down on one side then levels out again. When I try to launch it, something seems to really want it to swerve around, but even if I do my best to get it to stay straight, it still went off the runway to the right, towards the launchpad. I did manage to get this dang thing to takeoff, but once in flight it wasn't very stable at all. I need serious help with this craft... I haven't opened the craft in a while so I'm not very sure on it's stats... The .craft file says its dimensions are 12.002367,4.47398376,9.33164692. I believe that it is 23 tons (hence the name X-23) Uses some mods but I don't fully remember. Probably just Firespitter and I think it uses a part that I made that is just a re-stat of the stock seperatron to have 4x thrust, 4x fuel consumption, but 4x fuel capacity. https://www.dropbox.com/s/36v32nx0rxyz2dd/X-23.craft?dl=0 (X-23 craft file) https://www.dropbox.com/sh/thuksrkqurhq780/AAD60utQ94S4FmWNbeq1N-FFa?dl=0 [My "potential missile part (solidBoosterSep-Copy)] Sorry I don't have a picture, but I will try to fix that and I hope others can use this thread to get the help they need. -lococarl, over and out.
  14. i need help: my game keeps crashing everynow and again and it has never happend it started yesturday anytips
  15. I need help. How can I update KSP 1.2? Is the first time I had a update and I had two folders on the "Common" Folder of Steam. I had, One of KSP 1.1.3 and the other of KSP 1.2. But when I open the KSP 1.2 it opens and then it closes quickly or even instantly and I can just open the KSP 1.1.3 Folder. Did someone knows how to update and to enjoy KSP 1.2? Please. I think most of you knew how to do it.
  16. Hello. I am having problems with this one dds texture. It is a texture for a simple structural part that uses Interstellar Fuel Switch to change between textures. It doesn't work however and the log simply states: [LOG 19:36:58.743] Load(Texture): Benji13sStructuralDisks/Parts/StructuralDisks/textureGreen [WRN 19:36:58.753] Texture load error in 'C:\Users\Benji\Documents\KSP 1.2\GameData\Benji13sStructuralDisks\Parts\StructuralDisks\textureGreen.dds' As far as I can tell, it is exactly the same as my other (working) texture, except that it is 3mb in size. The working one is 683kb. Is this the problem? How do I fix it if it is? Link to the texture's are below. The broken texture is the green one. Thanks to any help, I'm sure it's a simple fix, I just don't know much about how KSP manages textures. Thanks, Benji13. Working texture: https://www.dropbox.com/s/ywxqaxhvc1wmyls/textureDarkGreyMetal.dds?dl=0 Broken texture: https://www.dropbox.com/s/nlwy4jaa8rzsk1f/textureGreen.dds?dl=0
  17. So I installed a couple mods which include the karbonite mod and Karbonite plus mod and the karborundum collector and other things show up, but I can't seem to find any karborundum holding tanks (Radial or inline). Can anyone help me figure it out? It would also help if someone provided a complete parts list and where to find them.
  18. I've been playing on the 1.2 beta recently, but now that the update is fully out I find that the game will no longer open. When I press play game the curser pops up but thats it, all I see is my desktop, I've tried uninstalling and reinstalling multiple times and I've also reset my computer, nothing seems to work. I have a Lenovo laptop with Windows 8.1, If anyone knows how to fix this please tell me because I would really like to play this game more. Also I'm using full stock ksp
  19. About half a year ago, I bought Kerbal Space Program while it was on sale on gog. I've played it about 5 hours and I don't really feel like there is a point on playing it more. The problem is, I have no idea what to do. I tried building a rocket so I could orbit around Kerbin in sandbox mode, but it wouldn't even lift off. And guides I read or watched like control the speed or other things like that. I just have no idea what to do.
  20. Hey there forum! I was introduced to this game through the PS4. What a mess. I went out and bought a computer just to play this game! To my point... Can you tell me what mods I need? Is a flight stick recommended? Thanks in advance my friends!
  21. I've been playing on the 1.2 beta recently, but now that the update is fully out I find that the game will no longer open. When I press play game the curser pops up but thats it, all I see is my desktop, I've tried uninstalling and reinstalling multiple times and I've also reset my computer, nothing seems to work. I have a Lenovo laptop with Windows 8.1, If anyone knows how to fix this please tell me because I would really like to play this game more.
  22. Sorry, this doesn't have anything to do with space, or at least very little - but at least it's got the physics part, right? When you're calculating the resonant frequency of a tube (open-ended in my case), you have to add an end correction as the theoretical resonance is lower than it is in practice. I've found a few sources citing approximately 1.2r, but some conflicting, and some saying that it has not been theoretically proven at all. Nowhere have I found an explanation why.
  23. So, with every capsule in the game what i have installed or stock, there is no iva thing in the lower right corner, does anyone know how to fix this?
  24. Hey there I downloaded the latest version of Mechjeb from Curse, and the latest version of KSP from Steam. I tried putting 2 and 2 together, and it doesn't work. I get errors saying it is installed incorrectly. I did it the way all the tutorials online say to. Drag the extracted folder into GameData, Squad, and place there. When I start the game. I get that error. Please help me. I've played KSP a bit, and can get craft into orbit, but I really want to get this mod working.
  25. I know how to mod (its easy enough), but could someone please give me some textures (as well as models!). My mod will be called Ackoli space industries, and is mostly a combination of Base parts designed for Permanent bases. The art style I want is Stockalike, but a bit more detailed. These are the parts i want textures for= -ASI-250 Standard inflatable ring module, a 2.5 metre part around as big as the Rockomax X200-16 fuel tank, but inflates into a ring with a 10 metre diameter, and holds 8 crew. Has windows Dotted around the outside of the ring. -ASI-100 Small inflatable ring module, a 1.25 metre part as big as the FL-T200, But inflates to 5 metres. looks like a miniaturized ASI-250, And holds 4 crew. -ASI-420 Large scale inflatable ring module, 3.75 metre part as big as S3-3600 Tank. Looks like a larger, more detailed ASI-250. Holds 16 crew. -Ackoli Algal cylinder. Same size as an mk1 liquid fuel fuselage, Although it Is made out of mostly glass, inside which Green throth can be seen. -Ackoli Drop pod module. A 3.75 Metre Command pod, which looks like a sphere, but with a flat plate (1.25 metres) on the bottom and the top to mount things on. Looks like black metal (carbon fiber), and has a few small windows on it. -Nutrient extraction module. a 1.25 metre Object around the size of the 1.25 m battery. Looks like a grey-ish metal plate with Buttons around it. -Water extraction module. looks like the nutrient extraction module but All the buttons are blue, and there is a symbol of a water droplet on it. -Ackoli grade life-support recycling module. a 1.25 metre object around 3 times taller than the water/nutrient extraction module. Has Many buttons and dials on it. also has A recycling symbol on it. -Small Inflatable habitat module. A radial part, which inflates into a Medium sized Rectangle (with curved edges), with A few windows And straps wrapped around It. -Inflatable greenhouse dome. A Radial part, twice as large as the Small inflatable habitat module, that inflates into a large transparent dome with Shrubs inside it. -Extendable docking port. A docking port that inflates into a tube. -Kerbal entertainment Module, A large inflatable sphere with straps wrapped around it. Has A lot of windows, and fits 4 kerbals. on the interior is a large screen showing a kerbalized super-hero, And A box saying 'toys', as well as some tables and seats. -Space house 3000, A 2.5 Metre part, which looks similar to the hitchhiker module, but the exit is lower down, And Looks metallic. It fits two kerbals, and on the interior is a bunk bed, A box labeled "Space Toys", a table with a packet of chips on it, and a potted plant. Those are all the parts that i cannot texture myself, and need help doing. I would appreciate it if someone helped, and I will give credit. The mod Will also come with a space suit, but i can do that myself. So, please help me make ASI Base systems!
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