Jump to content

Search the Community

Showing results for tags 'tutorial'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Hi, This video tutorial will cover how to do a manual ascent to rendez-vous, in IVA (from the cockpit) ! : ) This part can be quite tricky, and almost as hard as an IVA landing, when done right ! This part assumes you already know all the bits & bobs covered in the previous tutorials, which you can find below : Feedback and questions always welcome ! Cheers
  2. Hi ! Today, we continue this tutorial serie for a Moon landing, fully manual from the start of the powered descent to touchdown, all from the cockpit (IVA). This is one of the trickiest part of IVA flying, but one of the most rewarding for sure ! Link to the previous/next parts of those retro-IVA tutorials : Cheers
  3. Continuation of the previous episode, which was about rendez-vous, this ones covers old manual docking, instruments only ! Which involves the usage of that bloody X-pointer instrument... Looks overwhelming at first, but in the end allows for very precise and smooth dockings to be made, and is also so damn rewarding and fun ! Link to the previous/following parts of those retro-IVA tutorials : Questions/feedback welcome Cheers
  4. Hi ! This is the continuation of the first part of the tutorial serie (spoiler below) about flying retro styled IVA spacecrafts, this one will focus on the DSKY usage, as well as a rendez-vous guide, instruments only ! Previous/following tutorial parts : Feel free to ask any questions or provide feedback : ) Cheers
  5. Hi, Here's a extensive tutorial on the usage of the FDAI, found on most of the retro-style modded KSP IVAs. That great instrument flew on Gemini, Apollo, the Space Shutlle, and is still used today ! Following tutorials of this serie : Feel free to ask questions or provide any type of feedback : ) Cheers
  6. Hi, For IVA enjoyers out there, I made this tutorial which covers a full flight only IVA launch, rendez-vous & docking to space station, then landing back at KSC runway, with a SSTO. IVA is in a retro style, so no much fancy displays, only manual piloting ! I hope you find it useful ! Also feedback and questions appreciated Notes : * Always match your inclination first with your target before doing the Hohmann transfer burn, I didn't tought about it since I knew the station was in a equatorial orbit, but still, the small deviation from my initial orbit trajectory was enough to make the rendez-vous phase trickier, as you'll see. * 21:14 : velocity relative to the targeted docking port but only in the X and Y axis. * 22:45 : I didn't mention it, but on this IVA, the screen display actually shows X, Y axis distance and vel in precise numbers, which is very practical, as well as the X, Y, Z rotation angle. it's a numerical aid to the instrument to the right, which is more visual.
  7. First off you need to make the rocket itself and make sure that it can launch by pressing the engineers report button located near the launch button that says "LAUNCH". After making sure the Thrust To Weight ratio is more than 1.0. You are ready for step 2. Step 2: Once your done with your vehicle and made sure that the Thrust To Weight ratio is more than 1.0. You need to press the big green launch button that says "LAUNCH". Here's where it is: Once you have pressed the launch button that says "LAUNCH". You may continue to the final step. Step 3: Once you are on the launch pad all you need to do now is to either press the same launch button that says "LAUNCH". Or you can press the space bar located at the bottom of your keyboard as another method to launch. If the space bar doesn't work, well then you've probably changed you're settings! And now your done! You have learned on how to launch a vehicle! Now enjoy your journey to space and beyond!
  8. There is the Wing, Stabilizer, and Control Surface subgroups inside of the Aerodynamics group. They are all extremely similar visually (if not completely the same) and their settings in parts manager match as well. It's incredibly difficult to be able to tell what the difference is between parts in each group. To my knowledge there is nothing in the UI that explains it either. It'd be nice if the game did a better job at explaining why you'd use one group over the other, and what the key differences are between the 3. Would make for a decent tutorial video as well.
  9. CKAN now fully supports KSP 2. Here's how to install CKAN as well as install your game instance of KSP 2. This is the best way to install mods.
  10. Here's my must have mods for v0.1.2.1 Includes: -How to install mods -Compatibility check -Must have mods
  11. This is a guide in which I will add about every tip and trick, I find while playing the game! #1 Fairings Say you have a fairing, and you finish it, and it pops up with a message saying "warning: cannot accept current changes. Fairing is colliding with invalid assembly part." So you try and try and try! To get the fairing right, but one of the two keeps happening; 1. You can't do anything without the fairing saying the message or 2. You can get a fairing, but it is not to your liking Well, I have a easy fix for you! 1. Click on any place, then place it back or If you don't want to replace a part on the craft 2. Click on any part on the part picker and recycle it #2 Unable To Timewarp Ever find yourself not being able to timewarp, because you're in "too low of a orbit" So you look it up right? You find that you have to send another craft on the ground, then timewarp? So much work, all you actually have to do, is go to the ksc! then into the tracking station (make sure you go into the tracking station after the ksc. And boom! You can actually use timewarp normally again. #3 How do you delete saves This one is simple, yet I found myself having a hard time with this. All you have to do is: Go to the main menu, then campaigns and finally at the bottom, there is a "delete game" button. Not to be mistaken for the "delete campaign" button. #4 Laggy Debris Ksp 2 makes debris very laggy, and usually well cost you a frame or two for every debris you left in deep space! So for now, I would delete all your debris randomly floating around. This saves a lot of fps, especially if you have more then 10. It saved me a couple, I know that much. #5 Camera getting off centred I have no clue why, but many struggle with this. So what happens, is when you hold down the scroll wheel, and click/drag right click, you offset the camera. The simplest fix is to press the "home" key on your keyboard. I think this confuses people, because in ksp 1, you double click the scroll wheel. Have no idea why they changed it, but hope this helps if you have this problem! #6 Throttle stuck throttling up Has it ever happened to you, you, e.g. press “shift + tab” to open your friends list on steam, this makes your throttle ,throttle up. No clue why, but there is a easy fix. Simply press the “shift” key once. This fixes it, hope this helps, took me awhile to figure out. #7 Struts twisting through the craft This one has been bothering me for a bit, but I finally found a simple fix. For example, you find yourself placing symmetrical structs, but for some reason, they cross through your craft. The fix is to move the camera to the opposite side of the craft, and place them there. #8 Things you shouldn’t ever do! 1. Don’t press “Ctrl + Z” or the undo button, this will break your struts, etc. 2. Don’t “Ctrl + C / Ctrl + V” large crafts (say about 200+ parts) This will actually break the game, idk how to explain it. 3. Refrain from loading a save where your spacecraft is in a landed state. Sometimes you will fall through the surface, I find if this ever happens, you should keep loading back that save until it stops falling through the surface. Keep away from doing this as much as you can. I will add more later!
  12. First up, here's how to gravity turn in under 60 seconds! Later this will I'll upload the full video. Hope it helps!
  13. i think having some kind of tool tip when you hover over a UI element that displays the shortcuts related to its use could be very helpful, i have working in Maya for a while now and one of the few things that i really lie is that functionality. (i have left a example in image below) One thing that i remember from being a new player in KSP 1 was slowly finding out all the short cuts, i believe having something like this could be a non intrusive way of teaching newer players all the shortcuts and make the UI more navigable. something like this but with our the text discription
  14. So, as I've not seen any master thread related to KSP2 tutorials... Now there's one. -- I just noticed something weird in the "How Do Rockets Work?" tutorial (screenshot from YT, thanks @Space Scumbag for the footage :) ): Is that Kerbin's south hemisphere? Because it really looks like Kerbin's southern hemisphere. This feels so weird...
  15. I guess MechJeb is called P.a.i.g.e ... probably it's the same AI that handles the simulation / tutorials. Later edit: It's just the tutorial helper AI.
  16. Hello, recently I got a new PC so I decided to go get some better visual mods. This exact video https://www.youtube.com/watch?v=OJCCDIBmrBI really caught my attention. Though, no matter what I do I can't seem to figure out how it looks so good and what mods he uses. I even followed the mod tutorial he did but it looked different than the video. Does anyone know what mods i could use or what he does/uses to make his game look so good? Thanks!
  17. One of the biggest goals that devs set for KSP2 is accessibility. I agree, learning curve in original KSP game was pretty steep, and without YT or this forum it would be even steeper. One thing I am afraid that it's curve will remain steep compared to KSP is mod creation. KSP is a landscape of art made by many people, and before version 1.12.3 it was everchanging, so naturally certain code, and artstyle inside game were evolving. The result of that state of things were many attempts to make tutorial series about mod creation, that were soon doomed by obsoletion. KSP 2 will also come through that same evolution mechanism that original game did via Early Access, but this time game is made by people having much deeper understanding in fields they work in. After Early Access, we may suspect that most changes to the game will be based on the code created and tested earlier, so base of the game will be less susceptible to change. This will also apply to the style of the game, since this time it is more uniform and planned. Therefore, I suggest creation of the modding tutorial by devs. I fully realise, this is quite heavy request, both in time and effort, but in my opinion it can really help in setting the bar for other modding communities. Here are the topics I believe that are worth mentioning -modelling -texturing and animation -rigging -unity import -troubleshooting While i fully understand chances to put this idea to life are bleak, and community probably could handle creation of tutorials by themselves, I belive there are other things that KSP2 authors to do to aid in creation of mods, not only for newbie, but also for advanced modders. Here is listed what I mean by that: - better access to code in general (e.g. ablility to not only access Kerbals suit textures, but also their rigs, mesh and so on. It will make creating animations, suit, helmet and accessory much easier. I think it could in this way, in which community wouldn’t infringe any licensing of the game.) -creation of set of standards of 3d models, texturing and animations, to create art. More uniform (texture resolution and density, color pallettes, polygon counts, possibly lod levels for parts, file in universal 3d mesh format that contains shapes of profiles used by parts, size of fillets/bevels to keep them consistent, other data that could aid in texturing such as levels of specular map for different materials.). Good job in this spirit was done in the Restock wiki on GitHub, but I believe it could be expanded. I don’t believe all mods should ‘stockalike’, variation in art is sometimes necessary to make it stand out, but standards could help beginning mod creators to create better stuff. -toolbox for modders – it kind of overlaps with last point, but could be expanded. Please join the discussion, or add other ideas below. Thanks in advance.
  18. With this short tutorial I'll show you how to build an automated tracking craft without the KAL controller, which you can use in several ways, to improve your gameplay.
  19. I'm playing KSP for a while now and I once did a trip to Eve and back, learning some stuff on the way. I see a lot of people struggling with Eve return missions and I noticed that I have a few tips that would be helpful for many of those people, so I decided to write a guide about it. If you see any errors in it, feel free to ping me. Who is this guide for? Before following this tutorial, you should have already done other manned interplanetary missions (with safe return to Kerbin) and you should be able to put a few hundred tons payload to LKO in a single launch. Useful mods: You might be able to complete the mission without these mods, but I highly recommend using them since it will make stuff easier. Trajectories RCS Build Aid Kerbal Engineer Redux Where to start (and where to not start) The challenging part of the mission will be the journey from Eve's surface back to Kerbin and not the other way. You should begin by designing a vehicle that can get away from Eve's surface. Don't worry about landing on Eve yet. (We'll place parachutes, landing legs and heat shields on decouplers and eject it all after landing on Eve.) For now, just pretend the KSC is located on Eve and you want to design a rocket for a one-way trip to Kerbin (or just to Eve's orbit if you want to do an Apollo style mission). You can do test flights from Eve's surface by teleporting your vessel to Eve using HyperEdit or the cheat menu and hit "Revert Flight" afterwards. Important: Do not start dealing with how to land on Eve before you're completely sure that your vehicle can get away from Eve, otherwise you'll probably waste time designing a landing system for a ship that doesn't work. Apollo style makes lander design much easier since you'll have to carry much less mass from Eve's surface to Eve's orbit, but it is possible to do it without Apollo style (I did this myself). Vehicle design You can refer to the Community Delta-V Map for the delta-V requirements, but the delta-V readouts will not replace a test flight! The Wiki says the following about rocket engines at low altitudes on Eve: However, I remember that this was already written on the wiki before the Making History DLC was released, so it could be possible that some engines from this DLC are also well-suited, but I haven't done further research in this direction. I decided to use the Vector engine because my vehicle quickly became quite big and therefore needed a lot of trust and the Vectors are more compact than the Mammoth. Just pick the one that suits your design the most. For more efficiency you should use asparagus staging. Feel free to put the capsule under a fairing. You can later attach a command pod at the bottom (on a decoupler) and use crew transfer instead of ladders. How to land your vehicle on Eve For landing, we'll need to add a few stuff. Place it on decouplers so that you can dump it before taking off again. RCS Build Aid can display what the touchdown speed will be with the current ammount of parachutes. This may be helpful. Since your design is probably quite big, you'll want to use 10 meter heat shields. You can also clip multiple of them into each other if one isn't big enough. Large heart shields at the bottom will probably cause your lander to flip around during reentry because they act like a very big parachute and force your ship to face prograde. This will lead to your ship being destroyed by reentry heating. You can compensate this by adding even more heat shields at the top of your vessel. These won't serve as heat shields but they'll stabilize the vessel during reentry. If you still have problems, you can try if a prograde reentry works better since you have heatshields on both prograde and retrograde side. You'll have to drop the heat shields before touchdown. You may have to experiment a bit until you find a way to safely separate them. Don't forget to attach the landing legs on decouplers too. Eject them at the moment you ignite the engines for takeoff and you should be fine.
  20. In the basic flight tutorial I can not get the parachute to deploy, can anyone give me any pointers?
  21. In KSP2, players learn basic flight concepts in a virtual simulator that can be accessed anytime the game is paused. Here's Jon Cioletti testing his new tutorial shader. In a way, it's like the Kerbals are playing KSP... inside KSP. Whoa.
  22. Hi all, I am very new to add-on development, and I was wondering why part attach nodes are written in the CFG if they're configured in Unity along with the materials, CoM etc. (photo of node lines in the CFG) Also, a little side question, does anyone know of any good tutorials for developing parts? The one on the KSP wiki is quite outdated.
×
×
  • Create New...