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  1. version = 1.1.3 Title = default (SANDBOX) Description = No description available. linkURL = linkCaption = Mode = SANDBOX Status = 1 scene = 5 editor = None flag = Squad/Flags/hexagon launchID = 14 modded = True envInfo = - Environment Info - Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe - PARAMETERS This is the part we modify. BEWARE! IT IS VRY EASY TO ACCIDENTALLY BORK YOUR SAVE GAMES! BACK UP THE FILES FIRST! Alright! version = 1.1.3 Title = default (!SANDBOX!) Description = No description available. linkURL = linkCaption = Mode = !SANDBOX! Status = 1 scene = 5 editor = None flag = Squad/Flags/hexagon launchID = 14 modded = True envInfo = - Environment Info - Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe - PARAMETERS The parts that are surrounded by exclamation marks, these should get changed from sandbox to "SCIENCE" Load the save, then go into your text editor and change it from "SCIENCE" to "CAREER" version = 1.1.3 Title = default (CAREER) Description = No description available. linkURL = linkCaption = Mode = CAREER Status = 1 scene = 5 editor = None flag = Squad/Flags/hexagon launchID = 14 modded = True envInfo = - Environment Info - Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe - PARAMETERS And boom! Save converted! NOTE! A save cannot be converted from Science or Career back to sandbox using this method! Hope I helped someone!
  2. So, I decided to start a sort of Tutoral/Let's play series on youtube. The first 5 episodes are up with more on the way! Join me as I reach for the stars, and if you're not careful you just might learn something! Here's the first episode:
  3. Beginner's Guide to Space Exploration When showcasing vehicles for my Eloquent Spacecraft Systems series, I have encountered a few players who are confused by how I achieve what I do. Questions about how I can create spacecraft to accomplish various goals are common enough that I feel the need to address them. So of course, in my usual style, I'm going completely overboard with it and thus this thread now exists. Over time, I will be putting together what is essentially a series of guides on how to achieve various accolades (from the simplicity of reaching Kerbin orbit to the immense task of exploring the Jool system), and particularly how to do it in style. Things to note about these guides I'll be using stock parts, but I have a couple of mods installed. MechJeb will provide detailed information beyond what the stock game can offer (and also includes various features that help with efficiently flying a spacecraft). Kerbal Alarm Clock and Trajectories are included for convenience with regards to planning missions. I also have Color Coded Canisters and Colorful Fuel Lines installed, which help to improve appearances of stock fuel systems. Finally, I have Kerbal Joint Reinforcement installed, and if you try to do some of the things that I do in this series without that mod then you will need a large quantity of struts. I am very much in the habit of designing things for aesthetics, and whilst I will not be prioritizing appearances quite as much as I usually do, there will still be things that can be changed about my designs to improve efficiency. Whilst you could play through much of the game simply by mimicking my designs, I very much do not recommend it. This thread is intended to help new players learn the basics (and the not-so-basics) of mission planning and spacecraft construction, but it's best to make your own vessels once you have a better understanding of where to start. Additionally, it may be most helpful to take inspiration from my designs but look into ways of improving them, since nothing I will create is perfectly optimized for anything other than appearances. A list of existing guides in this thread
  4. Hello, I was trying to get into KSP in a less freestyle way, that is, throwing stuff into the air and see if it lands in a not fireball form. So I decided to try the tutorial and it is hard to follow, the text constantly jumps to the right side of the screen, the text itself is tiny and it is written in large blobs of text. All those together makes the tutorial really hard to go through. And I have a feeling it can be fixed easily by having the tutorial voiced, have somebody that is clearly and well spoken to voice act the text. Have the tutorial pause by itself whenever it teaches something mid flight and make sure this whole thing can be turned off as an option before starting a tutorial. Have a nice day!
  5. First of many more tutorials that I will do as I progress farther down the rabbit hole. Next video will be tutorial on how to intersect with a station and docking! Dont forget to subscribe to my channel and leave comments at the bottom. Link to my channel ------------- https://www.youtube.com/channel/UCFJjKobyN0kA3lzpzcT0PiQ
  6. Guest

    Blender Tutorial?

    Does anyone know how to make a part using blender? I want to make a mod with warbird cockpits but I need modeling help and texturing help too. I also might need help for the cfg
  7. I am starting a new and complete tutorial to get you started with pod/cockpit makeing this is to give you what I have learned from the forums to help you make your very own mod. This is my first tutorial so please comment if I make a mistake.
  8. Over the past few weeks I have seen a few people asking how to use the Mobile Processing Lab. Here is a tutorial I put together that I hope will help make it clearer.
  9. I always see individual threads pop up to share some techniques, but I figure it would be nice to have a Megathread for everyone to contribute their own tricks and techniques. Table of Contents Topic Programs Keywords Contributor Don't be afraid to critique each other! - Advice CobaltWolf Weathering & Layers Photoshop, GIMP Weathering, Scuff, Scratch, Layers CobaltWolf Creating Radial Patterns, and Utilizing Guide Lines Photoshop Patterns, Duplicate, Guide Lines cxg2827 Intermediate Texturing Guide - Panels and Edge Damage Blender, GIMP, Inkscape Layers, Normal, Specular CaptainKipard Intermediate Texturing Guide. (Colour, Specular and Normal maps) Blender, GIMP, Inkscape Ambient Occlusion (AO), Pixel Density CaptainKipard Tileable Heat Tile Material Substance Designer Diffuse, Specular, Gloss, Normal, AO martinezfg11 Fuel Tank Tutorial - Blender Workflows/Techniques/UV editing Blender Intro, UV, Collider, .dae export NecroBones Panel Indents and Extrusions using Inner/Outer Glow Photoshop Layer Style, Shape combination (Donut/Ring) cxg2827 Getting weird UV results? Try Project From View Blender UV xxhansonmaxx Porkjet Texturing Advice (Outbound Link) - Texturing, Stockalike, Porkalike Porkjet Texturing Advice Photoshop, GIMP, etc. Advice JohnnyPanzer Using UV Square Add-On to straighten and pack UV Blender, UV Square (add-On) Blender, UV, straightening wavy textures Enceos Reducing Cylinder faces in Blender, keep UV map Blender Blender, UV, lowering face count cxg2827 Generate Normal Map using grayscale Image in xNormal Photoshop, xNormal Normal map, Height Map, xNormal cxg2827
  10. Hello guys. I got KSP about two weeks ago on Xbox One (Although I have some expericence from the PC version, though I had to run it at the lowest settings and 20FPS). Now, I started carrer mode and made my way on the tech tree to unlock the aviation node so I could do the observation contracts more easily (or so I though). Now the problem is, it seems to be impossible to build something that flies (or even takesoff - the uneven runway made of dirt doesn't help it much as well). I've wasted the whole night yesterday plus almost two hours now making every different type of aircraft I could imagine with the limited parts I had just to see none of them could even takeoff (some would even be stuck in place or going slowly reverse at full throttle) - I tried building STOL; HTOL; VTOL; STOVL (with parachutes for landing); assisted take-off with rockets (later to be decoupled); with elevators on front; elevators on back; with and without elevons; tried placing flaps; engines on top, bottom, wings; tailgraders and tricycle landing gears; NOTHING WORKED. Now, I know how an aircraft works in theory, I know about Lift, weight, drag, Thrust, CoM, CoL, CoT and how each must be positioned (Though I don't know how to build a craft with engine on top, should my CoT point dowards towards the CoM?) - I just wanted a design that would work having only the aviation node unlocked and all of the previous (counting both nodes after the first one in the start). I can try finding my screenshots and placing here so maybe you guys can tell me what's wrong in my designs (if xbox live don't take too long processing it and making it public). I've also read a thread made by someone with a similiar (if not exact like) title as mine, from January, but none of the designs in the replies worked for me (some I didn't even have the parts unlocked) Anyway, I guess this is it, sorry for the long thread, I'm just trying to give the more details possible, and thanks if you read it. Fly safe and may Scot's wisdom be with you!
  11. Changelog : Intorduction: Ok, so we went on alot of rocket adventures (hence the name Kerbal Space Program ) but what if we want to build this magical thing below? Yeah thats right. This is a tutorial on how to build a PLANE! CoM/CoL/CoT: So, what is the most important thing you need to do for a plane to fly? Well do you know the Center of Mass (or CoM)? Mass is Weight. But we also need to focus on two other forces: The Center of Lift (CoL) And the Center of Thrust (CoT) On the bottom left corner in the editor there are buttons to check all these forces, as the following screenshot shows: The CoM should be infront of the CoL to prevent flipping, the CoT should be alinged with the CoM to prevent unstable flight. If the CoM was behind the CoL, then the plane would want to pitch upwards, as if you put a string behind a model plane's CoM. Here is a screenshot on what your CoM, CoL and CoT should look like: Stalling: So you probaly were flying and then you thought "What happens if I kill speed to about 20 m/s?" Here is your unfouranate answer: you will stall. Stalling is when your wings are at a critical AoA. Your wings no longer produce lift and the air flow turns into eddies. So what do you do if you ever get at your stall speed? There is one answer that is easy to remember: Push the nose of your plane down. Then, when you get to normal speed pull up. Yes. It's that easy but even in the real world this is how you do it. Landing Gear: If you want your plane to take off, you need landing gear. Tricycle landing gears are the basic landing gears for all KSP begginers. Tricycle landing gears are basicly like this: One landing gear under the nose and one landing gear on each wing (Note: To put landing gear on wings, turn off angle snap. It's below the buttons for the CoM/CoL/CoT). But what if our landing gear was like this? Well, it will veer off the runway and go BLAM BOOM BANG! So if you want to take off your landing gear has to be like this
  12. How To Manually Install KSP mods video - YouTube
  13. Launch Clamp How-To (Tutorial) I'll probably add detail later, but I wanted to at least get this started. Launch Clamps are one of the more tricky things to make, second only to landing gear/legs, but not nearly as hard. However, you do have to get a lot of the details right. Positions and orientations of transforms matter a lot, and nothing will work right if you get some of the details wrong. An excellent starting point is the FASA Launch tower tutorial by @frizzank, and in fact that's where I learned to make them. At the time that I made the launch clamps for SpaceY, I followed that pretty closely and ended up moving things around in Unity to make it work. Today I rearranged it in Blender so that nothing has to be done in Unity afterward. So this is a "How-To" using my "new method", from Blender. There are probably other ways of doing this, and in some minor ways it differs from the FASA setup, slightly. However just like the FASA tutorial, let's look at the CFG setup first, then what you need to make in Blender afterward. MODULE { name = LaunchClamp // Module name. DO NOT CHANGE. trf_towerPivot_name = Cap // Rotation transform that the tower connects to. trf_towerStretch_name = Tower // Transform that gets stretched to make the tower. trf_anchor_name = Base // Transform that connects to the ground. trf_animationRoot_name = SYclamp1new // Transform that contains the animation // and all animated parts, at some level. anim_decouple_name = clamp // Name of the retraction animation itself. } This is pretty straightforward. The "Cap" is the top of the tower, the part that connects to the clamp itself. The "Tower" is a transform that contains all of the stretchy tower meshes. The "Base" is what sits on the ground, and it will need to contain a collider. The Base's collider acts like a foot and keeps the clamp from twisting, however the clamp's "attachment" to the planet is actually at the Cap's origin, or close to it. Yes, it's a hovering object, technically. So first, in Blender, create four (4) empty transforms. You can hit Shift-A and select "add empty" for each one. Then give them these names: Cap, Base, Tower, Clamp The "Clamp" transform is really just a place to group your animated and non-animated meshes for the clamp itself. Now we'll talk about each one, and what goes in it. Each mesh object you make needs to be a child of one of these transforms (though like I said, "Clamp" is just for organizational use in this case). In Blender, I'm assuming you're working in the default orientation with +Z going up. I do the export as an animated FBX, to import into Unity. Let's start at the bottom and work up: (After importing, the Cap, Base, and Tower transforms will need to have a rotation of 0,0,0 or something "close" to it, either with floating point rounding errors, or some "360" or "-360" values. The "X=90" rotations below are for Blender, so that it gets rotated properly during import to Unity). Base This transform's position must stay at 0,0,0, and it needs a rotation of X=90. As children of it, you will need two mesh objects: One for the base artwork itself, most of which will extend into the ground, but with the visible "foot" of the tower included. Usually this mesh should be designed to have several meters worth that extends into the launch pad, so that if you build a large rocket, and the clamp is placed outside of the pad, the length still reaches the ground outside of the launchpad. Extending down to -6m is probably sufficient. A simple mesh collider that corresponds to only the part of the base/foot that should be above the surface of the launch pad. You can add this later in Unity as a box collider or something if you want, but I use a custom mesh collider here. If you try to make this collider too tall, and encompass the part of the Base that is meant to extend under the launch pad, then the entire thing will "jump" upward to make sure the entire collider is above the pad when it spawns. The bottom of the collider should be at a height of exactly zero (0). Keep in mind that 0,0,0 is the surface of the launch pad. The visible part of the base/foot needs to be above Z=0, and the rest of the base that's hidden inside the pad will be below Z=0. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Tower This transform's origin position will be at the bottom of the cap's mesh, and the top of the tower's mesh, centered over the base, at 0,0,Z, where Z is a height that you will define. It has a rotation of X=90. This transform moves with the Clamp and Cap, but is scaled in height so that it can always reach the ground. You can add the visible mesh directly to this transform, probably, but I make a separate mesh object that is a child of it. The Z coordinate for the Tower transform should be above the origin by some number of meters, with enough height to create a tower mesh object from there toward the ground, extending below 0,0,0 a little bit. This mesh's top edge must terminate exactly at the Tower transform's origin. That is, the top edges must not be above or below the Z height of the Tower transform. This is very important, since the mesh is being stretched by scaling it from the Tower transform's origin coordinates, any errors with regard to the top of the mesh will be amplified when the launch clamps are used high off the pad, and will not line up with the Cap. The texture used by the Tower's mesh needs to be repeating along the Y-axis. As the mesh gets stretched, the texture does not get stretched, but rather "tiled" vertically. It's OK to have UVs that use different X positions for different things, but the entire Y-height of the texture needs to be a vertically repeating pattern. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Cap This transform's origin needs to be at 0,0,Z (Rotation is X=90), centered over the Tower and Base, with Z at a height that you define. This height should correspond to the attachment point at the front of your clamp, for sanity, since this is where your clamp's head will pivot. The Cap will have two main things as children of it: A mesh object that acts as the "cap" to the Tower stretchy-mesh. It should look like it's a part of the same object, artwork-wise. The bottom of this mesh should match up with the origin of the Tower transform, and extend high enough that no matter which way the Clamp's head gets turned around (on any or all three axes) that there's never a gap or missing or hollow mesh visible. When you attach the launch clamps to a rocket or plane, by default the clamp's head is rotated to correspond to the part it's attaching to, even if that means the clamp sits sideways or upside-down. The Tower transform and its children. The Tower transform is a child of the Cap transform. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Clamp This can contain all of the mesh objects and colliders needed for the actual clamp. All animated parts for the clamp retraction will be in here. The colliders that you will "grab" in the VAB will be here. This is the easiest part, since it functions just like a normal animated part in KSP. I usually orient the transform/meshes such that the clamp is oriented with the +Y direction toward the back of the clamp, and -Y in the direction toward the rocket. As far as I can tell it doesn't appear as though KSP cares as much about the positions and orientations of anything other than Cap, Tower, and Base, and therefore you can pretty much do what you want with the head/clamp components. This part of the clamp will function like a surface-attached part, with the Cap/Tower/Base hanging down from the clamp. Putting it together Export from Blender, import into Unity like you would for any other part. In Unity's assets, select the model, set it to Legacy animation (as usual), scale of "1", and name your animation to match the name you used in the part module for the CFG. Export as a MU as normal. Screenshots of the SpaceY launch clamp:
  14. Hi, I was thinking of making a parts pack but I have no clue how to mod. Anyone wanna post a tutorial. All I know is that I need to know C#
  15. This tutorial will show you the best way to get into orbit around a celestial body - planet, moon, star, whatever. This tutorial assumes you've already got an encounter set up. The law of physics you'll be exploiting here is called the Oberth Effect and it's EXTREMELY efficient! Step 1: Burn retrograde at periapsis until you're in orbit. STOP AS SOON AS THIS HAPPENS!!! Step 2: Now's the time to make any inclination changes - you probably want an orbit along the equator - an equatorial orbit. Make a maneuver node at the equator and adjust accordingly. This is really only useful for a few bodies - Moho, Gilly, Minmus, Dres, and Bob. I'm probably forgetting one. Step 3: Burn retrograde at apoapsis until your periapsis reaches the desired altitude. Step 4: Burn retrograde at periapsis until your apoapsis reaches the desired altitude. That's pretty much all I've got to say so Fireheart318 out!
  16. Hopefully you can pick up some design skills and ideas from the video! Lots of planning and testing went in to creating this and I wanted to not only share it with everyone but also teach you all how to make these kids of crafts Enjoy!
  17. Step 1: Get a plane. Many VTOLs are purpose-built and you've probably already gotten everything else laid out Step 2: Check the fuel drainage. This probably won't be as big a problem if you build planes the "traditional" way with most of the fuel in the back. When it drains, the center of mass moves forward. You'll probably want an RCS unit or reaction wheel just in case but often the cockpit wheels do the trick. Step 3: Activate the center of mass and thrust icons. As I said before, weight distribution will be more or less the same as it was before as you're only adding mass to the center of mass, however if you use jet engines (which you probably are), they have a weird CoM (due to realistic jets having a bunch of heavy moving parts inside the main body of the craft), so it may be moved upward slightly. If this happens, just move the wings up or lifting engines down a bit. If you still can't solve this problem, assuming you're using Wheesleys, turn the assembly upside down and turn on reverse thrust. This will make your craft even more stable in the air, making it hang like parachute due to the upward center of lift/drag Step 4: Deactivate the other engines. Assuming this uses lifting engines and standard engines, you'll want to set the standard engine thrust limiter to 0 (limiting 100% thrust). This way, the only factors affecting the center of thrust will be the lifting engines. Step 5: Select a lifting engine and mounting surface. I like to use either Junos or Wheesleys depending on the function (I'll elaborate on that later). As for the mounting base, you'll probably want to use an octagonal or cubic octagonal strut - they're light weight, small, and have two attachment nodes when mounted on a surface - allowing you to add more intakes which VTOLs often need. Step 6: Assemble the lifting assembly. Start by attaching the mounting base to where you want your engines to be (I'd recommend the wings as they are often convenient and there's two (or more) of them) and then rotating it so the nodes are vertical. Next, add the engines to the bottom of the assembly and make sure they clear the ground and put the intakes (if you're using extras) on the top. You may want to clip the engine or intake into the mounting base and the surface into the wing for a much cleaner look Step 7: Fine tuning. You'll probably want to get rid of the center of lift icon for this. Start by offsetting the mounting base so that it aligns with the center of mass and then you may want to move it inward a little to decrease it's moment of inertia (the more weight on the outside, the longer roll will take, same with pitch and yaw) so it's faster to respond to roll commands. Step 8: Re-enable thrust on the standard engines and set action groups. I like to use 1 for lifting engines and 3 for standard engines There, you should now have a well functioning VTOL or STOL. There are many uses for these craft and the engines don't have to be strictly for takeoff and landing - some of my favorite fighters like the DOVE 1.1 (upgraded DOVE) use Juno engines for linear maneuvering based on roll and also aid greatly in pitch-based maneuverers. These abilities are great for dogfights and attack runs because you can move in ways your opponents (probably) won't expect or be programmed to expect and can also get you out of a pinch easily. I've pretty much gone through everything I know here so Fireheart318 out!
  18. WARNING! I AM NOT RESPONSIBLE FOR ANY DAMAGE YOU MAY DO TO YOUR GAME HERE! THIS REQUIRES SOME EXTREMELY LIGHT MODIFICATION TO THE CONFIG FILES OF KERBAL SPACE PROGRAM! THEY SHOULDN'T DAMAGE ANYTHING BUT JUST IN CASE! Step 1: Open the GameData folder and from there, open Squad Step 2: Open resources and from there, open ResourcesGeneric.cfg Step 3: Locate 'name = IntakeAir' Step 4: To make visible change the modifier for 'isVisible' to 'true'. To make tweakable (able to change amounts in VAB/SPH) change the modifier for 'isTweakable' to 'true' THESE VALUES ARE ALL CASE-SENSITIVE! IF YOU DON'T DO IT EXACTLY, IT PROBABLY WON'T WORK! This is a valuable tool for being able to see when you run out of air for SSTOs and figure out why your VTOLs aren't working and how many intakes you need to fix it. It's just a generally good thing to have in the game and I don't know why Squad changed it. That's all I've got to say here so Fireheart318 out!
  19. Step 1: Locate a flag. The images you're after are .pngs with dimensions of 256x and 160y or equivalents. You can find them on google images or other image sites or in the Flags and/or Agencies files of mods and the stock game or make your own. Here's a tutorial from the official wiki: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Create_custom_flags! Step 2: Download or duplicate the flags Step 3: For step 3, you'll need to create some folders and place them in the GameData folder. Start by making a folder titled something obvious like 'My Flags' or 'DEMZ MAH BANNURZ PUT DEM UN SHIPZ AND POLEZ NOWE!!!'. Second, create a second folder titled 'Flags' (THIS ONE MUST BE NAMED FLAGS OR IT WILL NOT WORK!!!) and place it inside the first folder Step 4: Move the desired .png files into Flags Some of my favorite flags are the BahamatuDynamics flag found in the Agencies folder in most mods by BahamatoD and the Rose Quartz flag from Steven Universe I found on google. Flags can be almost any image and aren't always things meant to be displayed on banners. They could even be this picture: https://www.pinterest.com/pin/500181102338882702/ (Pallas's cat) I think I've just about listed everything I can here so Fireheart318 out!
  20. So guys, I'm not trying to promote myself AT ALL, as I don't earn money with it and as I have 0 subscribers. Just wanted to help other people out. Other parts are going to come later, but I'm telling in that in the video as well: If this is being deleted for promotion, then sorry! Just wanna help!
  21. So as I had a lot of critique on my previous tutorial, I'll be trying to make better videos soon. But as part 2 was recorded before the critique, I have changed nothing. Still hope this can be helpful and feel free to tell me what I did wrong in this video now! Soon will be online. Not at the moment you are reading this when I just posted it!
  22. Didn't see this section of the forums so I cross-posted over here; any tips or suggestions would be welcomed.
  23. So I am about to graduate from university and is going to apply for internships at a few places, and some of them have "be able to use Photoshop" as a plus (not required) for their consideration. Now, I have a little experience in photo manipulation using a similar free program called Paint.net, so I am not going in completely blind, but Photoshop is an immensely more powerful tool, so I will need some crash course to guide me around and practice a bit. Google has been very helpful, and in fact, too helpful, as it gives me a ton of options and I have no idea which I should take to make most of my time. I still have like a month or so for handing in applications, but I could use that to practice other employable skills. Anyone, in their experience, know a good place to find resources for practical professional use of Photoshop? It doesn't have to be super high level manipulation, as I am not applying for a designer job, just a PR/Marketing Intern, and likely have to do at most basic photo manipulation.
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