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Found 6 results

  1. Hey all; I'm back after a long time. Last time I was here I had loaded 1.3.1 and Real this / Real that (can't even remember now!), worked through many many install issues, got it all running, then life happened. Now, I'm kind of back to square one, and not sure yet that life won't "happen" again, so I decided to just update to vanilla 1.6 and start a career mode from scratch...and just have a little fun rather than stress. Actually, I'm not entirely sure if this install is really "vanilla"; I somehow have mechjeb 2.6.1 and kerbal engineer redux installed and running...though they both say they're not compatible with 1.6 on the load screen. Yet they seem to work fine in game with the right parts installed on the craft. So, my question is: What's the "best" (most automated) way to get to orbit these days? This is the "guide" that I either wrote to myself or found somewhere around here a long time ago, and have been using the last few days. It's very manual and tedious: By 100m/s: pitch to 85 (95 if you need to orbit the other way 'round) By 10k: be pitched to 75 (105) 20k: 65 (115) 30k: 55 (125) 40k: 45 (135) 50k: 40 (145) By this time AP should be 70k or higher. Cut engine, coast to within 25 seconds of AP (more or less depending on engine efficiency) Pitch prograde Throttle up to circularize orbit If I use MJ Smart A.S. and the above guide, I go to the launchpad, open Smart A.S., click SURF, then SURF; I launch the rocket, and at 50m/s I click the minus sign for PIT once...putting my pitch at 89. At 60m/s, click down once. 88. Rinse, repeat. So by 100m/s I'm at 85. Then every 1000m (altitude), I click the minus sign once, and do that until I get to 50k (altitude). I know later in the career I can unlock the ascent autopilot thingy in MJ, but I'm not there yet. So. Is this a viable way to get to orbit? Is there (hopefully) an "easier" way? A way with less clicking, and more enjoying the scenery? The novelty of launch to orbit is already wearing off; in real life they don't manually fly to orbit...I'd rather have it automated, too. :-) Any help is appreciated. Thanks!
  2. As the title says.... Is v1.6 for Linux actually released? I play on two different computers, one Windows, one Linux. The Window system got the update to 1.6 first, there were some complaints about mk2 Lander but it all worked out in the end. Later that same day I went to play on my Linux system and I *thought* I had update dialog telling me about 1.6, doing upgrade, etc. I played, got the same warning about the lander and some other parts but it worked. Then trying to play again the next day I get incompatible save errors and it won't load. I started investigating this thinking the save had been corrupted only to realize I'm still playing 1.5.1 Now I'm wondering, did I imagine my Linux system updating? Did it revert? Is it even out?
  3. I'm not sure if this has been said already but I'm actually kinda upset that they nerfed the Wolfhound. That 412 vaccuum ISP was very important to my spaceplane design and allowed me to do things that just weren't possible before. The Wolfhounds weren't good enough to get a LF/OX spaceplane or rocket all the way out to another planetary system, but they were perfect for Kerbin SOI rockets and SSTOs. They were the perfect intermediary between the other engines and the NERV. Please un-nerf the wolfhound. Edit: Similarly with the skiff.
  4. Xurkitree


  5. This is a simple modification I mostly made for myself to bring the classic Mk1 cockpit back into the game without being a carbon copy of the new Mk1. To that end I've buffed it slightly, moved it up the tech tree, and changed the flavor text. New in Version 2: Working crew lights, detail lights, and a prototype decal. I thought I'd make it available for anyone else who misses the old style but doesn't want 2 identical cockpits cluttering up the part list. Any comments, suggestions, questions, or concerns are welcome! Changelog- Version 1: First release, updated stats, description, and tech tree node. Version 2: Working cockpit light/detail lights, "prototype" tag, and an internal antenna added. New download link. Download- (Also available on CKAN) Instructions- Toss it in your "Gamedata" folder. Future Plans- -WindowShine support? -IndicatorLight support? -Texture variants? License under spoiler: Special thanks to @Chaos_Klaus for providing the files for the old model. Here's a link to his download for the classic cockpit with no changes: OldMk1Cockpit (Sadly it seems the link is depreciated for the time being.) Extra special thanks to @swjr-swis who did the modeling work that made the cockpit lights possible! He also added an internal antenna while he was in the .cfg; what a guy! I won't name them all here, but of course, I also want to thank everyone who offered advice, ideas, or just encouragement. This is something I've wanted to update for a while and it wouldn't have been possible without a lot of help from the great folks here on the forums. So thank you!
  6. Rocket In My Pocket


    WetterWings is a small module manager patch I wrote for myself a while back to add fuel storage to all the stock wings. As a bit of an airplane enthusiast in real life, I found it very odd that only a few of the largest stock wings were capable of holding fuel. Most planes, of all sizes store fuel in the wings, it's just a great place for it! To that end, this adds a very reasonable amount of liquid fuel storage to all the stock wing pieces. Since they are so thin, I've kept the numbers on the low side. I think you'll find the values are quite balanced, as I calculated each wing's total storage capacity as a function of it's lifting surface value. Changelog- Version 1- First release. Dependencies- Module Manager of course! Download- (Also available on CKAN) Instructions- Toss it in your "Gamedata" folder. License under spoiler: As always, feedback/comments/criticism are all welcome!