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Found 517 results

  1. I made a Model and a Texture for a Part for KSP. But I have the Problem that something went wrong and I don't know what. In Unity the model looks as it should: But the Problem is in KSP it looks like this: Please can somebody help me to fix this Texture Glitch because I have no clue what's went wrong there.
  2. I downloaded Ksp after not playing it for a couple of years. Installation was fine but when I loaded the game up it loaded up until "Loading asset definitions" came up and wouldn't load any further. Im running macOS Catalina version 10.15.3 on a brand new MacBook Pro. I searched up the problem and I followed a couple forum discussions from 2017, like moving the folder to the desktop and back into applications, reinstall, looking through the game files and logs to see where its running slow and swapping between 1.9.1 and 1.8.1 downloads but none of them worked. Is there a different problem that's causing this or has anyone else encountered this before? logs said [LOG 16:16:52.736] Loading Asset Bundle Definitions [LOG 16:16:52.739] AssetLoader: Loading bundle definitions [LOG 16:16:53.317] AssetLoader: Loaded bundle '/Applications/KSP_osx/GameData/Squad/squadcore.ksp' [EXC 16:16:53.321] UnauthorizedAccessException: Access to the path "/Applications/KSP_osx/GameData/Squad/squadcorefx.ksp" is denied. System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) System.IO.File.Open (System.String path, System.IO.FileMode mode, System.IO.FileAccess access) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) KSPAssets.Loaders.AssetLoader+<LoadDefinitionsAsync>d__33.MoveNext () (at <7a4e51e86b4e492e88484cd9488d9460>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <7d9ec060e791409ab3eb85c61e312ed6>:0) hope log texts mean something to someone. thanks!
  3. Hey so I am wanting to take a main rocket and have a small sub Satellite detach off and do it’s satellite stuff. I am new on ps4 and to the game in general just wondering what to do
  4. I'm new with mods so if this is a noob mistake, please don't judge. I'm trying to make a space station and I'm trying to get my Kerbal to take large parts out of a storage unit. First, I don't know how and dragging it into my inventory is not an option as it is around 4 tonnes. Second, can I attach heavy parts or do I have to have more Kerbals to attach them.
  5. I'm playing on ps4. When I do the 3rd tutorial, Intermediate Construction, the game gets stuck as soon as I enter the VAB. Wernher Von says enter VAB. So I enter the VAB. Then once inside he tells me about all the wonderful things we'll be building so, I hit the X button for the next screen. The screen blinks, it says "saving..." in the top right corner but nothing else. I can keep hitting X and it's just more of the same, blink, saving... nothing. I shut down the console, reinstalled the game, nothing works... please help.
  6. I've started a challenge, and I want to make a badge, but I don't know what sizes badges usually are. It would really help if I got some approximate dimensions.
  7. Howdy All, I just recently bought KSP and pretty frustrated right off the bat. I've done most of the tutorials and really enjoyed those, but when I tried to start career mode on normal or easy, I cant do anything. I literally built the exact same "flea" rocket from the basic rocket tutorial, and mine cant go up past 500m before it flips over and the parachute deploys. I've added fins, turned on SAS, tried to turn in all kinds of direction to prevent the flipping, but nothing works. Really bummed i spent money on a game I cant even play. Any help is appreciated. Here is a link for a video of what happens
  8. Hi, I'm new to the forums. I haven't done much yet, but I managed to land a lander on the mun. The problem is, when I was landing, I somehow broke the engine off, so I have 2 kerbals stranded on the mun. I play sandbox, so what should I do? I can include a picture if needed.
  9. help, i downloaded the mod surface experiment pack for ksp but if i right click the plugs (made to connect the various experiments) i dont see the option to link/plug and i cant make the mod work
  10. I have been looking and can't seem to find this most basic function in 1.9. Could you please add in settings/input/(open inventories). I can't find how to open any inventories unless I add the Kerbal inventory system mod. I have all the expansions breaking ground included. But i can't figure out how to open the kerbal inventories. i can't figure out how to deploy the deploy-able experiments. That's a lot of science i cant access. I can place them in the storage boxes while in build mode, but when i get to where i wish to set up the deploy-able experiments, I can't seem to open the inventories on the kerbals, and i would rather not use mods. So the simple question is, How do i open the inventory on the kerbals themselves, how do i deploy the experiments from the storage boxes?
  11. Useful Tips & Great KSP Content to Use with KerbalEdu KerbalEdu + KSP community: remarkable real world learning both in game & in the forums, human exploration, real rocket history, powerful aerodynamics & n-body gravitation models, beautiful artistry, physics studies, power of collaborative exploration & design. This topic thread is a summary of remarkable & inspiring KerbalEdu relevant KSP content that the KSP community has created. You are welcome to post your recommended additions. A few example ideas: Study Friction by Exploring with KSP Study Atmospheres, Airships & 'Rockoons' while Exploring with KSP Compare Jupiter & its moons to a transit accurate n-body gravitation model of M class star system TRAPPIST1 Quick TGdesk KerbalEDU Reference Links: How to view lesson slides on TeacherGaming student app How to edit a lesson Links to the Files needed for TGdesk's lessons & also to the KerablEDU Earth History Campaign (EHC) How to install the TeacherGaming Student App Section 1) 'EDU Helpful Mods & Tools' Listed below are select KSP Tools & Mods that I work with frequently in KerbalEdu this is just a tiny example of EDU Relevant KSP Community MODS & Crafts since KSP has mods to do just about everything, these are just some I use often with KerbalEDU: Note: "Mods" are what you place in your GameData folder to add tools or otherwise change the Kerbal environment "Mods" come in versions so (usually) use the version of the Mod that was built for or most closely matches your KerbalEDU version, e.g. 1.3.x or 1.4.x etc. that said, I do use some 1.5.1 through 1.7.3 mods with 1.4.5 *.craft files are things you make in the VAB (Vehicle Assembly Building) or SPH (Space Plane Hangar) surprise complications: *.craft files are not always in the main Ships folder...they often are in a Ships folder inside your Saves folder Craft Manager is a mod that can help deal with that...e.g. load ships from anywhere *.craft files will ONLY load if all the parts are available, so *.craft with KerbalEDU function tools, energy spheres etc WILL NOT load in stock KSP ( KerbalEDU has its own Mod folders EDUegg & KerablEDU Mod folders after all ) so make sure all mods a *.craft needs are in your game data folder before KSP launch...for example, this include Tantares for EHC mission VI. ( & here are links to spreadsheet lists of many more mod combinations I sometimes use: TRAPPIST1, PlanesOnOtherPlanets ) KerbalX craft sharing; example modest Mod load FAR craft for 1.3.1: SU-35, Lockheed UAV, MiG-23 there are many unusual & amazing craft (including trucks, submarines, aircraft carriers with catapults & landing cables, helicopters, Interstellar Endurance, Star Trek ships, etc. often using additional mods. KSP's built-in DEBUG menu & 'Cheats': ALT-F12 easily toggle infinite propellant, electricity, unbreakable joints, no thermal destruction, etc if needed to focus time on a specific lesson topic that is not related to fuel mass, or limited electric, etc. Community created Online tools: @OhioBob's remarkable "Make your own Atmospheres for KSP" & "Modeling Atmospheres in KSP" (advanced real atmospheric modeling discussion/lesson) other solar constants RemoteTech Player’s Guide Visual RemoteTech Planner for KSP Satellite Spacing Calculator.xlsx link to a great online list of KSP mods sortable by category: Community Mods and Plugins Library Convenience Mods: CKAN (the meta mod to 90% of the time manage most of the rest of your mods & DLC missions? ) (CKAN merged the pull request to recognize the new KerbalEdu 1.4.5 build ID, so make sure to update your CKAN ) Draggable Navball (yes, the old version still works even in 1.4.5) Craft Manager Boot Print Tracks: (a.k.a. 'See! I really was there, but then....') EVA footprints! with Kopernicus Backport & Kopernicus Expansion Continued: Control Mods: TimeControl (e.g. students can slow down scenarios for better study or control ) TweakScale MechJeb2, MechJebForAll HyperEdit RCS Build Aid Editor Extensions Redux Recover and/or splice a craft from save files (.sfs): ShipSaveSplicer (verified working in 1.3.1 but not yet figured it out in 1.4.5) instructions: Other potentially helpful tools for Students: Science related: KerBalloons Trajectories Kerbal Engineer Redux (KerbalEdu comes with some of the code but I find the up to date full version more useful especially if other mods are installed) CorrectCoL (note this excerpt from post: "Stockalike CoL indicator for stock Aerodynamics, accounts not only for ILiftProviders. Please, don't try it with FAR (mod disables itself if FAR is found)." ) Kerbal Wind Tunnel ( only 1.4.5+ also support for FAR Continued is in development ) Transfer Window Planner, Astrogator Useful Tools: Landing Height All Y'All Continued - One-Button Common Action Grouping Surface Mounted Lights KAS EVA Enhancements Continued Easy Vessel Switch Take Command Continued Kerbal NRAP - Procedural test weights! DebugStuff Some Popular Aircraft & IVA Parts Packages: B9 Procedural Wings (see B9 collection via CKAN ) Procedural Parts Airplane Plus R 24. works fine in 1.4.5 Nice MKseries Body ASET IVAs: ALCOR, , MK1 Cockpit, MK1-2 Pod, MK1 Lander Can I use the 1.5.1 version in 1.4.5 with Textures Unlimited v. (on windows use -force-d3d11 ) ASET Props & Avionics I use the 1.5.1 version in 1.4.5 Some Rocket Models (both historic & current): Launchers Pack SLS RealScaleBoosters (good for RSS, TRAPPIST-1. If using in Kerbin System add the 'stockalike' configs to reduce rocket power = no longer 'realistic delta-v' models ) RaiderNick maintains a bunch of historic rocket packs FASA with RO FPS & Physics Frame Time Ratio management: KerboKatzUtilities Mods that alter parameters that break some EDU event triggers in some Missions or change the solar system which obviously breaks all stock scenarios/missions/training : FAR (Ferram Aerospace Research) 1.3.1 & FAR Continued for 1.4.x+ by is an _old_video of FAR aero model experiments... also note until a working transform exception can be created, do not use the EDU force Indicator with FAR: Realistic Atmospheres RSS (Real Solar System) SLIPPIST-1 RO (Realism Overhaul meta mods) RO & RP 1 Installation for 1.6.1 x64 KerbalEDU ONLY: Principia ( possible conflict with KJR ) precise n-body iterations...can even observe very nice real date & time solar eclipses in RSS: TRAPPIST-1, now a very good n-body gravitation model matching observed published planet transit data Fun (for example with a Kerbal School Club or extra-curricular event ): Planetary Domes We even assembled 'Bob's Bubble' @Thrimm: great for containing Kerbals & objects while kids practice EVA controls etc in space (or falling in atmosphere ;-) are some screenshots: Chatterer & Chatterer Extended Ship Sounds, docking sounds (search in CKAN) Omicron Flying Car (included this here because you can climb around inside these parts which is different...concept related to 'external command seats') Pood's Skyboxes or Oinker's Skyboc Brighter v2 or make me a properly aligned one with constellation markers using Space Engine (fyi for those newer to Kerbal...following KSP forum (and Github) members with mods you find interesting is one good way to find relevant KSP content, for example...linuxgurugamer has taken over maintaining a bunch of interesting mods ) Visual improvement mods: planetshine distant object enhancement heavier hitting = more strain your gpu but fun 'visual' mods: Astronomer's Visual Pack (AVP) SVE & SVT for the default Kerbol System RSSVE for RSS scatterer (we love it, but this is _the one_ biggest FPS slow down hit for our systems) again the above is just a tiny sample of KSP community made mods, for those new to Kerbal, there are many more fun or useful mods by the KSP community...depending on class topic...lots of great aircraft parts mods Section 2) 'Easier Useful Tips' General notes: KerbalEDU versions 1.3.1 & 1.4.5 have been more stable, less buggy, & more useful in my environment than prior versions especially when used with mods...Taking time to upgrade to 1.4.5 strongly recommended KSP 1.8.1+ runs even more hopefully TeacherGaming will eventually update KerbalEDU... EDU Mission Editor tips can be found at link. (note the TG mission editor recently went offline ~ 2019 July...waiting to hear from TG the reason why) These observations are based on KerbalEDU in the Windows 10 (updated slow release channel) environment running on 2nd & 3rd gen Intel I7 chips (e.g. 2700k & 3820qm) with older GPUs ( e.g. Radeon HD 6970 or 6950 or NVIDIA Quadro K3000m, or K2000m ) this post aims to cover the most common & biggest "in practice" issues: Please reply with your top additional insights & I will add them to this summary. EDU Relevant DLC missions: (to be determined) DLC is not currently included in KerbalEDU licences so requires additional purchase ( & 'install' = it is a "SquadExpansion" mod folder dropped into GameData) KSP "Making History" expansion DLC 1.4.0 DOES run its version of 'missions' in KerbalEDU 1.4.5 DLC missions are seperate & different from KerbalEDU missions DLC is not included by default with KerbalEDU. TT/SQUAD & TG should look into tax deduction opportunities for releasing this to KerbalEdu licenses...useful stock missions for grade schoolers. DLC 1.4.0 will run in even x32 KerbalEDU 1.4.5 RAM limitations BUT in Windows environment one must use -force-d3d11 to keep x32 KSP.exe RAM use at around 2.5 GB : see this topic Startup parameters (KSP wiki link): Unity engine flags that I use all the time in the windows 10 environment: helps easily switch focus to other window programs (e.g. file explorer) while keeping KSP on the screen -popupwindow helps reduce memory use if stuck using x32 KerbalEDU, also good x64 KSP performance in KerbalEDU 1.4.5 when used with Textures Unlimited: (use at least the version for 1.5.1 with KerbalEDU 1.4.5. Gives nice shading of parts plus removes the 'blue icons' issue in VAB & SPH when using DX11 with 1.4.5) -force-d3d11 Here is a screenshot of what a shortcut to launch KerbalEDU looks like with these two flags (you can use as many or as few flags as you want): Community KerbalEDU youtube channels: EDU explore & observe channel includes playlists of select top remarkable EDU Aero-Astro content we have found so far on are a few examples of amazing & beautiful real rocket history & astronomy from the playlists: Community Kerbal youtube channels especially relevant to KerbalEDU: Tutorials: Scott Manley @illectro (links to his "tutorial playlist"...he has other interesting KSP playlists as well). two examples in box below of EDU relevant KSP talk through tutorials with key distinctions students could study at home History: Bob Fitch e.g. "Project Alexandria: the history of human spaceflight from the 1500s all the way to today, carried out in Real Solar System." and other series Matt Lowne @Matt Lowne has some interesting 'real' craft history explored in KSP & a 'special box' & 'related channels' that list KSP players making interesting KSP youtube content. (note: any may need a brief edit before use in the classroom, etc.) Example KSP Youtube Tutorials & History What is KerbalEDU v. KSP: TIPS for when you encounter unusual lags: New Portal: TGdesk KerbalEDU 1.3.1 & 1.4.5+ integration = REQUIRES INTERNET CONNECTION TO LOGIN EACH TIME but is PORTABLE & CAN BE RUN FROM USB DRIVES (versions 1.2.2 and earlier were "installer" based = not portable and only required internet 'once' for activation): Section 3) 'More Technical Useful Tips' TG App & KerbalEDU: adding various forms of EDU Missions & KSP Community Mods to "TeacherGaming\games\kerbaledu\" Where are...? in the "TeacherGaming\games\kerbaledu\" Changes While 'In-Game' etc. = About GameData, & EduMission .sfs Files & Kerbal Folders & KerbalEDU missions (note: these are different from KSP "Making History DLC" missions): USB drives & GameData & KerbalEdu 1.3.1 & 1.4.5 TGdesk login Portability: This is helpful when you are building your class/lesson can make & keep 'master" KerbalEDU folders or even just the GameData folder. Then copy these to your student computers (efficient ways to do that vary depending on the complexity of lesson mods, # of student computers) TGdesk versions of KerbalEDU ( = 1.3.1 & 1.4.5 ) are portable so you can easily copy/revert to whole preconfigured folders & you can even give each student a USB drive with KerbalEdu & your custom GameData folder (or even let advanced students modify their own GameData folder to meet their needs for the project)...students can run KerbalEdu from their USB drive from any sufficient spec computer with an internet connection. Saves, Ships, & GameData folders generally contain all you need to make one whole KerbalEDU 'install' folder the same as another (using the same kerbalEDU version, of course) if you do not want to copy the entire 2+ GB all the time). for example, I often create a folder "1Var" and put just the Saves, Ships, GameData & CKAN folders in dedicated folders for various configs...e.g. KerbalEDU, KerbalEduFAR, KerbalEDUroRSSprincipia, KerbalEduTRAPPIST1, KerbalEduPrincipia, etc...then you can just copy the folders as needed or drop junction links... Here is a screenshot showing an example folder structure: Enjoy Exploring! & the KerbalEDU Flight Recorder ;-) Section 4) 'Archived/Outdated...relevant history' Original Portal: KerbalEDU mission links: KerbalEDU made the original Mission Editor that uses its own EDU event system. stock KSP now also has a Mission Builder in its 1st 'extra cost' expansion. The Making History Expansion missions do run ok in KerbalEDU but are NOT linked to KerbalEDU event system.
  12. I'm trying to recompile an old mod so I can update and customise it (KSPlogiRGB). I've downloaded it, opened it in VS2019 and added all the assembly references but there are still errors in the error list: The name 'KSPAddon' does not exist in the current context The type or namespace name 'KSP' could not be found (are you missing a using directive or assembly reference?) Although those errors show in the list there are no actual errors in the code (no red lines) and I don't know what to do now. Edit : I figured out what's wrong but I don't want to delete in case anyone else has the same issues. Make sure your project is using the correct .Net Framework version (Project > Properties > Application - for Visual Studio Users). For KSP 1.9 you must use .Net Framework 4.5
  13. I've had this problem for a while and been looking for a solution, sometimes I can get into the game for a few minutes until it crashes, sometimes I only get past the loading before a crash. After it crashes each time I validate my files and it seems that some files are being deleted. I don't think it's my antivirus because I have tried it with the AV completely turned off, if anyone can help it'd be great. I'm not sure how to add my output log here so if anyone needs that to figure it out I can dropbox it to you. Edit: I am using WIN 10 and my drivers are up to date.
  14. Is there a mod/way to make solar panles less effective? It's just that is sometimes feels like cheating because you don't really need panels that much.
  15. Whenever i try to load up kerbal space program it gets to the end then stops. and says, "Loading expansions/Serenity" and it just sits there log file?: I am not very experienced So let me know if you need anything else I will put a picture in soon. Picture:
  16. Hello, I want to recreate a realistic simulation of the falcon heavy and the falcon 9 but the launchers pack says it will only work with 1.7.2 so is there any way to change or make it work to the ksp version 1.2.2
  17. So I've landed on Duna and I have a contract telling me to get some science from a Duna Sand Dune. I've found pictures and such on the web, but I'm still unable to find one. Is there a specific biome I have to be in (I'm in the Duna Midlands), or something like that? Here's a link for an image (I don't know how to properly insert images): SOLVED: I have found one. It was sorta glitched into a normal rock. It seems to look more like a rock with a dune texture. They stand out cuz they're slightly lighter than the rocks and surface of Duna (that's how I found mine).
  18. While playing KSP I realised that I couldn't reload a save after reloading one save previously before. This keeps on happening and is quite frustrating as I have to restart the game each time I want to load save.
  19. I have tried installing B9 procedural wings on my ksp 1.8.1, but it keeps stopping at "verifying expansion: breaking grounds. I have had b9 aerospace before b9 procedural wings, and it worked fine. now, with b9 procedural wings uninstalled, it isnt working, and i am getting the same error. has anyone encountered this/know a solution to this? seeing as most of the crafts from kerbalx that I like have this mod, it would be great if it worked.
  20. Hello, once again (this is getting too frequent), I really cannot figure this one out with my used-up brainpower (College takes its toll, especially with the ungodly amount of snowfall today in Vancouver.) My game has quite splendidly decided to kick the bucket everytime I enter the Sphere of Influence of any Celestial body besides Earth. And when I say my game has frozen, It freezes the computer too. Windows stops working, the computer becomes unresponsive, starts to sound like a jet engine and worst of all, there are no .log files made, and no matter how long I wait, the game doesn't respond. My game is version 1.6.1 and is modded, extremely modded including (here we go): Airplane Plus, Grounded, Near Future (Solar, Propulsion, Electronics, Aeronautics and Others), Kerbal Engines, Ferrum Aerospace Research, DPAI, Oh Scrap!, KIS, KAS, NAS, BDAc, KJR, Feline Utility Rovers, Firespitter, OPT, TAC Life Support, Kerbal Atomics, Dock Rotate, Aviator Arsenal, Hangar Extender, HullCamera VDS, JSI, Kerbal Engineer Redux, Kerbal Changelog, Kerbal Launch Failure, Kerbtrotter Ltd, Modular Flight Integrator, Persistent Rotation, Physics Range Extender, Planetary Base Inc, Reentry Particle Effect, REPO Soft Tech, Restock and Restock Plus, Smokescreen, Space-Y (Expanded and Lifters), Tweakscale, Vessel Mover, Deployable Engines, B9 Procedural Wings, B9 Part Switch, ASET, Persistent Rotation and Chatterer. I use Module Manager 4.1.0 and KSPModFileLocalizer. Yes, that is my mod list, and no, I'm not joking. (some mod dependencies are not listed here, but they are all there, I guarantee.) I think this is an issue caused by a mod being incompatible with other mods or just messing up the game for me. It might be one of the Near Future Mods (Nertea, sorry if I misspelled that but, I'm a huge fan of your mods.) but, i'm not so sure. It may also be one of the others. Please help, I built a rover and sent it to Duna, no quicksaves (challenge) and the game promptly crashed after I left Kerbin, there was much raging today. Thank you, any and all help is greatly appreciated.
  21. A while ago I had a question that went a little like this: "Planet Kerbin has a radius of r from its center and gravity of G. Two identical rockets launch from the equator at opposite sides, and start accelerating along the rotation of the planet with the velocity of V. At what time after they finished acceleration did they reach maximum distance from each other, and what was the distance?" It also said in its prefix that "people attempting this question might want to find out a little about Kepler's laws." I think I got the answer, but I am not sure if it is right, as I didn't know any good method of doing such a calculation. Could you please help me by telling me how do you find out these variables algebraicly? I also found the only picture that I had of this question, and here is a graph that went with it
  22. Hello there, Does anyone know of any mods that are compatible with 1.6.1 (yes I still use that, too lazy to find the updated versions of the 200000000000000 mods I have installed.) that add RANDOM FAILURES into the game? (capitalisation solely for dramatic effect) I want to add some realism into the game so, yeah. Also could anyone be so kind as to provide the link for Deadly Reentry's 1.6.x Release? The oldest I can get is 1.7.x Thanks and I appreciate it.
  23. So im holding a presentation about orbital mechanics for my exams and i need a tiny bit of outside help. -In the presentations I want to explain about some basic orbital mechanics and rocketry maneuvers. The presentation should be around a 10 minute. -For this presentation I also want to plan a fictional space flight to Europa that includes slingshot maneuvers (because that seemed like a great idea and my inner hipster did not want to go to mars because that seemed to mainstream). I believe the correct route would be from earth -> venus -> earth -> jupiter? -For this im assuming time is irrelevant and I can have any planet be at any point in it's orbit at any time (I will ofcourse disclaim this in the presentation). though I might want to know afterwards how long it may take for the planets to align how my route requires them, so then I can explain how the route isn't feasible (or is) because it will take too long (or won't) before we can launch the rocket. -I don't need to explain all the calculations exactly (I don't think) but the more formulas the happier I make the examinators (or so im told), though at the same time it needs to be understandable and approachable. Turns out it's not as easy as ksp makes it seem I've already figured out some of the basics of how to calculate and illustrate orbital trajectories. Things like the two focal points and one of those foci being the orbital body. i confuse the major/semi-major/minor axis (axi?) a little bit. I'm not completely read up yet on excentricity and the time it takes to orbit a body I do (I think) understand how you can calculate the distance with the velocity and vice versa with Msatalite*Vsatalite*Ddistance = Etot One of my biggest sources so far has been this site: In case its usefull here is a quick summary of how I so far think how I want to structure the presentation: part 1: explanation planetary orbits take Earth as example Earth moevs around the sun sometimes its a bit slower or faster and sometimes its a bit further away or close to the sun an explanation how you can illustrate the orbit around the sun with some formulas and focal points Stuk 2: doing orbital maneuvers with rockets launch reaching orbit and stabilising escape velocity orbit around the sun changing course: slingshot maneuver with venus and earth final course corrections ariving at jupiter arrivering at europa circularisation landing i've also learned what N-body physics means and.... i mean it's interesting an all as this lad shows of here: And I'm interested to see what will be up with the two planets in ksp2 that are "locked in a dance of death" since I heard those will get N-body physics (I may remember it wrong though). But honestly it sounds like eldritch science not meant for the human brain to calculate and fully comprehend (and it probably is, indeed, only meant for computers to math it out) and I don't think I need to calculate according to them in this case so some questions i have so far: -when performing a slingshot maneuver you gain speed equal to 2* Vp + Vr but is this different under different entree and escape angles ? does gravity, distance of the periapsis, and speed of the planet influence this? how can i calculate this and why has this not shown up in explanations before? -during interplanetary transfers, should i take into account that the planet you are escaping from will nudge your orbit a bit? (your periapsis (assuming your destination is farther away from the sun than earth) will be a bit higher than that of earth if im correct) -does anyone have any advice where to find calculations I need for the route im planning?
  24. can someone explain to me why this rover isnt moving? I thought I tested it on kerbin and it was fine but that may have been a couple versions before this one.
  25. So, I spent the afternoon building this: It's using two of the largest rotors in a contra-rotating arrangement, with four fuel cells as power. My problem is, it stubbornly refuses to leave the ground, at least without tipping over and ripping the rotor blades off. I suspect this is something to do with the contra-rotating rotors cancelling each others' motion out, but I'm not sure. Since I've seen a lot of successful helicopters being build since BG released, I'm asking the experts how to get my chopper into the air safely.