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Found 491 results

  1. My planes always abruptly turn during take off, even though the center of mass, thrust, and aerodynamics are all in the center. Why is it turning and what can I do to fix it?
  2. What do you guys use for Mun capable ships? I need to get more science points, and I need contract money, so I need ideas. Stock KSP, no mods, console edition. Please help
  3. So I want to install Araym's Stock-alike Advanced Suits along with Texture Replacer, but I don’t know where to put the texture pack. I’m not very dextrous with KSP modding. Any help is very much appreciated!
  4. yesterday i was playing just fine, now its crashing without changing anything log:
  5. 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.
  6. I wouldn't call it the kraken but for whatever reason my game is currently bugged beyond comprehension and I've no idea what is going on. Here I am just about to come in for a landing with my Mun Rover, I've left a satellite in Orbit to relay the signal and I've got plenty of fuel, SAS and gimbal to successfully to do the landing, everything *should* have been good to go, the probability for success was 99%. But you know that 1% really bit me in the ass this time. For whoever is interested, I'll share my save file, if you load it up and load up Quick save #4 you'll be about 3 km from the Mun Surface, plenty of fuel but have a completely dysfunctional control system, it's neigh impossible to land and I've attempted many things to try and rectify the issue to no avail Any help would be appreciated as I cannot for the life of me figure out what I've done wrong to make the SAS completely dysfunctional. PS this is complete stock, no mods, trying out a complete stock playthrough for the first time.
  7. Hi Kerbonauts, I'm looking for some guidance regarding a part I'd like to make to complement the creation of rovers using robotics for suspension and propulsion. I love the fact that you can use the new rotor part as a wheel motor and implement creative suspension methods with the hydraulic piston in conjunction with same vessel interaction etc. Although there are no suitable structurally strong parts to attach to the rotors to act as a wheel. From my current understanding, the wheels in ksp have a special 'form' using unity and aren't a typical structural piece per say. The problem is friction. Fashioning a custom wheel using structural parts always ends up slippery. Is there a way to edit a parts cfg to increase its friction toward surfaces in ksp? Much like the grip pads. I'm basically wanting to make a cylindrical grip pad for a wheel. Is there a possibility of creating a wheel without the spring, dampen and steering properties? Basically a brick with a motor. Thanks folks. P.s - radially attaching multiple grip pads onto a round part sounds viable but doesn't work.
  8. how I get more money starting out
  9. so I am just starting out in KSP and I have no fuel tank how I get science for fuel tank
  10. 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.
  11. I'm trying to launch a Falcon Heavy to the Mun and I want to try make it like the actual Falcon heavy in that the side boosters and middle booster can land themselves. I've heard of writing scripts that let the ships do that themselves but I have no idea how. So is there a way I can control one of the boosters, land it, then revert to the time before I started to land that booster but the booster I landed is already landed? Sorry, if that doesn't really make sense. It's hard to explain
  12. I installed Environmental Visual Enhancements, made sure I had the right configs, that it was setup properly, and the clouds still don’t work. I have set my KSP version to a compatable version also. Any ideas?
  13. So, everytime I start KSP (1.6.1, relatively heavily modded, about 12200 patches) it for one makes my PC run very slow (other programs take very long to respond) after the loading bar filled and secondly it glitches the audio coming from my PC. And it also freezes Windows in most cases between it finishing to fill the loading bar and arriving at the KSC (after loading a savefile). All of my mods were installed with CKAN, and if not, manually installed with the right version. Pictures of my GameData Folder can be found here. My PC specs are as follow: - CPU: AMD Ryzen 5 2600 Six-Core Processor 3.40 GHz - GPU NVIDIA GeForce GTX 1060 3GB - Motherboard: Gigabyte A320M-S2H V2-CF - Installed RAM: 8,00GB - Harddrive: 2TB HDD I run my game in DirectX11 because of KS3P and the whole freezing thing. In case of questions (wich will most probably come up as I don't know all the important things for solving my problem) please just ask me Thanks in advance!
  14. Hello people! (if anyone even sees this lol) We are new to all of this and we have a few questions. First we have no idea about how these forums work so that's cool i guess. Also we were playing a while back and our favorite Kerbal (Milford) disappeared. We were going to try and get him to the moon but he is gone! We are doing this for a school project so we need help ASAP! We have never played before so its kinda difficult getting started. We even restarted our whole game and Milford wasn't there. We are playing in sandbox so it will be easier btw. We hired 548 Kerbals and NO MILFORD! We hope we are posting this in the right place. If not, sorry and we will take it down . Anyways thanks for taking your time to help us save Milford and taking your time to read this. Have a nice day! -Project Save Milford ( no this isnt a troll)
  15. I've noticed in my updated 1.7.3 install, that it takes much longer to switch from Flight mode into Map view. Is this a known thing with any specific mods? I've tested a stock 1.7.3 install (only mod is Hyperedit) versus my fully modded install, and the stock install is practically instantaneous. Modded install takes approx. 5 secs, which doesn't seem like a lot... but it's painfully obvious. So most likely something is going on with my mod interactions and the Map View loading... Thanks for any input, advice, or troubleshooting direction! Here's my list from CKAN for reference: Most recent log also provided for reference: KSP Log 092619 T1016.log
  16. I am doing a mission where I have to launch a satellite into a specific orbit in Minmus, Although I have matched up the specific orbits, It doesn't say I complete the mission. Please possibly upload tutorial on how you do it around Minmus.
  17. I've been playing the game for a few weeks and thought I'd branch into orbital docking. Having considerable trouble with the tutorial, though. I do fine until I'm within 100 meters or so of the target, that's all regular flight. However, I can't for the life of me control my ship's orientation close to the target. I'm making small and deliberate RCS burns, nothing that should be difficult to control, but no matter what I do I just seem to end up orbiting around the target ship at 50-200 meters. I also can't even manage to cancel my velocity and come to a stop relative to the target ( meaning I can go from closing on the target to opening from it without my relative speed dropping below, say 3.5 mps). Is real-life docking easier than the tutorial, because I can switch into the target ship and lock it to the docking ship? I'm fully aware that this is about the hardest thing in the game, and I'm just looking for answers/advice to what I expect is, in fact, my own errors causing this. Thank you all!
  18. Hello KSP Forum! During the last week, I have been scouring the internet and looking for instructions to create my own personal KSP planetary system. So far, almost nothing has worked. Even copying over a planet from a mod, and customizing the surface textures just a little (changing the color, that's it) makes the planet just pitch white. or just plain non-existent. I have no idea what is happening, or what is wrong with my script. So, I think I really need a step-by-step response on how to deal with this. Any help or response is highly appreciated! In this scenario, I tried to edit one of The White Guardians objects, Vahn. All I did was edit the surface texture with GIMP to see how it would fair in the game. But, as you see, there is absolutely nothing here. The script is pretty much the same as the original, other than the different directories. I have no idea what is wrong. @Kopernicus:FOR[MySystem] { //PRETTY MUCH ALL OF THIS CODE COMES FROM THE WHITE GUARDIAN'S EVOLUTION PLANET MOD. I AM IN NO WAY DISTRIBUTING HIS SCRIPTS TO OTHER PEOPLE. THIS ENTIRE SCRIPT IS ESSENTIALLY A LIFE-BOAT FOR ME TO BASE MY FUTURE PLANETS OFF OF. ALL CREDITS FOR HIS CODE AND WRITING IN HERE GO DIRECTLY TO HIM. Body { name = Loe cacheFile = MySystem/Cache/31_Loe.bin randomMainMenuBody = true flightGlobalsIndex = 3021 Debug { exportMesh = true update = true } Template { name = Gilly removeAllPQSMods = true } Properties { description = Loe Desc radius = 50000 geeASL = 0.2 tidallyLocked = true timewarpAltitudeLimits = 0 5000 5000 10000 25000 50000 75000 100000 ScienceValues { landedDataValue = 4 inSpaceLowDataValue = 3.5 inSpaceHighDataValue = 3.2 recoveryValue = 1.5 spaceAltitudeThreshold = 200000 } biomeMap = MySystem/PluginData/ Biomes { Biome { name = 1 value = 1.2 color = 1,1,0,1 } Biome { name = 2 value = 1 color = 0.2,0.4,0.2,1 } Biome { name = 3 value = 1 color = 0,1,0,1 } Biome { name = 4 value = 1 color = 0,0,1,1 } Biome { name = 5 value = 1 color = 0,1,1,1 } } } ScaledVersion { Material { texture = MySystem/PluginData/ normals = MySystem/PluginData/ } } Orbit { referenceBody = Kerbin semiMajorAxis = 1480684.43822977 inclination = 4.38035510480404 longitudeOfAscendingNode = 215.374474525452 argumentOfPeriapsis = 139.502956867218 eccentricity = 0 meanAnomalyAtEpoch = 0.15 color = 0.2,0.5,0.3,1 } PQS { minLevel = 2 maxLevel = 10 Material { saturation = 1 contrast = 1 deepTex = MySystem/Textures/Rock3_Tex deepMultiTex = MySystem/Textures/Rock3_Tex mainTex = MySystem/Textures/Rock1_Tex mainMultiTex = MySystem/Textures/Rock1_Tex highTex = MySystem/Textures/Gravel2_Tex highMultiTex = MySystem/Textures/Gravel2_Tex snowTex = MySystem/Textures/Sand1_Tex snowMultiTex = MySystem/Textures/Sand1_Tex steepTex = MySystem/Textures/Cliff_Tex } Mods { VertexHeightMap { map = MySystem/PluginData/ scaleDeformityByRadius = false deformity = 8500 offset = 1500 enabled = true order = 50 } VertexVoronoi { deformation = 100 frequency = 30 seed = 1 enableDistance = true displacement = 0 enabled = true order = 60 } VertexSimplexHeight { deformity = 500 frequency = 2 persistence = 0.2 octaves = 5 seed = 100 enabled = true order = 80 } HeightColorMap { blend = 1 LandClasses { Class { name = Core altitudeStart = -1 altitudeEnd = 0.15 color = 0.2,0.4,0.2,1 lerpToNext = true } Class { name = Core2 altitudeStart = 0.15 altitudeEnd = 0.16 color = 0.3,0.38,0.35,1 lerpToNext = true } Class { name = Rock altitudeStart = 0.16 altitudeEnd = 0.4 color = 0.4,0.4,0.4,1 lerpToNext = true } Class { name = DustLerp altitudeStart = 0.4 altitudeEnd = 0.45 color = 0.15,0.15,0.15,1 lerpToNext = true } Class { name = Dust altitudeStart = 0.45 altitudeEnd = 0.75 color = 0.15,0.17,0.16,1 lerpToNext = true } Class { name = Frost altitudeStart = 0.75 altitudeEnd = 0.8 color = 0.7,0.75,0.8,1 lerpToNext = true } Class { name = Ice altitudeStart = 0.8 altitudeEnd = 2 color = 0.8,0.85,0.82,1 lerpToNext = false } } enabled = true order = 200 } AltitudeAlpha { atmosphereDepth = 11500 invert = false order = 999999999 enabled = true } AerialPerspectiveMaterial { atmosphereDepth = 150000 DEBUG_SetEveryFrame = True globalDensity = -1E-05 heightFalloff = 6.75 oceanDepth = 0 order = 100 enabled = true } LandControl { altitudeBlend = 0 altitudeFrequency = 1 altitudeOctaves = 1 altitudePersistance = 1 altitudeSeed = 1 createColors = False createScatter = True latitudeBlend = 0 latitudeFrequency = 1 latitudeOctaves = 1 latitudePersistance = 1 latitudeSeed = 1 longitudeBlend = 0 longitudeFrequency = 1 longitudeOctaves = 1 longitudePersistance = 1 longitudeSeed = 1 useHeightMap = False vHeightMax = 10000 order = 999999 enabled = true altitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } longitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0,0,0 coverageBlend = 0 coverageFrequency = 1 coverageOctaves = 1 coveragePersistance = 1 coverageSeed = 1 name = Base latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0 noiseColor = 0,0,0,0 noiseFrequency = 1 noiseOctaves = 1 noisePersistance = 1 noiseSeed = 1 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = 0.15 startStart = 0.1 } coverageSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 1 octaves = 1 persistence = 1 } scatters { Scatter { density = 0.25 scatterName = Big } Scatter { density = 0.55 scatterName = Small } } } } scatters { Scatter { materialType = DiffuseDetail mesh = BUILTIN/boulder castShadows = True densityFactor = 1 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 7.5 maxScatter = 20 maxSpeed = 1000 minScale = 0.15 recieveShadows = True name = Big seed = 231123 verticalOffset = 0 delete = False collide = True science = False Material { color = 0.6,0.6,0.6,1 mainTex = MySystem/Textures/Rock3_Tex mainTexScale = 1,1 mainTexOffset = 0,0 detail = MySystem/Textures/Rock1_Tex detailScale = 25,25 detailOffset = 0,0 } Experiment { } } Scatter { materialType = Diffuse mesh = MySystem/Models/Pebble.obj castShadows = False densityFactor = 1 maxCache = 512 maxCacheDelta = 32 maxLevelOffset = 0 maxScale = 0.09 maxScatter = 50 maxSpeed = 1000 minScale = 0.01 recieveShadows = True name = Small seed = 231123 verticalOffset = 0 delete = False collide = False science = False Material { color = 0.6,0.6,0.6,1 mainTex = MySystem/Textures/Rock3_Tex mainTexScale = 1,1 mainTexOffset = 0,0 } Experiment { } } } } } } }
  19. No clue what's happening. I am trying to get BDArmory and MechJeb2 to install correctly. I have both of their folders inside KSP/GameData. I can provide more information if needed. Help!
  20. So I love to play Real Solar System and Realism Overhaul, together with a bunch of other mods. However, all the crafts that come with mods (I install using CKAN), keep coming back, ever after I reinstalled Kerbal Space Program. Please help me, it's not important, but annoying and time consuming. Oh and thumbnails are subject to it either. Please help me. Thank you!
  21. 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 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 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) 1.3.1 & 1.4.5 now supported! 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: note: works for 1.3.1 ONLY 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 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 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.
  22. I have a small problem I was wondering if anyone could help me with? In the VAB the thumbnails on the top line in the parts selector are cut in half (se links) and it's driving me nuts. Does anyone know what could be causing this? I have the latest version of the (Steam) game and all DLC's installed. Link #1 Link #2
  23. HI, this is starting to really get on my nerves as I am trying to learn interplanetary transfers now. Is there a setting I am missing or mod maybe that can hide all the useless text when I am trying to plan a maneuver?!? I feel like I got to be missing something really obvious. Thanks in advance.
  24. Here are some pictures, help would be appreciated
  25. Hi! My plane keeps veering to the left on take-off, it is not due to Landing gear issues. The tail for some reason turns drastically left (WITH or W/O SAS), and when I correct it then turns a ton right. I have tried multiple tail configs and it either does the same thing (tried two tails W/o tail wings, same thing), OR the plane won't take off. at all. I cannot figure out why it does this, I've never experienced this before, any help would be great! *I also tried disabling the tail controls to see if it changed anything, and it did not. Thanks! Picture 1 - I didn't touch the controls at all, only throttled up the engines, it did this on it's own Picture 2 - after veering off the runway, I corrected right and it over corrected by a ton and veered right, subsequently flipping and crashing. Idk why.