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Found 16 results

  1. I really want to know how to decelerate efficient for landing. example, landing to mum, If I decelerate too early, my vessel will drop down, and I have to decelerate again, this will waste some fuel. If I decelerate too late, It's dangerous to crash. so, How to know, what altitude is best to decelerate can save fuel? I see MechJeb didn't have this Item that can display this information. But I use its auto landing function, I see its operation, it's good, very efficient. no more redundant action. But, I don't like auto-operation, I like to control by myself hand
  2. Hello friends! I'm completely new to space things and also KSP, but I'm loving it and enjoying everything I discover about space/rockets/orbits/satellites/etc. So I decided to buy KSP and start with the Tutorials on the game menu. It's good! The hardest thing to me was the docking tutorial, even to catch up the other vessel "Stranded". But watching A LOT YouTube videos about rendezvous and docking I finally did it! So I was thinking... "I'm a PRO now, let's try the scenario with a Space Station, undock the Space Shuttle and try to dock this again". How stupid I was, it looks impossible, I got really frustrated about it. Btw, I was watching some other videos on YouTube about Geostationary Relay Network for example and it looks even more complex to me. So my question is... is that normal as a new KSP player? Get a little bit frustrated about don't get to some "mission"? Do I need to study something or just play it and at some point all get the practice/experiencie and a more understandable overall to do even the more complex things in the game? Sorry about the long post, but I'm really loving this game, even without understanding a bunch of things and I'm anger to learn and create shuttles, rockets, space stations, rovers, etc. Thank you guys and I'm sorry about any english mistake, it's a work in progress.
  3. A guide to help people know common words used in the explanation of game crashes. (Basically like my TCIS's Guide To Words). Mono.dll: Mono.dll is KSP's memory. When your game crashes, and you check the 'error' file, roughly half of the time it says 'mono.dll caused an access violation in module mono.dll'. A simple way to fix this is to remove mods, thus relieving the strain on the memory. Output_log: When your game crashes, it usually produces an output_log. This log shows you the cause of the crash. A great way to get answers for your problem is to upload the log to a file sharing site (Dropbox, pastebin, etc), and then paste the link to it on the forums. Error: A file that is produced when your game crashes. While the output_log shows what happened when the game crashed, the error_log shows why it happened. This is an example log: mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0023:1011940a. That shows what caused the crash, and what time it occurred. Access Violation: Simply put, an access violation is when a part stops working, and causes the game to crash. The '0xc' is an error code. If you want to suggest something to include, or for me to provide more information on a certain area, then let me know, TCIS
  4. So I've haven't played KSP for quite some time - I used to play religiously, but things got in the way, and KSP lost its charm. After about 5-6 months of launching the game maybe once or twice, I've decided to finally come back into the game and work like I used to on it (hint, I used to play it 4+ hours every day, 7 days a week. Calling me a 'fan' would be an understatement). But to be completely honest, I'm a bit lost with what I should work on after coming back into the game after so long. I was thinking starting some ship building series perhaps, blogging on my creations and building tips, or perhaps creating my own craft thread in the spacecraft exchange section of the forum. Outside of 'creative' works, I was thinking perhaps just playing some career mode to get back into the game, before going into sandbox and doing exploring like I used too. Despite how much I've played the game, I've never really left the Kerbin system - I've orbited Duna and returned. That's all the inter-planetary experience I've had. So, community - help me decide what I should do! Any tips or ideas would be cool. I might even make a list of everything everyone recommends, and cross them off when I complete them. THE MIGHTY LIST TO RULE THEM ALL Get into orbit around Kerbol. Probably do some science, that'd be helpful too. Unless you're dumb, then... well, don't do science Orbit Duna, and land on it with a one-way probe ticket. Tickets start at 9.99, get yours before they sell out. Rinse and repeat the one-way probe, but with Eve, Ike, and Gilly. Tickets are also 9.99, probably won't be selling out. Maybe collect science on the way too... Manned return mission to Duna! But wait, there's more... Orbit a fuel tanker around Duna - preferably do that before you land. Otherwise, you know, it won't be a return mission no more. Flyby Moho, and if you're daring, orbit it. Flyby everything at the same time! Just kidding, but flyby as many things as you can at the same time. Maybe do something like Mun -> Minmus -> Duna -> Ike? Start a mining mission on the Mun. Step 1: Mine Ore. Step 2: Transport Ore. Step 3: ??? Step 4: Profit. Look at the Strategia mod... seems like a good strategy MOONBASE ALPHA! Lez' go Manned mission to Dres. Because why not. Manned mission to Moho. Mo Ho Ho! (Like Santa, but with a moe) Laythe and Eve gliders. The one glider (or two) to rule them all. Capture an asteroid and build a refueling outpost. Gotta catch em' all! Aerial refuelling Visit Jool and stuff... THE MIGHTY MOD LIST KIS/KAS, USI KER SCANSat Strategia Community Resource Pack KScale (?)
  5. I've been building SSTOs, and have made a slightly successful model, that isn't an SSTO, but is very close with 2 recoverable SRBs giving it the extra kick it needs. What would be an optimal fuel-engine-wing combination for an SSTO, and what would be an optimal platform?
  6. Not so much a question as a public service announcement for anyone else that, like me (unless I'm the only one), missed a blindingly obvious part of the GUi that makes life a lot easier. I can't believe that I only (accidentally) discovered yesterday that a simple right click on any of the markers that appear on orbits on the map screen (eg periapsis, ascending node etc) and the value remain visible. Previously I've been scooting back and forth between the marker and maneuvere node I'm adjusting.
  7. Bonus Tips : A Random Guide to PartModules A year ago I started to delve deeper into C# and Unity's API as a hobbyist programer. I've learned a lot since then and now I'm giving that information to you, in no particular order. Random Tip #1 - KSP PartModules are Unity Game Object Components Any class in C# that inherits from the Unity Monobehaviour class is a Game Object component. This is more a conceptual cornerstone rather than a practical tip. KSP's API already has a bunch of ways to get at its many different classes and structs, but keep this in mind. You can always use Unity's vanilla methods regarding component Adding, Subtracting, Destroying, Instantiating, and the like regarding your own PartModule class as well as other KSP Classes which have inherited from Monobehaviour. Random Tip #2 - Don't Forget About Unity KSP's API is built on top of the Unity API. Unity has pretty vast documentation and StackOverflow style Unity Answers. Don't forget to use these resources. Most of the progress I've made modding KSP has come from going through Unity tutorials on Youtube. Random Tip #3 - Don't Listen to Anyone Older than One Well, maybe listen, but certainly don't blindly trust. There is a lot of information out there about Unity and a good amount from 2011. Much of it is obsolete now that KSP is built on Unity 5.4. For instance, did you know that Unity 5 now automatically caches Transforms? Yeah it does, when you access a Transform through a method search like Find() Unity will automatically cache that transform in memory. However in 2011 you had to assign the Transform to a variable within your class if you wanted to keep that Transform available in memory. So, don't fully trust information older than a year. Random Tip #4 - How to Lerp Using lerp functions is actually very easy. Lerp or linear interpolation is a way to return the incremental value between two bounds at a given time assuming a constant speed. Think of an animation clip. It has a frame at the beginning, Frame 0, and a frame at the end, Frame 60. Frames 0 through 60 represent 61 units of time. Now imagine we want to animate the position of a game object on the Y axis from 0 meters to 1 meter. We set the value of Y for the first frame to 0 (Frame 0, Y = 0) and the value of Y for the last frame at 60 to 1 (Frame 60, Y = 1). Imagine we scrub to Frame 30 in the timeline, what will the value of Y be? Yes it's 0.5, because the value of Y is progressing in a linear fashion. So, how do we use the lerp function. There's a couple of things to keep in mind. A lerp function will only ever return a single value, it's just an equation. Lerp isn't meant to be used as an easing function. It can be, but that's just a hack. Because it only returns a single value at a given time, all lerp functions need to be used in a loop of some kind. Preferably in a Unity update method, like FixedUpdate(). Let's lerp: public Transform t = somethingWeWishToMove.transform; public float startTime = -1f; public bool isLerping = true; public void FixedUpdate() { if(isLerping) { if(startTime == -1f) startTime = Time.time; t = new Vector3(0f, (Mathf.lerp(0f,1f,startTime/Time.time))*TimeWarp.fixedDeltaTime, 0f); if(Time.time >= 60f) { isLerping = false; startTime = -1f; } } } That's it for today, I'll be posting more again soon. Next time we'll be delving into the Delta of Time. Till then, Happy coding
  8. Hi again guys =) Is there a way to keep bases on the Mun and Minmus not jump up and down? I thought I finally got a stable general design until I drove a rover within 500 meters from them and heard explosions. =( Regards
  9. Does anyone have any tips for making a space station? I'm planning a Space Station called the "Mike's Plan to Kill Soviets With Missiles That Have Plutonium And Neutrons To create a Nuclear Reaction And Send It Into A Sub-Orbital Trajectory And Hit Soviet Kerbals That Also Have Some Missiles That They Might Shoot At Us And That's Why We Are Bombing Them With the Aforementioned Missile(s) We Talked About A Bunch Of Words Ago Do You Like This Joke?" Or (MPKSWMTHPANTCANRASIIASOTAHSKTAHSMTTMSAUATWWABTWTAM(S)WTAABOWADYLTJ?) For short! TLDR: Do you have any tips for killing the sovie- Making a space station? I don't think I have to say this but the soviets thing is a joke. Did anyone else get remind with Cloudy With A Chance Of Meatballs with the long text for the short version?
  10. After taking a break from KSP I recently returned and decided to replay the Science Mode to get the hang of the stuff I'd forgotten plus the new additions. When I first played through the Science Mode, (IMO the best way to become familiar with KSP) it seemed to make sense to head to the Mun first and then onto Minmus. It's closer so must be easier, right? This time round and with the benefit of hindsight, I reversed that order. Getting to Minmus is only a little more complex (as you need to tilt your orbit to match that of Minmus) but you can make huge fuel savings during landings, especially if you are a cautious beginner. There are also plenty of mirror flat areas to practice your landings on. The lower Minmus gravity makes landing a slower and less intense experience whilst you're learning the ropes. Low escape velocity and orbital speed means you don't need that much fuel to get your crew (along with all those lovely Science Points) back home. You can build a useable Minmus Mission vechile without having to unlock too many science nodes on the tech tree and really get the hang of the game before heading to the less forgiving Mun. So, if you are new to KSP dont just assume that your first off world adventures have to take place on the Mun. Happy Landings.....
  11. hi guys, I'm going to Eeloo for the first time and I have done the calculations and I have more than enough. But as Eeloo is on an inclined elliptical orbit, and ksp.olex.biz assumes things are circular, which they arent. so how do I know the transfer window? and Idk how to use alexmoons thing so if someone could explain me that would be helpful
  12. I am making a mission to duna in sandbox mode.Can any of you give me tips?Thanks.
  13. Right now i'm doing a Elcano challenge on Eve and ill have to get back somehow. I Have no idea what to do. I tried looking for 1.0.5 Eve returns but I couldn't find anything. And i apparently need about 8500 dv. How will I sheild it though reentry? How do i launch it to Eve? I need you guys to help me on this one. I really appreciate the help.
  14. Hello! I am new to KSP and find myself desperatly scrambling to gather knowledge on this very complex, yet amazing, game. If anyone has any starter tips, then it would be appreciated to post them here so I don't cause any explosions... Thanks!
  15. Hiya! I've had KSP for many years now,and I LOVE Career mode!.......However it's just...not fun when you're progressing at a snail's pace. Basically,I only have a few things unlocked in R&D,and I don't have enough money to upgrade the VAB so I can make bigger ships. (Plus I'm not that great at making ships in general!) It's just not fun! It's also hard when ALOT of the R&D things that cost like 90 Science only give you three parts when I struggle getting 20 science! It's just not worth it,and it makes things harder when that thing unlocks everything else! So if anyone can give me some advice on what to do in Career mode,i'd be much appreciative! And if anyone also has tips for building basic to semi-basic ships,that would help ALOT too ;D (Again,I am definitely not the best at building working ships,I haven't even gone interplanetery before!)
  16. hi, can anyone give a bit of advice bilding efficient ssto ? i looked in youtube and othed stuff but thats only helps with the same ssto as it buildet in video. i tryed to build a few by myself, and they get to orbit but they totaly non efficient as they can be. the best way i doing this, jus by putting a lot of powefull jet engines with trust/mass ratio over 2 at start and just raming myself into orbit by 45 degrees just like rocket i know that it's way more efficientt ways to do this. whhat kinda engines do i have to use ?, degress at going to orbit ? trust/mass ratio ? something more to know ?