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Useful Tips & Great KSP Content to Use with KerbalEdu

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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.

There is remarkable & inspiring KerbalEdu relevant KSP content on the www, I have provided links to some great examples as the second half of this post.

General notes:

  • EDU Mission Editor tips can be found at link.
  • 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 )
  • 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 recommended.
  • this post aims to cover the most common & biggest in practice issuesPlease reply with your top additional insights & I will add them to this summary.

If you encounter unusual lags:

Spoiler
  • In game GUIs like the EDU Flight recorder, FAR data, etc can sometimes cause serious FPS lag in some instances (Iwe regularly encounter such issues...just hide the GUI until you need it...)
  • ships with many parts will strain the cpu physics calculations: each part has its physics calculated separately...so pay attention to part count, "single thread" benchmark rating for a cpu is what matters for this aspect of KSP
  • useful FPS concepts at this ksp forum post (note: 'terrain scatters' are the rocks, trees etc that 'dot' the ground surface)
  • scatterer mod is the heaviest visual mod hit in my setups...so much so I do not use it with the laptop Nvidia quadro GPUs...
  • 'visual' mods like SVE, SVT for Kerbol system or RSSVE for RSS use much more resources e.g. vRAM than 'stock' KerbalEDU thus can slow things down.
  • sometimes Windows DVR can be a problem

 

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):

Spoiler
  • How to run a lesson with TeacherGaming Desk
  • EHC & TG EDU missions are integrated into the TGdesk portal lessons
  • KerbalEDU TGdesk Lessons (requires TGdesk login )
  • experience tips with using the new cloud save feature:
    • cloud saves only looks at the "Saves" folder (NOT folders such as GameData,  RecorderData, or FlightReports, etc.)

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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.

TG App & KerbalEDU: adding various forms of EDU Missions & KSP Community Mods to "TeacherGaming\games\kerbaledu\"

Where are...? in the "TeacherGaming\games\kerbaledu\"

Spoiler
  • game saves/quicksaves|:
  • In game menu "Resumed Saved" are located in the main "Saves" folder
  • In game menu "Scenarios" are located in the subfolder "scenarios" in the main "Saves" folder & launch in a new folder created in this same subfolder (which can be deleted to revert the scenario mission)
  • In game menu "Training" are located in the subfolder "training" in the main "Saves" folder & launch in a new folder created in this same subfolder (which can be deleted to revert the training mission)
  • In game menu "KerbalEdu missions" contains the EDU EHC Missions and any other EDU mission which requires a  _Folders_ not just a .sfs file.  These are located in folder "DownloadedMissions" and launch in the folder "temp"
    • COMPUTER CLUSTER NOTE: if you want to PUSH custom lessons to KerbalEDU, then one way sync to the "DownloadedMissions" folder is likely the easier path to do this...
      • By making your own 'EDU mission' save folder you can even package mods into custom lessons/classes, push those to this folder, then have the students select the lesson you want then kerbal will install the packaged mods on the student machine and relaunch Kerbal
      • note: check & see if KerbalEDU removes the mods it installs this way in your environment...installed mods may remain in the GameData folder (if they are cpu or memory intensive, you may want to delete them at some point)
  • *.craft files = vessels can be in either the main "Ships" folder or in a "ships" subfolder in a game save folder which will be in the one of the folders just described above. EDU Flight Recorder Exports are in folder "FlightReports" (data is stored in folder "RecoerderData" ) DLC missions are in the main folder "Missions"

 

About GameData, & EduMission .sfs Files & Kerbal Folders & KerbalEDU missions (note: these are different from KSP "Making History DLC" missions):

Spoiler

What you may not change without a reload while KerbalEDU is running:

  • if the mission .sfs file also needs specific mods to run...then drop those in the GameData folder BEFORE launching KerbalEDU (otherwise reload Kerbal after putting them there)
  • If your computers have enough memory and are fast enough then loading all mods (=always have those in your GameData folder) needed for the common scenarios you use (e.g. Tantares mod for the EHC missions) may be less disruptive than students constantly reloading KerbalEDU when they change missions. 
  •  

What you may change while KerbalEDU is running:

  • Save folders or .sfs files files may be added to the Saves & Ships folders & immediately accessed via in game menus while the game is running...very helpful for adding/sharing  craft or EDU scenarios/missions or saves without waiting to reload Kerbal (assuming no new mod load is needed).
    • easiest is to  just drop the single mission *.sfs directly into either the scenarios or training subfolders in the Saves folder...
      • then from the main in game Kerbal menu you can go to & click the in game Training or Scenarios to see your new mission .sfs file(s) added the respective list (I usually just always use the Scenarios folder)
      • NOTE...once you launch a mission from the Scenarios menu you will see a new folder created with the same name as the .sfs file...this you can copy to the Saves folder if you want to access the game from the normal ResumeSaved in game menu in the future 
      •  
    • where as, when you want to use the Saves folder, you must put the .sfs files in a subfolder of any name, such folder also needs the .sfs to be renamed to persistent.sfs
    • NOTE:...EDU scenarios/missions placed in the DownloadedMissions folder behave differently (they launch in the 'temp' folder) than ones placed in Saves\scenarios or Saves\training (which create a new folder in the same place they are located).
      • this is helpful for pushing custom lessons/missions to KerbalEDU in school computer clusters using one way sync 

USB drives & GameData & KerbalEdu 1.3.1 & 1.4.5 TGdesk login Portability:

  • This is helpful when you are building your class/lesson plan...you 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:
Spoiler

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Mods I work with frequently in KerbalEdu (just a a tiny example of EDU Relevant KSP Community MODS & Crafts: 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: TRAPPIST1PlanesOnOtherPlanets )

KerbalX craft sharing;

  • example modest Mod load FAR craft for 1.3.1SU-35Lockheed 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. 
  • Spoiler

    YpMMJlF.png

     

Community created Online tools:

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 )
  • Spoiler

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  • Draggable Navball (yes, the old version still works even in 1.4.5)
  • Craft Manager

Control Mods:

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:
  • Spoiler
    SSS works for me in KerbalEDU 1.3.1 so long as I:
     
    a) run a scenario then 
     
    b) close the scenario & move the folder the 1st run generates to the normal 'Saves' folder, then
     
    c) go to the Resume game menu & select the scenario there,
     
    d) then go to the tracking station & select any craft to save as a splice
     
    e)  Left-Shift+Click to open a dialogue of saved splices, select the desired splice craft to "Convert exported vessel to .craft file"
     
    Ship Save Splicer v1.2.0 (2018-03-27) [KSP 1.4.1]

    Description: Ever built a ship, base, or station in one save and wish you could transfer it into a new save? Perhaps you built a really awesome station around Kerbin in a save, then added the New Horizons mod and had to start a new save. With Ship Save Splicer you can export the station from one save and import it into another, even if they use wildly different mods (with the exception of required part mods).

    Just enter the tracking station, select a craft from the left, and press the "SSS" button. The ship will be exported to the "Kerbal Space Program/Ships/export" folder, ready to be imported into a new save. To import a craft, enter the tracking station and don't select any vessels. Press the "SSS" button to bring up the importer in no-crew mode and select the vessel you want to import. It will then be imported without any crew members.

    To import a craft with all of its crew, mod-click the "SSS" button (so Alt-Click or RightShift-Click) to bring up the importer in "crewed" mode. Importing vessels with crew has a much larger potential of breaking things, so make a quicksave beforehand! When importing with crew all the crew stats should transfer properly. If there's already a Kerbal with the same name in the Save (for instance, "Bob Kerman") then the imported Kerbal will be renamed with a roman numeral (ie, "Bob Kerman II").

    As of 1.1.0 you can now convert exported vessels to craft files by Left-Shift clicking the button while in the Tracking Station. This is made possible by @Claw's InflightShipSave mod and the pertinent code remains under the original CC-BY-NC-SA license.

    Shortcuts:
    Click with vessel selected = Export vessel
    Left-Ctrl+Click = Import vessel, no crew
    Mod+Click with no vessel selected = Import vessel and crew
    Left-Shift+Click = Convert exported vessel to .craft file

    License: GPLv3. Also included in the zip file.

    Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

    Download (SpaceDock)

    Download (GitHub)

     

     

Other potentially helpful tools for Students:

Some Popular Aircraft & IVA Parts Packages:

Some Rocket Models (both historic & current):

FPS & Physics Frame Time Ratio management:

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 :

x64 KerbalEDU ONLY:

 

Fun (for example with a Kerbal School Club or extra-curricular event ):

Spoiler

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  • 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 ;-)...here are some screenshots:
Spoiler

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Visual improvement mods:

heavier hitting = more strain your gpu but fun 'visual' mods:

again this 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

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
  • Spoiler

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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 when used with Textures Unlimited:

-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):

Spoiler

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Community KerbalEDU youtube channels:

  • EDU explore & observe channel includes playlists of select top remarkable EDU Aero-Astro content we have found so far on youtube...here are a few examples of amazing & beautiful real rocket history & astronomy from the playlists:
  • xcX2XpD.png

     

Community Kerbal youtube channels especially relevant to KerbalEDU:

Example KSP Youtube Tutorials & History
 
 

What is KerbalEDU v. KSP:

Spoiler
  • Licenses: KerbalEDU is login based multi-user per one license; where as KSP is a personal single user license.
    • Economical pricing packages for EDU/public institutions sold by TeacherGaming
  • a Package of Teaching Lessons & Missions & TGdesk integration (from versions 1.3.1 on) to make teaching with KerbalEDU easier
    • cloud saves of important game files for each unique login identifier ( = getting better at device independence )
  • the original Mission Editor...anyone with a KerbalEDU license may make & post a KerbalEDU lesson/mission in the EDU Mission Library
    • this is connected to the KerbalEDU event system which also sends info to TGdesk
  • KerbalEDU includes "Mods" like the great EDU Flight Recorder (much better than MechJeb's) & EDU Function tool & Energy Spheres tool, etc...
  • Updates about 1 year behind the main KSP releases & skips minor KSP updates. 
  • KSP mods run in KerbalEDU
    • note: some Mods ( e.g. FAR ) will change conditions so that some specific stock & EDU missions events will not trigger (e.g. parachute settings)
    • or work e.g. RSS  or SLIPPIST-1 change the solar system so missions in the Kerbin system will not work & explosions abound ;-)
  • The "Making History Expansion 1.4.0 for KSP 1.4.5" runs in KerbalEDU 1.4.5 but is not currently included in the KerbalEDU license so requires an additional purchase....remains a gray area not yet worked out.

Enjoy Exploring! & the KerbalEDU Flight Recorder ;-)

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Edited by AloE
WIP updates
  • Like 3

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About KSP & Unity Engine friction: a very useful post by @Stratzenblitz75 with video experiments &  "craft fles" (see link in quote below from the post) for exploring friction in Kerbal...plus interesting insights in the comments as well...

On 5/6/2016 at 5:00 PM, Stratzenblitz75 said:

On that note, I want to encourage you all to help me explore KSP’s friction. Download my test rigs and try to replicate my results. Conduct your own experiments. Try testing parts other than structural panels. KSP’s friction is obviously much more complicated than it seems

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The original post:

Edited by AloE
add EDU screenshot example

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