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  1. I'm looking for a solid player, not too thin but not bulky. Memory amount is not a big deal, but I would like the player to show photos and play videos. I would prefer a nice-sized screen; it doesn't have to be a touch screen. I am interested in Apple as well as non-Apple players. Thanks!
  2. I tried running Noctis in DOSbox on my Win 8.1 64-bit computer, but it says only 32-bit was supported. There dosen't seem to be any 64-bit DOSbox download anywhere, is there any way i can get it to work?
  3. I'm trying to dip my toe into making mods, but I'm being hindered by a big problem: KSP refuses to load my parts. Looking in the debug window, it seems to be because my collider's tricount is above 255. I say seems because this error occurred even when I used a default box collider, which has 12 tris. Any idea why this may be occurring?
  4. Hi, i think the forum need "fast help" section. where new treats auto-delete after 48 hours. so u can (probobly) get ansver and don't worry about litter the forum
  5. The wiki said 2 lab in same vessel will not work as expected in 1.02. But what if in 1.05? Any one know? I just have too many data to store!!!
  6. I have successfully docked onto my moon lander in a low orbit above the Mun for a refueling, since I am on career mode I only have access to the Clamp-O-Tron Jr. I attached an FL-T400 fuel tank to a clampotron and my Mod key+Right click is not pulling up the fuel exchange window! I have tried it with and without a adapter, and they have no effect. It shows that the ships have docked and become one, but no fuel transfer window. Help!
  7. I sent an astronaut into orbit with two tourists and the orbit got all cattywampus and now they're outta fuel and can't get back. Can anyone help me? The Low orbit altitude is approx 86K and the High 500+miles.... Thanks, Charlie
  8. Recently, I've been thinking a lot about model rocketry. I tried to search around for some FREE (hint, hint) software to simulate my designs, and found OpenRocket (http://openrocket.sourceforge.net/). Elated, I clicked on the download link, but I saw that the program was in a .jar format. To open a .jar file, I need Java, but can't install it because of the requirement of an admin password. Other reccomendations?
  9. I start my career with only FAR installed. Every time I try to pitch("w"or"s"), its a gambling. The vessel reacts randomly, unpredictable. Sometimes no mattter W or S, it just pitch up. I screw a lot of missions. So I guess its JB's fault. But I even get the same problem with MJ!!! Help!! The problem even exist in scenarios!!!
  10. Hello everyone, I'm a relative newbie to modding and I am now working on my second mod-- EzVTOL, a mod introducing dedicated wing-underslung engines for VTOL [space]planes. I made a model, but I am having trouble with what to do with it afterwards. Can anyone help? Thanks!
  11. I just finished building my new computer, so I now have access to unparalleled raw power in the form of an overclocked i5-6600K and a GTX 960. I'm thinking of making a cinematic/trailer thing for KSP. I have a tiny bit of video editing experience (as in, occasionally I make science videos in iMovie) and I'm completely new to a lot of this. So do you guys have any advice on screen recording software, or video editing or music, or anything?
  12. Hello, I just am asking for some help. I experience a 1 to 2 second lag every 1-5 seconds. The scenery setting is already set for low. I also have some mods, including dynamic texture loader. I used to have Active texture management, but I hated that all of the icons and flags on the contract got pixilated. I don't know if it is my computer (I know that it is not the best one) or if it's the settings or the numbers of mods that I have. All advice is appreciated. Here is my mod list. Thanks .
  13. Air to Air Refueling Like a Boss This tutorial is meant to provide you with all the tips and tricks I've learned from other forum members, as well as new ideas I've been working on myself. Some terms you'll need to know before you begin are: The flying gas station is called the Tanker. The hard line from the tail of the Tanker is called a Flying Boom. A flexible hose with a cone at the end is called a Drogue Line. The plane being filled is called the Receiver. And lastly the ridgid snorkel on a Receiver, used to capture the Drogue. Is called the Probe. Probe and Drogue - In the real world this came first (kinda) and is in some ways more forgiving for beginners to engage the Drogue with a Receiver plane mounted Probe. The downside is if you bump the Drogue it'll flop all over the place until aero forces stabilize it again. This method provides a flexible line connecting both planes to allow a larger bubble of movement while refueling. In KSP this is the easier way to dock two or more planes together but if performed in an "Undocked" state. Which allows independent control of each plane. (You will most definitely crash if both planes are "Docked") There is no ability to transfer fuel between the two planes when using a KAS winch in "Undocked Mode". This is great for cinematics and screenshots, just not for actual fuel transfer. Additional Info / Pictures Of The Assemblies: Flying Boom - This is a rigid connection between both planes. In the real world this was developed second. In order to transfer more fuel in a shorter period of time. In KSP this is the most functional as this is the best way to remain in control while actually transferring fuel. Once you "Dock" both planes together they will fly as a single plane. In which case, most of your pitch control will come from the Receiver plane. So often the connection of the fragile boom needs to be reinforced by Quantum Struts, immediately after docking has occurred. If you don't reinforce the connection immediately after docking, the planes can twist apart within seconds depending on the design of the planes and the boom. Additional Info / Pictures Of The Assemblies: V-22 Osprey, Refueling from a KC-10 Extender And Now, Onto The Tutorial The mods I suggest using to perform this task are RKE Kanadarm for the Flying Boom, and also for the Probe tubes. The reason these are the best parts to use for the tubes is they are physics-less and don't flex / separate under loads. KAS if you are using the Probe and Drogue method. IR / IR Rework if you want to be able to move anything. Also MechJeb is recommended as it makes aligning the two planes much easier - Using "Spaceplane Guidance" If you're looking for a scale appearance, my custom cfg's to rescale as well as increase the force and range of the magnets in a Squad Docking Port Jr. And as a bonus, the B9 Aerospace Shielded Docking Port if you have B9 installed. If you use RKE Kanadarm tubes or any other physics-less parts. Be sure you never attach a Quantum Strut directly to or from a physics-less part. It will lock the craft in place during flight, and cause all kinds of Kraken like behavior. Instead attach a physics enabled part to the RKE Tubes then the Quantum strut to that part. I also suggest building planes that require very little effort to stabilize. Meaning when in flight the input visualizer in the lower left hand corner of the screen should be as close to center for, pitch, roll and yaw as possible during flight. Also another good check, is a plane that will deviate very little on it's own with the SAS / RCS turned off in flight. I suggest enabling as few control surfaces and gimbaled engines on the Receiver craft as possible. This will aid in fine control while approaching the Tanker. The steps to reproduce this on your own are: (1) Load the Receiver and move it off the runway - I suggest Vessel Mover for this task. (2) Return to the Space Center / SPH and load the Tanker. (2-A) (Drogue Method) - Before take off, with both planes landed. Use a Kerbal to "Unplug" and then reattach a KAS Winch Line to the Drogue. In "Undocked" mode - If you're using lights on the Drogue, press (Alt+F12) to bring up the cheats menu and enable infinite electricity. (3) With both planes now loaded, take off with the Tanker - Use the " [ " and " ] " keys to switch between planes. I suggest using MechJeb "Spaceplane Guidance" to hold a set altitude and heading - Don't fly too fast or you can outrun the Receiver. (4) Switch back to the Receiver and launch it as well - Also use MechJeb spaceplane guidance but set the receiver altitude 10m lower than the Tanker. Be Careful to stay within loading distance I think that's something like 2.5 Kilometers. (5) Match speed, and fine tune course alignment of the Receiver with the Tanker using the keyboard / joystick inputs in tandem with MJ Spaceplane Guidance - This is where the work begins. (6) Deploy either the Probe and Drogue or the Boom at this time from the Tanker. (6-A) (Drogue) If you use my cfg's be careful how close together multiple drogues get. The magnets are ridiculous. (6-B) (Boom) I like to use one or two Quantum Struts to reinforce the boom back to the Tanker at this time. (7-A) (Drogue Method) Once docking has occured, the engines on the Receiver will automatically throttle down but MechJeb will continue flying the Receiver. - Return throttle on the Receiver to just under the level used to initially catch the drogue, You want a slight amount of tension on the KAS winch line. And allow MechJeb to stabilize the Receiver. Engines and Mechjeb's Control of the Tanker will be unchanged. As long as the drogue is attached in "undocked" mode to the winch line (7-B) (Boom Method) Once docking has occurred, you'll need to quickly enable the Quantum Struts. Before an "Unplanned Disassembly" occurs. I like to assign the Boom to Receiver Quantum Struts "Activate" command to the "Abort" Action group. Next, control will default to the Tanker and the engines of both planes will throttle down together automatically, MechJeb will begin flying both planes together as one craft automatically. You need to decrease the engine output of the Reciever and then throttle everything back up. You want the Receiver to have a little less power than the Tanker. You can do this by disabling individual engines through action groups, or through engine right click menus as demonstrated in my video bellow (just don't shut them down completely like I did - Puts a lot of stress on the boom). Then allow MechJeb to stabilize both planes. Fuel transfer is accomplished by holding (Alt) and (Right Clicking) the tanks you wish to move fuel between. Remember this only works with a "Docked" Receiver. When you undock the two planes MechJeb will resume control automatically, of the Receiver and Tanker Independently. With whatever settings you input prior to docking. When you're on final approach with either a Flying Boom or a Drogue Line. The best way to maintain good speed control is by flying too slow, and using afterburners for short boosts to accelerate toward the docking port. Then coasting on the normal engines to slow back down again. Or, set your speed too fast and then use airbrakes to slow down. Pulling the Receiver back away from the Docking Port. Either of these methods works, and it just comes down to preference. Another good method is a plane with a fair amount of drag with quick throttle response. So as you throttle down the Receiver will slow down quickly. Larger planes are actually a little easier to dock as they are slow to make changes with control input. Slow and sloppy is good, quick and jerky is bad. Just be sure your boom is built strong enough to hold everything. Videos Of Both Methods: My Custom .cfg's And Suggested Mod Links AC-130 Spectre, Refueling from a KC-135 Stratotanker
  14. 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.
  15. help, when ever I try the pacher, it doesn't work. I use a mac and all it dose it wait there and do nothing, this is what I see: Traceback (most recent call last): File "/Users/mini5/Documents/Projects/Patcher/build/main/out00-PYZ.pyz/mx.com.squad.pypatch.transport.rsync", line 207, in run File "/Users/mini5/Documents/Projects/Patcher/build/main/out00-PYZ.pyz/mx.com.squad.pypatch.transport.rsync", line 118, in error File "/Users/mini5/Documents/Projects/Patcher/build/main/out00-PYZ.pyz/mx.com.squad.pypatch.transport.rsync", line 129, in appendLogEntry TypeError: updateLog[str, str].emit(): argument 2 has unexpected type 'SSLError'
  16. When I click launch it does not launch it just shows the earth.
  17. Hey Guys and Gals, Back to Kerbal after a long pause. Initially stopped playing because I found the space-leg fiddling annoying. Now I see a lots of mods have come out to iron out the tedious parts. I just downloaded MechJeb as my first mod and am ready to give it a go, but, ahhhhh .... errrrr, well I am old No idea how to install it!!! Any one here has a clue? TY and have a Powerful day!
  18. So, I am making a planet pack with Kopernicus for KSP. And I have a problem. I want to create a brown dwarf, using Jool as template. I want to create an atmosphere for it (so you can't land on it), but I don't understand those complicated numbers: key = 137500 100.8216733 -2.71949803636364E-03 -2.71949803636364E-03 key = 151250 68.1071 -2.13953963636364E-03 -2.13953963636364E-03 key = 165000 41.98433333 -1.65774109090909E-03 -1.65774109090909E-03 key = 178750 22.51922 -1.00126501090909E-03 -1.00126501090909E-03 key = 192500 14.44954667 -4.06759432727273E-04 -4.06759432727273E-04 key = 206250 11.33333333 -2.27824727272727E-04 -2.27824727272727E-04 key = 220000 8.184366667 -2.25669374545455E-04 -2.25669374545455E-04 key = 233750 5.127426667 -2.06283192727273E-04 -2.06283192727273E-04 key = 247500 2.51158 -1.61502101818182E-04 -1.61502101818182E-04 key = 261250 0.68612 -9.13301818181818E-05 -9.13301818181818E-05 key = 275000 0 -4.98996363636364E-05 -4.98996363636364E-05 (They're about atmosphere pressure and temperature curve) Is there a program or site to make these, or is there a simpler way?
  19. Um, rather off-topic for the off-topic forum, but considering this site appears to be dead, last post in it being from october, I decided that you, the infinitely surprising KSP community would be able to help me... (especially the one who calls himself the forum's amateur historian) I decided to learn ancient greek, and have gotten past all the initial barriers of pronunciation (such as upsilon) save 2. 1) Kappa vs Khi (or Chi), two K sounds, I keep on hearing of K vs loch, is this loch type K different because of a click in it vs just a K sound ? or am I missing something ? 2) In Theta vs Tau and Pi vs Phi, I can do the aspirated H that comes after the respective sounds, but, since I'm homeschooling myself, I don't know exactly what I would be looking for if I were to speak to someone in it, and to hear myself, I need to exagerate the sound myself. What should I listen for to improve ? edit: below I solved these, however anyone should feel free to ask about any language from any period and/or discuss them.
  20. Hi there! I have sort of a weird question- Is there any possible way to get the actual ingame kerbal models? I've seen a few people who have released their own, but I've also seen some who have gotten the actual Kerbal model... All I want is somewhere to either download the model, or how to rip the model from the game files. If you know of anything that could help, thanks (I'm wanting to use it for my own personal use, not using it for random things or releasing it on SFM or whatever, so it shouldn't be against the rules or something... I'm not selling it or whatever... )
  21. Hi everyone! I have been playing KSP for a long time now and wanted to make my own parts/mods. I wondered if any of you had any suggestions like what program to use, and tip and tricks! How long do you think it will take to make a simple part such as a nosecone? Is it possible for someone without much 3D design experience to learn how to make a part? Thanks, Gelix
  22. I am trying to transmit an crew report using a Commutron 16 The antenna says "status: clamped" I uninstalled recently antennarange. Mod list: Log files: https://www.dropbox.com/s/7865dg8r66mdx4x/KSP.log?dl=0
  23. okay I got all the updated moduel manages ...but my rcs thrusters arent showing nor are they working..i have no monoprop but infinite rcs is on yet still nothing I am running a modded 1.0.5 KSP and here are my mods xscience toolbar light adjustment antennarange asteroidday contact config and packs contracts window distant object DM science DP sound FX docking sounds raster prop mod KAS KISS real chute spacey lifters stage recovery todi tools KAC transfer WP and vessel view got some weird moduel stuff under that but...not sure if they are important... [Error]: Cannot find an InternalModule of typename 'DPAI_RPM' is what im getting now...oh my... ^ fixed this and I found out that infinite RCS no longer works....hmmmm
  24. Hello fellow kerbonauts. I have just started playing the mod Realism Overhaul and it´s great! There is only one thing and I would really appreciate any help I can get with this problem. http://imgur.com/OPxK1lv I put the airstream protective shell on my rocket but it does not appear. All i get are these blue lines and when i run the simulator it is non existent. Even though the "base" of the shell is present. Is there a trick or what should I do? Really want to be able to send up satellites. /Donut Kerman
  25. The f-12 debug menu gives the option to have un-breakable joints and no crash damage. But even when i do my rocket still breaks up on water and land! Does anyone have an idea why???
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