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About me



  1. So I've been using a lot of mods in my current game of KSP, and one of my main projects at the moment is a space station. I've managed to dock several modules so far, but when I dock the latest module, return to the space centre and then go back to the space station, all of the new module's docking ports, RCS thrusters and solar panels are at 90 degrees to where they were upon launch. I've tried swapping out, replacing and removing various parts until the module is made from entirely stock parts, but it still happens. The part of the station I'm connecting this module to is nearly identical (it has ladders on the side, the new module does not), yet it's unaffected. Before returning to space centre: Close up of module after returning to station via tracking station: Does anyone know why this might be happening, and if possible, how to fix it?
  2. 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 https://imgur.com/a/nkRtaiY
  3. 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.
  4. 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
  5. 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?
  6. 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.
  7. 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
  8. 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.
  9. 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): https://imgur.com/SISCsHN 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).
  10. 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.
  11. 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.
  12. I've always played career mode only since it came out but I've grown tired of the same grind to get to where I want to be and I never seems to get there. So I've decided to start a sandbox game instead but I miss the objectives and structure aspect of career mode. So I've made this "guide" to help me stay on target with my vision of my space program. I thought I might share it with you guys in case someone else was looking for something similar. Space Program Master Plan Recommended gameplay mods: MKS USI Life Support Kerbal Engineer Redux • Disable stock ground towers. Downloadable document: https://docs.google.com/document/d/1iaYfJTvhPXosoHK8VAbI4jDqzHWkzw56FFeg-rK7FWw/edit?usp=sharing Project SOL Section #1: Conquer the kerbin system! Colonize the Mun and Minmus with a self sufficient base for 25 kerbals. SOL-1: Setup communication network SOL-2: Survey the land SOL-3: Build an Industrial support infrastructure SOL-4: Build the industrial fleet SOL-5: Finding the perfect spots SOL-6: Colonize the moons of Kerbin Project VULCAN Section 2: Destination Duna Goal: Establish a mining outpost, a manufacturing facility and living habitation for a 25 Kerbal Colony On Duna. VULCAN-1: Set up Communication network VULCAN-2: Do the research VULCAN-3: Location location location! VULCAN-4: Beep!! VULCAN-5: Engineering and preparation VULCAN-6: Moar ships! And Bon voyage VULCAN-7: Hi ho! Hi ho! VULCAN-8: Building the Duna base VULCAN-9: Stocking up VULCAN-10: It's happening! VULCAN-11: Gentlemen, man your stations
  13. 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.
  14. 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
  15. 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.
  16. 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: https://www.astronomynotes.com/history/s7.htm 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?
  17. 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.
  18. Hey there, Does anyone have a spacecraft which can go to any planet I choose? Kinda tired building spacecrafts .
  19. Hey all I'm having a hard time designing a lander that can bring three kerbals to and from Eve low orbit. I'd love to see some successful designs form the community! Looking for stock ships that can deliver three kerbals and science gear to the surface, then bring them back. I'm having a hard time designing with the DeltaV and TWR readouts in the VAB, as the readouts dont seem at all accurate when testing the craft. Any and all uploads are welcome! Thank you!
  20. For some reason when as I enter duna's atmosphere with a space plane (any space plane small and large) my fps starts to tank until I reach 8km from the surface then my computer just dies and my fps just drops to almost nothing and makes the game almost unplayable. I have tried this with task manager up and it doesn't seem to be a hardware problem. The only mods I have installed are some visual enhancement mods like scatterer, EVE, SVE, Real Plume and also some others like Ampyear, Chatterer, Mechjeb, and Kerbal Engineer. I have also recently tried uninstall kopernicus wich did help some but when I get below 8km the game still becomes unplayable. Also I have landed on duna before in this via Apollo style craft and there was no lag it seems to only be caused by vessels with wing parts. Also this doesn't happen on kerbin or Laythe or anywhere else. It is just Duna where this happens. Please help!
  21. For some reason when as I enter duna's atmosphere with a space plane (any space plane small and large) my fps starts to tank until I reach 8km from the surface then my computer just dies and my fps just drops to almost nothing and makes the game almost unplayable. I have tried this with task manager up and it doesn't seem to be a hardware problem. I don't think it is mod related (maybe) Also I have landed on duna before in this via Apollo style craft and there was no lag it seems to only be caused by vessels with wing parts. Also this doesn't happen on kerbin or Laythe or anywhere else. It is just Duna where this happens. Please help! (I have posted this in the modded pc support too because I am not sure if this is mod related or not)
  22. 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
  23. 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?
  24. 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
  25. 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!
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