Jump to content

Search the Community

Showing results for tags 'help'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. I'm looking for some information on how to use the part upgrade feature. Mechjeb for example does it but I guess this is a feature of himself. But I red that it is possible in ksp now and I'd really like to know how. Okay to get propper help I should propper describe what I want to do: - I want to use the stock survey scanner and add scansat ability to it. To do so I don't want to just copy it and spread the copies over the techtree but I want to add upgrades to it to be unlocked. So basically move the "original" scanner to the place of the radar sensor of scansat, delete its module for resource scanning and then have it upgraded further down the tree with said module and the other two scansat provides. It's all nice and good and when I just make copies it works but ... errr ... there is this cool feature of partupgrades and I'd love to use it. cheers
  2. This may be a stupid question, but how do I post a status update?
  3. I need help because ksp is very slow. I made the setting minimum but I am still getting a lot of lag please help. PC specs: Operating System Windows 7 Professional 64-bit SP1 CPU Intel Core 2 Duo E8400 @ 3.00GHz 39 °C Wolfdale 45nm Technology RAM 8.00GB Dual-Channel DDR3 @ 531MHz (7-7-7-20) Motherboard Hewlett-Packard 3048h (XU1 PROCESSOR) Graphics E2242 (1920x1080@60Hz) Intel Q45/Q43 Express Chipset (HP) Intel Q45/Q43 Express Chipset (HP) Storage 232GB Seagate ST3250318AS ATA Device (SATA) 29 °C Optical Drives hp DVD A DH16ABLH ATA Device Audio High Definition Audio Device
  4. My suggestion is for a future update, the code be rewritten to run much faster, and thus speed up the game
  5. I am working on a planet pack and I need to re-texture planets. Can anyone explain how to do this
  6. I ever since i installed KSP on my new computer i have been having errors and bugs like solar and heat panels exploding on launch and 1min long repeating error messages in the console when i crash a craft lagging my game, when i installed the patcher today and i tried to fix my game i received two error messages and the two loading bars stayed at 0% an it instantly said press OK to exit, after two CMD windows came up and game me ownership over all the files in my directory(wich i already owned but ok) and then it closed, i would like to know if that is whats supposed to happen or if something went wrong. Also i now have basically every mod made for 1.2.2 that does not add planets, and this is at the same time as trying to patch the game. i do not use Steam edition
  7. Hi guys, So I saw this contract and it would gave me a lot of money, so i accepted it. The agency wanted me to make a satellite and send into a specific orbit around the mun. I am now orbiting the mun but the inclination is terrible. How can I change it? I tried Normal and Antinormal maneuver nodes but none of them worked. Delta V=2251m/s Bye for now. EDIT: Lol nope i figured it out.
  8. Had a question about small craft in orbit. Trying to design a craft to land on Moho so I am trying to keep it considerably small and compact. Using a Mk1 lander can and putting most of the fuel tanks, batteries, etc. inside the can to limit physical size. The problem arises when I try to use RCS thrusters for any type of docking or maneuvering the craft literally goes crazy, and all the RCS thrusters are firing to keep it steady. I've basically done everything in the game unmodded, never had an issue with larger craft and docking, maneuvering etc. but have issues when I go small. Also have issues with it when I build HECS2 probes that are compact. I try to mess with the reaction wheels, turning them off and what not, but then lose the ability to easily dock and what not, should I just put a separate reaction wheel on the craft and turn the reaction wheels off of the lander can?
  9. I pushed the sliders to the max but it isn't enough to satisfy me.... I want more wobble! Can it be done? How?
  10. this is for how-to's and things, If you want to help or want help, please go here.
  11. I've been designing this SSTO to go to Minmus for the past few days, and I've encountered a problem that I just can't seem to solve. Even with the center of lift behind the center of mass, the plane flips over upon liftoff like the COm is in front of the COL. Does anyone know what's going on? I've tried everything and it doesn't seem to work. Craft File: https://www.dropbox.com/s/vt720udwauxqzkg/Minmus Aircraft Mrk_ 2.craft?dl=0 Mods needed: OPT Space Plane Parts
  12. So I am playing with KOS and it's pretty hard to find some up to date tutorials (the documentation on github is fine! But Finding scripts that work or people willing to help isn't that easy) so I thought I'll just publish stuff I do and did here. Maybe someone else is just looking for a bump in the right direction or my future me thinks "how did I do that the last time?!". I'm a noob and teaching that stuff to myself is a whole new experience and I enjoy it. So this thread is where I'll dump stuff that works - maybe someone finds it usefull maybe someone posts something usefull. Have fun! Mods I used (wich are needed for the .craft files to load): - KOS (obviously) - MechJeb Crafts: 1. TKO (Tourists Kerbin Orbit) A rocket to bring 2 tourists into orbit and safely back to kerbin. picture: .craft file (just copy and paste into a editor and save as *.craft in saves/ships/VAB/*.craft) .ks file (script) (just copy and paste into a editor and save as *.ks in kerbal space program/ships/script/*.ks) It's a basic orbit script wich works nicely, has documentation and prints some stuff into your kos-terminal. 2. TKO (Tourist Knockout Suborbit) A rocket to bring a tourist to space and knock him out before bringing him back to the surface. picture: .craft file (just copy and paste into a editor and save as *.craft in saves/ships/VAB/*.craft) .ks file (script) (just copy and paste into a editor and save as *.ks in kerbal space program/ships/script/*.ks) This is as simple as it gets, no ifs, no loops - just a line of commands.
  13. Planes not flying right? I can help turn your Christmas Bullet into a Spitfire. Post a screenshot with all three SPH indicators on (like below) as well as a short description of what it's doing or not doing, and what you want it to do. I'll read it over and do my best to offer some tips and tricks to get it flying purrrrrfect. Some other examples of my planes:
  14. I am playing KSP with a bunch of mods. the game was running fine and then i had a game crash. i had to re validate, update my drivers and restart my computer to be able to get KSP to load again. when it did finally load and i tried to launch a plane from my hangar but i was unable to lift off as my speed couldn't go above 13m/s. i know it was working before because i had no problem gaining speed and flying with the exact same plane i was using. i thought it could just be the liquid engines but when i loaded up my rocket fueled plane it had the same effect. i could not gain speed its as if the physics had been changed by a mod or something was affecting the atmosphere. i tried deleting my physics file and re validating but that didn't fix it either. i opened the console config with shift F12 or w/e it is and looked up the default values online and the numbers were the same? any ideas on what could be causing these physic issues? or mods that might tamper with physics? i dont have the real physics mod installed thanks
  15. I have been on KSP for almost a year, but I still can't post a photo, please take mercy on my mortal soul
  16. So I started a thread over in the Add-On Discussion forum and I am realizing that it might have been better to ask here if I want some responses from actual plugin developers, so here is the short version: Idea: A mod that creates a UI window with the tech tree in it similar to how it appears in the R&D building, but you are able to move parts around between different nodes, you can then save the layout and it will generate a MM patch file that will change the techRequired for the parts to the nodes you put them in, or just a log file that you could use to make a MM patch. For a more detailed description and reason why i think this is such a good idea please check out the thread linked above. The Question: Just how feasible is this? Would this be something that would be fairly easy to get working or would this be quite difficult? I have zero C# experience and my C++ experience is limited to two classes in high school almost 9 years ago, so while I have a high level conceptual idea of how it would work I don't actually know how to go about doing it. If someone thinks this is just a swell idea and wants to try writing it themselves then by all means please do!!
  17. So I'm working on a project to create a custom home made controller for KSP using an arduino mega but I am very new to using an arduino and with talking to the game so I was wondering if anyone could help me with getting a single switch when flipped to progress to the next stage of a rocket (in my eyes this is on the easier end of controls to figure out but I'm a moron and even from my research I have been getting confused. I think I need to use zitronen's KSPSerialIO mod but I'm not sure this is what I need again I'm just looking for help with one switch to change one thing on the game (the switch is a off - momentary on type of switch so a "push button") Please and thank you.
  18. Good afternoon all, Im coming across and issue with docking. I am unable to dock 2 clamp-o-tron together. they are both the same size. I recently added KJR due to the mass and shape of my station and this will be the third time docking since adding the mod. no issues either previous time. Is there a bug that appears with this mod some times? Do the ports need to be "top to top" and ive just been really lucky with hitting it each time?(station has a total of 6 attachments, this will be 7). by top to top i mean (using nav ball as an example) North to north?. Here is a screen shot for proof of size and lack of magnetism. Should i roll my ship? is my build causing issue? any advice would be great! thanks.
  19. How i can win last badge of KSP? i need help.Sorry for bad english but i dont think a made a error in it... Problem solved you just need collect all shiny badges for it.
  20. Hi, I have a couple questions on how I would program something like this: - I've already made a "Teleporter" part that can hold 6 kerbals. - I want to program it so you can: 1. Select any other Teleporter within 1000km 2. Hit a button and make the Kerbals disappear from the sending pad and reappear at the recieveing pad after a short delay. 3. Have small chance of catastrophic failure. (I.E. Death of all teleportees) How would I do that? Cheers, UbuntuLinuxKing
  21. I have tried everything I know but m.o.l.e is missing most parts no matter what I do and yes I followed the instructions and downloaded dependices
  22. So, I've had my career going for about a week now and i have unlocked most of the tech up to the 500 limit that a level 2 research. This has unlocked a bunch of plane parts that i have noticed on a lot of the designs people come up with, But i will be honest i suck at building planes and my rockets are all asparagus launched and the average cost to me is 130k. The module im returning with is only worth 6k, I losing alot in my launch staging. Anyone know how i can help with that will SSTO or space planes help that much with recoverable costs? I'm trying to save up for the Research level upgrade but its slow going when any contracts i take up i need 130k to get me in the air. If you have a guide on building SSTO or maybe even how to save my twin boar asparagus rockets would be good cause that where alot of my money goes. I have 4 Twin boars at 17k a unit. Then a main sail and Rockomax 64 tanks which gets me mostly circular before i have to use a Rockomax X200-16 Fuel Tank or Rockomax X200-8 Fuel Tank depending on my mission (mun or Minmus) this teams to a Skipper or poodle engine (Again whatever i think is more efficient for the mission). (i will post a pic when i get home). This may be overkill really but i tend to use up alot of DV especially when i go to the Mun. (its the landing stage that i struggle with. Although MechJeb has helped ( i don't crash as often). SO yeah y'all Kerbonauts, Any helpful tips or tricks?
  23. I have installed The Malemude rover pack and the feline industries. I can see the Mods being loaded in the Loading screen, However when I go onto my Sandbox world I cannot see them and I cannot access the parts and I cannot see them. I think it is because it is not creating a new tab for the parts. Does anyone know how to fix it?
  24. Hi! This is my first topic, so Welcome! I was playing KSP with the Outer Planets mod the other day and the framerate got form 35 to 10 in two seconds! I tried even REINSTALLING the game and it did not work. Do any of you people know how to get better performance? Good Luck and Take Care: Rex
  25. Hello I'm wondering if someone can help me, my RCS controls seem to have got messed up when you go EVA and use the RCS thrusters, the Kerbal used to orientate himself to the direction I press but that doesn't seem to be happening anymore. Can anyone give me any advice? Think I may have found the answer activating SAS while in EVA will hopefully fix this. Not at a PC right now but I will report back.
×
×
  • Create New...