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  1. Hi ! Today, we continue this tutorial serie for a Moon landing, fully manual from the start of the powered descent to touchdown, all from the cockpit (IVA). This is one of the trickiest part of IVA flying, but one of the most rewarding for sure ! Link to the previous parts of those retro-IVA tutorials : Cheers
  2. Continuation of the previous episode, which was about rendez-vous, this ones covers old manual docking, instruments only ! Which involves the usage of that bloody X-pointer instrument... Looks overwhelming at first, but in the end allows for very precise and smooth dockings to be made, and is also so damn rewarding and fun ! Link to the previous/following parts of those retro-IVA tutorials : Questions/feedback welcome Cheers
  3. Hi ! This is the continuation of the first part of the tutorial serie (spoiler below) about flying retro styled IVA spacecrafts, this one will focus on the DSKY usage, as well as a rendez-vous guide, instruments only ! Previous/following tutorial parts : Feel free to ask any questions or provide feedback : ) Cheers
  4. A Brand New Series… Part Tutorial, Part Let’s Play, it is A Very Basic Space Program
  5. Hi, Here's a extensive tutorial on the usage of the FDAI, found on most of the retro-style modded KSP IVAs. That great instrument flew on Gemini, Apollo, the Space Shutlle, and is still used today ! Following tutorials of this serie : Feel free to ask questions or provide any type of feedback : ) Cheers
  6. Hi, For IVA enjoyers out there, I made this tutorial which covers a full flight only IVA launch, rendez-vous & docking to space station, then landing back at KSC runway, with a SSTO. IVA is in a retro style, so no much fancy displays, only manual piloting ! I hope you find it useful ! Also feedback and questions appreciated Notes : * Always match your inclination first with your target before doing the Hohmann transfer burn, I didn't tought about it since I knew the station was in a equatorial orbit, but still, the small deviation from my initial orbit trajectory was enough to make the rendez-vous phase trickier, as you'll see. * 21:14 : velocity relative to the targeted docking port but only in the X and Y axis. * 22:45 : I didn't mention it, but on this IVA, the screen display actually shows X, Y axis distance and vel in precise numbers, which is very practical, as well as the X, Y, Z rotation angle. it's a numerical aid to the instrument to the right, which is more visual.
  7. First off you need to make the rocket itself and make sure that it can launch by pressing the engineers report button located near the launch button that says "LAUNCH". After making sure the Thrust To Weight ratio is more than 1.0. You are ready for step 2. Step 2: Once your done with your vehicle and made sure that the Thrust To Weight ratio is more than 1.0. You need to press the big green launch button that says "LAUNCH". Here's where it is: Once you have pressed the launch button that says "LAUNCH". You may continue to the final step. Step 3: Once you are on the launch pad all you need to do now is to either press the same launch button that says "LAUNCH". Or you can press the space bar located at the bottom of your keyboard as another method to launch. If the space bar doesn't work, well then you've probably changed you're settings! And now your done! You have learned on how to launch a vehicle! Now enjoy your journey to space and beyond!
  8. (I'll teach you how to make that) Introduction This is a step by step guide to creating, exporting, and editing a skybox to make it ready for KSP. I made my first skybox mod the other day and several people wanted me to make a tutorial on how to make skyboxes in Space Engine. I haven't found any other tutorials on the subject so I guess I'm making one. Step 1: Download Space Engine Go here to download the latest version of Space Engine. Space Engine is a free game that simulates the universe. It includes real and procedurally generated stars, nebulae, and galaxies. Step 2: Finding a location in Space Engine You can either fly around (w, a, s, d, to move, q and e to rotate, scroll wheel to change speed, left mouse to pan) or use the search button to search for a specific star, nebula, or galaxy that exists in real life. For this tutorial I will be making a skybox of the Crab Nebula, but you can choose your own location. To go to the location, hit "Go to". Step 3: Positioning Once you've found a location, you will want to position yourself in the place you would like your skybox. I recommend aligning yourself with the galactic plane so it is flat across the center of the screen. You can move inside a nebula as well. Here is what my screen looked like from within the crab nebula: Step 4: Settings There are a lot of different settings in Space Engine. To access settings, press escape -> settings -> graphics. The settings we will be focusing on are overbright and desaturate dim stars. You can play around with other settings, but these 2 settings mainly control how many stars are visible in your skybox. Lower levels of overbright = less visible stars and higher levels of overbright = more visible stars. If you want LOTS of stars in your skybox, 50-60 is a good number for this setting. I also frequently change the overbright setting to get the desired effect. The next setting is desaturate dim stars. Higher values of this setting make all but the brightest stars white and colorless. Lower values of this setting make the dimmest stars have slight color. It's a subtle difference, but personally I prefer to leave this in the lowest setting possible. That way when we edit the image later we get a more colorful skybox. Here are my settings: You can always change these to you liking. Step 5: Exporting Once you have your desired settings, we will export our skybox. Press escape -> editor -> export skybox. In the resolution box, you will put 4096 if you want a 4k skybox, but you can put whatever resolution you want. You should to save it as a .png. Leave the alpha box unchecked. Here is what my export screen looked like: When your ready to export, hit export. This may take a few minutes. Next, navigate to your Space Engine folder. By default (on windows), it is C:\SpaceEngine\export You should have something that looks somewhat like this: You can open up the pictures and see if you're happy with them. If you want to make changes, just go back into space engine, change what you want to, and re-export. WARNING: every new export will override the old files. If you want to keep your exported images, move them to a new folder before exporting again. Step 6: Preparing for KSP To actually change the skybox in KSP, you will need to install the latest version of Texture Replacer Replaced. You can't just put these pictures into KSP yet. First you need to change the names so Texture Replacer can read them. Rename the files as follows: Rename sky_neg_x to GalaxyTex_NegativeX Rename sky_neg_y to GalaxyTex_NegativeY Rename sky_neg_z to GalaxyTex_NegativeZ Rename sky_pos_x to GalaxyTex_PositiveX Rename sky_pos_y to GalaxyTex_PositiveY Rename sky_pos_z to GalaxyTex_PositiveZ Now you should have something that looks like this: Now let's test it. In your KSP folder, navigate to Gamedata -> TextureReplacerReplaced -> default Copy your files into the default folder and boot up KSP! In theory, you now have a beautiful skybox: However, Space Engine isn't perfect and it looks like some of the sides of our skybox are in the wrong place! This happens sometimes when you export from Space Engine. It only seems to happen sometimes, but it isn't hard to fix! In this case, I renamed: GalaxyTex_NegativeY to GalaxyTex_PositiveY and then GalaxyTex_PositiveY to GalaxyTex_NegativeY You may need to move 1 of them out of the folder temporarily because windows doesn't accept 2 files with the same name in the same folder. Then you need to rotate the GalaxyTex_PositiveY. To do this, right click on the picture, click edit with photos, crop and rotate, click rotate twice, done, save. There is some trial and error to get the right rotation with this one. Just rotate, boot up ksp, and try again. Sometimes there will also be seams in your skybox where you can clearly see the edge between 2 sides. The fix for this is re-exporting the skybox from Space Engine. Now let's boot up KSP again! In theory all the sides of you skybox are lined up with no seams. If there are no problems with your skybox so far, you can move onto the next step. Step 7: Photo Editing Now here is where you make your skybox more interesting. You can play around with photo settings to get the desired effect and make your skybox pop! You can use Photoshop or even the default Windows photos app! I will show how to do it in the Windows photos app because I don't have much experience with Photoshop. You will right click the photo and click edit with photos. Then click adjust. There are little arrows next to light and color. Click those to bring down more options. Now here is where you just play around with photo settings. There's no particular guide for this part, just experiment and create something amazing! I do recommend dragging the color slider all the way to the right for a more colorful skybox though. These can make your skybox truly unique. Make sure to use the same adjustments for each photo though, otherwise it will look quite strange. Always keep a copy of the original photos in case you mess up with the adjustments. Step 8: Screenshots and Sharing! Take some screenshots of you complete skybox! If you're feeling up to it, you can release it as a mod on Spacedock, Curse, and The Forums. Make sure to read the add-on posting rules first. Here is the finished product of this tutorial: This skybox will be available for download HERE with my other skyboxes. Thank you for reading! I hope you learned something. I look forward to seeing what you can make! Be sure to post your creations down below! If you have any questions, feel free to ask me in the comments.
  9. First up, here's how to gravity turn in under 60 seconds! Later this will I'll upload the full video. Hope it helps!
  10. There is the Wing, Stabilizer, and Control Surface subgroups inside of the Aerodynamics group. They are all extremely similar visually (if not completely the same) and their settings in parts manager match as well. It's incredibly difficult to be able to tell what the difference is between parts in each group. To my knowledge there is nothing in the UI that explains it either. It'd be nice if the game did a better job at explaining why you'd use one group over the other, and what the key differences are between the 3. Would make for a decent tutorial video as well.
  11. I made a series of illustrated tutorials for orbital rendezvous & docking. There are 4 techniques. For a link to all the images in a single imgur album, click here. Hohmann Transfer Rendezvous: Orbit Phasing Rendezvous (easy radial-burn version): Orbit Phasing Rendezvous (more efficient prograde-burn version): Parallel Orbit Rendezvous: Changes: v7 - Adjusted phrasing in one chart and updated drawing of spacecraft in all 4 charts. v6 - Fixed a typo in the Hohmann transfer's step 6. v5 - Added 2 techniques (for a total of 4). v4 - Spelling error corrected. v3 - Refined instructions for final approach, docking indicators now also includes Navball Docking Alignment Indicator, more notes on how to be efficient. v2 - Split into 2 versions: efficient & easy. v1 - Original version.
  12. CKAN now fully supports KSP 2. Here's how to install CKAN as well as install your game instance of KSP 2. This is the best way to install mods.
  13. Here's my must have mods for v0.1.2.1 Includes: -How to install mods -Compatibility check -Must have mods
  14. This is a guide in which I will add about every tip and trick, I find while playing the game! #1 Fairings Say you have a fairing, and you finish it, and it pops up with a message saying "warning: cannot accept current changes. Fairing is colliding with invalid assembly part." So you try and try and try! To get the fairing right, but one of the two keeps happening; 1. You can't do anything without the fairing saying the message or 2. You can get a fairing, but it is not to your liking Well, I have a easy fix for you! 1. Click on any place, then place it back or If you don't want to replace a part on the craft 2. Click on any part on the part picker and recycle it #2 Unable To Timewarp Ever find yourself not being able to timewarp, because you're in "too low of a orbit" So you look it up right? You find that you have to send another craft on the ground, then timewarp? So much work, all you actually have to do, is go to the ksc! then into the tracking station (make sure you go into the tracking station after the ksc. And boom! You can actually use timewarp normally again. #3 How do you delete saves This one is simple, yet I found myself having a hard time with this. All you have to do is: Go to the main menu, then campaigns and finally at the bottom, there is a "delete game" button. Not to be mistaken for the "delete campaign" button. #4 Laggy Debris Ksp 2 makes debris very laggy, and usually well cost you a frame or two for every debris you left in deep space! So for now, I would delete all your debris randomly floating around. This saves a lot of fps, especially if you have more then 10. It saved me a couple, I know that much. #5 Camera getting off centred I have no clue why, but many struggle with this. So what happens, is when you hold down the scroll wheel, and click/drag right click, you offset the camera. The simplest fix is to press the "home" key on your keyboard. I think this confuses people, because in ksp 1, you double click the scroll wheel. Have no idea why they changed it, but hope this helps if you have this problem! #6 Throttle stuck throttling up Has it ever happened to you, you, e.g. press “shift + tab” to open your friends list on steam, this makes your throttle ,throttle up. No clue why, but there is a easy fix. Simply press the “shift” key once. This fixes it, hope this helps, took me awhile to figure out. #7 Struts twisting through the craft This one has been bothering me for a bit, but I finally found a simple fix. For example, you find yourself placing symmetrical structs, but for some reason, they cross through your craft. The fix is to move the camera to the opposite side of the craft, and place them there. #8 Things you shouldn’t ever do! 1. Don’t press “Ctrl + Z” or the undo button, this will break your struts, etc. 2. Don’t “Ctrl + C / Ctrl + V” large crafts (say about 200+ parts) This will actually break the game, idk how to explain it. 3. Refrain from loading a save where your spacecraft is in a landed state. Sometimes you will fall through the surface, I find if this ever happens, you should keep loading back that save until it stops falling through the surface. Keep away from doing this as much as you can. I will add more later!
  15. i think having some kind of tool tip when you hover over a UI element that displays the shortcuts related to its use could be very helpful, i have working in Maya for a while now and one of the few things that i really lie is that functionality. (i have left a example in image below) One thing that i remember from being a new player in KSP 1 was slowly finding out all the short cuts, i believe having something like this could be a non intrusive way of teaching newer players all the shortcuts and make the UI more navigable. something like this but with our the text discription
  16. So, as I've not seen any master thread related to KSP2 tutorials... Now there's one. -- I just noticed something weird in the "How Do Rockets Work?" tutorial (screenshot from YT, thanks @Space Scumbag for the footage :) ): Is that Kerbin's south hemisphere? Because it really looks like Kerbin's southern hemisphere. This feels so weird...
  17. I guess MechJeb is called P.a.i.g.e ... probably it's the same AI that handles the simulation / tutorials. Later edit: It's just the tutorial helper AI.
  18. Hello, recently I got a new PC so I decided to go get some better visual mods. This exact video https://www.youtube.com/watch?v=OJCCDIBmrBI really caught my attention. Though, no matter what I do I can't seem to figure out how it looks so good and what mods he uses. I even followed the mod tutorial he did but it looked different than the video. Does anyone know what mods i could use or what he does/uses to make his game look so good? Thanks!
  19. One of the biggest goals that devs set for KSP2 is accessibility. I agree, learning curve in original KSP game was pretty steep, and without YT or this forum it would be even steeper. One thing I am afraid that it's curve will remain steep compared to KSP is mod creation. KSP is a landscape of art made by many people, and before version 1.12.3 it was everchanging, so naturally certain code, and artstyle inside game were evolving. The result of that state of things were many attempts to make tutorial series about mod creation, that were soon doomed by obsoletion. KSP 2 will also come through that same evolution mechanism that original game did via Early Access, but this time game is made by people having much deeper understanding in fields they work in. After Early Access, we may suspect that most changes to the game will be based on the code created and tested earlier, so base of the game will be less susceptible to change. This will also apply to the style of the game, since this time it is more uniform and planned. Therefore, I suggest creation of the modding tutorial by devs. I fully realise, this is quite heavy request, both in time and effort, but in my opinion it can really help in setting the bar for other modding communities. Here are the topics I believe that are worth mentioning -modelling -texturing and animation -rigging -unity import -troubleshooting While i fully understand chances to put this idea to life are bleak, and community probably could handle creation of tutorials by themselves, I belive there are other things that KSP2 authors to do to aid in creation of mods, not only for newbie, but also for advanced modders. Here is listed what I mean by that: - better access to code in general (e.g. ablility to not only access Kerbals suit textures, but also their rigs, mesh and so on. It will make creating animations, suit, helmet and accessory much easier. I think it could in this way, in which community wouldn’t infringe any licensing of the game.) -creation of set of standards of 3d models, texturing and animations, to create art. More uniform (texture resolution and density, color pallettes, polygon counts, possibly lod levels for parts, file in universal 3d mesh format that contains shapes of profiles used by parts, size of fillets/bevels to keep them consistent, other data that could aid in texturing such as levels of specular map for different materials.). Good job in this spirit was done in the Restock wiki on GitHub, but I believe it could be expanded. I don’t believe all mods should ‘stockalike’, variation in art is sometimes necessary to make it stand out, but standards could help beginning mod creators to create better stuff. -toolbox for modders – it kind of overlaps with last point, but could be expanded. Please join the discussion, or add other ideas below. Thanks in advance.
  20. After a couple days of research and understanding the Real Solar System files, I've finally figured out how to change the date in RSS DateTimeFormatter. It's not too complicated and just takes a few minutes. The first thing you need to do is go into your Kerbal Space Program file (with your GameData and whatnot) and type into your file explorer's search bar, "persistent.sfs". Depending on how many saved games you already have, there will be the same number of these "persistent" files. Choose any because what this will do is going to affect all your saved games (if you don't want your other games to have a different date, take them out of the KSP saves folder). Once the .sfs file is opened, you need to scroll down until you see "UT" which itself is under "FLIGHTSTATE". Next to UT is a set of numbers. For those that don't understand what these numbers mean, they represent the number of seconds since the start of the game. This is what you need to change to have the save game set to a different date. Now you must figure out the number to replace the current one. Go to this website and, depending if your desired is before or after, put 1/1/1951 (the default date in Real Solar System) in Start Date or End Date. Then put the desired date in the opposite date section. For an example, I will use the beginning of 1942 as the replacement date. Click Calculate Duration and look for the large bolded text saying the number of days in between (3,287 days as per the example year). Now it's time for some quick maths. Multiply the number of days by 4 (as Kerbin days are 1/4 of an Earth day) then multiply that number by 6 and multiply again by 3,600 (found that out here). You now have your replacement number. Go back to your persistent.sfs file and delete the number already in UT and type in the new calculated number (of course not with commas). If your wanted date comes before 1/1/1951, then put a dash in front of it to make it a negative number. When done, save the file and close out of it. There you go. But before you go back in the game, there's one more thing you will need to do. What this is going to do will just make the planets and moons correctly aligned accurately according to the new date. Go into the Real Solar System file that you have in GameData and look for "RSSKopernicusSettings.cfg". Within it, scroll down (but not really because it's close to the top) until you see "Epoch". It will also have a set of numbers next to it. Epoch, in astronomical terms, is a fixed date that is relative to planetary/stellar measurements. The number you will see (-31542641.784) is the epoch for midnight, January 1, 1951. You need to replace this epoch with another that is accurate to your new in-game date. Use this website to find the epoch by typing in the date that you had replace the default earlier (just type in 12:00 A.M. for the time and keep it at GMT (Greenwich Mean Time) as that it the time zone RSS uses) and clicking Human Date to Timestamp. Your epoch replacement (-883612800 for the 1942 example) will be next to Epoch Timestamp. Copy the number (if it has a dash to make it a negative number, keep this) and go back to RSSKopernicusSettings.cfg. Select the epoch number and then paste (Ctrl and V at the same time) to replace it while also deleting it at the same time. Save the .cfg file and close out of it. You've now fully completed the new in-game RSS DateTimeFormatter date. Go to your KSP save game that has the changed date and you can see now that the date is, in fact, changed. Head into the Tracking Station and look to see the different planet alignments. Unless you have a clever eye, and you probably won't be able to tell anyway, but the planets really have moved since you changed the epoch.
  21. With this short tutorial I'll show you how to build an automated tracking craft without the KAL controller, which you can use in several ways, to improve your gameplay.
  22. I'm playing KSP for a while now and I once did a trip to Eve and back, learning some stuff on the way. I see a lot of people struggling with Eve return missions and I noticed that I have a few tips that would be helpful for many of those people, so I decided to write a guide about it. If you see any errors in it, feel free to ping me. Who is this guide for? Before following this tutorial, you should have already done other manned interplanetary missions (with safe return to Kerbin) and you should be able to put a few hundred tons payload to LKO in a single launch. Useful mods: You might be able to complete the mission without these mods, but I highly recommend using them since it will make stuff easier. Trajectories RCS Build Aid Kerbal Engineer Redux Where to start (and where to not start) The challenging part of the mission will be the journey from Eve's surface back to Kerbin and not the other way. You should begin by designing a vehicle that can get away from Eve's surface. Don't worry about landing on Eve yet. (We'll place parachutes, landing legs and heat shields on decouplers and eject it all after landing on Eve.) For now, just pretend the KSC is located on Eve and you want to design a rocket for a one-way trip to Kerbin (or just to Eve's orbit if you want to do an Apollo style mission). You can do test flights from Eve's surface by teleporting your vessel to Eve using HyperEdit or the cheat menu and hit "Revert Flight" afterwards. Important: Do not start dealing with how to land on Eve before you're completely sure that your vehicle can get away from Eve, otherwise you'll probably waste time designing a landing system for a ship that doesn't work. Apollo style makes lander design much easier since you'll have to carry much less mass from Eve's surface to Eve's orbit, but it is possible to do it without Apollo style (I did this myself). Vehicle design You can refer to the Community Delta-V Map for the delta-V requirements, but the delta-V readouts will not replace a test flight! The Wiki says the following about rocket engines at low altitudes on Eve: However, I remember that this was already written on the wiki before the Making History DLC was released, so it could be possible that some engines from this DLC are also well-suited, but I haven't done further research in this direction. I decided to use the Vector engine because my vehicle quickly became quite big and therefore needed a lot of trust and the Vectors are more compact than the Mammoth. Just pick the one that suits your design the most. For more efficiency you should use asparagus staging. Feel free to put the capsule under a fairing. You can later attach a command pod at the bottom (on a decoupler) and use crew transfer instead of ladders. How to land your vehicle on Eve For landing, we'll need to add a few stuff. Place it on decouplers so that you can dump it before taking off again. RCS Build Aid can display what the touchdown speed will be with the current ammount of parachutes. This may be helpful. Since your design is probably quite big, you'll want to use 10 meter heat shields. You can also clip multiple of them into each other if one isn't big enough. Large heart shields at the bottom will probably cause your lander to flip around during reentry because they act like a very big parachute and force your ship to face prograde. This will lead to your ship being destroyed by reentry heating. You can compensate this by adding even more heat shields at the top of your vessel. These won't serve as heat shields but they'll stabilize the vessel during reentry. If you still have problems, you can try if a prograde reentry works better since you have heatshields on both prograde and retrograde side. You'll have to drop the heat shields before touchdown. You may have to experiment a bit until you find a way to safely separate them. Don't forget to attach the landing legs on decouplers too. Eject them at the moment you ignite the engines for takeoff and you should be fine.
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