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  1. Hey guys With the latest 1.12.4 update, SQUAD / Private Division decided to introduce an additional launcher to the game which will start up after hitting the "Play" button in Steam instead of launching the game directly. IMO this is rather annoying and doesn't provide any actual benefits, in fact, it actually causes some trouble especially for mods. Since the update, me and others figured out multiple ways to circumvent the launcher which come with their own benefits and drawbacks, so here are a few for you guys to choose from, depending on which solution fits the best for you 1. KSSL (KSP Simple Steam Launcher) Pros: Easy to use You keep all the Steam features like the overlay, game time tracking, etc. Mods will work as usual Cons: Need to be reinstalled if the game ever gets another update or you verify the games file integrity @R-T-B wrote this wrapper which replaces the original executable of the launcher. Simply replace the "LauncherPatcher.exe" provided by them with the one from the stock game and you're already done and ready to go. 2. Change the game launch options (shortcut version) Pros: Resilient to any further game updates Mods will work as usual Cons: Steam features like the overlay and game time tracking don't work anymore Slightly more difficult to setup Steam allows to setup individual launch options for each game, which can be used to redirect the target for the "Play" button in your Steam library. This particular solution by @Gotmachine redirects the button to point to a shortcut, which then again points to the game executable: 3. Change the game launch options (executable version) Pros: Resilient to any further game updates "Purist" solution to keep the game 100% stock Steam features will work as usual Cons: Mods are very likely to break Slightly more difficult to setup So, this was the solution I came up with like an hour after the update but which turned out to be problematic later on. Works in the same way as the previous solution but instead of redirecting the "Play" button to a shortcut, it gets redirected to the games executable: Right click KSP in your Steam Library Click on properties At the bottom of the "General" tab, you will find "Launch Options" and a text field. Write in this text field "FULL GAME PATH TO .EXE FILE" %command% Close the window Profit! for example: The window is not resizable to show the full command but I guess you get it If you are having trouble to find the path to your game executable, you can right click the game in your library -> "Manage" -> "Browse local files". This will open up a window with your game files, showing the path at the top navigation bar. 4. The Kerbal Way (aka jump through three loops to accomplish.... "something") Pros: Mods will work as usual Steam features will work as usual Cons: Fairly janky to setup Not extensively tested A CMD window will be open as long as the game is running This is basically a combination of solution #2 and #3 but instead of redirecting the "Play" button to the game executable or a shortcut of it, it gets redirected to the windows command line (CMD) which then is used to launch the game. Choosing this solutions allows you to eliminate the drawback of missing steam features from solution #2. So, in order to achieve this, you need to follow the instructions from solution #2 but the command in the games launch options needs to be: "PATH TO CMD" %command% /c "start PATH TO SHORTCUT.lnk" The quotation marks are important, as well as using the ".lnk" extension at the end of the shortcuts name, even if it is not visible in your explorer window or part of the name you gave the shortcut. The "PATH TO CMD" should always be the same in windows: c:\Windows\System32\cmd.exe The "/c" will pipe everything in quotation marks after it as a command to the CMD, so we are just telling it to launch the game via the shortcut. In my case, the full command looks like this: "c:\Windows\System32\cmd.exe" %command% /c "start D:\SteamLibrary\steamapps\common\"Kerbal Space Program"\KSP_x64_shortcut.lnk" What about Linux/MacOS??? I dont use neither of those so I can only refer to the post of @Nazalassa : I can't say anything about pros and cons for this solution, not even if it works or details about the execution, sorry. What about other launch options??? Other launch options like "-popupwindow" or "-force-d3d11" should still work as usual for any solution on this list. For solution #2 to #4, you can just add them at the very end of the command, for example: "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Steam" %command% -popupwindow or "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe" %command% -popupwindow or "c:\Windows\System32\cmd.exe" %command% /c "start D:\SteamLibrary\steamapps\common\"Kerbal Space Program"\KSP_x64_shortcut.lnk" -popupwindow I hope everyone was able to find a solution which fits bets for their situation but if not, you're always welcome to ask questions right here in the thread. If any other solution comes up to fill up a niche, I'll happy add it to the list, same goes for linux and MacOS versions of the game. Also, any feedback is always welcome
  2. Hi Kerbonauts! :) When playing KSP, at some point I learned that you can use KAL-1000 to generate infinite thrust and fuel. It was fun at first, but very soon made playing the game non-immersive. If I can go anywhere with ease, it's not a challenging anymore. Taking away the struggle of a gravity-bound flight, you basically defeat the main boss of the game. That is why I want to CLIP the result values of the controller, so cheating is not to be possible. That should regain me will and joy of playing. :)
  3. Please could you explain me how to use Kerbal Konstructs and how to build bases with it. I have KK and Kerbin Side installed, but I don't know how to use them. @NHunter please help if you can too.
  4. Land almost anywhere, with a plane.. How? When you build your plane, put parachutes on the front and back of the plane, on the top of course.. I have landed a 747 on a sloped Mountain, With good Brakes, so you dont go whizzing backwards. Good for them contracts, where you have to land somewhere specific.. When you are near your target.. cut throttle to half, go retrograde, bring your speed down to zero, launch parachutes.. Adjust your Left and Right, A/D , if you need to go forward, just increment your engines with Shift, then X to stop. Float Down. At 1Km your chutes should Open fully.. Making it Easier to navigate. Align your Plane with the Angle of the ground.. Upon Touchdown. Apply the Brakes.. And Hopefully You have Succeeded. Congratulations.. Very difficult to Impossible on slopes more than 45 degrees.. Parachutes.. Thats how I land my Planes.. Because I am Useless at trying to land, even on the runway at KSC.. Practise makes perfect, unless your like me, and no amount of trying will do it.. So Parachutes are your way to go.. BTW. I played a game, years ago.. . Jump, Jump, Jump, into the Lava.. Jump, Jump, into the Lava, Jump into the Lava, Etc times by 1000.. Jump, Jump, Jump, guess what? Yep, Straight into the Lava.. Three weeks into the game.. The next door neighbours teenager.. I asked him, if he could get me past the Lava Lake, with appearing and disappearing Stepping Stones.. One Go.... WOT... He got across the Lava Lake first time... Anyways, Have FUN.. KSP, is Amazing..
  5. One of the most interesting things I will ever see on a youtube video by Stratzenblitz or Matt Lowne or Shadow Zone is that in the comments I see people saying "and all I can do is land on the mun" or "I can't even get to orbit." And at one point I felt exactly the same, I felt like no matter how much I did I would never get there. This is my words to give to people on how to get from Explosions to success: When I started playing KSP I got the inspiration to do so via Matt Lowne's amazing SSTOs. I was amazed by them, I dreamed about making my own fleet of SSTOs making cool names and going all over the Kerbol system! And that was the burning point to via a Christmas sale, grab a copy of KSP via steam and start playing. I fired up the game, got ready to go, AND then I was like... UM... HOW DO YOU BUILD ROCKET? Google was the ally of the day and I was able to find out the basics to add parts and delete them too. So I built my first rocket "The Cheetah!" It had an SRB, a command capsule, and a parachute... It didn't make it far. And at that point there was that part of me saying that I was going to go down a bigger loophole then what I have thought. And the next following rockets fell to the same results, now this is where I start to just look at the tutorials. And they helped quite a bit. But it didn't get me into orbit. And I was starting hours of frustration, I didn't realize at the time that at that point this is where most will throw the towel and stop. On the first day after playing for an unhealthy 15 hours, I did it. with 8 SRBs and a big first and second stage, I was able to out of control get into a high elliptical orbit. It was the worst rocket you could have thought, it had no control, barely worked, and well... sucked. I had screenshots but lost them but here is the first thing that you should try doing if you get stuck getting into orbit. ->->->->->->->->->->->->->->->->->->->->->->->-> 1. Evaluate Some of the biggest things that we humans fail to do is to evaluate on what just happened. And that is something that helped make progress was to look at went wrong. I remember at one point where I was looking at the prograde and realize that is what I am using to know where I am going. It's important to observe the failing points of any craft. I still do this today, my first SSTO is a good example and you can watch that here and see how many revisions I made . I still see this problem all over the place and am guilty of the same thing. If you go deep into my forum activity you can find some posts I made about trying to do the Expedition Dres mission THAT STILL HAUNTS ME TO THIS DAY. ->->->->->->->->->->->->->->->->->->->->->->->-> Back to the timeline, ok I got to orbit, but it was a sucky one. so I decided the best way to go was to make a science save and start learning how to fly, this was a starting point of when I wanted to learn parts of KSP better. I had a very old video but I don't want to share it. But something I did wrong here was that I didn't do much that help make progress. But I discovered something when I went back on track for getting into the Mun ->->->->->->->->->->->->->->->->->->->->->->->-> 2. Tutorials help, but won't do all the work I found that tutorials on how to get to orbit and how to get to the Mun where very useful (like how I used ShadowZone's tutorial [and was actually how I discovered SZ].) And one thing I realized is that when you use all tutorials, they help at first, but using them in the long run actually puts you down. Because I learned orbital mechanics easier from the tutorials but I also copied the designs, making all the learning possibilities little to none. The latest I felt like this was when I was learning to fly and Eve lander, it took me over a year and that was because I wasn't really experimenting with designs (and some cheats that where useful wheren't out.) ->->->->->->->->->->->->->->->->->->->->->->->-> So back to the story. Four days after I got the game it finally happened after two attempts at landing: This is the only screenshot I still have of it today. It was an amazing milestone, and the crazy part was I did it on vacation. But there was some kind of nerve I had with it. To get here, I lost a kerbal, and I didn't keep my quicksaves so he was gone. I felt bad about it at first tbh. one of the easiest things that you can mistakenly do is to get sidetracked. I feel like I lost my progress from here on out. I tried making taller and wider and better landers after this design was used 3 times, but I never got it to work. It would take me four months to do another Mun crew mission successfully. And this is where I feel like it's important to realize about one of the worst things you can say to yourself: I can't do it. That's what I told myself every single time I tried. And one time I remember telling myself okay this is the day. And after trying one hour trying to land on the mun I said it was impossible and only if you are lucky. so two months later after playing around in LKO, I decided I should look at another destination. Minmus. I did it! I was so excited Unfortunately I tried again with the same design on the Mun with less spectacular results: ALSO I RECORDED VIDEOS AT THIS TIME I did a new generation of landers which improved on what I learned (which was me implying rule 1.) And for the first time in almost three months I finally did it again after trying twice. At this point I started finally doing celestial bodies again in KSP. But then I met my challenge. Duna! This was the definition of failure for me. but it leads to the next point ->->->->->->->->->->->->->->->->->->->->->->->-> 3. Failure is the only way sometimes One of the most frustrating things that a player can experience in KSP is failure. Generally failure is frustrating especially if you put hours of work into it. I felt exactly like this when doing a Duna mission, before my first Duna mission I had around 5 failure attempts. All of which I put tons of effort into. Something I didn't realize at the time is that you learn from each without noticing and here is a good video of why Sometimes failures will cause me to cancel missions like my Comet Camp but sprout into new ones of what I learned which lead me to make Vall Mobile and Private Tylo. ->->->->->->->->->->->->->->->->->->->->->->->-> But after a few attempts of trial and error I finally made it. Dux was my first successful Interplanetary lander. At around 6:00 PM EDT on March 21st, it happened Also I would love for someone to revist this site here is the link to info about it. This is the point of where I finally realized nothing is impossible. Anything is possible. At this point it's where I made a quest to explore Kerbol system for my ownself. I later did an Ike mission and after that, I joined the Forums... which is kinda cool. I want to timeskip my first return of crew, my first base, and some other things to skip to a mission I have never really revealed to the public. Huoxing: Huoxing-1 became my literal nightmare for crew missions. I call it: the mission that never came back. Because this mission had one final problem, return to Kerbin. And I was able to do everything great from this point. Just that one return to Kerbin problem, where I didn't think about aerobraking and thought I could circulize. I didn't have enough fuel and a year later if I only realized I could have just aerobraked I would have completed the mission. Huoxing was at the time... fear to try again. ->->->->->->->->->->->->->->->->->->->->->->->-> 4. If you are scared to try, you won't fly I was scared to do a crew mission just because of that one failure. Never wanted to try again for a while. Which is important to highlight that if you never want to try again, you won't. sometimes you just have to take that risk and hope that it works out. ->->->->->->->->->->->->->->->->->->->->->->->-> So I decide to take it easy and go with probes. I am going to skip a lot of the probes but what I learned from flying to other celestial bodies in KSP was Being adaptive is key to flying successfully Problem solving is a good ability to have when unprecedented problems arise, thinking outside the box can save a mission. Eventually these probe missions taught me those ideals. So I took up the crew challenge again and wasn't that hard to do. But when I got to late game it got hard. Laythe crew mission pushed my limits. ->->->->->->->->->->->->->->->->->->->->->->->-> 5. If it don't work, fix it something that I learned from Laythe Crew mission (and this was before I used cheats to test.) Was that I was stubborn a lot to try a new lander design, and hope for the best with the current one. I then finally thought of possible ideas and after flying three whole missions to laythe, I finally got a lander that worked. I tried 4 times with number one, 17 with two, and once with three. Now with more current cheats I am able to change my lander a lot faster (which made Eve Crew Lander mission easier.) ->->->->->->->->->->->->->->->->->->->->->->->-> Eventually I got that to work but the biggest challenge yet was by far Eve Crew Mission. It took me another whole year of KSP to successfully do it. Which is honestly probably the hardest process I took on over September 2019 through August 2020, relearning KSP. I tried to learn better efficiency, better launch profiles, d/V savers, and of course no more clipping habits. One of the hardest things you can do in KSP is to relearn how to play it. I had redeveloped how I played KSP and abandoned all my inefficient habits. So the last tip I have for new players or players that are stuck is: ->->->->->->->->->->->->->->->->->->->->->->->-> 6. Small things make big missions I started last year doing The Doodling Adventures which focused on making more efficient spacecraft and make them WAY smaller. I learned new tricks, got better, and even made memories. I still think the craziest one to me at least was the Moho Lander which surprisingly took a whole lot less than I previously thought. Starting with small missions to develop better skills is important. ->->->->->->->->->->->->->->->->->->->->->->->-> And that's where I am going to leave it off, I hope this tutorial and guide helped you with your current issue or if you just started. Thank you and I spent quick a long time typing this so I think I am going to go rest now
  6. So How Do You Make A Mod? I Know You Need Unity And A IDE So I Have Unity And Visual Studio 2019 Installed
  7. I am doing a mission where I have to launch a satellite into a specific orbit in Minmus, Although I have matched up the specific orbits, It doesn't say I complete the mission. Please possibly upload tutorial on how you do it around Minmus.
  8. I'm sure other people are wondering this. Specifically, how do you use the "Set Orbit" tool? What is the "Semi-Major Axis", and what do MNA, OBT, LAN, and LPE do. If you have a question about the cheats yourself, feel free to ask in this thread.
  9. how to install mods? just wondering
  10. So here is the deal. My ships are very functional. In particular they have science experiments all over the place. I do my best to line up the thrust and the center of mass and get them as close as I can with that little visual indicator they give you in the game. However the accuracy of this indicator is such that they are normally off a bit. This can cause problems, especially with probes being driven by RT where the flaw can be fatal to the mission. I can do things to mitigate such as setting the throttle limiter but it would be great if I had some more accurate indication. I can't seem to find any indication like that in KER and I don't even know if there already is some sort of tool for that that I just don't know about. Anyone have any ideas?
  11. Hello, guys/ Modemaker's I have a question: How to make mods? Easy is it? What's programm you use?
  12. I am wondering how to use my PS4 controller to play KSP on pc
  13. Hello fellow KSP'ers! I stream KSP somewhat regularly on twitch, and was constantly asked to make some how to videos for my viewers. Recently I've taken some time to plan out and organize a video tutorial series that should help new players get started in Kerbal Space Program. I realize that this has been done 10x over but wanted to do my own version of a KSP How to series. I wanted to go ahead and post this on the forum to help spread the word of the series I am working on. For those of you that already know how to play, check out the beginning of episode 1 to get a series overview of what it will cover. The topics range from just getting started to doing some more advanced missions. Feel free to share this with friends that are new to the game. At this time I have 3 primer episodes that introduce you to KSP, Kerbal Engineer, building your first rockets, and getting to orbit. I will be releasing new videos on a somewhat regular basis over the next several months until I have covered all the topics in the overview.
  14. I don't have very much experience coding, I have only learned HTML and a bit of Javascript. The only mods I'm able to create are basic part mods and I use textures from other mods (No, I don't release any of them...) and I also use their configs and stuff.What am interested in is Mods to edit terrain and create parts and add Moar physics! So, Does anyone have a recommended language to write these mods? Also what 3d editing software? (Paint 3d?) How to put Everything together? And how the heck to you use unity?
  15. this is for how-to's and things, If you want to help or want help, please go here.
  16. So I've been slowly but surely adding mods to my game, but when I go to read the detailed information, very frequently even stock parts now have very long "detailed information" scroll lists, and I have no idea how to scroll it. I've attached what should be 3 functional links to 2 stock items, and a sample modded item where the detailed information is overly long for examples. I've already tried using Pg Up/Down, mouse wheel, and the up/down arrow keys with zero effect; and trying a rapid mouse movement to scroll while hovering over the detailed info either changes the part Im getting info for, or simply disappears entirely. Very frustrating, especially if trying to compare engines, or transmitters, or a few other items where you'll have lots of options and those details could make/break a decision. Mk1-2 Command Pod Sample OPT modded cockpit Convert O Tron 250
  17. I was wondering, anybody know a way to break the physics of the game? Just write a detailed discription of your procedure in the comments below. Thanks everybody for looking in to this.
  18. How to Drive Eeloo As you can see by my sig, I have done the Eeloocano challenge. My mission report is in the Mission Report section and it is stickied. But enough of advertising. You are here to learn how to drive around Eeloo. Let's check Eeloo's terrain before building a sutiable rover. Eeloo's Equilateral Terrain Very hilly, paired with low gravity, can launch your rovers to their doom. Lots of canyons and valleys. I experienced 3 on my journey. Lots of brown. It's cool to look at. If there's no brown, there's white. Very bright midday. Now that you know the terrian, let's build the rover. What should my rover have? The Rover RTGs. Solar power is almost useless regardless of where you land in its orbit. Batteries should be included just in case you use mainly solar power. Low suspension. If your rover is tall, it will probably fall. The wider the better. It really helps for your wheels to take the brunt force and not the pod. The ability to climb and descend without exploding. Pretty straight forward. It should be pretty light, seeing as you need to bring it to Eeloo. How do I get to and/or land on Eeloo? It takes about 2 to 3 kms of Delta V to transfer to Eeloo from Kerbin. Make sure your rocket can afford any transfer burns in Kerbin or Kerbol SOI. Also, make sure the rocket can get into Eeloo orbit, and has a landing stage that can deliver it. Landing on Eeloo is like landing on the Mun. Make sure your landing stage can do that. use ksp.olex.biz for transfer windows. Some more tips If you are going past 30 m/s, take your finger off the W key and only steer it. If it goes past 35 m/s, brake until 25 m/s and then drive as normal. Brake while driving down hills. You only have to do it a bit, though. Quicksave if you feel like you have to. Eeloo is easy to drive and you only have to hit F5 and F9 only a few times. I do not recommend driving at night. The terrain is very hard to see. If you must, pack lights. Don't stop at landmarks unless they are in your immediate direction. Any trailing off will make you longer to drive around the equator. You must be patient. It took me 4 IRL days to drive around. Do not expect this to be quick. Have fun. If there's anything else I could add, please tell me. Hoped this helped.
  19. Hello! I want to download Real Solar System. I downloaded it from https://github.com/KSP-RO/RSS-Textures, unzipped the file, did nothing to it and put it into the GameData like any other mod, but nothing happened! Can anyone tell me what I did wrong and where to download RSS?
  20. Ok, I have not really played KSP 1.1 all that much since it came out, frankly been busy with culinary school, but, I just noticed something that I just cannot get around. The nav ball is HUGE. I need to shrink it down but the only option I see is UI and that shrinks the entire UI down to the point reading it is painful. Sure, setting the UI slider to 80% gets the nav ball where I need it size wise, but, again, the rest of the UI becomes too painful to read. Before its even suggested, I do not have nor do I use module manager as I am not a coder and cannot write script. Anyway to fix just the nav ball's size only? I swear the used to be an option for this in prior versions of KSP, or am I just being blind? Any help welcome Thanks in advance guys! Here are some pictures: First is from some versions ago, but, since its a picture of the UI against the pad, it is the "control" image: as you see, its a decent sized Nav Ball, not too big, not too small. Fit my needs just right. Next, the current sized 1.1 Nav Ball against the pad: This thing is far far far far too large. How do I make it smaller like in the NEXT picture with out shrinking the rest of the UI to the point of physically hurting me, which, text that small does hurt my eyes. Here is the UI reduced via the slider to 80%, it gets the nav ball to the right size, but again, it has made the rest of the UI soo small as to be painful: As you see, the NavBall is the right size, but now all the text is obscenely small. I KNOW there USED to be a way to tweak JUST the nav balls size, but now, that seems gone. I need help, please help me.
  21. Made a quick tutorial video for Installing Mods; hopefully it's helpful. It's the second video I've ever edited; tips & suggestions for more tutorials are welcomed.
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