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Hello friends! I'm Sunday, I have over 300 hours of KSP playtime and my favourite thing to do is design aircrafts. This is my first time joining a forum and I will strive to be a lawful and obedient member to this wonderful community of fellow space enthusiasts!
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Hello all. I decided to introduce myself and mention how helpful this forum has already been in my adventures. I have seen KSP advertised for years and was always curious. I had no idea how detailed and complex it gets. I've played other space agency simulations, even all the way back to Commodore 64 days. Most are exciting, but very few force you to think so carefully about the impact your decisions make on the physics. I love the ambiance of being an armchair astrophysicist. I work in the chemical science field, and it is refreshing to see a simulator that is more true to real problems and mathematically based solutions. Playing in career mode, it has been a struggle at times to achieve contract goals with a limited supply chest. I usually adopt the trial and error approach, which results in tumbling rockets at times. Thanks for giving back to the community. Many threads in this forum have addressed my issues thus far. Adios!
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Hello im gevdei! i have 69 mods on my ksp joined 20 minutes ago when this topic was posted and i have no idea how to change my pfp picture
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What, if any, are the benefits of using MOARdV's Avionics Systems Over RasterPropMonitor to create simple IVAs. Since it seems like they both use a similar set of props (namely the ASET props). Does MAS have its own custom props, or are they ported from RPM? I have failed to understand the relationship here. Yes, I am a newb, please be nice .
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- iva
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Are there any tools to help with the creation of IVA Internals? Specifically I've seen some kind of drag-and-drop mentioned in the MOARdV's AS Thread. I've tried searching the forums, but to no avail. (For context I'm currently using trial and error to position and rotate the props correctly by text editing the .cfg file)
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I've played KSP for a year or two now and have really enjoyed all the mods created for it, so I want to get started creating my own. Clearly the simplest type of mod is a simple MM patch, but I'm not sure where to look for a general guide for programming them. I have been looking at mods I currently have installed to find examples, but there are a few things I couldn't find an example of, specifically: How to remove a stock part with a patch The Difference between "@PART" (and etc.) and "@Squad" (or other mod name)
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I'm a brand-new KSP player, and I have been beating my head against the problem of the MK16 parachute always getting 'destroyed by aerodynamic forces' on the way down, no matter what I did, just like many other newbies on this forum. I have been doing the simplest possible configuration in the 'Contract's track - a command module, a 'Flea' solid-rocket booster, and a MK16 parachute. However, I saw a post talking about 'monopropellant' on the command module, and reduced that to zero - that didn't help either, but it got me thinking, and I looked at the options for the 'Flea' solid booster. Turns out that although you can't throttle a 'Flea' booster, you CAN reduce the starting fuel amount and the thrust available. So, I reduced them both to about 1/2 scale, and now the rocket assembly tops out MUCH lower, and the parachute now works every time - YAY!! https://drive.google.com/file/d/1Cz6jzboQKj0MRzksfV7pvL5-smfzZ45J/view?usp=sharing I'm now experimenting with higher fuel loads to see if I can get the parachute to survive even with a full fuel load. Woo Hoo! Frank