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  1. https://imgur.com/k6ODcqn https://imgur.com/aoCg7Z3 It's like a surface texture of Moho but it's far too large. [It was the Moho Ablation, introduced by AVP, easily removable]
  2. I have made a helicopter that works except for one part. Once it gets up if it rolls one way i cant get it to roll back without changing the pich of the intire copter. How would i fix this problem??
  3. The title pretty much says it all. Is anybody in the modder community working on this, or is there some other workaround that makes that unnecessary? I would surely love to go back to using my thumbsticks to fly rather than my keyboard!
  4. (Sorry if my English is bad) I'm fairly new to KSP 2 and I was just wondering where I should go or what I should do at my skill level. I've been to both the Mun and Minmus before and have even been to both in 1 mission, I have a couple of satellites orbiting Kerbin, The Mun, Minmus and Duna but now I'm not sure what to do next. I've tried a couple of times at making a space station but I'm quite bad at rendezvous and docking, I could maybe just keep on trying to improve my docking skills or go to another planet but I'm not interested in the latter at the moment. I'd appreciate some cool ideas or tips on what to do and where to go from this point.
  5. I'm wondering because there's a lot of things you can not do either without a significant risk of the kraken or at all with landing gears and docking ports that you can with rotors and pistons. Examples include piston driven catapults (for carriers), legs for walkers/mechs as well as cranes and propellers.
  6. G'day! It's early days for Kerbal Space Program 2, but I am wondering if there are any relevant resources regarding development for modifications for KSP2. Has there been any official/unofficial information or tools released? Are there any unofficial community forums or resource locations which could be of invaluable assistance? I have not developed any mods for KSP1 other than editing files here and there to my liking, but am looking to try my hand at some more involved tinkering. Cheers in advance, Bradyns
  7. Each workspace has a name. Each vehicle has a name. A workspace can only contain one vehicle. When you load a file it gives you the workspace name. When you save a file it gives you the vehicle name to overwrite. When you merge files, you merge workspaces. My first impression was, a workspace allows you to build variations of a vehicle. Like a rocket family. However you can only have one vehicle in a workspace. Is the intent that you're suppose to merge payload workspaces into a vehicles workspace and then combine them? Why then can you swap assembly anchor? It feels like "assembly anchor" should be called "vehicle", and you should be able give each one a unique name. A workspace now contains multiple vehicles. You then merge other vehicles from other workspaces into your active workspace to add to the list of vehicles. For example. "Apollo workspace" (contains vehicles) Saturn V Command/service module LEM Apollo–Soyuz Merge skylab from "space station workspace" into "apollo workspace". But this is not possible. I'm not sure what the intent here is... Does anyone know?
  8. Does anyone knows how to add picture in your topic? I tried “insert image from URL” but it just ain’t work. Have any recommend website for images transform or any other way to upload images? Thanks for reading
  9. Hello comrades! I sincerely apologize for the grammatical errors. I have one humble question that flows into the second: Will the game be available in the Russian region? And (assuming not), why not? [snip]
  10. I tried to Google but Google doesn't understand me. I was wondering which seat a scientist has to be in to be the one who does the experiments. I am in a 2 seat capsule. Does Bob have to EVA to run the science? Jeb and Bob. What a pair!
  11. 1, will the current DLC parts be included on release, or will you have to buy them again? 2, what're the minimum specs for the game? I heard it'll be a lot more refined than KSP 1 so I'm hoping it'll run on my potato (Lenovo IdeaPad 310-15abr) 3, once it fully releases will you have to pay for it again? And 4, if I buy it on my potato and get a better potato will I be able to download it on there without needing to buy it again?
  12. https://photos.app.goo.gl/RU7GV8GyMqkTdtvK8 I've accepted this mission which tells me to put a space telescope into solar orbit somewhat close to Eve's, however, unlike the other 2 missions I have active for putting Satelites around Eve, it's not graphically showing me the orbit. It's "almost" circular, so perhaps it doesn't feel the need to show it, but I would rather have it as a guide if possible, I do have about 4.3k delta v in Kerbin orbit so either way it should be fine (bless nuclear engines xd). Thank you for your attention.
  13. Hi there and happy new year! I have long been wanting something like Orbital and in general offworld construction in KSP and think it is an amazing feature for KSP. Now my question is, do we know anything about an orbital VAB editor (screenshots?) and the building process in general? Like what parts and resources we will need and if there is a building animation or something like that? KSP2 Early Access is less than two months away yay!
  14. This might be too much to ask for but i would like a list of almost EVERY visual mod available for the most recent version of ksp. I have the basics like EVE and scatterer, but once i learned about how many more there really are, i'd like to know as many as the community knows about.
  15. I've stopped playing ksp for a few years now but I am now just getting back into it. Is there any links to an updated version of b9. What is the future of this mod?
  16. I honestly have no idea what could cause this, but it's very annoying. I don't think its the trajectories mod because I've disabled it at times and it still happens, and I have no clue what else it could be. This bug also severely lags my game out, reducing it to ~5 FPS ish. Can anyone help? I'll send my ksp log if I have to. See clips below: (all unlisted)
  17. Why was the per-frame damage on buildings threshold implemented? It erases the fun that I had destroying the KSC with BDA weapons in 1.7.
  18. I play on console so i don't have the revamped engines and haven't found any images online. Anyone have any?
  19. I'm considering installing some more parts mods on top of the few that I already have, but I'm hesitant because I don't want to break an ongoing career save. Will the new parts automatically go into the tech tree nodes of the save (meaning I will probably have some of them already unlocked) or will the tech tree break and make the save unplayable? Any advice/tips/warnings would be helpful!
  20. Heyo! Just a simple question regarding radiators and reactors, and dissipating the heat. Mostly to do with the thermal mechanics helper. Im honestly struggling to figure out exactly whats worth keeping an eye on, but my best guess is the parts that turned blue? Ive launched multiple rockets with reactors before that run pretty much perfectly fine but these thermal mechanics are still kinda hard to understand for me. Little help? this mod can honestly be a bit confusing at times (only today did I just finally realize that 1MJ = 1000EC when converted between using the Supercapacitors, which finally gave me some understanding on that part) Also, asking with my own thread cause, quite frankly, the KSPIE thread seems kinda dead right now. image of my current rocket under construction, fitted with an Antimatter reactor that feeds into a thermal nozzle, and a thermal generator (ignore the charged particle generator, I swapped it with a thermal generator after realizing the particular reactor doesnt feed into charged particle gens, a while after taking this image), as well as info on the radiator I plan to utilize. Quick EDIT: the Antimatter reactor is a beam core reactor added by Interstellar Technologies, hence its ability to work with thermal nozzles.
  21. I'd really like to know because i dont like having it in the way. I just really need to hide the kerbal's body in the IVA mode! I cant figure out how though
  22. Heyo again! another question pretty soon after my spaceplane one, this one regarding decoupling issues. I use mechjeb fairly heavily, as my personal skills suck (slowly learning however, I've performed a couple launches and maneuvers manually) I built a Payload rocket for the use of delivering space station parts into relatively low orbit (200km), and have built 2 segments of my space station. But I've noticed that when launching the power module and science module (power is connected, science one annoyed me), it had a tendency to instantly decouple the module part right after launching, I generally use mechjeb for these, and before this has never really been a problem. I'm wondering if it has to due with multiple command modules existing on the rocket (I have a guidance computer for my payload rocket, and the science module specifically has a manned command module (exists purely for the science experiment tied to it, plus lets me bring a ton of kerbals to the station in one shot, as I can carry up to 7 total with it and the science lab on board), and technically a guidance computer in the form of KSPIE's orbital assembly docking port, the ports I'm using to create the space station with). the main control module is the payload rockets guidance computer. Could someone explain this to me why it possibly happens? I did notice that re-rooting the entire assembly to the manned control pod, then switching control to the guidance computer at the launch pad, stopped it from happening and it launched like normal, but I'm very confused. Is it a mechjeb issue? related to the command pods? root part? I have no idea what's causing it. On a side note, what's the maximum distance for docking procedures? how close do I have to be to the craft to dock, its somewhat annoyed me at times that I cant set docking ports as targets, I read that the maximum distance is 200m?
  23. Hello! I've been building and testing a spaceplane (or rather, just a plane, it cant really go much higher than 13k altitude atm), and need some assistance. I'm playing with a good few mods, namely ones like kspie, near future stuff, mechjeb, and a whole bunch of other recommended stuff. This is technically my first fully functioning plane (can take off and land alright). But I'm currently having issues with stability mid flight, the plane likes to roll one direction (mainly to the left) or the other even without input, and does not like to stay pitched up, without input it eventually nosedives. I'm not entirely sure what to do to fix it. Every part on the sides of the fuselage was built using mirror mode. here's some images I took after my last flight attempt:
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