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Found 15 results

  1. This post is under construction: FTL Download on SpaceDock, Github or Curseforge. Also available on CKAN. FTF Download on SpaceDock, Github or Curseforge. Also available on CKAN. Field Training Lab (FTL) Field Training Facility (FTF) DELETE OLD/EXISTING installations before installing new. Field Training Lab (FTL): Field Training Facility (FTF) : Continuation of Training Lab and Field Training Facility. Originally by @Efour, now continued by zer0Kerbal with support from the community. This mod provides a training system for your kerbalnauts. The New Look: If you want to train your kerbal immediately, you can use this mod. [1.9.1+] Training Laboratory Spacedock - CKAN (Dependency : Module Manager ) This mod provides Training method with consuming Science points. Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level. If your Training Lab is in orbit, Payment will be reduced to half. If your Lab is on other planet, Payment will be reduced to 1/4. You can tweak values with editing .cfg. If you want, you can add this module to other crewed part. It can support up to 8 kerbalnauts. Leveling up 'Immediately' is not realistic? Do you think training needs to consume time? This mod will be answer for you. [1.9.1+] Field Training Facility Spacedock - CKAN (Dependency : Module Manager ) This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training. But, If you place your facility into orbit, It will be 4 times faster. If you place it on other planet, 6 times faster. You can tweak params with .cfg. Not so complex. It consumes 4 EC/sec per kerbal. If you train 2 kerbals, It will drain 8 EC/sec. You will need powerful energy sources. Now then, someone like me will want to use both. Then, just install both of them. Result is shown below. Payment of science point(TL) will be reduced with training experiences(FTF). For example - Just using TL, Level 4 -> Level 5 consumes 640p of Science point. But Level 4(50% with FTF) -> Level 5 consumes just 320p of science point. If 90% with FTF? Just pay 64p of science point or wait some more days. you can get level 5 kerbalnaut. More training means less sci point needed, linearly. These two mod can co-work, It's because I created this thread. If you want one thing, you can install just one mod. If you want co-work of them, you can install both. --- Review by --- Find original thread here.
  2. So I was struggling with getting to the Mun, so I decided to try out training and do the Orbit thing. I got somewhat far into the training until it told me to get a liquid fueled engine. It only allowed me two engines (Terrier and Hammer) but it is telling me to use the Swivel. Am I doing the training wrong somehow or is the game just messed up? Image: https://drive.google.com/file/d/1HHbB2Aljj98r6VcFb4QIQp-n7ynPlqEH/view?usp=sharing
  3. I got to the Add SRBs" step. I added, the radial coupler symmetric pair, and then added the SRBs symmetric pair. The "Next" button remains dimmed out no matter what I do. Now what? Is there a way to ask the training program what it thinks is wrong?
  4. I'm in the training module right now. But when I look for engines, the engines that Dr. Wernher Von Kerman say I should be putting in do not appear in the Engines list. Is there a way to update or correct this issue?
  5. KSP: 1.10.1.2939 Windows 64bit Problem: Can't play "Go for Orbit" training. When I click on it, the training doesn't start. Mods Installed: All Y'All ASET PRC Astrogator AtmosphereAutopilot BetterBurn Time BonVoyage Module Manager Trajectories (Installed with CKAN v.1.28.0 Reproduction Steps: Start the game Click on START GAME Click on TRAINING Click on GO FOR ORBIT Click on START Log: https://drive.google.com/file/d/1buejAI2HJYQirxmJlA8BwKwezoqOduzZ/view?usp=sharing
  6. During the "From the Mun" training mission, I get to the Circularize step, perform my burn at the assigned node to circularize my Munar orbit to the required parameters, and then... nothing. The "Next" button in the mission dialog box remains 'grayed out', and I cannot continue to the next step of the mission. I have tried and retried this mission several times, and it always gets stuck at the same point. The mission parameter requirements state that I need to get my Periapsis no lower than 5km than my Apoapsis; I've managed to get my Periapsis to within approx. 850m (well under 1km) of Apoapsis. Still, no luck. Conceptually, I understand the process of returning to Kerbin orbit from Munar orbit, but I really, really want to finish this (and all) training mission. I've Googled for information on this particular mission, but it seems the only thing that comes up is the landing mission, not the leaving mission that I am stuck on. Help, please?
  7. I’m just starting out with KSP on Xbox One S and struggling through the Training examples. Stuck at “To The Mun, Part 2”. In particular, at the decent to landing orbit. The instructions tell me to gradually reduce my altitude to 1.5km above the surface, however, when I try, I always crash at what seems to be ~2.5km. Research so far leads me to believe that high Munar mountains have been added after the instructions were written. Since the Altimeter only shows height above ‘sea level’, I can’t judge where the mountains are, how tall they are, or how to avoid them. Any help would be greatly appreciated. Thanks.
  8. Hello All, New to this forum and would like to suggest a challenge. So, I looked for videos of anyone that has landed on the Mun on the default "To the Mun" training/mission and couldn't find any! (share link if you know one)This one guy tried it and successfully got to the Mun but exploded on landing,... as have I multiple times now. Now, the mission may seem like quite a simple one to the more advanced players,... and it might well be. But i think maneuvering with limited fuel for the landing might present an added challenge. It could also be a great contribution for novices like me to learn from, and for the person who does it, to flaunt their awesome skills and be hailed as a hero by the community for their awesome accomplishment So without further ado, I challenge anyone to: Land the Landing Module on the default "To the Mun - Part 1" training/mission, and post a link to the video on this thread God speed and good luck!
  9. Welcome To Kerbal Academy's Developement Thread (Marketing) Kerbal Academy is a contract pack consisting of training mission scenarios for educating your Kerbals. These missions are intended to provide in-field training experience to kerbonauts, advancing their skills for use on future missions. Each Kerbal Academy contract awards the trainee being trained experience when a specified mission task is completed. Are you tired of your Kerbals not being able to reach the highest levels without planting a flag on Duna? Ever wondered how planting a flag on Minmus shows your engineers how to fix wheels? Enroll your Kerbonauts in the Kerbal Academy today! We provide logical and simpler Kerbal experience progression contracts for a better training experience! (Kerbal Academy is NOT liable for any injuries or rapid unplanned disassembles during missions)\ [Kerbal Academy's Github And Wiki] General Super Detailed Future Plans; This "Roadmap/ Changelog Is Pulled From The Github, If You Want More Upto Date News & Info Use That. =) Less colorful tho. [Roadmap On Github] Info/Key; (1.3) This is planned for 1.3 but not necessarily going to happen (1.3) This is in testing for 1.3 (1.3) This is ready for 1.3 (1.3) Planned And Required For 1.3 Release (TBD) Planned Feature But Not Currently Worked On Bug-fixing for spelling/grammar errors reported in v1.2.x (1.3) Re-balance Contract Pricing (1.3) Contract pricing will now be generated on new factors such as next kerbal hire cost, contract difficulty and possible experience gained. Add updated logos (1.3) Working on a new flag a logo to replace the older one. Old flag will live on as Legacy Add mission patches (1.3) Mission patch for engineer training Mission patch for pilot training Mission patch for scientist training Kerbalize contract descriptions (1.3) Just want to make the contract descriptions a bit more kerbal and in universe sorta All will improve and add notes to contracts for less confusion Split up all contracts into profession specific ones. This will lead to more contracts and file size, but user friendly-ness will be worth it. (1.3) New mission profiles for Pilot training (1.3) New mission profiles for Engineer training (1.3) New mission profiles for Scientist training (1.3) Design "Stock" Crafts For Use In Contracts (1.3) Light Trainer Aircraft (1.3) For use in pilot bootcamp Mini Science Ground Station (1.3) For use in scientist bootcamp Various Lander Probes (1.3) For use in certain engineer contracts Drill Outpost (1.3) For use in intermediate engineer drill training New Docking/ Rendezvous mission profiles for Pilot training (TBD) No further information at this time Create New Function For CC To Add Kerbals To Roster (TBD) This would be used to make the bootcamp contracts a bit less weird Continue Apologizing For 1.2 (1.3) Licensing Kerbal Academy 1.1.9+ licensed under MIT @Mark Kerbin Kerbal Academy 1.1.8 & prior versions licensed under MIT @severedsolo Acknowlegments "Continued" (But not actually) by @Mark Kerbin with permission from @severedsolo @nightingale as ever for his tireless work on Contract Configurator (you rock!) @severedsolo For the original Kerbal Academy pack, and a good bit of this forum page @severedsolo 's wife for creating the original Kerbal Academy flag.
  10. Hello friends! I present to you the Margański & Mysłowski EM-10 Bielik! Hope you like it! More Images! ----------------> https://kerbalx.com/Kerbalyst/EM-10-Bielik More Crafts! -----------------> https://kerbalx.com/Kerbalyst/
  11. I'm new at this game and it was really fun until I got to the docking training. I can't for life clear this stage. Struggle to get the interception markers correct and if I get them correct I will never ever get near the stranded ship, maybe I see it and then everyhing goes really wrong. I follow the guide point to point but no luck at all. Right now I feel that this is the most money wasting game I ever paid for. I know it will be hard to dock but to clear a training session? What will motivate me to continue playing this game if I can't even clear the trainings... Can someone give me a step by step tutorial on how to solve this stage?
  12. KASA is Proud to present... The World War K Showcase The World War K Hangar!!! World War K Combat Craft (KASA)
  13. ¡Hello!, i have long time without playing this great game. I found it, its in me language now, and i want to learn more in the tutorial mode, well, its called training. But now i found a problem in the third training. The problem in the third training its when i start i click in the building where i can create the rockets, then theres the second window and a next button to go to next step... So i press next and... The button gets grey and i cannot use more. There is no instruction so i can follow to do... So i dont know why its grey. I have a clean installation without mods, on steam (last version of the game), i have uninstall the game and installed again, verify the game, and of course, exit and enter a tons of times... But the button gets blocked again... Can someone help me please?. Here is a screenshot (remember its on spanish): Screenshot
  14. I've an issue with the advanced construction training scenario. In the "fix staging" part, I'm stucked because they tell me to put the Swivel in the same stage as the SRB, but I do so and I cannot advance. Can you help me guys with the correct order of the staging part?
  15. In the Advanced Construction training exercise, Wernher von Kerman gets the player to reduce the Thrust Limiter on the "Swivel" to 65% and on the two "Hammer"s to 50%. I know from experience that this will reduce the TWR and increase DV of those engines but there is no indication in the VAB that this is what is happening. Why not 75% or 50% for the "Swivel"? Its effects are apparent in the next Training exercise "Go For Orbit" in that it means you can keep the throttle on max rather than adjusting it during launch to keep your speed below the burn limit caused by atmospheric drag, but if it's training it should explain why it's getting the player to do something.
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