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Cannot Jettison/Let go the fuel tanks


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Hi, I'm newbie playing Kerbal Space Program and I can't stop :D

But there's a problem, I cannot let go the empty tank's or the solid fuel booster. I've been looking every where, tutorial's on youtube, wiki, ect but all doing the same thing's "Tap Space" to let go the unused tank's or other engine's. But when I tap "Space" nothing happened, there's only sound "cleck..cleck" but nothing get off from the plane bodies. I tried to uninstall and installing again, but no result still have same problem, I've tried to changed the key for "Tap" a.k.a "Space" into "alt, enter, ect" but still nothing happened. Just "cleck...cleck.." sound.

Anyone can help me?The picture below shows after my solid fuel booster runs out, and went to stage 2, and then I tap "Space" but nothing happened.

Thank you for all your help...

21jpt94.jpg

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Decouplers - you'll need them...

SRBs will only self-destruct if the stage above it is also a SRB I think, not tried that design because it's kinda' exploity-cheaty. So, decouplers, put those between your stages and you'll soon get rockets to space. :)

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There are 2 types of decouplers in KSP. Stack and Radial. It's pretty much what it sounds like. Stack decouplers are what you want for your picture craft. Put the decoupler just below the second engine and put it's stage icon in a second stage. Radial decouplers push pieces outward from the sides. This is good for SRB's if you imagine the NASA Shuttle, but it's not restricted to just SRB's (nor is it required that your SRB's be radial)

One other thing, there is another item called a separator, this disconnects from both sides while decouplers only disconnect from one side and stay attached to the other (typically they stay attached to the stage being dropped). There are no radial separators. For stack decouplers, the red arrow indicates the direction of the separating side.

Edited by Alshain
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Yes, as mentioned decouplers are the things your missing :)

The cleck-cleck sound by the way is the sound the game does when you are switching stages / at the last stage.

You'll soon see that by using decouplers your Stages will be shown in hangar and on flight, if you get the right order your ship should fly like a boss :cool:

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You might not have unlocked decouplers yet. I can't remember which part of the science tree they're in, but you don't get them immediately.

People have come up with some clever ways to simulate the effect of decouplers with starting parts, but if you're new to the game, then I would recommend you just get what science you can without building multi-stage ships, then unlock the decouplers and go for the Mun!

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Oooh...thanks guys but I think that's the sandbox mode (using decouplers), but when I was start new game in carrier mode, there's no decouplers. There are Command Pod on Pod's tab, Liquid Fuel Engine, Fuel Booster, and Fuel Tank in propulsion tab, Modular Girder Segment on Construction tab, Parachute on utilities tab, and last is Communotron on Scienes tab.

But in sandbox mode, yes there's decouplers...in first mission on my carrier do i have to use that all stuff already provided to reach the Karb Planet?or something missing?I've tried to update, but there are no update available, and I've looking some tutorials here, and youtube but when I write down the search word "Carrier mode KSP" ummm..they were different from mine.

Little bit confused.... :P

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You might not have unlocked decouplers yet. I can't remember which part of the science tree they're in, but you don't get them immediately.

People have come up with some clever ways to simulate the effect of decouplers with starting parts, but if you're new to the game, then I would recommend you just get what science you can without building multi-stage ships, then unlock the decouplers and go for the Mun!

Ooooh...I see..alright, well you all fulfilled all my question and confusion, and also answering my confusedness replies above...Thanks guuyyss... :D

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You might not have unlocked decouplers yet. I can't remember which part of the science tree they're in, but you don't get them immediately.

People have come up with some clever ways to simulate the effect of decouplers with starting parts, but if you're new to the game, then I would recommend you just get what science you can without building multi-stage ships, then unlock the decouplers and go for the Mun!

First stack decoupler comes with the first node (5 science), and the first radial decoupler I think is in Stability, which is another 18 science.

If you're wondering what the "simulate decoupling" thing is: it's abusing a quirk of overheating mechanics. If you overheat an SRB (Solid Rocket Booster), it explodes, so if you deliberately design your rocket so that you can overheat RT-10s the moment before they run out of fuel, you can eliminate the weight associated with them. One of Scott Manley's videos features this. For now, though, I would suggest sticking with regular decoupling: it's not too hard to get a suborbital or maybe even orbital flight without decoupling.

Be sure to abuse science: get a crew report on the launch pad, EVA and get a report "flying" over the coast, get another crew report shortly after liftoff, get a crew and EVA report from upper atmosphere, get a crew report from space and as many EVA reports from over different biomes as possible, and do as much as you can on re-entry. Remember that, with starter tech, the only way to regenerate electricity is by firing rockets, so there's a limit to how much you can transmit after you finish getting to orbit. Different EVA reports can just be stored infinitely, crew reports take 30 electricity to transmit if I remember right.

Edited by Starman4308
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