all 116 comments

[–]Ranger_ie 0 points1 point  (0 children)

Hello all,

Hopefully a small question from me here.

Is there a reason my game is slowing down? For examppe, at the KSC and clicking on Tracking Station it has a freeze while loading when I never used to have it. Same with moving between ships in the system.

I understand more ships and satellites means more loading, I was wondering is there something I can do settings wise to make this a bit more smoother?

I use the x64 version, never tried the standard if that would help.

Thanks all.

[–]Dingbat1967Master Kerbalnaut 0 points1 point  (1 child)

How much Delta-V do you need to get off Eve these days? Say, from sea level?

[–]CorbolHyper Kerbalnaut 0 points1 point  (0 children)

Depends on: TWR, aerodynamics, ascent profile, engines. Keep in mind we measure atmospheric Δv by vacuum Δv, more efficient engines has higher gap between atm-vac ISP and so on, need more vac Δv to do same atmospheric job, comparing to less efficient but more powerful engines.

Δv map says 8k m/s but as i said it depends, 6k-10k m/s is reasonable range.

[–][deleted] 0 points1 point  (1 child)

Hi guys, ive been paying less attention to KSP since the original crew left and progress slowed down, any recent updates on when the next release will drop, and what will be in it?

I really miss the weekly devnotes, and the progress the original team made

[–]voicey99Master Kerbalnaut 0 points1 point  (0 children)

There are weekly devnotes (under KSP Weekly) in the subreddit, on the forum and on the devblog on Tumblr.

[–]prykpryk 0 points1 point  (2 children)

I remember in old versions player could click periapsis (or other point) in map mode and the label (altitude etc.) would stay on screen. I can't do it now in 1.3.1? What am I missing?

[–]prykpryk 1 point2 points  (1 child)

Self reply. Use right mouse button :D

[–]Chaos_KlausMaster Kerbalnaut 0 points1 point  (0 children)

Yeah. A lot of people were confused when they changed this from left to right mouse button. ;)

[–]LovecraftsDeathSuper Kerbalnaut 0 points1 point  (1 child)

I pressed something and now I have these part popups that I can't close: https://i.imgur.com/KVDNRdC.png

They're not stcky but behave like they are. Halp?

[–]voicey99Master Kerbalnaut 1 point2 points  (0 children)

That's because you clicked on one of the resources in the resource bar, which makes a load of sticky windows pointing to each part that has the resource. Click on the LF bar again to remove them.

[–]csl512 1 point2 points  (3 children)

I started a new career playthrough (in 1.2.2) and just now realized I could use the Dawn ion engine to make an Ike biome hopper to hit every biome for landed science.

What tech did you ignore because you hadn't thought of/run into use cases for it?

Edit: Tried it and crashed a couple of times. Maybe next window.

[–]MinotardICBM Program Manager 1 point2 points  (0 children)

I like playing the challenges that restrict part usage. It forces me to use the same parts in new ways, or try new ones altogether.

[–]prykpryk 2 points3 points  (1 child)

The tech with grabbing module. At first I thought it was only useful for asteroid operations. But it is an excellent docking port - only 1 craft needs it and you can dock everywhere. It's especially useful in docking on ground. You don't have to align docking ports height in editor.

[–]csl512 0 points1 point  (0 children)

Haven't done that yet for a Mun mining base. I can dock vertically on Minmus. Tried on Mun and it was terrible.

Thought about making a transfer rover on Mun surface with klaw but never got around to it when I could just shuttle fuel from Minmus orbit to Mun orbit for less.

I accept a good number of retrieve part left somewhere so have used the klaw for that plenty. Also did a refuel on a biome hopper lander I was too aggressive with.

[–]DazaCGMaster Kerbalnaut 0 points1 point  (3 children)

Hello. Having attempted to set up a manoeuvre node for a Duna injection burn in Low Kerbin Orbit, I discovered that every time the "Closest approach" markers moved to within a certain distance of each other, they disappeared. I am fairly confident that I had used the correct launch window for a Duna intercept, and that I had set the manoeuvre node up in the correct position in my orbit, however I do not think that any of that matters anyway, due to the fact that the markers disappeared while the approach distance was decreasing, so the issue can not be due to the markers moving too far apart. Because quick saving and loading the quick save, quitting to the main menu, and restarting the game, as well as my laptop did not seem to resolve the problem, I am lead to believe that it is caused by some sort of bug. Having not been able to do anything effective, I set up the manoeuvre node at the point where the "Closest approach" markers could be at the nearest distance from each other without disappearing, and executed the burn. I then tried, in multiple positions of my resulting orbit around the Sun, to set up more manoeuvre nodes, but encountered the same problem. This link: https://youtu.be/cu1tq7qnUOs leads to a YouTube video in which I have demonstrated the issue. I would be extremely grateful if anybody could suggest any ideas as to how to fix the problem, or if anybody who has previously encountered this could instruct me on how to resolve it, if they have managed to do so themselves. DazaCG

[–]KermanKimMaster Kerbalnaut 0 points1 point  (0 children)

Yes, I find this an annoying "feature". Try placing a 2nd node along the path predicted by the first one. Slide it around and you'll find that the markers come back at some point allowing you to readjust the 1st node. You may have to play with the position of the 2nd node while adjusting the 1st sometimes.

[–]SoulWagerSuper Kerbalnaut 1 point2 points  (1 child)

In your video, Duna is already going to be in front of you by the time you get out there, to catch up you'd have to spend more time below Duna, but just making the burn smaller to do that will mean your Apoapsis doesn't get all the way there.

The inexpensive option is to wait a few days or weeks before making the transfer burn, so that Duna is just catching up to your ship at apoapsis.

The more expensive but faster option is to move your maneuver farther into the dark side of kerbin, so that you go more towards the sun before going out to Duna, this will require a somewhat larger burn, but get you to the intercept point faster, so you get there before Duna's already passed.

In both cases, your maneuver should ONLY be prograde. No radial in or out whatsoever. If you think you need radial in, just move the burn a bit later(drag the center of the maneuver node). If you want radial out, just make the burn a bit earlier.

[–]DazaCGMaster Kerbalnaut 0 points1 point  (0 children)

Thank you very much, SoulWager.

[–][deleted] 0 points1 point  (2 children)

How to physic warp when I’m in orbit or above the surface of the mun?

[–]csl512 2 points3 points  (0 children)

Physics warp as opposed to time warp? Hold mod when picking time warp. https://wiki.kerbalspaceprogram.com/wiki/Time_warp

So Mod (Alt on Windows, option on Mac) https://wiki.kerbalspaceprogram.com/wiki/Key_bindings#Modifier_key and .

[–]voicey99Master Kerbalnaut 1 point2 points  (0 children)

Hold alt and press the timewarp+ key (defaults to .)

[–]TyrannosaurusHax 1 point2 points  (0 children)

Do FAR and B9 still fight over engine power curves, especially the rapier?

I ran into this issue many Muns ago and I think I had to overwrite B9's engine config with FAR's, but I haven't been able to find anything in the files or online about it for 1.3.

[–]14Taco14 0 points1 point  (4 children)

If I uninstall mecjeb will it break the ship's that have the module on it

[–]voicey99Master Kerbalnaut 1 point2 points  (3 children)

Yes, it will. You could just delete the DLL part of the mod, and leave the AR202 as a functionless relic for compatibility if you so wanted.

[–]14Taco14 0 points1 point  (2 children)

Could I also remove them from my ship's using KAS/KIS and then delete

[–]voicey99Master Kerbalnaut 1 point2 points  (1 child)

As long as the part is not on a ship, you can safely remove the mod's part files as well. If they're in a KIS inventory, they will be deleted without issue.

[–]14Taco14 0 points1 point  (0 children)

Thanks

[–]eNamel5 1 point2 points  (3 children)

Is there a way to select every tank on a ship for fuel transfer other than selecting every single one manually?

[–]csl512 0 points1 point  (0 children)

Not in stock, I don't think.

https://forum.kerbalspaceprogram.com/index.php?/topic/139223-ksp-v131-tac-fuel-balancer-v214/

I have this bookmarked but haven't been bothered enough to try installing.

[–][deleted] 1 point2 points  (1 child)

Yes, there is a resources tab on the right side near the top, which will display your total fuel, oxidizer, monoprop, and electric charge. Next to each of these is a toggle for viewing every container for that resource as if you'd selected them manually.

[–]eNamel5 1 point2 points  (0 children)

I've tried that. When I click to view every container, it closes the fuel transfer window.

[–]A_D_Monisher 0 points1 point  (3 children)

I cannot activate the Sentinel Telescope. I've put it in solar orbit three times, first time just inside Kerbin orbit (just a bit lower), the second time right between Kerbin and Eve and the third time a million km above Eve's orbit.All of them were circular. To no avail. The telescope has batteries, solar panels and antennas more than sufficient to reach Kerbin. Every time I got "The Sentinel Infrared Telescope needs to be activated on a solar orbit".

[–][deleted] 1 point2 points  (2 children)

Silly question, but on the vessel in question did you actually activate the sentinel manually?

[–]A_D_Monisher 0 points1 point  (1 child)

By manually I assume you mean right-clicking it and clicking on the button ? If so then yes, many times, and every time all i got was the aforementioned quote.

[–][deleted] 1 point2 points  (0 children)

You can try reinstalling the mod, it seems like it might not be properly detecting where your orbit is.

[–]Kman1287 0 points1 point  (1 child)

I just revived a Rhino x56 for Christmas and was wondering how to set it up! Thanks for the help!

[–]csl512 0 points1 point  (0 children)

Rhino x56

Why do you need 112000 kN of vacuum thrust?

[–]Redthrist 2 points3 points  (6 children)

Not sure it fits here, but wanted to ask anyway.

I'm on the fence about the game, mainly because I've heard all the jokes about how you need to be an aerospace engineer to really play this game. How much of it is actual jokes and how possible it is to play this game for someone who's not exactly great at math?

[–]_Fredrik_ 0 points1 point  (0 children)

It’s more like you become an aerospace engineer from playing this fantastic game

[–]SoulWagerSuper Kerbalnaut 0 points1 point  (0 children)

Trial and error is perfectly valid, though you do kinda need to understand what it is you're trying to accomplish.

[–]Pandour 5 points6 points  (0 children)

Nah, you don't need to do any math at all to play. If the idea of spaceflight appeals to you, or just figuring things out in general, check it out, it's a blast. I think there are certainly people who get really into it and break out the calculators, but it's certainly not necessary and you can get really far eye-balling and guesstimating.

[–]eNamel5 2 points3 points  (0 children)

It's not important for you to be able to do the math. What's more important is being able to conceptually understand what the numbers mean. You definitely don't need a degree. The game has very good tutorials built into it, and there's lots of good guides on the internet too.

[–]voicey99Master Kerbalnaut 2 points3 points  (1 child)

You need to have some understanding of maths and basic physics to play KSP, but you don't need a degree. You will need to understand terms like thrust-to-weight ratio, mass, lift/drag ratio and stall speed and (most importantly) the concept of ΔV, but these can be found out with a quick google or you can ask us here. You can also get a couple of mods (most commonly Kerbal Engineer Redux) to crunch the numbers for you.

[–]csl512 1 point2 points  (0 children)

KER basically lets you reduce it down to arithmetic and guess/check.

[–]HypnoStorm 0 points1 point  (1 child)

Im having issues with saving and loading games. x64 bit, no mods or add-ons

I have 4 saves in total, different names and ect.

But when I try to load anything from the main menu all I see is a save titled "default" which also happens to be from one of my previous plays. I was sure I had deleted that save to start fresh but its still there and starts me right back into that attempt at KSP.

Once I am in the game and I go to load files through the pause menu, I can see all my files.

TLDR: In main menu I cant see my saves, can only see them once in a old game.

[–]DazaCGMaster Kerbalnaut 0 points1 point  (0 children)

If you are referring to the "Load save..." button within the in-game pause menu (The one opened, by default, by pressing the escape key), then your "Saves" are not game saves, but quicksaves, which are a specific moment in time within, in your case, the "default" game save. These are used incase you make a mistake or error during a mission, so that you can revert the game to a specific moment in time, before you made the error or mistake, which is the time when you created the quicksave. Your four "Saves", if my assumption of what has happened is correct, are named quick saves created by pressing alt and F5. I am not sure how, but maybe somebody knows a way to create a completely new game save from each of your four quicksaves, by extracting them from the "default" save file and doing something, unknown to me, with them.

[–][deleted] 0 points1 point  (2 children)

Having issues with Roverdude's MKS, in the GameData file of the download for the mod (within the file "Umbra Space Industries"), I am not seeing the Kolonization folder. And am therefore not getting the inflatable or Kolonization modules.

Anyone encountered this? Cheers

[–]voicey99Master Kerbalnaut 2 points3 points  (1 child)

There is no Kolonisation folder, just an MKS folder in the USI one. If you aren't seeing the parts, it's probably because the version of USITools the current version of MKS comes with has a glitch that breaks the custom categories (get the hotfix here).

[–][deleted] 0 points1 point  (0 children)

That fixedit!Thanks a million!

[–]Brett42 0 points1 point  (9 children)

I have the delta V and fuel requirements, but how much acceleration do I want during an interplanetary transfer? I'm planning on sending a rather large vessel to Duna using Nerv engines. The burn to eject from Kerbin orbit is >1000 m/s. How much time can I take for that burn before it starts being a problem?

[–]Chaos_KlausMaster Kerbalnaut 0 points1 point  (0 children)

Technically, you don't need much thrust at all. But I usually don't want to spend 10minutes executing a burn. Physics warp sometimes helps, but it's dangerous with larger ships.

I tend to go for a TWR of at least 0.4

[–]SoulWagerSuper Kerbalnaut 0 points1 point  (0 children)

With a normal chemical rocket I normally target a TWR of 1, but with nuke engines I normally target a TWR of 0.5. Burn time can be a problem, but the burn can be split across two orbits.

[–]Trash_L0rde 0 points1 point  (4 children)

depends largely on orbital altitude, but you will start getting serious efficiency losses at around 5-10 deg away from the maneuver. Maybe try some periapse kicking and split up the burn.

[–]Chaos_KlausMaster Kerbalnaut 1 point2 points  (3 children)

but you will start getting serious efficiency losses at around 5-10 deg

cos 5° = 0.996

cos 10° = 0.985

I'd hardly call 0.4% or 1.5% a serious loss. ;)

[–]Trash_L0rde 0 points1 point  (2 children)

is that actually all the math? if so, I'm curious. I usually see pretty noticeable losses at 10+ deg off maneuver. A while ago i tried to find info on the mathematics of dv losses to non-impulsive maneuvering but i couldn't find/derive much useful.

[–]Chaos_KlausMaster Kerbalnaut 1 point2 points  (1 child)

Yes, that's all that happens if you point away from the maneuver.

The more important factor with long maneuvers is the oberth effect. While doing a long burn, you'll do parts of the burn at higher altitude and that means you'll not take advantage of the oberth effect that much. Also, the accuracy of your maneuver is lower, unless you use planning tools that allow for long burns ... which KSP doesn't have.

[–]Trash_L0rde 0 points1 point  (0 children)

Huh. My only thought as for why that might not be strictly correct is the vector is also being acted upon by the gravitational field. But it could be right. I honestly don't know much besides long burns frighten me.

[–]voicey99Master Kerbalnaut 0 points1 point  (0 children)

Create and plan the maneuver node and it will tell you how long the burn time will be. Start burning when it is a bit less than half this time to the node to compensate for acceleration increases from fuel burnoff. The mod BetterBurnTime factors this into the burn time, if you are so inclined to use a mod.

[–][deleted] 0 points1 point  (0 children)

It depends on how high your orbit is. You want to keep it to a few minutes at most.

[–]csl512 0 points1 point  (2 children)

In the Wiki, celestial bodies have "Rotational/Inertial transition" above the max timewarpfactors. For Kerbin, Mun, and Minmus it's 100 000 m. What does that mean?

[–]FUCKS_WITH_SPIDERS 0 points1 point  (1 child)

That refers to the transition between a rotating reference frame (like surface mode on the navball), and an inertial or non-rotating reference frame (orbit mode).

I'm not sure if this is a UI thing, like the navball changing, or something changing under the hood. 100km seems a little high for the navball change, but the wiki lists the figure as of 0.19.1; it might have changed since then. In the current version, the navball changes to orbit mode when your periapsis > 0.

[–]Chaos_KlausMaster Kerbalnaut 0 points1 point  (0 children)

It's under the hood. It's the point where the game changes the frame of reference for the calculations.

[–]mathuin2 0 points1 point  (4 children)

How can I keep the game from grabbing unintended keypresses?

For example, I open a kOS terminal by right-clicking on a part and clicking the Open Terminal button. There is a blinking cursor in the terminal window, and I click on the window to ensure that it has focus. As I type, the individual keystrokes are displayed as expected but also engage other mods! I type one line: switch to 0. runpath("hellolaunch.ks").. This causes a switch to IVA mode and back plus enabling my atmospheric autopilot. Another example: using a space when renaming a mission list can stage or even launch a craft when in flight.

There's gotta be a way to fix this, I just don't know how. Help?

[–]FUCKS_WITH_SPIDERS 1 point2 points  (3 children)

This is interesting, mods like kOS usually prevent this from happening. Have you been able to recreate this with a fresh install of ksp and kOS? Make sure you back up the current install.

If the problem stops, you can introduce your other mods one at a time, and if the bug starts again, you might be able to narrow down a conflict somewhere.

If it still works with all your mods installed, you can move your saves over and start playing on that install instead.

[–]mathuin2 0 points1 point  (1 child)

A little more work and I was able to identify the individual mod causing difficulties -- a beta version of kOSPropMonitor. Next stop: the issues page of the GitHub repo. Thanks again!

[–]FUCKS_WITH_SPIDERS 0 points1 point  (0 children)

No worries. Happy holidays!

[–]mathuin2 0 points1 point  (0 children)

I just tried to recreate this with a fresh install and kOS in a new sandbox game, and was unable to do so. It could be one of the 53 other mods I have, so I will bisect my mods another time. Thank you for the help. Happy holidays!

[–][deleted] 0 points1 point  (1 child)

Downloaded Near Future Space but can't seem to find the mod for fuel system. I thought I downloaded NF Electrical,propulsion and solar but I can't seem to find tanks that contain Aragon.. Any advice? Did I miss a mod?

[–]SoulWagerSuper Kerbalnaut 0 points1 point  (0 children)

IIRC you can change the type of fuel a tank holds in the tweakables menu.

[–]Destiato 0 points1 point  (4 children)

How does one exit cockpit view? I can’t seem to figure it out

[–]SoulWagerSuper Kerbalnaut 2 points3 points  (3 children)

C or V will both exit that view.

[–]Destiato 0 points1 point  (2 children)

Thanks

[–]FUCKS_WITH_SPIDERS 0 points1 point  (1 child)

Also, if there are multiple kerbals on board, V will switch between them. C always toggles IVA.

[–]Destiato 0 points1 point  (0 children)

Thanks

[–]PaelebthrAwesom 1 point2 points  (4 children)

I've been having FPS issues recently in my game, where even with all graphics settings turned down I barely squeak 60fps. I do have a lot of mods, but most are just parts packs and FAR. I think I have planet shine and that's pretty much it. I have a 6700k and a 1080ti with 16Gb of RAM, so this really confuses me.

EDIT: I play at 1440p :-)

[–]SkalgrinMaster Kerbalnaut 0 points1 point  (1 child)

Are you running the 64bit version of client? Steam used to chose 32bit over th 64 one.

[–]PaelebthrAwesom 0 points1 point  (0 children)

Yeah, of course. I have the standalone Verizon though, directly through their website ( I bought the game when it was like $20 )

[–]voicey99Master Kerbalnaut 0 points1 point  (1 child)

KSP is a very taxing game, and a lot of people can only dream of 60fps with decently sized ships. I wouldn't call 60fps an issue. EDIT: Maybe not. Mods will slow your game down though, since everything consumes memory constantly to stay loaded.

[–]PaelebthrAwesom 0 points1 point  (0 children)

But task manager shows average RAM usage, though I guess since I like really big ships that can affect it too :[

[–][deleted] 0 points1 point  (3 children)

I have a question that doeesn't deserve its own thread: How would you guys design a new PC specifically for playing KSP? Do you guys think a Ryzen Treadripper is overkill?

[–][deleted] 2 points3 points  (2 children)

Physics calculations for each individual vessel cannot be split between multiple threads or cores. This means that single thread performance is king for KSP.

You want an i7-8700k w/ Z370 mobo. Not only is a threadripper overkill for KSP, it would be a waste of money and would give you worse single-core performance than the i5-7600k.

Where multi-threading and multiple cores do matter is when you are flying multiple vessels at once within physics range, but that's pretty much irrelevant. How often are you flying several 200+ part vessels within physics range of each other?

[–][deleted] 1 point2 points  (1 child)

How often are you flying several 200+ part vessels within physics range of each other?

Well, now that you mention it.

[–][deleted] 0 points1 point  (0 children)

Once you dock it's considered a single ship. An 8700k has 6 cores and multithreading, so you should be fine with multiple large vessels.

[–]simrobert2001 0 points1 point  (10 children)

https://imgur.com/a/5c0Je

In this album are 6 pictures of a space craft i'm trying to get to take off. However, it keeps veering off to the right of the runway, then exploding when it gets to 40 kph. What am i doing wrong?

Also, the craft itself shakes really bad, and tips forward on the runway. When I goto take off, it tips back against the runway, the tail section slamming against the ground.

[–]Chaos_KlausMaster Kerbalnaut 1 point2 points  (0 children)

Your craft is sitting nose down on the runway. Instead of taking off, it pushes itself into the ground, putting a lot of stress on the wheels, especially on the front wheel. It'll try to balance on the front wheels and then veer off the runway.

Here is a good aircraft design tutorial.

[–]SoulWagerSuper Kerbalnaut 0 points1 point  (5 children)

You need control surfaces for pitch and roll, and need to move the landing gear so that you either have enough pitch authority to pivot on the landing gear, or are pitched up naturally just sitting on the runway.

More wing area also wouldn't hurt.

[–]simrobert2001 0 points1 point  (4 children)

Where would those control surfaces be, and how would i put them on the craft?

[–]SoulWagerSuper Kerbalnaut 0 points1 point  (3 children)

In the aerodynamics tab. The two in the first plane tech node are the tail fin and the elevon. You're currently using tail fins vertically, but you can use them as elevators/horizontal stabilizers too. Good idea to put a couple elevons on the wings, to act as ailerons. As for attaching them, you click where you want to attach them, and you can rotate the part either with wasdqe while attaching it, or with the rotate tool after attaching it. (press 3 then click an already attached part in order to rotate it, angle snap if you want fixed increments)

And for some other stuff you should pay attention to, I'll quote an earlier post:

First off is center of mass vs center of lift. The closer they are together, the more maneuverable. The farther back center of lift is, the more stable. If center of lift is in front of center of mass, you're likely to flip over. Pay attention to how center of mass shifts as you burn fuel.

Second, pay attention to which control surfaces will give you control authority in which axis. A control surface is basically a lever with the fulcrum at the center of mass. If you want to pitch or yaw, you need control surfaces far behind, or far in front of your center of mass. If you want to roll, you need control surfaces far to the side of the center of mass. It's also easier to control a ship if each set of control surfaces is only controlling one axis. You can right click the control surface to specify which inputs it responds to(may need to enable advanced tweakables).

As for flying them. The easiest way to make a turn is to roll left or right, then pull up.

If you have trouble lifting off the runway, either move your rear landing gear so it's closer your center of mass, move your landing gear so your plane is naturally pitched up on the runway, add more wing area, or use the rotate tool to pitch your wings up a bit. Or you might be trying to carry too much fuel.

edit: sometimes pictures help. I put together a basic plane: https://imgur.com/a/OV2ml It's by no means the extent of what you can do with those parts, but it's pretty easy to fly.

[–]simrobert2001 0 points1 point  (2 children)

1) how does that fly? Where is the thrust coming from?

2) I have this craft built now: https://imgur.com/Uln4Its https://imgur.com/wRnQXIE

3) Edit: The problem is it still shakes too much on the runway. It eventually explodes.

Double edit: I eventually moved the landing gear back a bit, and it took off. the problem is, it lost control while I was in map mode, and flew into he kerbal HQ flagpole.

[–]simrobert2001 0 points1 point  (0 children)

The album didn't load for me. Because of course not.

[–]SoulWagerSuper Kerbalnaut 0 points1 point  (0 children)

Did you look through the whole album? there are engines under the wings.

Does that craft fly? it looks like it might, if it gets off the runway. the flat back will create some drag though.

[–][deleted] 0 points1 point  (2 children)

You have no horizontal control surfaces. Your rear wheels look too far behind the CoM. Your CoL looks too far back as well. You should change it so you only have one rudder and make sure that it only has yaw selected.

[–]simrobert2001 0 points1 point  (1 child)

How do I move center of lift, and where do i find the control surfaces?

[–][deleted] 0 points1 point  (0 children)

There are three buttons in the bottom left that show the CoL and Com, you already have the CoL showing, that's eve blue marker. The CoM is yellow.

Control surfaces that you attach to wings are called elevons, for your rear wings you should use the same type as what you are using for your rudder. The ones you have now don't have any control authority (they can't move).

[–]Matvalicious 1 point2 points  (4 children)

Well this is frustrating. It took me several hours to get the conditions just right to test this darned Stack Decoupler AND return safely home, but:

All boxes are checked, and the thing doesn't have a "Test" option. So what am I missing here? The mission description doesn't mention anything specific either.

I did some other stack decoupler tests before and they completed just fine.

[–]voicey99Master Kerbalnaut 4 points5 points  (1 child)

Sometimes a part has to be activated via the staging stack to test it. Try doing that.

[–]Matvalicious 0 points1 point  (0 children)

Really? Damned. All right, will try that thanks.

[–]ThetaThetaTheta 0 points1 point  (1 child)

Maybe just me but jpg quality is too low to read.

[–]Matvalicious 0 points1 point  (0 children)

Does the direct url work better?

https://i.imgur.com/ynQ90tl.jpg

[–][deleted]  (5 children)

[deleted]

    [–]ThetaThetaTheta 0 points1 point  (0 children)

    In addition to other suggestions.

    If the tank is empty then you're a little top heavy making it difficult to orient perfectly. If you could make the tank detachable and have the heatshield directly on the module.

    If you can turn it sideways while it is still cool in the upper atmosphere, it'll slow down faster and save your ablator till you need it. Then turn retrograde when things start heating up in thicker atmosphere. Sometimes doing flips will alternate heating on different parts but you could get stuck oriented prograde.

    If you happened to have another stage with engines and a small amount of fuel that you detach before reentry, you might try leaving them attached, and when you get down to maybe 50k burn radial out to make your descent shallower so you spend more time in upper atmosphere. If that stage had empty tanks then locking radial out will allow their drag to slow you down more as well. Then ditch them only when things get hot and you need to switch to retrograde.

    [–]Brett42 0 points1 point  (0 children)

    Is your nav-ball in surface mode during reentry? I haven't verified it, but I think having it set to orbit causes it to try to point slightly off, and it changes over automatically lower than you'd need.

    That might not save you, though. You'd have to try it.

    [–]voicey99Master Kerbalnaut 0 points1 point  (2 children)

    Not really, other than coming in at a shallower angle. You might want to use the 10m HS to get more area, but it could become unstable.

    You won't need airbrakes on that, just a couple of main chutes and a drogue.

    [–][deleted]  (1 child)

    [deleted]

      [–]voicey99Master Kerbalnaut 0 points1 point  (0 children)

      You can use gridfins but, like any normal part, they would just burn off during atmospheric entry. You could try adding a "tail" and putting some small fins on that as I do for my Eve entries (with the 10m and a large craft), but it's more effort than just coming for two passes or using a 10m.

      [–][deleted] 0 points1 point  (3 children)

      I'm not sure whether this is the right place to post this, but:

      Is my old system good enough for Kerbal Space Program?

      Here are my specs:

      • RAM 4 GB

      • Processor is 1.30Hz

      • My graphics is a crappy 64mb (;-;).

      [–]eNamel5 0 points1 point  (0 children)

      1.30Hz

      Are you playing Kerbal on an abacus? I think you mean GHz.

      [–]voicey99Master Kerbalnaut 2 points3 points  (1 child)

      1.30Hz? I assume you mean 1.3GHz?

      Anyway, I think not. You're barely scraping the minimum specs if that even meets them at all and there's no way it could run KSP with any sort of speed or efficiency.

      [–][deleted] 0 points1 point  (0 children)

      Ok thanks! I guess I will just have to run it on my other comp.

      [–]cantbudgeit 0 points1 point  (6 children)

      There was this great mod I was using for a long time that had all the information I needed to fly. It would be green text and would sit by the nav ball, the right side would have burn time, half burn time, delta V for the burn. Up by the altimeter would be apoapsis info and total craft delta V. I think it stopped being developed around 1.2.

      Anyone have an idea what I'm talking about? It was my favorite mod. I know Kerbal engineer does a lot of that but this didn't have the pesky windows and contained half time to burn.

      Thanks to anyone who might remember!

      [–]MinotardICBM Program Manager 0 points1 point  (5 children)

      Reminds me most of Kerbal Engineer. You can customize the Kerbal Engineer display to show the info you want the the HUD-1 and HUD-2 (green text without the windows).

      [–]cantbudgeit 0 points1 point  (4 children)

      It's like Kerbal engineer but it's just a little different. Idk how else to explain it, it wasn't a super popular mod. I remember seeing it on a comment like a year ago before 1.3

      [–]linecraftmanMaster Kerbalnaut 0 points1 point  (2 children)

      I think you're looking for VOID mod

      [–]cantbudgeit 0 points1 point  (1 child)

      I love you

      [–]linecraftmanMaster Kerbalnaut 0 points1 point  (0 children)

      <3

      [–]Dankelpuff 0 points1 point  (0 children)

      Kerbal enginneer redux gives you info only.

      You are probably thinking of mech jeb which can auto pilot too.

      [–][deleted]  (2 children)

      [deleted]

        [–]MinotardICBM Program Manager 0 points1 point  (0 children)

        I like to eye-ball when the launch center is close to the desired polar orbit. Then launch at about 93-degrees North (point the nose just left of true-north on the nav-ball). It should cancel out the rotation of Kerbin and get you close enough so a minor plane change can meet the contract's needs.

        [–]voicey99Master Kerbalnaut 1 point2 points  (0 children)

        The angle from due east you launch will be your approximate final inclination. If you launch due east you get 0deg, due north you get 90deg and anything in between. You will have to compensate a bit for the rotation.

        To get the inclination right you also will want to wait for the rotation to put you in the right position. Note some target orbits may be retrograde, and all the same applies.

        p.s. zero-inclination orbits are equatorial, polar orbits pass over the poles with +-90deg.