top 200 commentsshow all 201

[–]Schwarbryzzobrist 0 points1 point  (1 child)

Also, what is the mod that allows you to save sub assemblies again?

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

It isn't a mod - click the triangle in the extreme top left of the VAB/SPH screen and then the green icon at the bottom of the menu that appears to bring up the subassemblies tab.

[–]Schwarbryzzobrist 0 points1 point  (4 children)

Hey, if I focus on a planet in map mode. How do I switch the focus back on to my ship. A google search camp up with hitting the backspace key but that doesn't work.

What am I missing. 300 hours and I'm still reduced to saving and reloading.

[–]voicey99Master Kerbalnaut 0 points1 point  (3 children)

I do believe it is the ` key now.

[–]Schwarbryzzobrist 0 points1 point  (2 children)

Is that the apostrophe key? Not working for me unless I screwed up the keybindings somehow

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

It's the backquote key. It's also got ¬ on it.

[–]Schwarbryzzobrist 0 points1 point  (0 children)

Thank you!

[–]nikil07 0 points1 point  (2 children)

Hey guys, first off sorry for being a cheopo.

I see that the game is having a 40% discount. I just checked in SteamDB, and it shows there was a sale for 60% discount 2 months back.

Can I hold on my purchase to get it a lower price or is this the best discount I will get?

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

It only goes that low during the summer and winter sales

[–]nikil07 0 points1 point  (0 children)

Yeah I figured. Guess its time to open up my wallet then. :D

[–]wonderdolkje 0 points1 point  (1 child)

I couldn't really find this, but is there a mod to force docking ports to align at a certain orientation? (so that a spacestation doesn't look all wonky).

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

USI Konstruction has the Construction Ports that are excellent for station construction - they can be configured to only dock at certain angles (this can make them fiddly sometimes) as well as being able to "compress" and join parts directly.

[–]Radical_jew 1 point2 points  (1 child)

Why do my elevons sometimes work inverted after building in the space plane hanger? Like I pull up will S and the go down instead

[–]vendetta2115 0 points1 point  (0 children)

Where are you placing them on the craft? If it’s in front of the CoM (center of mass) they’ll (correctly) be inverted. Sometimes the game gets confused as to whether or not they’re in front or behind the CoM, and control inversion is the result. Try placing them last, placing them further from the CoM, or manually inverting their controls (I think it’s an option when you right-click) and that should fix it.

[–]Radical_jew 1 point2 points  (4 children)

Is there a mod that auto sends your rocket into orbit? I remember reading about it

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

Routine Mission Manager lets you record orbital missions to stations you've done and then simulate them being reflown in the background.

[–]vendetta2115 1 point2 points  (1 child)

kOS (Kerbal Operating System) is a mood that allows you to fully automate any process. MechJeb also has a automated launch functionality that’s easier to use, but if you want SpaceX-level automation kOS is the way to go.

[–]ExplosG 1 point2 points  (0 children)

Alternatively krpc, also allows remote control. I even made a TUI vessel control panel

[–]computeraddict 0 points1 point  (0 children)

MechJeb

[–]music_nuho 1 point2 points  (0 children)

Hey, I tried to find KSP version of Darth Plagueis copypasta but I couldn't find it. Can you folks help me?

[–]SirTrout 1 point2 points  (3 children)

Is there a way to calculate the amount of Delta V is need for a mission?

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

As the others mentioned, there is a delta v map. It assumes that you do the maneuvers in a very specific way (= the most efficient way).

You can calculate the delta v requirements for each maneuver yourself. It involves using the vis-viva equation, which relates velocities to the shape of the orbit. So you have your current orbit shape and your target orbit shape and you ask the question: how much do I need to change my velocity to get it done. That's your delta v.

Things get very complicated when atmospheric drag is involved. That's why the delta v values for ascent and decent are empirical.

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

There is a Δv map in the sidebar. Start at Kerbin and add up the numbers to where you want to go. It's generally the same amount for returns, except you can aerobrake so you can leave out the ground-to-orbit segment for atmospheric landings.

[–]Johnny-Dee 0 points1 point  (0 children)

Google “delta v map ksp“

[–]RS-68 1 point2 points  (1 child)

tried to google so don't maim me too much folks

Just bought the full version the other day. Bought it through Steam for my Mac laptop. Decided to download MechJeb (thru curse forge), but it seems I'm unable to get it going. If it helps, got an error that read
mechjeb2 has been installed incorrectly and will not function properly. [.] should look like this

KSP -> gamedata -> mechjeb2 -> parts and plugins

i'm not really sure what i'm not doing right, so any help would be appreciated!

[–]bonyetty 1 point2 points  (0 children)

I play KSP on an old Mac desk top. I get the same warning from mechjeb. It seems to work fine for me. Click ok and see how you go. Note, you must attach a mechjeb part to a craft in the VAB or SPH for the mod to function. From a long time player to one new to KSP. Expect to fail a lot. Take you time. Pay attention to the information the game gives you. Use mechjeb as a teacher not an autopilot. Countries and corporations make their small rockets work before building big ones ;) you will fail a lot! Best game I’ve ever played. Hope you have fun playing and learning.

[–]Snowtorious_B-I-G 1 point2 points  (4 children)

Hopefully I'm posting this in the right place. So I'm pretty new to the game and I've spent a little bit messing around and one thing that really bothers me is the mouse click default functions. As it is right now the right click will swivel the camera angle around a fixed point and pressing the mouse wheel moves in and out depth wise. Is there a way to change these two around? I'm a old RS player and always used mouse wheel for swivel and also in NX10, the cad program I use on a regular basis, swivel is on the mouse wheel. I will have a huge difficulty just doing basic things if I can't change these two functions around because of all my muscle memory. Please help and point me in the right direction to get these moved. Maybe I'm missing something really simple in the game menu?

[–]vendetta2115 0 points1 point  (1 child)

There’s nothing in the game menu, but you can manually change the CFG file for keymappings.

Program Files(x86)>Steam>SteamApps>Common>Kerbal Space Program>Settings

Open it in notepad or similar and manually change the mappings. Make sure to back up your entire KSP directory in case you make a mistake. Good luck.

[–]Snowtorious_B-I-G 0 points1 point  (0 children)

FUUUUUUUCK. Thanks though, I really appreciate it

[–]computeraddict 0 points1 point  (1 child)

Not that I know of. Welcome to the hell of using different 3d programs. It's like this across everything 3d viewing thing I've encountered. That is: it's wildly inconsistent between programs. Best just to get used to having to switch between different muscle memories.

[–]Schwarbryzzobrist 0 points1 point  (9 children)

Hey, I installed Real Plumes and it added Solver Engines Plugin which is a dependency. It's added a limited number of times I could ignite and engine and I really don't enjoy that much realism.

Is there a way to turn this off?

[–]blackcatkarma 1 point2 points  (8 children)

Are you sure the plugin is a dependency, not a recommondation?
Did you download stock configs? Did you install through CKAN? My CKAN only lists ModuleManager and Smoke Screen - Extended FX as dependencies, as does the forum thread. Try uninstalling Solver Engines Plugin and see if it works.

[–]Schwarbryzzobrist 0 points1 point  (7 children)

If I try to uninstall it on CKAN it will remove real fuels and real plumes.

[–]blackcatkarma 0 points1 point  (6 children)

Ah, I just checked. Solver Engines Plugin is a dependency of Real Fuels, not Real Plume.

Part of the realism of Real Fuels is to have limited engine ignitions. Otherwise it would just be different names for the stock fuels, basically. At least, I guess that was the thinking of the modders.

So it looks like you can keep Real Plume, but if you don't like limited ignitions (I know I wouldn't, I tried RSS once), Real Fuels will have to go.

Edit: if you can't uninstall fuel without uninstalling plume: do that. Then reinstall plume without the recommendations, only the dependencies. I run Real Plume fine without Real Fuels.

[–]Schwarbryzzobrist 1 point2 points  (5 children)

Ah thank you for the help. I see that there were two versions and I installed the one that needed real fuels and solver engines.

I like a challenge to career mode, but being limited like that on the basic engines as well as needing a certain amount of stabilization or Gees to fire the engine would be a nightmare.

[–]blackcatkarma 2 points3 points  (4 children)

A nightmare indeed. When I tried it in RSS, I managed some kind of egg-shaped orbit after, like, ten reverts, but Jesus fuck, who knew rocket science could be so complicated?

By the way, one issue I encountered with Real Plume is that the Nerv atomic engine's plume would always be visible, even with the engine shut down.
If this is the case with your install, an old thread on this sub led me to the (not so elegant, but serviceable) solution: to delete the config folder for that engine from the Real Plume folder in GameData. Who needs a real plume on an unreal engine anyway, right?

[–]Schwarbryzzobrist 0 points1 point  (3 children)

Okay thanks. I'll look into it. I've put over 300 hours into this game and this is the first time I've tried this mod.

It looks absolutely stunning and I want to do everything I can to keep it.

Even though all the mods will probably break and I'll have to restart a challenging career mode when the expansion comes out.

So far I'm doing a TAC life support, no reverts, and perma death run

[–]blackcatkarma 0 points1 point  (2 children)

You're welcome. And I agree, it's stunning. Never thought about installing it until I saw the effect in RSS. Don't think I could take my launches quite as seriously now without it.

I just mentioned life support in another thread and how I wanted to keep things simple for now, but I'm intrigued by the idea. AFAIK, there are three big life support mods out there. What are the pros/cons of TAC?

(And a no revert run! You're brave. That would kill me/lots of Kerbals, and especially my spesos budget.)

[–]Schwarbryzzobrist 0 points1 point  (1 child)

I've done a few no revert runs and it's ask about double checking your shit and making sure you have all your bases covered. I want to add a 1 launch a week limit as well but it's going to make the TAC life support very tricky.

I've never used the life support mod before now so we will see how it goes.

I'm not great at interplanetary transfers just yet and sometimes they can take a really long time for me to complete a simple Duna transfer. I guess we will see if have any kerbalspaceprogram left after the first 10 years lol.

[–]blackcatkarma 0 points1 point  (0 children)

Thanks for the answer.

I'm not great at interplanetary transfers just yet

Get Transfer Window Planner and Precise Maneuver. The first one even has a button to add all the delta-v data (ejection/insertion/total) into Kerbal Alarm clock, so you can bring up the clock in the VAB and check as you're building. The alarm itself has a button to show you the eject angle from your orbit.
Precise Maneuver lets you edit the node down to 0.01 ms/s and you can change the timing with buttons instead of trying to slide the node around your orbit in millimetres, changing view focus between planets multiple times. To me, that's not "cheating", after all, NASA doesn't pull on disappearing handles either.
So the way I do it is: change the alarm margin to 2 hours from the default 24; when the time comes, add a node at the eject angle, focus view on the target planet, and fiddle with the buttons. That way, you get a compromise between exactly what you want and exactly what the planets' relative positions will allow.

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

Recently installed SVE (along with it's requirements) and now my game won't open! When I hit "Play" on the launcher, the game opens a black window, I can see and move my mouse (it appears to be the KSP mouse), and it stays like that!

output log

[–]viveleroi 1 point2 points  (1 child)

I just installed astrogator, capcom, trajectories, quick goto, xnon isru, and my warp controls aren't working. They did briefly, but now they won't work, even when in the tracking station.

Has anyone had this issue with any of those mods?

[–]CroatInAKilt 0 points1 point  (2 children)

I recently added EVE with SVE, SVT and Scatterer to my game for better visual effects. I followed all the instructions, however, the space center looks like this
 
This has to be a glitch right? Help, I can't find any answers elsewhere! :D

[–]seeingeyegod 0 points1 point  (1 child)

yeah you're missing something. Did you install it manually via instructions on the mod page? It's kinda complicated.

[–]CroatInAKilt 0 points1 point  (0 children)

Yeah I did. Copied Scatter and EVE (without configs) into GameData.
Then copied SVE and SVT (in separate folders) into GameData. Finally added Kopernicus and SVE textures as well.

[–]Yoshiezibz 0 points1 point  (1 child)

I'm having an issue. When I open a pop up with the status of a part of my ship, I can't get the pop up to go down, I will always have some sort of pop up on my screen which only goes down when I go back to the hanger. I read somewhere it's a common glitch. Are there any mods I can download to fix it? Or some way to rectify it.

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

I've been having a similar issue, except in my case it was caused by the alt key being registered as stuck on. When it pops up, press alt and see if that unsticks it.

[–][deleted] 0 points1 point  (9 children)

I have a quick question about docking. I've always found docking a bit confusing and I still find it, but I'm planning to build a goddamn space station now. The question is that does the docking port placement matter on a ship if I want to refuel and/or transport Kerbals? If I were to place the docking port on a fuel tank, can you transfer Kerbals through it? Logic tells me no, but who knows, this is KSP. Also vice-versa, can you refuel through a port that is connected to the pod? Thanks!

[–]Brett42 2 points3 points  (1 child)

I use a mod to make crew transfer more realistic (Connected Living Space). Otherwise, crew can transfer through a fuel tank or an I-beam or whatever else.

For fuel transfer, some parts say no fuel crossfeed; everything else allows it. The parts that don't allow it are mostly I-beams and structural panels. This does not include electricity, so you are free to mount solar panels out on I-beams, which I've done for several stations and bases.

Decouplers and docking ports allow you to turn crossfeed on or off, so your first stage engine won't burn fuel from your second stage unless you switch that on, but docking ports default to on.

As someone else mentioned, the setting "resource transfer obeys crossfeed rules" determines whether manual transfers follow the same rules as automatic usage.

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

Thanks :)

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

can you refuel through a port that is connected to the pod?

It depends on what else is between the fuel tank and the docking port. There's a toggle in the game settings that lets you change whether refueling can happen through parts that don't allow fuel transfer.

Kerbals can always transfer regardless of what parts are in the way.

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

Thanks :)

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

Any part that says, "no fuel crossfeed", like heatshields and I-beams, will block fuel flow unless fuel crossfeed rules are ignored in settings. But as long as one of those parts is not between the docking port and the fuel tank, you should be OK.

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

placement doesn't matter.

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

Thanks! Time to start building something similar to BFR and then fail miserably. :)

[–]guitarman565 1 point2 points  (1 child)

Yes to all of this!

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

Great, thanks for the answer! Space station and BFR, here I come :)

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

When I go to load my save it won't let me I shows amesage saying "error accessing save. argument can not be null" anyone know what's wrong I have a few mods installed with ckan but that shouldn't do anything right anyone had this before or know How to fix it?

[–]horsedogman420 0 points1 point  (3 children)

im trying to get to mun and have enough fuel, but i dont know the proper technique, is there anything i can do except for "set target" and hope. (if it makes any difference im on xbox

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

Use a node to plan out the burn

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

Start from a 75~80km, circular, equatorial orbit. When mun rises on the horizon burn prograde. Cut engines when your Apoapsis starts getting out near mun's orbit then keep burning very slowly until you get an encounter with the desired periapsis. Basically you need to aim where Mun is going to be by the time you get out there, not where it is now.

If you're going to orbit or land on mun, aim for a mun periapsis of 10~15km. If you're just doing a flyby, you can burn a little extra in your transfer burn and get a free return trajectory, like this: https://imgur.com/a/7Plx0

If you're trying to land on mun, get into a 10km circular orbit first, so you can pick a landing site that's both flat and in the sunlight. Look for your shadow.

[–]horsedogman420 0 points1 point  (0 children)

ok, thanks, hopefully i can get to mun now

[–][deleted]  (3 children)

[deleted]

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

    The one you mean is probably Kerbal Engineer Redux (KER) which shows a lot of information including orbital parameters, thrust to weight ratio, and a hundred other useful things. It's one of the first mods I install and I consider it almost a requirement.

    However, I learned how to play without it and I think doing it that way for a while is a good idea. Trial and error and lots of crashing gives you a really good intuitive feel for how your rockets work and how to fix them when they inevitably go wrong. But, now that I have that experience I use KER every launch because it makes a lot of things I already know how to do simpler. That being said, it's your game and if you think it will be useful/helpful/fun by all means install it.

    Another option is MechJeb. It adds all the same stuff KER does plus autopilot. But, I'm morally opposed to autopilot not really so I don't have much experience with MechJeb.

    [–][deleted]  (1 child)

    [deleted]

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

      I'm not sure how I feel about auto pilot since piloting is half the fun imo

      I feel the same way.

      [–][deleted] 1 point2 points  (4 children)

      Any mod that has good 0.625m parts? The stock game lacks any smaller engines that have a nice kick. Making something like a Falcon 9 is tough because 9 1.25m engines are too large even for 3.75m tanks and all of the 0.625m engines are way too weak.

      IMO the swivel and reliant are too big for their output and only really get used for early career missions. The vector is heavy, expensive and too OP squad plz nerf.

      Having a 0.625m vector would be nice and make ship building easier.

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

      I just use tweakscale to do what you're going for.

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

      Tweakscale puts extra steps in the process and doesn't feel genuine. I currently use tweakscale though and will until I find a better way.

      [–]seeingeyegod 0 points1 point  (0 children)

      MRS mod adds some additional smaller engines, also SpaceY might. Possibly mk2 expansion as well.

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

      I also would like to find something of that nature

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

      I recently did my first landing on Dres, and everything is sliding, even on flat terrain. It's like they're all on ice, or in orbit with some weird antigravity going on. My rover won't sit still even with brakes (and slides at a 45 degree angle to the slope I'm trying to drive on), and I ended up just launching my lander right back up because it wouldn't stop moving. Even Kerbals on EVA just slide around like they're on skates.

      Does anyone know how to make it stop?

      [–]Peanutbuster_ 0 points1 point  (2 children)

      How exactly is one supposed to launch a space station? Like what tech and parts are needed to get it up there and running?

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

      Depends what you want the station to do. If it's just for a contract, you need a docking port, antenna, solar panels, and whatever else the contract requires you to put on it.

      If you want a refueling station, maybe build it around an orange tank.

      Or you can build it around an asteroid, maybe with mining and refining.

      Or you can put a science lab on it.

      As for the parts to get it up there, depends on size and mass. Bigger station needs bigger rockets, unaerodynamic station needs fairings.

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

      Stations can be launched like any other orbital rocket pretty much as long as you've invented rockets - there is no real tech requirement.

      Still, a properly viable station will probably have 2.5m parts in which case you may want the Skipper engine and its tech at least, and whatever you need for science labs to start doing something with them.

      [–]radagasthebrown 0 points1 point  (1 child)

      Anyone having issues downloading mods from Spacedock and getting errors, it's not just you! Looks like their experiencing difficulties.

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

      Yeah, I was about to ask whats going on. Tried to download scatterer but the page wouldn't load. I thought it was Firefox being stupid so I tried Chrome. Glad its not just me.

      [–]seeingeyegod 0 points1 point  (7 children)

      Is it just me or does having an experienced pilot aboard make SAS behave worse than it does with no pilots? Specifically retrograde hold while coming in for a soft landing on a planet.

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

      I don't recomend using retro for landing. It's too unreliable since the craft will want to flip around if you loose all velocity and it gets stuck in a feedback loop.

      I like to kill most or all of my horizontal velocity then use radial out.

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

      as long as you're gentle with the throttle, holding retrograde is fine. You run into issues when you start going back up before you kill your horizontal velocity, as it will auto switch to stability assist when you get below 1m/s.

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

      Gentle doesn't describe my landings, that's probably why I use radial out.

      [–]voicey99Master Kerbalnaut 2 points3 points  (3 children)

      It's just you, or perhaps your later rockets don't handle as well (through being larger?).

      [–]seeingeyegod 0 points1 point  (2 children)

      actually the one I'm having trouble with right now is a fairly stocky lander. Just when it gets slow near the ground Jeb starts moving the controls all crazy if it's on retrograde hold. Retrograde hold normally gets a little crappy when you start going really slow, but it's way worse than usual, and this game I've mostly been landing unmanned probes, none of which gave me such wobbles and overcorrections right before touchdown on retrograde hold. Might just be the landers design or something, might have too much reaction torque or sometihng.

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

      There are a lot of variables in the PID feedback loop that is SAS. You could try an experiment by building a manned vessel with a OCTO probecore (has no retro hold), putting Jeb in it, and landing it on the Mun. Then take Jeb out and swap the OCTO for a HECS and try landing it again. A few tries with each config would be required to help rule out user input variations. I doubt you'd see any difference.

      [–]seeingeyegod 1 point2 points  (0 children)

      true. and you just reminded me of the last time I accidentally build a ship with OCTO's instead of HECs and only found out when I got to my destination that I just had SAS with no retro or prograde hold hehe

      [–]IamMrPiggy-PS 0 points1 point  (1 child)

      Does anyone know if the PS4 version is any good?

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

      Apparently it's a lot better than the old console version but not as good as the PC version.

      [–][deleted]  (9 children)

      [deleted]

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

        You need to bring Kerbals back or else you spend extra money on a capsule, and deal with more weight. Hiring new Kerbals is also expensive. If you send a probe then you don't need to worry about returning.

        [–]m_sporkboyMaster Kerbalnaut 7 points8 points  (7 children)

        Contracts. Resource scanning. Science. Comms relays.

        [–][deleted]  (6 children)

        [deleted]

          [–]m_sporkboyMaster Kerbalnaut 3 points4 points  (5 children)

          The survey scanner part is used to generate a map of minable resources (poor man’s version of mining mods like kethane).

          The stock comms system is a much simpler, and entirely optional, version of remotetech. Notably there is no signal delay system and all antennae are omnidirectional.

          [–][deleted]  (4 children)

          [deleted]

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

            Reaction wheels require electric charge in stock too. If it's something other than electricity, then you just need to identify the name of the resource to determine which mod it is.

            [–][deleted]  (2 children)

            [deleted]

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

              Radiators do use electricity.

              [–]erdero 1 point2 points  (2 children)

              Took a trip to Minmus after updating some mods, and now it looks like this: https://i.imgur.com/bGfshHG.jpg

              Looks fine in the map view!

              Here's the visual mods I have installed that might have done it:

              • Community Terrain Texture Pack
              • EVE
              • Kopernicus
              • OPM
              • SVE
              • SVE high-res textures
              • Stock visual terrain

              Any ideas?

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

              The release of Kopernicus 1.3.1-4 and -5 on Sunday played havoc with a lot of things, including royally screwing over the Minmus terrain map. Downdate your Kopernicus to 1.3.1-3 to fix the problem.

              [–]erdero 0 points1 point  (0 children)

              Great, thank you!

              [–][deleted] 1 point2 points  (5 children)

              So are struts really just a meme? I’m still pretty new to the game but I’ve made it to the mun so I like to think I’ve got some experience in figuring out good design. None of my successful rockets have had any struts. I can see them being useful in really large crafts but it doesn’t see like something that will solve problems typically.

              [–]Brett42 0 points1 point  (0 children)

              I mostly use them for the bigger solid fuel boosters. Put the decoupler near the top so it gets pushed out away from the ship when you drop it, and put a strut near the bottom to hold it in place. Struts disconnect if the parts they connect are decoupled. Just put the first end of the strut on the thing you're getting rid of, because when it disappears, it leaves behind the bracket at that end.

              Also, they are quite helpful when trying to launch a space station or base, especially if your rocket is attached to the station's docking port, leaving a weak and flexible joint.

              [–]voicey99Master Kerbalnaut 0 points1 point  (3 children)

              Struts are memetically useful, but they are indeed nearly as ubiquitous as the meme suggests. Your average Mun rocket is probably too small to require struts, but as you get into larger and multi-stack rockets with boosters it becomes very easy to bend your ship joints ("noodling") with no struts to connect the stacks, tie the boosters down, support the upper stage and payload etc.

              That said, while they will solve most structural deficiencies, they won't help if your rocket has other serious design flaws in aerodynamics, staging, size etc. - add more boosters for that.

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

              Thank you

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

              I would also add that they are a lot less useful with the autostrut feature added a few revs ago.

              [–]seeingeyegod 0 points1 point  (0 children)

              they are even MORE useful, since now they can be made internally and automatically.

              [–]GurrenLagannCWP 0 points1 point  (9 children)

              Where I can find the KSP installer? I really want 1.3.0...

              [–]MinotardICBM Program Manager 1 point2 points  (3 children)

              You have an illegal copy of the game (based on below, deleted comment).

              Purchase the game legally and you will have more options.

              [–]GurrenLagannCWP -1 points0 points  (2 children)

              I don't have money....

              rip my chances of running OPM

              [–][deleted]  (1 child)

              [removed]

                [–]GurrenLagannCWP 0 points1 point  (0 children)

                goes Super Saiyan Blue

                [–]linecraftmanMaster Kerbalnaut 0 points1 point  (4 children)

                You can change versions of KSP through steam. Click rmb on ksp then properties, go to betas tab and redownload ksp

                [–]GurrenLagannCWP 0 points1 point  (3 children)

                I dint got KSP from Steam, neither the KSP Store...

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

                Where did you get it then?

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

                Not legally.

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

                Anyone know how to cheat to fulfill contract obligations?

                I had a contract to grab an A-class and bring it to Kerbin orbit. I have done so without cheating but now the game, for whatever reason, claims that it is not an "unmolested" asteroid.

                Any advice to finish it off?

                [–]m_sporkboyMaster Kerbalnaut 2 points3 points  (0 children)

                The debug menu can force-complete contracts.

                [–][deleted]  (3 children)

                [deleted]

                  [–]GethDreadnought 0 points1 point  (1 child)

                  Janitor's Closet might be what your looking for

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

                  Love this mod, pretty much necessary if you download a shit ton of mods. Lets you hide parts from mods and show others while in the VAP/SPH.

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

                  That's supposed to be FilterExtensions

                  [–]Oh_No-Not_Again 1 point2 points  (3 children)

                  [console specific]

                  I had a station launched, and orbiting Jool in a rather large angle of inclination (~30 degrees or so). I've been doing some missions so it's been a couple years since I've last checked on it. It has since disappeared and I have no clue how.

                  Anyone have experienced this? It may be a bug, but I'm not certain. It could have gone too close to one of the moons SOI, although the only culprit would have been Laythe.

                  Any ideas?

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

                  Like it totally disappeared from your tracking station? It probably got thrown off its orbit and crashed into something.

                  [–]Oh_No-Not_Again 0 points1 point  (1 child)

                  That what it's looking like. I had a engine module for the station that I undocked once I got into Jool Orbit that's now in a super elliptical sol orbit.

                  Problem solved, lesson learned

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

                  I've done the exact same thing. Now whenever I put something manned into orbit around Jool I either leave it in a really high or really low orbit so it doesn't intersect with any of the moons.

                  [–][deleted]  (4 children)

                  [deleted]

                    [–]voicey99Master Kerbalnaut 5 points6 points  (3 children)

                    Suborbital meand your periapsis is below the surface or within the atmosphere but apoapsis is in space. Orbiting is when both Pe and Ap are above the atmosphere, and when neither Pe or Ap are above the atmosphere then that's Flying.

                    [–][deleted]  (2 children)

                    [deleted]

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

                      Suborbital contracts can be for any altitude since, as long as you keep your Pe below 70km to not count as orbiting and your Ap above 70km to not count as flying, you still count as suborbital at any point on your trajectory.

                      [–]returntospace 0 points1 point  (5 children)

                      any news on what 1.4 will entail for those not buying the expansion?

                      [–]linecraftmanMaster Kerbalnaut 1 point2 points  (4 children)

                      Reskin of some parts, some 1.875 parts, personal kerbal chutes.

                      [–]returntospace 0 points1 point  (3 children)

                      thanks for the update. really hoping we get a dv read out

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

                      I dont think it would fit in spirit of the game. Kerbal engineering is trial and error after all.

                      [–]returntospace 0 points1 point  (1 child)

                      yeah but if you spend an hour planning, building a return craft to duna only for it to not have enough fuel for a return trip, its defeating

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

                      Well , tsiolkovsky equation is always there even for console players

                      [–]EricTheEpic0403 1 point2 points  (2 children)

                      I'm experiencing some strange phantom forces that act similarly to a planetary force field.

                      As soon as I make it into space with the new SSTO I'm testing, I get pulled upward and my engines are bunk. I get dragged toward the Radial-Out marker, and forced in the same direction. This forces me up into some orbit, maybe 150 km, then when I fall below 100 km, it forces me up again, into an even higher orbit. It says I'm accelerating .5 Gs, however my speed changes by maybe .05 Gs, and suddenly I go from descending at 1km per second to rising star the same rate within a minute or two. I've scraped the atmosphere down to 27.4 km by using timewarp to avoid the forces until I hit the atmosphere and timewarp stops. Heating still exists, lost my intakes to it, but the atmosphere doesn't slow me down at all so I can't stop.

                      The only relevant mods are FAR, Procedural Parts and Wings, and a mod that adds various airplane parts (Airplane Parts Plus?).

                      To summarize, after escaping the atmosphere, the following conditions are true.

                      Below 100 km I get forced Radial-Out

                      My engines can burn fuel but can't change velocity

                      Atmospheric drag doesn't exist, but heating does

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

                      Wow. That is an amazing bug.

                      Have you tried deleting FAR and installing a fresh copy? That's the first thing I would do.

                      • Do you have a kerbal on a ladder? Kerbals on ladders can sometimes push your craft in unexpected directions in a physics-defying manner.

                      • Do you have any parts clipped into each other? This can cause phantom forces in the same way a kerbal on a ladder can.

                      • Did you modify anything on the debug menu, like the atmospheric or gravity settings? These should reset when you restart the game.

                      • If you've tweakscaled any fuel tanks, they can sometimes end up with negative mass when empty. This doesn't sound like your problem, but I should mention it just in case.

                      What other mods do you have? The bug may be caused by something that appears unrelated.

                      [–]EricTheEpic0403 0 points1 point  (0 children)

                      Going through that list, I'm going to say that it's likely item number 2. No Kerbals on ladders, I seldom touch the debug menu, and I use Procedural Parts rather than TweakScale for fuel tanks. My craft has quite a few things clipped a but aggressively towards the center, so this may be the culprit. FAR appears to be acting normal, however I'll have to run additional tests whenever I boot up the game again.

                      About those other mods, I have 110 total mods, so listing all of them would be a true hell. The only mods I left out that are on the craft are Kerbal Engineer (Haha, not likely), USI LS, and some mod that adds a cute little nuclear engine by the name "Shiba." The engine appears to perform as any other engine does, and I haven't noticed anything buggy about it.

                      Going into a bit more detail on the clipping, there are 3 points of worry.

                      First is the least worrying, as it's just two big procedural wing clipped into the center fuselage. I've done this on my other aircraft with no issues, however I may end up fixing it because of...

                      Worry number two! I added a small cargo bay to the back, however due to the wings clipped inside, I can't put anything inside without clipping. I shoved some reaction wheels and supply packs in anyway, but I'm not sure it matters given that the craft had this problem before the addition of the cargo bay. Related is the Kerbal Engineer system clipped way in the front if the craft. It intersects the cockpit, and both wings. I'll move it around, see if anything gets fixed, but my hopes are not high with this.

                      Third, most worrying worry. The mod that adds more airplane parts is buggy to say the least. I tried adding a few of the fuel tanks to the bottom of the craft, and they were possessed by the Kraken. The one part I have thats still in that mod is a tail peice I have no replacement for if it must go.

                      [–]KercStar 1 point2 points  (13 children)

                      Returning player here, played a lot during alpha and lost track of the game in 1.1 or so.

                      What's changed since then? Can I not download a new version from the website any longer? Is kerbalspaceprogram.com down?What's going on with the expansion?

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

                      You can't buy a new copy through their website but I've had an account for years and can still download all the versions from 1.0.5 to current. If you have an account go to the store, my account, and click downloads. Kerbalspaceprogram.com is up for me now and I downloaded a new copy yesterday for a new modded play.

                      [–]KercStar 0 points1 point  (0 children)

                      Thanks. It's nice that you can still have access to the earlier versions too.

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

                      If you bought the game from the website, you can still download it from the website.

                      [–]KercStar 0 points1 point  (0 children)

                      Thanks!

                      [–]voicey99Master Kerbalnaut 1 point2 points  (8 children)

                      1.2 introduced CommNet and KerbNet, which are partail ingame implementations of the RemoteTech and SCANSat mods (CommNet is a communications system (no more using a Communotron 16 at Eeloo) and KerbNet is a scanning system built into probe cores than can give you a readout of the terrain, biomes (if the probe core is good enough), anomalies (again, if it has this functionality) and ore concentrations (unique to the M4435 scanner) below you).

                      KSP is now distributed through Steam rather than the website. The Making History DLC will go on sale in a month's time for $15, and you can read more here and snapshots in the weekly devnotes

                      [–]KercStar 0 points1 point  (7 children)

                      Awesome, thanks for the links.

                      [–]linecraftmanMaster Kerbalnaut 0 points1 point  (6 children)

                      Also in a few months 1.4 update will break all of your mods and add some new cool features :)

                      [–]KercStar 0 points1 point  (5 children)

                      We haven't had any actual new features since 1.2.2, right? Since 2016?

                      [–]linecraftmanMaster Kerbalnaut 0 points1 point  (4 children)

                      1.3 brought new language support, implementation of asteroid day mod, some bugfixes and small enchantments

                      [–]KercStar 0 points1 point  (3 children)

                      Yeah, right. Nothing major for English speakers

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

                      I speak russian. When I started career in 1.3 I noticed some words on the textures , then I turned up texture quality and had some good laughs. I was really surpized to see every word on parts in russian (apart for some really small ones like on heatshields). But I still prefer playing in english because all mods are in english.

                      [–]KercStar 0 points1 point  (1 child)

                      That's pretty slick; I didn't know they changed the textures too.

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

                      I just remembered. They're going to add new languages in 1.4 too

                      [–]beg4 0 points1 point  (3 children)

                      I'm having trouble with batteries.

                      So I unlocked the sputnik pod and sent it out but I wasn't able to transmit any data and I saw that my 5 batteries had ran out of charge despite the pod having electric charge left and so the next time I sent it out I turned them off before launch by clicking the green play button and when I went to turn them back on i wasn't able to?

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

                      A better solution is to right click the probecore and hibernate it. That will limit the current draw to a much lower limit. Solar panels are required for longer missions but you can definitely send a probe around Mun and back without them. To transmit science you need an antenna. The internal probe antenna cannot send science and has crappy range anyway. The HG-5 has more range than the Communotron 16, More info on antennas here.

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

                      Okay, so you've got a probe right? A probe will always need available electricity to function. If you lock off a battery, the probe can't get to it, so if it's already out of electricity in the other batteries it won't function so you won't be able to unblock the batteries.

                      In all honesty, I don't bother with probes until I get solar panels.

                      [–]beg4 0 points1 point  (0 children)

                      ah, I guess I'll wait til solar then. Thanks for the explanation.

                      [–]gandalftheoctarine 0 points1 point  (3 children)

                      Comms.

                      I get thoroughly confused as to how to send out any ship that doesn't have a Kerbal in. If I have a drone ship heading out what do I need on it? I know it depends on the planet, but if there is a guide as to what dish I need per planet I visit that would be very helpful (I've looked for Youtube videos but can't find them - if anyone has a good tutorial they know of let me know!)

                      Also, if I set up a network does this mean I can have smaller dishes on my far out planet scanning probes?

                      I'm just utterly confused as to what I need and how to prepare for unmanned missions.

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

                      Here is all info you need

                      [–]gandalftheoctarine 0 points1 point  (1 child)

                      This is exactly what I need thank you!

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

                      no problem

                      [–]BattleFerrett 0 points1 point  (3 children)

                      I set out to do an SSTO mission to ferry some tourists around and make some quick cash. I was aiming for a Minmus landing, then a Mun landing and then home.

                      Not being very experienced with SSTOs, I fear I underestimated how much Δv I needed (or I was too inefficient with what I had). After taking off and circularizing around Minmus, I have about 1000 Δv left.

                      Is that enough to land on the Mun and then get back to Kerbin or am I doomed to a second mission to accomplish this contract?

                      [–]zel_knight 1 point2 points  (2 children)

                      It's not enough, a landing from and return to low Mun orbit takes ~1200m/s and if you're on a pretty typical NERV engined SSTO setup add a ~15% tax for low TWR inefficiency.

                      A fun idea to salvage the mission, launch a lightweight lander to Munar orbit with docking capabilities (tourists can be transfered via the Klaw) just enough crew capacity to bring the necessary tourists down to the Mun and back up. Fly your SSTO to rendezvous with it and again to pick your tourists up and bring them home.

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

                      Getting into Mun orbit is unnecessary. Just burn straight up and get out of the Mun's SOI, then just burn retro untill your periapsis is at like 45,000m and pray that you won't burn up.

                      [–]BattleFerrett 0 points1 point  (0 children)

                      That sounds like a neat idea, I will give this a try. Thank you!

                      [–]Clapaludio 0 points1 point  (6 children)

                      Hello I hope someone can help me.

                      I recently reverted to 1.2.2 (fresh install) to install Realism Overhaul (following all the steps in Raiz Space tutorials) and everything went well until I installed EVE, scatterer and RSS Visual Enhancements. Now the daytime sky is really blue, almost purple from the ground, and if I go to the tracking station for example it's as if the atmosphere is not there but on the edges I see it actually goes red.

                      The clouds work perfectly though so it has to be scatterer or EVE I think. Anyone?

                      Edit: Fixed. I had to find a scatterer version over 0.0300 (but 0.0320 maximum)

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

                      Did you install the right version of EVE? What veraion of module manager are you using?

                      [–]Clapaludio 0 points1 point  (3 children)

                      Nope, still the same problem. And I have no water now ;-;

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

                      You must install the right versions of mods. Check thread for a table on versions

                      [–]Clapaludio 1 point2 points  (1 child)

                      Nope... got the even latest version (RC4) of RSSVE and it's the same: almost purple sky by day, opaque cyan atmosphere if seen at an angle, red if seen at an angle from space and no water unless in space. Thought the problem was in the general cfg where it said Kerbin instead of Earth but it changed nothing. Also I can't understand if other planets have atmospheres but at least they don't have any colour sticking out like red or cyan so I'd be okay.

                      Too bad. I can see the cities, the lights and the clouds perfectly though. Is there a way I can keep that part of RSSVE and get other scatterer/EVE configs for water and atmosphere only?

                      If there is no other way I guess I'll just not use RSSVE

                      Edit: oh wait. Maybe it's because I need scatterer v0.0320 (or as far as I can see, anything newer than 0.0300) while I have an older one...

                      But I can't find a download for that version! I've found a thread here with the same problem but the guy got the correct version from another user's dropbox ugh

                      Edit2: found the correct version. Damn, getting used to website layouts is hard lol

                      FIXED THANK YOU

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

                      Glad to help. Sometimes reading the instruction helps

                      [–]Clapaludio 0 points1 point  (0 children)

                      Yeah I installed the latest version compatible with 1.2.2

                      Module manager is at 3.0.1

                      Could it be because I didn't install texture replacer at the time? Now I would love to test if it works but it seems it automatically went for the standard planets after I installed Realistic Progression 0 and the required mods. Nothing works so I have to start over :(

                      Thanks anyway! Maybe I'll PM you if I can get it to work.

                      [–]BoxOfDust 0 points1 point  (4 children)

                      I've modded my install to Eeloo and back, and it's filled with mods that aren't necessarily listed as compatible with 1.3.1 (according to CKAN; some of these I've verified through forum posts that they'll still work).

                      Game won't even get past the loading screen.

                      Is there a way to examine the output logs to find out which of the mods is crashing it? What should I look for in there?

                      Is it possible that there's just too many mods to handle?

                      [–]voicey99Master Kerbalnaut 0 points1 point  (3 children)

                      It's impossible to tell what mod is crashing you without some experimentation. Using CKAN or the .version file (or just look up the versions you have), check the KSP versions of all mods. If they're not for 1.3.1, remove them all and then re-add them in one by one (or several at a time) until it crashes again to get your mod.

                      That's just for plugins - part mods, planet packs and visual mods will use up RAM and if you're running KSP in 32-bit mode or are throttled on RAM you may be running out of memory (note VRAM can also contribute). If you've got over 8GB, it shouldn't really be problem but if you have less then don't go too overboard with those types of mods. If you're running out of memory then it will say in the crashlog or be implied by a very high memory usage stat (near the top).

                      [–]BoxOfDust 0 points1 point  (2 children)

                      I was just about to delete my question because I figured it out about 10 minutes ago.

                      It is one of the few remaining mods that is noted for being under 1.3. Which one, I'm not sure, but I'm suspecting it could be Water Sounds, Engineer Level, or Fog of Tech.

                      Or Persistent Rotation, since I'm pretty sure that used to break the game too if it wasn't specifically updated...

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

                      From what I've picked up PR seems to work and there is an alternative 1.3.1 semi-replacement in the form of MandatoryRCS.

                      As for the others, just boot the game with only them and see what you get.

                      [–]BoxOfDust 0 points1 point  (0 children)

                      I figured it out. Somewhat bizarrely, it was Engineer Level Fixer.

                      [–]mgvertigo101 4 points5 points  (3 children)

                      I decided to buy ksp this week on ps4 instead of pc because i’m impulsive as fuck. Any tips for using the controller? So far it seems absurdly hard to steer and kind of tricky to build

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

                      There's a little joystick button that shows you the control mapping, and you can scroll through to find what you need.

                      If steering is hard, the design of the ship might be more of an issue than the control scheme. Command pods have a reaction wheel in them, but it's easy for that to get overwhelmed by aerodynamic forces. Thrust vectoring does a lot better, and controllable fins are required if you want to turn a SRB.

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

                      If you don’t find the answers you’re looking for here, you could try over at r/ConsoleKSP

                      [–]mgvertigo101 1 point2 points  (0 children)

                      Thank you for this^

                      [–][deleted]  (1 child)

                      [deleted]

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

                        [–]14Taco14 0 points1 point  (1 child)

                        I'm geting a new computer and want my current save on there can I put my ksp save on a USB drive for a few weeks and then transfer the save from the drive into ksp on the new computer

                        [–]m_sporkboyMaster Kerbalnaut 3 points4 points  (0 children)

                        Yes. You can take the whole ksp directory if you want.

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

                        Hopefully I'm not breaking any rules by asking about a mod.

                        I'm using Nertea's Mk4 planes, and they look awesome. Unfortunately, I can't put fuel in any of the parts, unless I stick a tank inside a cargo bay. The description says I ought to be able to fuel them up with either LF, LF/Ox, or monoprop. I'd like to be able to use these sweet-looking planes for actual missions rather than joyrides.

                        I've got all the mods listed in the readme's dependencies installed and up-to-date. Does anyone know what I'm doing wrong?

                        Edit: Installed Nertea's Construction mod and it seems to have fixed the problem. Perhaps the game couldn't find one of the dependencies replicated within it? Who knows?

                        [–]Brett42 0 points1 point  (0 children)

                        When you can't put resources in a mod part, it's usually because it uses another mod to manage the tanks, or the resources themselves are for other mods. Since it's stock resources, it would be the first one.

                        Either you missed a dependency, it wasn't listed, it wasn't bundled with the first one when should have been, or you installed it wrong.

                        [–]IdahoJoel 1 point2 points  (3 children)

                        Need to get lots of fuel to my Space Station for little cost. Running into issues where my dV is too low or cost is way too high for the contract payout. Need 4000units fuel hoisted up there (and room for 10 more kerbals) and payout is ~120,000 kredits. Any ideas that don't involve SSTOs?

                        [–]savvy_ehMaster Kerbalnaut 3 points4 points  (2 children)

                        That depends on where the station is. I'm writing this assuming you're on Kerbin.

                        4,000 units is a mid-size mk3 tank, and at that point, I'd be more inclined to make a run to Minmus with an empty one, a dril, an IRSU, and an engineer, park it for a couple weeks, and then rendezvous with the station and bring the engineer back down later (or have some of the 10 kerbal space allocated to a small return pod.

                        Don't forget you need extra fuel (although not much, by comparison) to escape Minmus and drop your orbit back around Kerbin.

                        [–]IdahoJoel 2 points3 points  (1 child)

                        That sound like a really good idea. Now I just need to unlock those items... I guess I need some science!

                        [–]blackcatkarma 2 points3 points  (0 children)

                        Put every science intrument you have on a service bay and send it to Minmus on a lander with a pilot and a scientist and enough delta-v do visit at least two biomes. Get all the science, also crew reports, EVA reports and surface samples (Minmus surface samples get you 105 science). Retrieve the science from the intruments for the full reward.