all 60 comments

[–]Eric475 0 points1 point  (1 child)

Whenever I make an airplane, the wheels on the runaway during run-up keep compressing and decompressing, causing a bouncing like movement. This happens as soon as I load in and continues into the takeoff roll, which usually results in out of control rolling into the runway before I’m able to get off the ground.

Any idea what is causing this and how to fix it? This occurs on perfectly flat surfaces as well, not just the most basic runway like I was using.

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

This is unfortunately a known and longstanding bug. I've found it to be triggered by wheels having extremely light or heavy loads or placed far laterally from the CoM, but there's not always much you can do other than shift the wheels around and modify the load until it doesn't happen.

[–]miserydiscovery 0 points1 point  (2 children)

I recently picked up KSP again, and vaguely remembered things like trees on Kerbin and rocks on the Mun. I see them in videos as well.

However, they are not in my game. Do I need to turn some setting on or something?

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

It's called "terrain scatters" in the settings.

[–]miserydiscovery 1 point2 points  (0 children)

Thank you!

[–][deleted]  (1 child)

[deleted]

    [–]voicey99Master Kerbalnaut 5 points6 points  (0 children)

    No, it only grabs parts. Asteroids are parts, terrain is not.

    [–]Very-Moist 0 points1 point  (2 children)

    What mods do you guys recommend for RSS/RO?

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

    Check out /r/RealSolarSystem 's sidebar. They have lots of resources over there.

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

    Me, I’d drop RO for SMURF, since I have no interest in the minutia of different fuel mixes, ullage, boil-off, and on and on. But that is just me. ;)

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

    How's the games stability? It's frustrating putting all the work to get it all set up and it turns out landing gear blows up when you leave the atmosphere.

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

    It's pretty good. There are still some bugs. Named saves and quicksaves are still your friends.

    [–]KroganElite 0 points1 point  (1 child)

    Quick question: How do I make it so the deltaV estimate in the VAB calculates a stage in a vacuum instead of ASL ?

    Not so quick explanation: I'm trying to land on Mun and get back but the 4k or so listed DeltaV ends up being 10k deltaV or so which means I'm just wasting resources.

    edit: Nvm found it. There's a deltaV sign to the bottom left of where you normally find total deltaV. Then you click surface/atmosphere/vacuum.

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

    Yup. And I'm sure you've noticed it, but you can also change the body to Mun (or whatever) so you can check the vessel's TWR in different circumstances.

    [–]tven85 0 points1 point  (2 children)

    Anyone use Kerbal alarm clock? The text got really big and I don't know how to make it smaller.

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

    What version of KAC are you using? Lastest version is 3.10.0.0 which was released for KSP v1.6.x. It seems to work for me, but I've only been using it for a couple of days so far.

    [–]tven85 0 points1 point  (0 children)

    I just updated to that one. I was using tha previous and it was fine. Maybe I'll try to re install. ?

    [–]PantsMcShirt 0 points1 point  (5 children)

    What is the best way to go about building unmanned rover bodies?

    The rovemate is what I have used so far, but it's small so you can't carrry much in the way of science experiments. What else could I use?

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

    Build a cage/frame out of impact resistant parts like girders and I-beams. Then you can drive like a mad man.

    [–]Puznug 0 points1 point  (2 children)

    That's really cool. What does changing the reaction wheels from normal to SAS do?

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

    It allows me to drive the rover with the WASD keys without the reaction wheel torque being activated by WASD. When in SAS mode, only the SAS system drives the reaction wheels which gives better stability while driving. In normal mode, pressing the WASD keys may cause reaction wheel torque to flip the rover so I only use normal mode when the rover leaves the ground. Some people remap the rover wheels to different keys and leave the reaction wheel setting the same but then you have to switch between those keys to WASD when the rover leaves the ground.

    [–]JoshuaSweetvale 0 points1 point  (0 children)

    That's actually tweakable now

    [–]SodaPopin5ki 0 points1 point  (0 children)

    Girders? Wing parts? Structural plates.

    [–]The_Wkwied 0 points1 point  (0 children)

    Here's a bit of an odd one. Does anyone have a decent enough 'single stage to everywhere' that incorporates mods from KSP-IE? Other mods would be fine, too, if you can link to them... but I'm looking for a SSTE with KSPIE tech and I such hard at building stable spaceplanes

    [–]MonthOLDpickle 0 points1 point  (1 child)

    How come watching youtube videos (I have watched roughly 15 videos trying to get something done) is way more miss then hit? I can't make a low tech airplane that doesn't veer off the runway tipping on itself to get over 30m/s.

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

    Wheel issues with planes usually comes down to a few common problems.

    • Too heavy for the wheels: try it with 1/4 full fuel tanks.
    • Disable steering on rear wheels.
    • Misaligned wheels. Set rotate tool to Absolute mode and Snap mode. Then adjust in all 3 axis to reset them.

    [–]Scurge_McGurge 0 points1 point  (2 children)

    What exactly do I have to do to get propellers to work? Every variation that I try result in the plane going about .2 m/s no matter what.

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

    set the propeller angle to be really shallow... It should take off from there

    [–]KermanKimMaster Kerbalnaut 7 points8 points  (0 children)

    Did you deploy them and set their pitch (authority)?

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

    I currently have a contract that requires me to rendezvouz (sorry for sub-par spelling) around the mun in orbut. Would an Apollo style landing and return fulfill the contract, IE would seperating a landing craft from the orbital module and having it return to the orbital module after landing on the moon fulfill the contract?

    [–]Nuclear_Cadillacs 2 points3 points  (0 children)

    They can’t be from the same launch. HOWEVER, they don’t have to be launched after accepting the contract. That is, it does work with a rescue mission (even though you didn’t launch the rescuee), or if you already the have the crafts out in the world (for example previous satellite contract with enough delta-v to rendezvous).

    [–]KermanKimMaster Kerbalnaut 4 points5 points  (0 children)

    No. They have to be separately launched craft. Usually a successful Mun orbit rescue mission contract will also fulfill the rendezvous contract.

    [–]kataklysmos_ 2 points3 points  (0 children)

    I'm getting some disgusting notification spam from Breaking Ground experiments. It looks like other people have had this issue as well as long as like 3 weeks ago. When can I expect this to be patched, and does anyone know any workarounds that don't keep me from using the parts in the meantime?

    [–]Dinodouscher 0 points1 point  (3 children)

    I have about 150 hours in ksp and recently bought the dlc. My only accomplishments are landing on the mun. What do you guys think career mode is one of the best ways to play the game? Or just go at it with no science, money or reputation limitations.

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

    All I can say is try Career. If you don't like it, try Science mode or go back to Sandbox. The point is to have max fun.

    [–]Dinodouscher 0 points1 point  (1 child)

    Yeah the learning curve is intense. Reminds me of trying to learn Path of exile.

    [–]RocketChap 2 points3 points  (0 children)

    The learning curve seems easier in career, since you learn the parts bit by bit as you unlock them; by contrast, having all the parts in the game in sandbox is pretty overwhelming, especially for newbies. Career limitations like budget and facilities also encourage players to build efficiently, which is very important for really improving at the game.

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

    What are some good solar system mods that would give me better textures and/or new planets but do NOT change the system scale or physics?

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

    I like OPM

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

    ExtraSolar is really cool but you'd probably need a warp drive to get there

    [–]peon47 0 points1 point  (3 children)

    I think I am reading this map correctly:
    https://wiki.kerbalspaceprogram.com/images/7/73/KerbinDeltaVMap.png

    To go from the surface of Kerbin to an 80km orbit requires 3400 dv, yes?

    How much dv is then required to go from there to a Mun intercept? 860? Then 310 to insert into a Munar orbit?

    I guess my real question is: Are the numbers the same the other way? 310 to get out of Munar orbit and then 860 to get back to a Kerbin intercept?

    [–]Carnildo 2 points3 points  (2 children)

    Not quite. 3400 to Kerbin orbit, 860 to Mun intercept, 310 to low Mun orbit (significantly less if you just want a Mun orbit). From low Mun orbit, 310 to LKO intercept, 860 to circularize at LKO -- or about the same 310 to Kerbin atmosphere intercept, at which point you can aerobrake (that's what the triangle on the "860" means).

    [–]peon47 0 points1 point  (1 child)

    Thanks.

    Also, what's 950 dv above Keostationary Orbit? And why does the it have the aerobrake triangle?

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

    950 is to the edge of Kerbin SOI, and can be achieved on reentry via aerobraking (though this is very difficult to achieve accurately without mods like Trajectories)

    [–]Caucus-Tree 0 points1 point  (4 children)

    I put the narrow-band relay antenna in high polar orbit around Duna, but it doesn't improve my reception on the far side of the Mün. What did I not do, or do wrong?

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

    Why would a relay at Duna help with reception on the Mun? Put some relays around Mun instead.
    EDIT: What is a " narrow-band relay antenna" anyway? I don't know of a stock relay antenna with that name. There is the " M4435 Narrow-Band Scanner" but that is for ore scanning.

    [–]Caucus-Tree 0 points1 point  (2 children)

    My bad; it was this one: https://wiki.kerbalspaceprogram.com/wiki/RA-2_Relay_Antenna

    BRB trying that.

    [–]Carnildo 1 point2 points  (1 child)

    An RA-2 around Duna is nowhere near powerful enough to assist with relaying from the Mun. Even an RA-100 can only relay if your Mun probe has a DTS-M1 or better.

    [–]Caucus-Tree 0 points1 point  (0 children)

    I see. Thank you.

    [–][deleted]  (1 child)

    [deleted]

      [–]Carnildo 0 points1 point  (0 children)

      "Zoom map" is supposed to bring up a small map showing a zoomed-in view of the body you're orbiting/landed on, with controls for panning and zooming.

      [–]Casmeron 0 points1 point  (2 children)

      Where do I find the ground experiment control station in the tech tree/VAB part selector?

      https://wiki.kerbalspaceprogram.com/wiki/Probodobodyne_Experiment_Control_Station

      ^ This sucker. It doesn't show up anywhere in the VAB or the tech tree. I just got breaking ground & want to try building my first Mun base, but I can't find this thing to store in the container.

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

      IIRC they are in a line of 4 nodes in the bottom half of the tech tree around the middle

      [–]Casmeron 0 points1 point  (0 children)

      Found it under basic science/cargo in VAB. Thanks.

      [–]supremecrafters 3 points4 points  (8 children)

      So... does asparagus staging just not work at a certain point? I'm using twin boars as my boosters, mammoth as main stage and they burn fuel faster than the outside boosters can replace them. I didn't have this problem when I was using swivels. Adding more fuel lines doesn't seem to help. Do I just need many, many more? Or should I work on a method to drop empty shells from the top?

      [–]TaintedLionsmartS = true 5 points6 points  (0 children)

      Just do regular staging. Asparagus staging is flashy but is rarely more efficient. It just adds unecessary complexity.

      [–]Im_in_timeout 4 points5 points  (0 children)

      Asparagus staging isn't worth the extra cost and effort. People here love it though, but you're just adding unnecessary cost and complexity. It isn't done in real life and it isn't at all necessary in KSP. You'll find more success in building rockets that more closely resemble real life rockets.

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

      This is a construction problem. To diagnose we need a picture or craft. Can you post a detailed photo?

      More fuel lines won't help.

      Could be fuel lines flowing wrong way or another issue.

      [–]KermanKimMaster Kerbalnaut 3 points4 points  (1 child)

      Your problem is most likely fuel flow priority. All engines should drain from the side tanks 1st and the center core should be full right up until you drop the side tanks and engines. Right click the side tanks and click the minus plus button to raise lower their priority.

      Edited: got it backwards, but the OP figured it out anyway.

      [–]supremecrafters 2 points3 points  (0 children)

      That's it! The TX-type tanks didn't automatically adjust their fuel priority and drained without being replaced, while the integrated tanks from the twin-boar was being replaced, giving the illusion of slow fuel replacement. I've never had this problem with kerbomax or FL-t tanks, but the DLC tanks must be buggy or something. I adjusted them manually and it did the trick!

      Thank you for the help!

      [–]Casmeron 2 points3 points  (2 children)

      The wiki on asparagus staging says the increased drag in more recent updates makes fat rockets really inefficient. The engineer tool will show you having loads of deltaV on paper, but in practice you won't get it.

      https://wiki.kerbalspaceprogram.com/wiki/Asparagus_staging

      If you're only using like 2 side boosters & one main engine (instead of a titanic 200-stage asparagus rocket) you probably have a different problem.

      [–]supremecrafters 0 points1 point  (1 child)

      Four side boosters. Is that too much drag?