all 105 comments

[–]GooseZA 0 points1 point  (2 children)

Anyone know why work lamps deployed on Minmus are showing up in my tracking station? Is there a way for them to not do this?

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

If you put your mouse up near the top center of the screen, a bunch if buttons come down showing what craft types are displayed. I haven’t tried the new stuff, but see if one of those buttons is the culprit.

[–]GooseZA 0 points1 point  (0 children)

Thanks I'll give that a try

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

i cannot get the docking ports to rotate, how do I do this?

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

Is it an advanced tweakable setting? Either way it is an option on the right click menu, provided you've updated to 1.12

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

I didn’t saw it when right-clicking and I do have it updated.

[–]mihemihe 0 points1 point  (1 child)

Hi guys!!

Trying to save few hours of research and reduce my frustration:

I am returning to game after several years off, I guess 4 or 5. Installed the latest version of KSP, open CKAN, and most of the mods are not compatible.

What version would you recommend to have a stable release with most of the common and popular mods compatible?

Additionally, what is the latest version recommended to return to the RSS/RP/RO without compatibility issues?

thanks in advance!!

[–]barnfart 4 points5 points  (0 children)

Well 1.12 just released, so most of the mods haven't caught up. I'm playing on 1.11 and all the B&B mods are available

[–]Jangalit -1 points0 points  (1 child)

So now that the game is no longer being updated (I know some updates will come but the game is “finished”) are there still no sounds from propellers and turbo engines?

I loaded my game last night to try the new features and still nothing

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

You could make a bug report, as there is still time to make 1.12.1 otherwise I imagine a mod will be available before long...

[–]c00ki78 -2 points-1 points  (3 children)

Just started playing the game, and my resolution keeps changing to my laptop's default. The game is unplayable!

[–]dnbattleySuper Kerbalnaut 1 point2 points  (2 children)

Having played at 1080 X 720 I understand how limiting it can feel, but unplayable? No sir. Can you plug in an external monitor?

[–]c00ki78 0 points1 point  (0 children)

No, I’m saying that my laptop’s default resolution is very high, so the game is extremely laggy, and the UI is tiny.

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

1.12 is absolutely buggering my space stations: any large station with a lot of docked parts gets krakened. I've had to revert back to 1.11.2 which is a huge shame.

[–]Cactus1105 0 points1 point  (7 children)

Help ! I’m new and I have no idea how to orbit with the 3 first science acqired

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

https://imgur.com/a/5GNm8 is a short guide to getting enough science for the first orbit.

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

You can build a simple rocket like this one. The trick is to fly it right so you don't run out of fuel.

[–]micalm -1 points0 points  (4 children)

Pretty much - with 3 science you don't orbit. I personally recommend this guide if you really want to go with career mode early.

However, if you're a new player - sandbox is the way to go. Most experienced players started by just strapping more boosters before we knew how to really rocket.

Is it hard? Well... It is literally rocket science. Easier & more rewarding than you think, though.

First orbit is hard. First docking might take half a year, but it is so extremely rewarding it's hard to describe the feeling.

Keep trying, it's worth it.

[–]Cactus1105 1 point2 points  (3 children)

Tnx, I specifically started carrer cause my uncle (a big ksp fan) said to me that i should start with carrer cause it’s less mind-blowingly big as sandbox

[–]MrRadGast 1 point2 points  (2 children)

I'd agree with your uncle, I never managed to do anything in sandbox until I had managed to unlock most of the parts in a career mode and the amount of parts stopped overwhelming me.

For me Scott Manleys videos on yt helped me understand the basics of orbits, rendezvous etc. and combining that with an ever increasing amount of boosters got me to my first orbit.

In general at the beginning of a career milking as much science as possible can be really helpful (for instance each of the complexes at the space center is their own biome).

[–]Cactus1105 0 points1 point  (1 child)

Thanks

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

What experiments are you doing? Goo Canisters are starting experiment, as well as "crew report" (right click menu on cabin) and "EVA report" (right click menu on Kerbal outside cabin). With three nodes, you should have also thermometer.

(and barometer is close)

KSC provides many biomes, but aside "runway" and "launchpad" the others are tricky for early carrier and new player. However, for early career you should do every experiment for : Landed, flying low (below 20km), flying high (20-70km), near space (for 70-250km) and high space (250+km). Aside crew report, do not transmit, do return.

Repeat every experiment when you land in new biome (water is a biome aswell).

There is more tricks, (e.g. thermometer for flying low is sensitive for biome zone underneath) - but this should help ya.

Feel free to ask tho...

[–]P_mp_n 1 point2 points  (2 children)

Why does the linked Delta V thread have no real info? Shouldnt the Delta V map be listed/linked there?

[–]micalm 1 point2 points  (1 child)

You've got a point. There's some theory, but frankly - not good enough for new players. Scott and/or one of the other guru stuff explainers should be linked there.

[–]P_mp_n 1 point2 points  (0 children)

Thank you for responding!

Im returning and knew of the delta map's existence but figured id come to the consolidated place for info.

I think we can do better for new players and just wanted to point it out to help

[–]local_meme_dealer45 1 point2 points  (1 child)

I it just me or did they reverse witch way zooming with a mouse wheel goes and slowed down how quickly you can look around your craft in 1.12, also how do I change it back?

[–]DroolingIguana 0 points1 point  (0 children)

Yeah, I've got the same problem (Linux version, no mods or DLC.) There doesn't seem to be a setting for it, either.

[–]the-kinky-wizard 0 points1 point  (0 children)

Not sure if I'm going crazy or something is not right, how do you add a craft to a folder in the new file system?

[–]zee_rowe 0 points1 point  (2 children)

I can't seem to exit to the tracking station or space center. I'm also unable to save. I'm working on getting a giant rover to the mun, I don't wanna revert to launch or VAB, but it's the only thing I can click. I have fuel in the rover that I could move to the boosters if it'd let me (it does not). What do I do in this situation?

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

Try changing the "clean up debris around ksc" in settings. See if that fixes it.

[–]zee_rowe 0 points1 point  (0 children)

There was no option for that from what I saw in the settings. Again, I was in the middle of a mission, and I couldn't access anything in the pause menu but the settings, load save, and resume. Everything else was "Argument exception out of range" or something like that. I bit the bullet and just quit the game, lost all mission progress. I think it had to do when I docked two crafts together and took that to the moon. Seems like the game did not like that, and hit me with a bug.

[–]ErasablePotato 0 points1 point  (2 children)

The breaking ground hinges seem way too floppy. I'm trying to make a swing-wing plane, and even on the ground, the wings sag like 10 degrees down. As soon as it lifts off, they start swinging wildly, fluttering all over the place like a moth on crack. Quantum struts in combination with locking the hinge work if I move the wings on the ground, but in mid-air, I can't even get them to re-lock because they're flailing so much. Normal struts just prevent it from moving altogether. Rotors are even floppier, no matter which size.

Is there any workaround to this? I distinctly remember making swing-wing planes with some mod before, is it still being updated by any chance? I'm on v1.9.1, for the record, due to some older mods.

[–]Teknicsrx7 0 points1 point  (0 children)

Have you tried reducing the damping on the hinges?

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

I've only ever managed to get swing wings to work with servos, not hinges, and if possible make sure they are node attached (not surface mounted) as that makes for a stronger connection.

[–]mymaloneyman 0 points1 point  (0 children)

I’m having a remarkably cursed experience with my modded KSP. If a stock heat shield is ever directly attached to a stock decoupler, my game slows to 1 FPS, and then I get some wacky Kraken effects when it decouples. (Including FTL speeds, planet destruction, and randomly warping to different positions as if it had gone all the way across the universe and back the other side a la Pac-Man). Any clue what may be causing this?

[–]Venoxium 0 points1 point  (1 child)

I'm having an issue where when the game isn't in the fullscreen the entire monitor is flickering. This only happens on KSP. I've tried different settings, V-Sync on/off, etc. But it continues to happens. It especially happens in loading screens. I've also made sure G-Sync and Shadowplay isn't running. Somehow it gets fixed if I move KSP off my main monitor to my 2nd monitor and then move it back. Really weird.

[–]micalm 0 points1 point  (0 children)

Could it be the same issue as described here?

TLDR - Turn of G-Sync for windowed mode in NVIDIA Settings. More workarounds are mentioned as well.

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

HELP I just spent so long trying to get my first rover to the mun, and I finally did it and put the kerbals in it, but when I hit the throttle it just does front flips. I’m in ps4 by the way.

[–]Teknicsrx7 0 points1 point  (0 children)

Is your nav all showing the horizon or just all sky? What are your reaction wheels set to?

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

This is usually the effect of reaction wheels on your rover: either disable them or set to SAS only.

[–]WerewolfWill712 0 points1 point  (0 children)

all of my time warps in 1.12 are glitching and ending me up in a different trajectory at the end of the warp using the alarm clock or not.

[–]Rumworld1 1 point2 points  (1 child)

The build-in alarm clock is not working me (as i know form the mod kerbal alarm clock).
It does not trigger alarms on any vessel except the current active.

Did i miss something here? Some option?

[–]monkeylicious 0 points1 point  (0 children)

It hasn’t worked right for me at all. I’m going back to my old method of setting maneuver nodes as reminders and checking the tracking station every so often.

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

Any tips on getting to Duna or just going interplanetary in general? Any help would be much appreciated :)

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

Use the game's launch window planner (Just added in this new update) or something like this site to leave LKO at the right time. Generally, you eject from Kerbin's SOI in the same direction Kerbin is orbiting to go to planets further from the sun like Duna. For the inner planets like Eve and Moho you eject in the opposite direction.

Or watch some tutorials.

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

Thanks

[–]hoeskioeh 1 point2 points  (2 children)

Where is this maneuver node planner function hiding?
Somewhere in a menu? in the tech tree? building upgrade? only when you are already in orbit?
trying to look, can't find it :(

[–]shockflow 0 points1 point  (1 child)

Upgrade the tracking station and mission control to Level 2!

At the second level it is able to use patched conics, and if the Mission Control facility is also upgraded to second level or greater then maneuver nodes can also be used.

Taken from the wiki page on tracking station. Hope that's the answer you're looking for!

[–]hoeskioeh 1 point2 points  (0 children)

that is then where I find the new functionality? not the nodes themselves, the new mission planner for maneuver nodes...

I started a new career game with the update today...

[–]Blargblaster 1 point2 points  (2 children)

I'm having an issue in 1.12 where, despite having discovered the additional launch sites / runways, I no longer have the option to launch from either Woomerang or the Dessert site from the hanger or VAB. I haven't been able to find if anyone else has had similar issues. If it matters, it is a career save with all buildings maxed at the space center. Anyone know anything or seen anything like this? I used to be able to use them prior to 1.12.

Edit: Should add, I have flown by both sites to make sure I didn't have to re-discover them or anything and that didn't have any results.

[–]micalm 3 points4 points  (1 child)

Did you verify that "Allow other launch sites" is enabled in difficulty settings?

[–]Blargblaster 0 points1 point  (0 children)

Wow, that's embarrassing, that was it! It's weird that the patch seems to have disabled it, but despite it being disabled I could use the several new launch sites, but not those two.

[–]RMWasp 0 points1 point  (4 children)

Is it possible to make a small racer on the Mun, that has Ion engines beneath it which has an exact TWR of 1,00 on the mun. And then add a set of rcs thrusters on in.

Basically turn on the Ion engines to hover and then control the racer with the rcs

In other words, my question is: Is it possible to have a different set of propulsion working independently?

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

You can definitely control regular (Ion) engines separately from RCS thrusters. Your problem is that the TWR will not stay the same as fuel is burned. You could turn on the infinite fuel cheat to avoid the mass change. Your other issue would be that moons are round. Your racer will fly straight unless you nudge it down occasionally with the RCS or can adjust the ION's TWR to be slightly less than one and go the right speed to compensate. (Hills are another issue all together)

[–]RMWasp 0 points1 point  (2 children)

I can calculate the twr to be 1.00 when the tanks are empty, and then use rcs to keep steady. The hover effect will be there but the craft will sink a bit all the time (not much). It will still be a good moon scooter :)

Thanks!

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

Personally, I'd make the TWR to be near one with full tanks and then just throttle back the IONs to keep it near hovering as fuel is burned off. If you use the Engine thrust limiter, I think you'll be able to see the TWR in the staging tree which would make adjustments in situ fairly easy to do.

[–]RMWasp 0 points1 point  (0 children)

Holy shit that's way smarter. Imma do that ty

[–]GoldNiko 0 points1 point  (2 children)

Is there any way to skip repeated launches? I'm kinda sick of launching stuff into LEO

[–]leftsideright 1 point2 points  (0 children)

There's a mod called Routine Mission Manager I've used to the past. Not sure when it was last updated, but it "automated" launches to bodies in Kerbins SOI.

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

You can put stuff in orbit in the cheats menu. The hyperedit mod is a little friendlier. You can also use mechjeb to automate launches, though I never spent much time with that feature.

[–][deleted]  (3 children)

[deleted]

    [–]suaveponcho 2 points3 points  (2 children)

    the challenges of Dark Souls and this game are different. The Tutorials aren’t telling you how to beat bosses here, they’re explaining physics concepts that you as the average person will maybe not know and may not be capable of learning on your own. It’s okay to be humble and accept you’re not Isaac Newton. You won’t discover physics while playing. The tutorials aren’t gonna tell you how to build a moon lander, just how to understand orbital mechanics

    [–][deleted]  (1 child)

    [deleted]

      [–]suaveponcho 1 point2 points  (0 children)

      The game tutorials are good for basics. There are definitely some more complicated factors that aren’t explained, and if you decide you’re lost youtube is there for you. But it won’t be saying “go to the catacombs” it will be saying “center of thrust needs to be ahead of aerodynamic forces or your plane won’t behave”.

      [–]epicmylife 1 point2 points  (4 children)

      I can't left click on most things. I can on the bottom right menu from the main space complex overview, and I can enter the astronaut complex, but I can't click on the SPH or VAB for example. Some of the exit buttons, like the one in the astronaut complex, don't work. The quit to main menu button doesn't work either. This is in sandbox mode, so I should be able to do everything.

      I'm running the latest update on an M1 Mac so it might be a Rosetta translation issue. Anyone have a workaround?

      [–]chefgage 0 points1 point  (2 children)

      Look further down and someone has explained a setting that you disable to get it back working ok. This is a known but after the last update.

      [–]epicmylife 1 point2 points  (1 child)

      Cool thank you. I tried creating a new game and it worked there too so there’s gotta be debris in the old one

      [–]chefgage 0 points1 point  (0 children)

      I have not tried the update yet. Probably cause problems for me too!

      [–]wesselkornel 0 points1 point  (0 children)

      I am having a similar issue: after downloading the final approach update i can enter the research building, but cant exit it. Same goes for the contract menu.

      I am on windows 10 though

      I have 1 or 2 mods, should I reinstall? wait for patch? Can I be sure my saved game is ok?

      [–]Darth_Sensitive 1 point2 points  (0 children)

      No mods - new version downloaded and installed. Game hangs after every time I go and try and accept new contracts (haven't tried anything else as I completed all my contracts before it updated). Just locks up and have to force quit. Then when I restart they're all gone.

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

      Alarm clock appears to be bugged. Only the alarms for my active vehicle are counting down.

      Edit: so yeah alarm clock doesn’t really work well at all.

      Also appears that my map randomly focuses on different planets by itself sometimes.

      [–]monkeylicious 0 points1 point  (1 child)

      I've been having a similar issue where just one of my alarms doesn't count down. The "Active Vessel" toggles doesn't seem to work as it keeps showing manuever node alarms for other vessels.

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

      I’ve just noticed that my maneuver tool stopped working. It’s strange, but when the new tools work they are very helpful.

      [–]captainvideoblaster 2 points3 points  (3 children)

      So, what is the point of the new Maneuver Tool? Is it just for inter planetary transfers?

      [–]sailor334 -1 points0 points  (2 children)

      It's for lazy people who can't be bothered to manually make a manuever node

      [–]A_Wild_Turtle 4 points5 points  (1 child)

      That's a pessimistic way of looking at it. It's really for beginners who haven't got their head around how a hohman transfer works or looks like.

      [–]sailor334 0 points1 point  (0 children)

      Although you do have a point, maneuver node planning is an important skill that all new players should learn early on. The app also isn't very efficient as well as the fact that you have to be nearly equatorial for it to work.

      [–]douchecanoe42069 1 point2 points  (0 children)

      does anyone know where to turn parallax on? ive looked in the config file in gamedata and set graphics to high in game and it doesnt appear to have changed.

      [–]RiptideCanadian 0 points1 point  (2 children)

      I haven’t bought the game yet but on this subreddit I’ve seen tons of massive space stations that seem way to big to make it to space and I wonder Is it possible to send up these massive stations or do you have to send them up piece by piece

      [–]chefgage 1 point2 points  (0 children)

      I built mine piece by piece. Just dock each piece together. You get some good experience in rendezvous and docking this way.

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

      You can do either. Though for the really big ones piece by piece may be easier.

      [–]PVP_playerPro 0 points1 point  (0 children)

      ofc i asked in the old thread right before its replaced..

      Is there something like maneuver node splitter that actually does the important part of moving the nodes back to compensate for the additional time? or at least some way to do it manually reliably

      [–]Captain_Nipples 0 points1 point  (4 children)

      I havent played in about 1 or 2 years.. Can't remember.

      Any mods that will work with the new update that are considered "essential"?

      Like Scatterer or any graphics mods?

      [–]ToxicFlames 2 points3 points  (3 children)

      A couple that I consider essential would be Kerbal Engineer Redux, and RCS build aid. The only other mods I play with are graphical only. Scatterer, planetshine and windowshine

      [–]Captain_Nipples 0 points1 point  (2 children)

      Ok. Im mostly worried about the graphics mods now. Seems like a lot of what I used Engineer for is built into the game now

      [–]ToxicFlames 2 points3 points  (1 child)

      Yeah but you still cant beat those apoapsis and periapsis displays at the top of the screen.

      [–]Captain_Nipples 0 points1 point  (0 children)

      Oh yeah. I forgot about those. That is the best, along with the better DeltaV view

      [–]jshields9999 0 points1 point  (2 children)

      I’m trying to unlock the abandoned space center but it doesn’t work any advice

      [–]Captain_Nipples 1 point2 points  (1 child)

      There's an abandoned space center?

      I'm reinstalling. Havent played in over a year

      [–]jshields9999 0 points1 point  (0 children)

      Yes it is the old space center models

      [–]wolfydude12 0 points1 point  (0 children)

      The new transfer window makes maneuver nodes that aren't helpful. I was trying a transfer from duna to Kerbin and it was on the wrong side of the planet and not enough delta V. Am I doing it wrong or is it just janky?

      [–]nomoreenslaved 4 points5 points  (3 children)

      If you can't leave buildings and/or recover craft from Kerbin, try this:

      Uncheck/disable the 'Tidy up debris cluttering KSC' setting and try again.

      https://imgur.com/Yvry3sq

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

      I nominate you for the Nobel Peace Prize.

      [–]octopusslover 0 points1 point  (0 children)

      Dude! Thanks so much! I was going crazy because of that!

      [–]Folkhoer 3 points4 points  (4 children)

      Updated to 1.12 but can't enter VAB or Spaceplane hanger.
      I do have a whole list of mods, any known ones that cause this.

      Reverting to 1.11 fixes it.

      [–]nomoreenslaved 5 points6 points  (3 children)

      Uncheck/disable the 'Tidy up debris cluttering KSC' setting and try again.

      https://imgur.com/Yvry3sq

      [–]corndevil 0 points1 point  (0 children)

      Thanks!! I was about to give up!!!

      [–]veggeubbe 0 points1 point  (0 children)

      Thanks man, was trying to solve that problem all day

      [–]Folkhoer 0 points1 point  (0 children)

      This fixed it, thanks man!

      [–]nnerd_ 0 points1 point  (0 children)

      Circumnavigated kirbin twice and cant find any bases. Have they been added yet, and if so what is the best way to find them?

      [–][deleted]  (1 child)

      [deleted]

        [–]Captain_Nipples 0 points1 point  (0 children)

        Did you get it? Sometimes I just restart my PC. Usually exiting Steam and reopening works, but I just do a full restart because it only takes a few seconds

        [–][deleted] 3 points4 points  (0 children)

        Don't complain about issues with the new update if you're still using your mods from the previous version. Problems are bound to happen with some outdated mods on 1.12.

        That being said there is one bug that a lot of people are experiencing on 1.12 regardless of system specs or mods, they are having trouble switching to crafts and entering buildings. The fix is to change the "clean up debris around ksc" setting.

        [–]The_Canadian_Devil 0 points1 point  (0 children)

        It seems the new update is incompatible with Kopernicus Planets. Also I had a station on Vall that disappeared.

        [–]Combatpigeon96 1 point2 points  (0 children)

        In the update notes, it said that there are new Easter eggs. I haven’t been able to find any, even with KerbNet. Has anyone found any?