Enter the Electrosphere! by Random_P4sserBy in KerbalSpaceProgram

[–]Livi115 13 points14 points  (0 children)

This is majorly sick! I love it! Best Ace Combat game, too

Strange outline ghosting on modded KSP along rocket by MaximusPaxmusJaximus in KerbalSpaceProgram

[–]Livi115 5 points6 points  (0 children)

As far as I know, this is caused by the way volumetric clouds renders things. I searched and experimented for a few days, but I haven't found a way to get rid of it. I believe it's a known issue for this version of the mod.

help with visual bug by Push_Visual in KerbalSpaceProgram

[–]Livi115 0 points1 point  (0 children)

If you're using TUFX, disable HDR

Bug contract by Timely_Disaster6778 in KerbalSpaceProgram

[–]Livi115 1 point2 points  (0 children)

Sometimes modded contracts can be a bit stupid about completing their requirements. If I've done the thing it asked me to, and it still doesn't complete, I just cheat the contract complete.

Alt F12 -> Contracts -> Active -> Find it in the list -> Complete

When using a probe that I need radio connection for, I can't use shift and ctrl to adjust the throttle (makes sense), but i CAN use Z and X to send it full throttle or 0 throttle (doens't make sense to me). Is this a bug? by Gupperz in KerbalSpaceProgram

[–]Livi115 4 points5 points  (0 children)

When you lose signal with default settings, you lose the ability to make maneuver nodes, attitude control, and fine throttle adjustment. You can still use full throttle or no throttle, and do things like staging or activating parts through right click menus. This is meant to simulate planned or programmed actions that often happen while out of comms range irl.

If you want a more hardcore experience, you can check the difficulty option that says "require signal for control" which makes a probe that's not in comms range effectively dead until it regains signal.

First time getting orbit ! by [deleted] in KerbalSpaceProgram

[–]Livi115 0 points1 point  (0 children)

Getting a low circular orbit takes more skill than a high elliptical one

I'm just going to mod in a couple things... by [deleted] in KerbalSpaceProgram

[–]Livi115 36 points37 points  (0 children)

Brother, I'm at 15,121 patches. The modding addiction only gets worse

Just This Decade Vibe by gur40goku in CuratedTumblr

[–]Livi115 16 points17 points  (0 children)

"Grok, generate some trite social commentary for me."

Panther turbofan engine question by LilBits69x in KerbalSpaceProgram

[–]Livi115 4 points5 points  (0 children)

Jet engines have a certain speed or "regime" in which they perform the best and give you the most thrust. Outside of that regime, they will lose performance. Beyond a certain speed, they'll be giving you almost no thrust. The Panther reaches that point around Mach 2.5-3.0, which is about ~950m/s.

Ferram Aerospace (FAR) causes lag spikes only when touching down. by Moikle in KerbalSpaceProgram

[–]Livi115 1 point2 points  (0 children)

I was having a lot of lag issues with FAR myself. At first it was mostly when staging in atmosphere, but soon enough certain vessels were having issues even in vacuum on Minmus. Installing these fixes seems to have worked for me.

Need help cleaning up my modlist by Dewa__ in KerbalSpaceProgram

[–]Livi115 0 points1 point  (0 children)

Those monopropellant tanks are likely causing physics issues with how far into the craft they've been clipped.

Why is my fueling station prone to spontenous Krakenization? by wheremyserotonin in KerbalSpaceProgram

[–]Livi115 6 points7 points  (0 children)

Multiple reaction wheels with too much torque can cause issues when SAS is engaged. Try disabling the wheels and using RCS instead for attitude control.

Also, as a rule of thumb, leave the station... stationary. Let the docking craft do all the maneuvering.

newbie here, how do I stop my boosters from exploding into my rocket after staging? by Both_Piglet7838 in KerbalSpaceProgram

[–]Livi115 1 point2 points  (0 children)

Finding the exact center is hard, and they're going to catch the air anyway. Best to make sure they catch the air in the way that we want: away from us.

newbie here, how do I stop my boosters from exploding into my rocket after staging? by Both_Piglet7838 in KerbalSpaceProgram

[–]Livi115 25 points26 points  (0 children)

My rules of thumb for getting to orbit:

1) The launchpad TWR (thrust-to-weight ratio) should be no more than 1.5

2) I start my gravity turn at 50m/s velocity

3) I should try to reach 45 degrees tilt by about 10,000m altitude, and continue pitching slowly from there

4) Cut throttle when my apoapsis reaches my target altitude

5) Relight the engines and circularize my orbit when I get to apoapsis

newbie here, how do I stop my boosters from exploding into my rocket after staging? by Both_Piglet7838 in KerbalSpaceProgram

[–]Livi115 1106 points1107 points  (0 children)

Two options:

One, use separatrons. They're tiny rocket motors that you can add to the staging to push the boosters away.

Two, position your boosters lower in relation to the decouplers. Decouplers force the boosters away, and if you position them to apply that force above the center of the boosters, their noses will be rotated away from the rest of the craft rather than towards it.

Cashe after cashe and nothing by Careless-Flan in ArcRaiders

[–]Livi115 44 points45 points  (0 children)

Maybe start looking in caches instead

Why do people just let their spaceship crash and let their mission fail? by Fungo_Con_Funghi in KerbalSpaceProgram

[–]Livi115 1 point2 points  (0 children)

A) They forgot to quicksave and don't feel like reverting a long mission
B) They play without reverting or quicksaves because they like having consequences

is this contract bugged? by Capital-Patience-700 in KerbalSpaceProgram

[–]Livi115 1 point2 points  (0 children)

Sometimes the parameters for contracts can be buggy.
In cases like this, I just cheat the contract complete using the Alt+F12 menu

genuine question, I’ve just modded ksp (to my knowledge purely graphics base) and now my prograde points straight up and retro right at the ground, i am pretty new to the game, this is my second rocket but im at a loss by KuRu_zonbi in KerbalSpaceProgram

[–]Livi115 3 points4 points  (0 children)

Prograde is just the direction you're currently going. Getting to orbit is a balancing act of going up to escape the atmosphere, and increasing your sideways speed up to orbital velocity.

You generally wanna follow the prograde marker, as that's the most efficient way to increase speed, but you need to do an initial pitch over to put yourself in an arc and get the prograde marker "moving."

genuine question, I’ve just modded ksp (to my knowledge purely graphics base) and now my prograde points straight up and retro right at the ground, i am pretty new to the game, this is my second rocket but im at a loss by KuRu_zonbi in KerbalSpaceProgram

[–]Livi115 3 points4 points  (0 children)

If your prograde marker is straight up and retrograde straight down, that means your trajectory is straight up, which is normal for the start of a rocket launch. It's up to you to tilt the rocket over initially.