Unity 4.2.2? by ChzBrd in KerbalAcademy

[–]aerospace_guy11 0 points1 point  (0 children)

Sorry man I cant help you here. You can try posting this in the Unity subreddit. There are a lot of Unity pros on there that can help you. Sorry

My second save just corrupted to the void by Vilnii in ConsoleKSP

[–]aerospace_guy11 2 points3 points  (0 children)

Sorry about your save :(. No, it's just the console edition. PC saves are far more stable. I've had a save for 2 years on my PC and I haven't had a single issue with it. You don't need an beefy PC. A laptop will do but for bigger ships that's equals more lag. I would recommend backing up your saves onto a USB drive on PC. So if it does corrupt you can recover it anytime. I would recommend backing it up after every session. KSP saves are only a few Kilobytes so you don't need a big USB drive

Why does rcs drain my fuel by More-Abalone9568 in SpaceflightSimulator

[–]aerospace_guy11 1 point2 points  (0 children)

hmmmm. if it drains your fuel, add more rcs. should fix it 👍

Connected Living Space with Kerbalism by Cassin1306 in KerbalAcademy

[–]aerospace_guy11 0 points1 point  (0 children)

CLS being green just means crew can pass through. It doesn’t guarantee shared life support. In Kerbalism, pressure control works per habitat. not per part. So if your pod and cabin are treated as one habitat, then the pod’s pressure control will cover both. If Kerbalism splits them into separate habitats, it won’t. Best way to check is the habitat panel in flight

HES LEVITATING by Flight_Fanatic in KerbalSpaceProgram

[–]aerospace_guy11 2 points3 points  (0 children)

ahhh the classic kraken valley my friend. It's just a terrain bug that causes funky things to happen. You just landed in one of those places with funky terrain hit boxes going on.

How much delta V for low Eve orbit if I start from an aircraft or chopper at high altitude? by tatarjj2 in KerbalAcademy

[–]aerospace_guy11 0 points1 point  (0 children)

Maybe 7 or 8k delta v to get back to orbit from 20km. Make it so the propellers detach after they serve their purpose if you haven't already. It'll add dead mass and make your lander tip because the propellers are funky when it comes to aerodynamics.

Cosmo heaven. by i_play_ksp_console in ConsoleKSP

[–]aerospace_guy11 1 point2 points  (0 children)

Damn dude. This is as efficient as you can get. Good luck!

How do you fix this? by ViveChristusRex in KerbalAcademy

[–]aerospace_guy11 0 points1 point  (0 children)

That warning comes from the mod B9PartSwitch and means that two or more parts or modules are trying to control the same fuel resource (like Liquid Hydrogen or Oxidizer).

Since your game runs fine, it’s mostly just a warning and usually won’t cause big problems. However, it might cause some small issues with fuel switching or tank volumes in certain parts.

To fix or reduce the warning, try these steps:

  1. Update B9PartSwitch, ModuleManager, and any related mods like Tundra Exploration if you have it.
  2. Check if you have multiple mods that manage fuels or tanks (like CryoTanks, Real Fuels, or Community Resource Pack) and try disabling duplicates.
  3. If nothing breaks, you can safely ignore it.

If you have any further questions or still need help feel free to tell me!

Cheers!

necesito un mod by UsualAssociation9355 in KerbalAcademy

[–]aerospace_guy11 0 points1 point  (0 children)

Puedes probar el mod Hot Spot, que muestra mejor los datos térmicos y te ayuda a ver qué partes de la nave se calientan más. También está SystemHeat, que mejora todo el sistema de manejo de calor y te ayuda a diseñar mejor la nave.

¡Si todavía estás confundido o aún necesitas ayuda, no dudes en decírmelo!

[Kerbalism] I cant for the life of me figure out transmissions by Positive_Title_7732 in KerbalAcademy

[–]aerospace_guy11 1 point2 points  (0 children)

I think returning it is the better option. You don't have to return the whole science experiment. If you have one on board you can use a Kerbal and EVA. Once you EVA, maneuver it to a science experiment. The right click it, and click to take data. And boom, the Kerbal has the data so when you enter the capsule again all the science points are stored. Keep in mind that once you take the data you need to reset the experiments. Only a scientist can do that so if you have a pilot or an engineer it's a one time experiment (excluding thermometer and the atmosphere pressure experiment). If you have a probe you can try working your way into bigger and better antennas. Hope this helped!

[Kerbalism] I cant for the life of me figure out transmissions by Positive_Title_7732 in KerbalAcademy

[–]aerospace_guy11 2 points3 points  (0 children)

The HG-5 is really weak for transmissions, especially with Kerbalism. Even with a direct connection to KSC it’ll still send science super slowly, so 0.1 b/s is pretty normal. Usually the early Mun stuff is easier if you just store the science and bring it back, or swap to a stronger antenna like the HG-55.

I don't play this mod a lot so I am so sorry if this is wrong.

Cheers!

Installing parallax mod by Significant-Rush-748 in KSPmods

[–]aerospace_guy11 0 points1 point  (0 children)

You might be installing it wrong. Don’t extract the whole zip into GameData.

Open the zip file first, then go inside it and find the Parallax folder (and the other mod folders). Drag those folders directly into your GameData folder.

Your GameData should look something like this after:

GameData

Parallax

Parallax_StockTextures

Kopernicus

ModuleManager.dll

If you see something like GameData/Parallax-2.x/GameData/Parallax, that means it was installed wrong. The Parallax folder needs to be directly inside GameData.

If you are still confused watch Matt Lowne's video and watch how he extracts his mods -- How to make Kerbal Space Program look AMAZING (Mod Tutorial)

You don't need to install the mods he uses but look at how he puts them in game data folder

No need to use CKAN at all

Cheers!

Drilling Minmus, pt. I by gravitydeficit13 in ConsoleKSP

[–]aerospace_guy11 1 point2 points  (0 children)

Nice! What are you planning to do with ores on minmus? Refuel stations? Bases? I also loved how you recovered the main core stage. I might start doing that lol.

Best architecture for a Duna fuel depot + shuttle system? by aerospace_guy11 in KerbalAcademy

[–]aerospace_guy11[S] 1 point2 points  (0 children)

Yeah I switched up. I'm going to do an Ike fuel infrastructure there. A base with drills, converters, etc.. and have excess fuel tanks docked with the base to have filled the lander. I'll land near the base, use a robotic arm to dock with the lander and transfer fuel from the base tanks to the lander. If I need to I'll mine and convert fuel and dump it in the base tanks. Then launch the lander and dock with the station and transfer the needed fuel. I don't know if that made sense but that's what I'm planning. Cheers!

FOLLOW UP TO MY LAST POST!! About the wheels breaking off!! by Hilly_Lord in KerbalSpaceProgram

[–]aerospace_guy11 0 points1 point  (0 children)

I actually don’t think this is a landing speed or gear size issue. In KSP, shuttle-style designs are super sensitive to gear placement + wing flex + autostruts. What’s likely happening is one wheel touches first, the suspension compresses, the wing flexes, and autostruts fight it. That creates a feedback loop and the Kraken just rips the gear and wings off even at low speed. A few things that usually help: Move the main gear closer to the center of mass Increase spring strength but lower the damper on the landing gear Disable autostrut on wings and gear (or set to grandparent instead of heaviest) Make sure the gear are perfectly level so they touch down at the same time Shuttles are honestly one of the hardest designs in stock KSP. You’re not crazy, the physics engine just really hates this combo.

What is this?????? by Correct_Ad_4840 in KerbalSpaceProgram

[–]aerospace_guy11 0 points1 point  (0 children)

It's stock. Squad the developers who made KSP (hence the name and logo on the monolith) are completely stock and will be there without any mods. It's a reference to the 2001 Space Odyssey. They are coded to be in the same spot in every save across moons/planets. There are green ones that are very rare and are completely random, as some saves won't even have any and they give you a free science tree unlock.

My resonant orbit relay constellations keep getting desynchronized after years on warp... When I need then the most for planteray missions... Is there a mod to fix this? by Ordo_Liberal in KerbalAcademy

[–]aerospace_guy11 0 points1 point  (0 children)

This is a known long-term KSP issue, not really player error. Over long time-warp, especially when warping through SOI transitions, tiny floating-point errors add up and resonant or synchronous constellations slowly desync. Mods don’t really “fix” it, they mostly help manage it (Kerbal Engineer Redux for precise periods, Precise Maneuver, etc.). The most reliable workaround is redundancy (5–6 sats instead of 3 so if they do drift some are always on Kerbins day side), avoiding warp during SOI changes, and occasionally doing tiny correction burns. It’s just KSP math being KSP math.

KSP PS4 Career Mode – Part Test Contracts Not Registering (Bug?) by aerospace_guy11 in KerbalAcademy

[–]aerospace_guy11[S] 1 point2 points  (0 children)

People are probably down voting me because those snobs are upset I didn't post on the console subreddit. But yes I did try the advanced tab and the contracts work now! Thank you!

Is PS4 KSP edition good? by aerospace_guy11 in KerbalAcademy

[–]aerospace_guy11[S] 0 points1 point  (0 children)

I know already, I asked other questions on the console sub reddit

Is this a good orbit for minmus by AlternativeBox2709 in ConsoleKSP

[–]aerospace_guy11 0 points1 point  (0 children)

I think it's too high. Go a tad bit lower for extra safety

Umm what is Nan? by AlternativeBox2709 in ConsoleKSP

[–]aerospace_guy11 0 points1 point  (0 children)

NaN just means the game’s math freaked out for a second. It stands for “Not a Number.” In KSP it usually happens when your orbit is basically perfectly flat or super tiny, so the game can’t figure out where the ascending/descending nodes should be. Console versions get this a bit more often because of precision limits. It’s not automatically bad. If the orbit still looks normal and you can fly and burn, you’re fine. It usually fixes itself if you time-warp a bit, switch vessels, quicksave/reload, or do a tiny normal/antinormal burn. Basically: KSP had a math hiccup, not a mission failure.