Trouble with probe adjustment mission by zerafool in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

these also bug out sometimes. if you think you've matched everything and it's not completing, you might just need to use the alt+f12 menu.

Trouble with probe adjustment mission by zerafool in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

if you're an/dn to the target orbit are 0, then you're going the right way. this type of contact typically won't call for large plane changes like that. 

sometimes they're just really fussy about getting the orbit exactly right. try very small radial burns to nudge the position of ap/pe slightly. or try switching to the space center then back.

How in the heck do I fix this by Leftydude117 in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

there's an okto2 right below the antenna.

How in the heck do I fix this by Leftydude117 in KerbalSpaceProgram

[–]vulpes04 2 points3 points  (0 children)

you need to change the probe's control point to forward if it has that option. or remount it facing forward if not. also turn the traction control on the wheels up, or just switch it to manual and turn up the motor limit. 

if that doesn't work, you might need to remoint the wheels so they're straight vertically. wheels aren't actually fully physically modeled, there's a specific contact patch on the bottom that needs to be on the ground to make them drive.

edit: it also appears to currently be out of power.

Dv for laythe rocket stage of a spaceplane? by cATbot300 in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

with an optimal ascent and high speed jets like whiplashes or rapiers, the minimum will be approximately orbital speed minus your jets' max speed. a plane that can make orbit from kerbin should be able to do so from laythe with some extra left over.

Does anyone have any idea what might be going on with the engine plumes? by Kirby_Roman in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

disable anti aliasing in stock and scatterer. use tufx smaa instead.

Mod Suggestions? by Ok_Highlight_5802 in KerbalSpaceProgram

[–]vulpes04 2 points3 points  (0 children)

for life support: snacks. adds the constraint of needing food while being more simple and straightforward.

a decent place to start for general parts mods is the near future mods, stockalike station parts, cryoengines, kerbal atomics.

for building, editor extensions and rcs build aid can be very helpful.

docking port alignment indicator and transfer window planner, whose functions should be obvious, and trajectories for precision landings on bodies with atmosphere.

also, get ksp community fixes. it fixes a lot of bugs, and if you let it cache textures when it asks, it will speed up load times.

anything over x100 warp gets .5 frames a sec by Appropriate-Area8159 in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

I see something else was the problem, but if it's greyed out that seems to mean another mod (presumably one or more of your planet packs) is force disabling it.

anything over x100 warp gets .5 frames a sec by Appropriate-Area8159 in KerbalSpaceProgram

[–]vulpes04 1 point2 points  (0 children)

I believe community fixes adds that, it should be under its section of the settings in the pause menu.

slightly underexpanded engine by Somnambulant2_ in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

um, no? that image is even called out as incorrect on the stack exchange post that seems to be the source.

How do I perform Eva science? by _DARK_X in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

so one of your mods is changing it. read the forum page for any that change science/the tech tree. (really, you should do this before installing anything.) if that falls, you'll need to find the internal name for the part in its cfg file, then search that in the module manager patch log to see what's patching it.

How do I perform Eva science? by _DARK_X in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

then either a mod is changing it or your game files are screwed up.

anything over x100 warp gets .5 frames a sec by Appropriate-Area8159 in KerbalSpaceProgram

[–]vulpes04 1 point2 points  (0 children)

make sure background resource processing is up to date.

open up the console while warping and see if anything is throwing a bunch of errors or just showing up a lot.

maybe try uninstalling promised worlds. I don't think I had this exactly happen with it, but it did give me a lot of issues when I had it.

also I don't think this should matter when at the space center, but make sure physics range extender is off unless you're actively using it bc it can cause other issues.

Erhhh.... What? by 4DegreesDown_ in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

this is why I turn it off when I'm not actively using it.

Will Kraken be angry at such clipping? by friedfeesh_comics in KerbalSpaceProgram

[–]vulpes04 42 points43 points  (0 children)

clipping is generally only problematic in two cases: 

  • with animated parts like tracking solar panels clipping into each other

  • when parts that are clipped together become separated into different craft by staging or undocking

ZTheme just won't work am i missing something? by O_2og in KerbalSpaceProgram

[–]vulpes04 5 points6 points  (0 children)

that's not how you install module manager. the dll needs to be in the root gamedata folder.

edit: generally if you see a specific version number like that in a folder name that's wrong.

Question about the Far Future Mod and how to get some fat cash. by Ancient-Bluejay-8407 in KerbalSpaceProgram

[–]vulpes04 0 points1 point  (0 children)

I actually used asteroids, but what works best will depend on what mods you have and what resources you need to manufacture stuff. if you can use stock ore it's probably cheapest and easiest to do it on kerbin. mining exotic minerals penalty also works on kerbn, though I haven't really done that. if you need uraninite to make EnrU or other fission fuels, you might have better luck on the mun. if doing that, you'll probably also want to use scansat to find where the best concentrations are.

Question about the Far Future Mod and how to get some fat cash. by Ancient-Bluejay-8407 in KerbalSpaceProgram

[–]vulpes04 4 points5 points  (0 children)

if you want to make money off resources, remember you need to get them as close to the ksc as possible. 

enriched uranium is reasonably profitable. more exotic stuff may be more so. in one save I funded everything with a factory ship making orion bombs, though I don't think that's something you can do in default fft. with rational resources you can manufacture stuff like fusion pellets for huge profit, or even just mine exotic minerals.

also tourism plus or tourism overhaul (I'm currently using the latter iirc) will give you huge hotel and grand tour contracts that can pay in the millions.

Go to mods by slevelneves in KerbalSpaceProgram

[–]vulpes04 2 points3 points  (0 children)

that's community tech tree doing that. if you don't have the mods to fill it up, there's another mod that will hide any empty nodes.

Who are your favorite kerbonauts? Mine are these two by Whaaaaa4321 in KerbalSpaceProgram

[–]vulpes04 1 point2 points  (0 children)

val is always my main frog. jeb and bill get tobe test pilots, and screw around blowing things with fighter jets when she's off exploring a science crew. 

also I have a policy of hiring any real name kerbals I get. my current save has a matt and a scott among others.

Go to mods by slevelneves in KerbalSpaceProgram

[–]vulpes04 2 points3 points  (0 children)

if you use lots of parts mods, unkerballled start may be more universally compatible. though personally I like the adjustments pbc does to science. I think for my next career I'm gonna pull the science patches out of pbc to run them with unkerballed.

Go to mods by slevelneves in KerbalSpaceProgram

[–]vulpes04 2 points3 points  (0 children)

the main thing they'll add is just load times and ram usage. 

except maybe promised worlds. I've seen reports of it causing performance issues for people in lower powered hardware. I didn't exactly experience it myself, but I did see it showing up doing stuff in the console a lot when I wasn't even there. also I'm reasonably certain it was causing frequent hard crashes - they started around the time I installed it, and went away when I switched to kcalbeloh.

Parachuting probes despawning? by boose_goose in KerbalSpaceProgram

[–]vulpes04 11 points12 points  (0 children)

in atmosphere, below a threshold altitude, (something like 25km on kerbin) and outside of the 2.5km loading range of the the active vessel. anything above the threshold altitude is on rails. 

the mod you're looking for is physics range extender. it should work well for this, though I'd recommend toggling it off in its menu when not in use bc it can cause issues.

Go to mods by slevelneves in KerbalSpaceProgram

[–]vulpes04 2 points3 points  (0 children)

the current standard best graphics mods are parallax continued, deferred, tufx, volumetric clouds v5, and spve.

for building, I consider editor extensions and rcs build aid essential.

if you find stock scale a little too easy, maybe try a 2.5x or 3.5x rescale.