Kerbal Space Program

Can't you just go into tracking and see the stuff there, or have I got a mod that enables that?

Half the fun is designing/flying ships not to leave debris. Separating just before toy reach orbit. Using separations. Using a mod like remote tech: network relay to take controll of jettisoned parts and deacelarate them. Assuming you left a touch of fuel left.

Noob question but what should i sue to stabilize my rocket whilst in orbit ..
 
Can't you just go into tracking and see the stuff there, or have I got a mod that enables that?

Half the fun is designing/flying ships not to leave debris. Separating just before toy reach orbit. Using separations. Using a mod like remote tech: network relay to take controll of jettisoned parts and deacelarate them. Assuming you left a touch of fuel left.

I like having Debris in orbit; An on the ground (Crashed planes) as long as it isn't to extensive (Picture a junk yard) or beside the Launch Pad + Runways, then they don't annoy me.


fine i will pay for it jebus christ ....
fringley you openly admitted Piracy, an tried to justify it; You honestly didn't expect an easy time of it, did you? :D
It's great your prepared to reconsider an contribute, an support another great indie game by the small Dev group Squad. Also check out Castle Story, it looks promising too.
When you do pay, please post up an edited (Name/Address) scratched out of your billing invoice, proving you payed; An all will be forgiven. :)

Please return fringley, an show us your wonderful contraptions, your amazing voyages, share your brave kerbol-nauts story's. :cool:
 
I like having Debris in orbit; An on the ground (Crashed planes) as long as it isn't to extensive (Picture a junk yard) or beside the Launch Pad + Runways, then they don't annoy me.



fringley you openly admitted Piracy, an tried to justify it; You honestly didn't expect an easy time of it, did you? :D
It's great your prepared to reconsider an contribute, an support another great indie game by the small Dev group Squad. Also check out Castle Story, it looks promising too.
When you do pay, please post up an edited (Name/Address) scratched out of your billing invoice, proving you payed; An all will be forgiven. :)

Please return fringley, an show us your wonderful contraptions, your amazing voyages, share your brave kerbol-nauts story's. :cool:

jebus christ comon trust goes along way in this day and age :)
 
What are you having difficulty with fringley in that design?

PS: Keeping the game Fullscreen an pressing F1, you can take screenshots, saved to the screenshot folder within KSP.
 
What are you having difficulty with fringley in that design?

PS: Keeping the game Fullscreen an pressing F1, you can take screenshots, saved to the screenshot folder within KSP.

Good tip .. the stupid rocket goes wonky five mins in .. its irritating me now
 
Good tip .. the stupid rocket goes wonky five mins in .. its irritating me now

lmao, I am going to need a little more than "goes wonky" to help with the design. :D

But by just looking at it:
1. Did you use Angled Symmetry "C Key" so parts are snapped together at angles?
2. Did you use Part Symmetry "X Key" when constructing it?

Rockets are VERY sensitive to weight imbalances in there construction, so using symmetry to assist in the construction is advised.


3. Having 8 canards (Movable Winglets) so close together is a recipe for disaster.
4. Move 3/4 canards to the bottom of the central stack (Think of an arrow)
5. Why have 3 engines in the central stack, an 4 engines on the outer lifter stage? Have 3 or 6 lifter engines, keep numbers an weights balanced!
6. Use a different command pod, that ones "Not ideal" :o with no internal view. "V Key"

Hows that? :confused:
 
lmao, I am going to need a little more than "goes wonky" to help with the design. :D

But by just looking at it:
1. Did you use Angled Symmetry "C Key" so parts are snapped together at angles?
2. Did you use Part Symmetry "X Key" when constructing it?

Rockets are VERY sensitive to weight imbalances in there construction, so using symmetry to assist in the construction is advised.


3. Having 8 canards (Movable Winglets) so close together is a recipe for disaster.
4. Move 3/4 canards to the bottom of the central stack (Think of an arrow)
5. Why have 3 engines in the central stack, an 4 engines on the outer lifter stage? Have 3 or 6 lifter engines, keep numbers an weights balanced!
6. Use a different command pod, that ones "Not ideal" :o with no internal view. "V Key"

Hows that? :confused:


really confused ..remember its my first day playing the game .. im clueless like guybrush threepwood ...

yeah i used the x key .. c key never used it tbh .. i might have to redo it all again ...
 
really confused ..remember its my first day playing the game .. im clueless like guybrush threepwood ...

yeah i used the x key .. c key never used it tbh .. i might have to redo it all again ...

Yeah do it again.
Just dont expect to be a master in 1 week, I have been playing for roughly 18 months, an still learning. :eek:
 
Updates on my station, I've successfully gotten an unmanned 3-man escape pod up to the station. Was a bit hairy as I didn't include enough fuel. Took a lot of time to equalise orbits using just RCS :)

Noob question here: how did you get the stayputnik module and the command module to face in opposite directions? Stuff just doesn't want to snap at that kind of angle for me.
 
Well this is slightly annoying - it appears that the success of a given rocket is dependant on the power of your PC hardware. I'm currently running on an older PC than the one I have at home, and rocket designs which worked perfectly well back home are now exploding on the launch pad.
 
There's something odd about unexpected explosions. I've landed a crew on Minimus and had Jeb scooting around in a rover. At one point I quicksaved him, drove on a bit and then loaded the quicksave, but now the rover instantly explodes when it loads. It's like it saved clipping through the ground or something.

Have you tried fiddling with the physics delta slider? Doubt it would help much but it can't hurt to try.

EDIT: A-ha! Used the debug cheats to keep Jeb and my rover alive for another day.
 
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There's something odd about unexpected explosions. I've landed a crew on Minimus and had Jeb scooting around in a rover. At one point I quicksaved him, drove on a bit and then loaded the quicksave, but now the rover instantly explodes when it loads. It's like it saved clipping through the ground or something.

Have you tried fiddling with the physics delta slider? Doubt it would help much but it can't hurt to try.

EDIT: A-ha! Used the debug cheats to keep Jeb and my rover alive for another day.

Do you mind expanding on that Debug fix?
I've lost a few rovers due to there terrain + clipping problems.
An it's worth knowing for the future.
 
Control + Alt + Shift + D brings up a debug cheat menu, you can make the module invulnerable to crashing and give connections infinite strength long enough to budge them out of whatever glitch is killing them. Switch to something which is OK, activate the cheat and then switch back to whatever is exploding and it'll survive.

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Jeb and the guys doing the publicity shots before heading home. I'm surprised how easy Minimus is, I was expecting something a lot harder than the Mun.
 
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It's a rover that hitched a ride on the lander. Small fuel tank with a capsule and aircraft gears around each end, with a couple of the titchy orange engines for propulsion. I massively overestimated how hard it would be to move a rover on minimus and even two of those tiny engines were more than enough to hit orbit.
 
It's a rover that hitched a ride on the lander. Small fuel tank with a capsule and aircraft gears around each end, with a couple of the titchy orange engines for propulsion. I massively overestimated how hard it would be to move a rover on minimus and even two of those tiny engines were more than enough to hit orbit.

You'd probably get away with a couple of RCS linear thrusters to move a vehicle like that around.
 
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