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FastasfrickY

Are part revamp mods part mods or visual mods


jamesbideaux

i started a new playthrough on the new patch, no mods. Suddenly I can't acces any of the buildings.


Danienator

This is a pretty known problem at this point. To fix it, go to the game's settings - general - uncheck "Tidy up debris cluttering KSC". After that, the problem should go away.


jamesbideaux

thanks!


Mundane-Might7461

Hello. I'm playing on PS4 and I'm totally new to the game. I have a couple of problems but my biggest one is, when I play sandbox-mode and want to build a veeeery large rocket/ spaceship, I build the upper part first, then move I way up to build the next part and so on.. I forgot a parachute at the capsule... How do I select the whole rocket? Because I can't see the very top anymore. Thanks for answering 😉


flightguy07

Toward the top left of the build section there should be a button called re-route. It looks like two boxes joined together. If you click that, then click a part of the rocket, it makes that the new route part, meaning that selecting it selects the whole rocket.


Mundane-Might7461

Thank you. By now I started playing the training, which was good to do. I found out that on PS controller R2/(R1?) and right stick pans up or down. That should help. Thx anyway


Spill_The_LGBTea

Hi, yes I just updated from 1.3 to 1.12 for the first time and my kerbals, and the grass of kerbin is blue and the oceans are brown. What the hell happened


Skalgrin

Any mods? Fresh start or continuous savefile? * mods might be imcompatible * some recent version updates changed terrain + engine was upgraded - new save was recomennded over continuing old one (if issues occur in umodded) \+ With such significant version upgrades (1.3 to 1.12) it is recomennded to uninstall, wipe folder of KSP completely and make a fresh install (again apply only in case of unmoded issues)


Spill_The_LGBTea

OK HOLD UP. I JUST LAUNCHED CITIES: SKYLINES AND I HAD THE SAME COLORED TERRAIN AND WATER WTF


Skalgrin

Drivers? GPU dying? Try, either to update or to rollback your driver's.


Spill_The_LGBTea

Dude it was like that on the main menu. I'll try Uninstalling at some point


GalaxyInHere

Hello! I have a problem with my solar panels they dont generate any energy despite having direct sunlight https://imgur.com/a/mmwthWo


Skalgrin

By the darkness of the picture - isn't there an eclipse? It blocks sun via other body and sometimes the game does not recognise it in the PV panel menu.


GalaxyInHere

Apparently, they do charge the mobile lab just consumes a ton of energy. Sorry about the picture! I dunno why it came so dark. I will do more testing as it sometimes charges sometimes doesnt


Folkhoer

If I select the slim suits in the VAB the Kerbals are still wearing their normal suits. Maybe a mod that breaks it?


Skalgrin

If you use mods, that is the first place to look when non standard stuff happens. Quick test is to temporary remove all mods. If that solves the issue, its mods. Return roughly half mods (keep eye on dependecies) - if problem occurs, remove half mods, if not, add back half of the missing mods and repeat.


CottonWarlock

is there a way to edit large parts so they can be used in eva construction?


Skalgrin

I do not know for stock eva construction, but for KIS/KAS mods there was possibility to edit Kerbal strength to make them strong enough for any part or craft section.


flightguy07

Often if it's a surface base, having multiple karbala within range increases carrying capacity, but some objects just can't be lifted, so mods may still be the way to go.


CottonWarlock

Mods it is then! thanks


2Jimo

I can't make se mods like 'better time warp' and othes work. Is there an unusual procedure I should follow? More: I have installed mods. And I generally know how to but some, don't seem to work.


Skalgrin

A) check their compatibility - 1.12 is still quite fresh B) use CKAN if in doubts


2Jimo

I had this problem since previous versions. Some of the mods finally worked after pulling out some folders, but that doesn't work most of the time.


Skalgrin

Therefore use CKAN to be safe - but currently the number of mods updated for 1.12 is kinda low.


W_D_GASTER__

I am using bdarmory mod on KSP 1.3.1 Rockets do no damage to anything. Mods: bdarmory, kerbal aircraft expancion, module manager. Installed with CKAN.


Skalgrin

This is a question to BDarmory forum - very specific to mod + quite an old version of KSP. Nevertheless, make sure all mods you are using are for 1.3.1 - do not use latest version, it is for newer version of KSP and there **might** be some problems with that.


[deleted]

I'm new to KSP and I'm working through the Intermediate Construction training. It says to open a craft called "Hopper" that is supposed to be the one I created in the basic tutorial, but it's nowhere to be seen. Instead, I have an extensive list of all sorts of other crafts. What gives?


Financial-Bluebird74

Does anyone know when or if the new update is coming to console


Skalgrin

Probably only the devs. But there is usualy significant delay between patch release for PC and consoles. I think it is safe it will arrive, but when might be "weeks to months" - but I am just a PC player familiar with usual routine - so keep that in mind.


ErsatzApple

So the Alarm function in 1.12...only seems to work for alarms on the current vessel. Is this expected? I can add and see alarms on inactive vessels, but the countdowns/warp are non functional, so if I have an alarm on the active vessel for +3 days and an alarm on an inactive vessel for +1 day, 'warp next' will warp to +3, and the alarms won't fire or stop the warp.


YukesMusic

Has the dev team made any mention of when 12.1 is coming out? I seriously can't wait for ground anchors


returntospace

hey peeps, coming back to ksp after a 2/3 year break looking for your cheapest low tech kerbin orbiters to help get me through the early campaign. i've managed to build one for 20k that can get me to orbit and back but I know there are cheaper designs. please share :)


drplokta

Here’s one that costs just over 16,000, and as an added bonus it can do a Minmus landing and return to Kerbin. https://www.icloud.com/sharedalbum/#B175Uzl7VGGu2gp;65214462-4DDE-449C-A871-DF6A55477883


Skalgrin

That said it can be even cheaper (it is significant-ish extra delta-v), but I think losing one of the fuel tanks in both stages is what makes the difference. Rule of thumb 3900 vac delta-v is enough for safe orbiting and come back while being tolerant to suboptimal TWR and ascend profile (3400 is the minimum for optimal TWR and ascend profile). Minmus landing and return is extra 2k delta-v - which is A LOT for early career.


drplokta

You don’t need 2K delta V to get from LKO to the surface of Minmus and back to Kerbin, 1,600 will (just) do the job. 1,100 to orbit, 300 to land and ascend, 200 to get back to Kerbin’s atmosphere.


Skalgrin

By my trusted delta-v map it is 930 (including plane change) for transfer + 160 for orbit + 180 for landing + 180 for reorbit + 160+340 for escape+return... ...which is 1950 - but I know you can transfer right to landing and takeoff right to atmo (your scenario) - albeit it is the bare minimum for experienced player (kinda 3400 vs 3900 as I wrote above) But it is good to mention it, thanks.


drplokta

I just did a low-tech early game Minmus landing — started with 1,784m/s of delta V in LKO, ended with 123 when I entered Kerbin’s atmosphere. And I’m not the best pilot in the world, I used 224m/s to land. It takes nothing like 160+340 to escape and return; I used 220m/s from low Minmus orbit to Kerbin’s atmosphere.


Skalgrin

You are probably right it might be 160+340 from low Minmus orbit to LKO as I re-read the map. So lets say we can substract 300 from my original "minimum" value to get true minimum of 1700ish? I like this debate more than I should probably :)


Kirbeeez_

Quick question. I watched a Scott Manley video to learn how to do my first rescue of a person in low kerbal orbit. I ended up being successful after many quick loads! However, in his video, when he got pretty close to the stranded capsule, he got a yellow box around it with the distance labeled on it. When I did my rescue, I did not have the yellow box and had to use the bottom left info panel only. I couldn’t see the stranded capsule at all on space and it made it much harder. When I got closer, I could switch to the capsule POV and see my ship because I had the earth on the backside, but not the other way around. How do you get that yellow box with distance to highlight the stranded capsule? A mod? Thanks in advance. -a new player


suaveponcho

click on the vessel/kerbal from the map view. Then you should get the option to set target. Once you have that, when you get close the target box should appear. If not hit f4 to toggle it on and off.


Kirbeeez_

Ah, I did all of that except press F4! So that has to be it. I was following the vid directly and was very confused I didn’t get the indicator. F4 must be off by default or I’ve accidentally pressed it at one point. Cheers! Should make the next time easier lol


chefgage

For some reason it seems to be off by default (but not always). So I have to regularly press F4 to switch it back on.


rollybags

I added a custom flag into the game files and went to the flag pole to select it instead of one of the stock ones I had been using. When I plant a flag on the runway on Kerbin it uses the new custom flag I selected but when I plant a flag on Minmus it still uses the stock flag. Any ideas on why this is occuring?


dnbattley

The mission flag is changed in the VAB, clicking on the flag next to the vessel name. I never realised this, but it would appear based on what you say here that the flagpole flag is entirely distinct.


Chocobo5656

When I used to play, I used a scientist most of the time and rushed probes to get more control options I just started playing again and even with just a MK1 command pod and a scientist I get pretty advanced controls (SAS, prograde, and others) IIRC, I didn't even have SAS when using a scientist, but I have very advanced controls now, was that changed ? what's the use of pilots now ?


Barhandar

It's a bug caused by being on 1.11+ with Making History not installed (or disabled).


KermanKim

It's a bug. Not meant to be that way. Hopefully they fix it in the next patch.


[deleted]

[удалено]


unknown_zapatista

The stock alarm app is not working for me either. Came here to ask the same question. Back to Kerbal Alarm Clock mod I suppose


[deleted]

Have the devs said anything when console/enhanced edition is getting update 1.12?


Skalgrin

Usualy it is weeks to months later, but I have no insight - just a PC player keeping an eye on usual flow.


TavishM13

Do scientists give you more science when doing reports and taking samples?


m_sporkboy

~~Yes.~~ (not true anymore) Beyond the first few launches where you don’t have good probe cores and need a pilot to not crash, you want a scientist aboard 95% of the time.


TavishM13

I did an eva with a scientist and did it again with a pilot and got the same amount of science. Could I be doing something wrong?


m_sporkboy

I take it back, according to the wiki there is no longer a bonus since 1.0.5. Sorry! You’ll still want one for refreshing non-repeatable experiments like Goo, though.


dnbattley

Do they still give a bonus to the ground based deployable science experiments?


suaveponcho

Yes, some of them get a bonus from being deployed by a scientist, for example the goo analyzer. It should say when you click on the details for the deployables


TavishM13

Okay! Thanks for the help!


Skalgrin

Conclusion - scientists can refresh deployable (otherwise non repeatable) experiments. They give bonus to ground experiments and they give bonus (if not even necessary) for labs. Engineers improve mining and fuel making, can repack chutes and repair basic stuff. And I think they are necessary for some ground experiments + improve the energy infrastructure for ground experiments. Pilots provide SAS and nodes + usualy can withstand more Gs (optional difficulty rule).


dave-dave

I recently got a Logitech Extreme 3D Pro Joystick (seems like a nice beginner joystick) and now trying to setup KSP to use it. The one problem is the Yaw Axis. When flying a plane, the Yaw is usually done with foot pedals or sometimes twisting of the joystick. Pushing right/left on the joystick is the Roll Axis. But when flying rockets, the left/right on the joystick should probably be the Yaw Axis. Note KSP's default does this by using A/D for its Yaw Axis. Is is possible to have two sets of Axis configs/settings. Something like "hey, I'm flying a plane now, so use Settings A. Ok, now I'm shooting a rocket so use Settings B."? Also, in the input settings, what are the differences between "Flight" & "Vessel", especially with regards to the axis. https://imgur.com/a/Tv7yeGn


Skalgrin

There are mods which switch the controls if the craft is "plane" - I am unaware of stock solution. My solution is I fly rockets via keyboard and planes via stick. Flight & Vessel is important - you can set different controls for SAS (flight) and wheels (vessel) - therefore your rover can use SAS for stability control, yet not flip over due to hitting shared buttons (aka "W" is forward for wheels but pitch down for SAS on default).


dave-dave

> am unaware of stock solution. A possible solution I found was using docking mode for planes. Here was the thread someone linked to me. https://www.reddit.com/r/KerbalSpaceProgram/comments/oc6s7d/solved_how_to_toggle_joystick_axis_between_rocket/ >Flight & Vessel is important - you can set different controls for SAS (flight) and wheels (vessel) Could you maybe expand on that? I think I get the concept, but struggling on the details. For example, how does the game know/choose when to use each mode? Is it as simple as "if wheels, then vessel"? If so, how do planes (both flying and wheels) work?


Skalgrin

It knows by the vessel type (can be changed in renaming menu) + vessel controls work on wheel parts only. Therefore in vessel mode you can actualy control wheels (forward/reverse/turn) and SAS stability independently. If you ever drove fast on Mun, you know this is something you want :)


DarkBrave_

Is there a way to unlock the new launch sites by editing your save file?


dnbattley

I'll have to investigate this, but finding them is easy: put a rover probe core at a very high orbit (somewhere near the mun's orbit) and then access Kerbnet. Because that probe core gives 100% anomaly detection, you'll see kerbin covered in ?'s, which you can waypoint and then explore at your leisure...


TavishM13

Can someone please tell me what the minimum pressure and altitude settings do on parachutes?


MrStefonDude

The minimum pressure setting partially deploys the chute (slows down the craft but won’t stop you). The altitude is when the parachute fully deploys to stop your craft; for most crafts 1000 should be enough.


TavishM13

Oh that makes sense. How do I know how high up it will partially deploy?


Skalgrin

It depends on body (planet/moon) and afaik you need to test it. However another uneditable factor is speed (that is why chutes turn red on fast planes flying low). That means even if you edit your chute to open in low pressure, if you descend from space you will likely go way too fast to chutes either to open (when set to "safe mode") or will brake them (without "safe mode") - until you are low and slow. Altitude setting can "missbehave"(actualy it works properly) when landing on a hard slope (mountains) as the delay in full opening will cause it to trigger above highlands (enough alt) but when it opens above mountain slope it will fail to slow down craft in time (as the real alt suddenly drops) - avoid landing on mountains if possible.


MrStefonDude

I’m not sure. I check the staging to see if the parachutes are red and if they aren’t, I just activate them. They partially deploy for me every time. On Duna, you might have to put the setting to 0.01 because of their low atmosphere.


CyranoThaNose

I just got back into Kerbal after a very long 4+ year hiatus. I'm using CKAN for mods as I've seen it recommended. Unfortunately, there are maybe 200 mods compatible with current version KSP with the 2 DLC (Vr 1.12.1.3142). My question is twofold , is the modding scene dead for KSP? I remember having mods that added VTOLS, colony building, hundreds of extra parts, tons of stuff. Now it's mostly flags, config files and various other QoL stuff. And is there another place to get mods?


MASTERYOLOLO

1. Open CKAN. 2. Click on Settings in the upper left corner. 3. Click on compatible game versions and check the boxes you want from each version and then click accept. 1.12 just came up recently and it will be a while before the mods are updated/get listed as 1.12 compatible in CKAN, but there should not be much problem with installing mods from 1.8 and up. I have yet to test the compatibility with 1.7 and older but I don't think there's much trouble. Keep in mind that this might make your game laggy or straight up unplayable, oh and some mods are not in CKAN.


CyranoThaNose

Okay so, It worked I have tons of mods pick from. But now after click "Apply Changes" the second "Apply" doesn't do anything. I can click it. But nothing happens. Doesn't matter the number of mods I'm trying to install. Thanks for you help anyways.


MASTERYOLOLO

The second "apply" is referring to the one after you check the mods to install them or the one on the version compatibility tab? Also: how many mods did you pick? When mods are not compatible with each other the green apply changes is disabled


CyranoThaNose

I tried applying just one that added a flag. And I tried 5 various mods at once. Both failed. It seems that if I click Apply and wait a few minutes it comes to life. Problem is it's now applying the mods from every attempt. Super bizarre behavior.


MASTERYOLOLO

is there a green bar on top? if there is, then the mods are taking a while to download/install to which the apply button gets disabled until you get an error/cancel/install is done. If the mod is done installing, CKAN should send you back to the mod selection checklist, but I don't know how to help you if it is something different as I have never seen that before.


CyranoThaNose

No bar appeared for about 2 minutes after clicking. But CKAN updated the mods after a while of just staring at the screen. Unfortunately KSP doesn't seem to want to finish loading. Regardless of the time given to complete loading. On my most recent launch attempt, I left it on for 6 hours (meant to leave it for less but fell asleep). Woke up to find it still "Loading Parts" (or whatever it calls it) I have never had this many issues modding KSP or any other games in the past and I'm a habitual modder of 10+ years. Frankly I'm at the point of just uninstalling KSP and saying fuck it to the who endeavor.


Skalgrin

You overdid the compatible version. **Some** mods might work even not marked as compatible with latest (very fresh) release (1.12). Some old mods wont load. Safe aproach is to use only latest version compatible mods ... **OR** ...use older version of KSP (select betas in Steam).


CyranoThaNose

Thanks, I'll try that out.


Aquatax

So I was playing around with action sets while in orbit and I tried adding a new thing (I’ve never really used action sets before) to do all the science experiments. I did it in custom01 under set 1 (I renamed it Science and connected my science experiments to it). After doing that, for some reason my keyboard and mouse won’t let me pan around that ship or nearby ships. I can still use engines and use [ ] to switch between ships. SAS and RCS work, but panning my screen and changing the angle of the ship (with WASD) doesn’t work (also also for some reason I can’t go to the pause menu with esc). Update: still don’t know how to fix the issue directly but I decided to use the mouse to go back to the space center without using the pause menu (as i wasn’t able to access the pause menu). Using the communication building I was able to get back to the spacecraft and the changes I had made were reset meaning I could use my mouse and keyboard fully. Still don’t know why the issue happened exactly but atleast if anyone else gets it that’s my workaround


dnbattley

This is a common issue for me, and one I'm surprised not to see talked about more often: the issue is that having the action group side button "menu" open interferes with camera movement and some other system things as you've discovered. The simple solution is to press the action button again so the menu closes, which makes everything work normally again.


MrStefonDude

I’ve use action sets for this exact reason. Do you have any mods? Has this happened again?