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2

99% chance to fix broken landing legs Given that the rear of your rover is in the air, the problem is probably that you were moving when you deployed your landing legs. Apply the brakes and stop before you lower your landing legs. To apply brakes: Hold b until you stop or Mouse click the (!) symbol to the right of the altimeter. Right click to lock on ...


5

Can terminal velocity can still be estimated for a common spaceship? It can be found out experimentally. The terminal velocity of an object is the speed it reaches during freefall. So when you drop the rocket from orbit top-first you can observe the terminal velocity at different speeds. Launch your rocket, but don't decouple the first stage. Let it ...


0

I suggest you to send a small unmanned ship that you will connect to your Duna lander through the Clamp-O-Tron Docking Port. It should be cheaper and less heavy than a manned module for the engineer. You will need at least one unmanned command module, a docking port, 2 chutes and a RCS system (thrusters and a tank) to perform the orbital rendez-vous. Then ...


0

It actually turned out that the craft was not on a collision course with Kerbin after all- the orbital map simply declined to mention the Kerbin periapsis as usual. I actually ended up with the craft in a more favourable orbit for interception, which is what I eventually did.


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Alternate solution: Increase available delta V by 1.5x, add verner engines, turn on RCS, and start your gravity turn at 35k.


12

As other answers have noted, the built-in tutorials in Kerbal Space Program are not something you need to complete before starting the actual game. It's much easier to just dive right in and start playing, learning as you go. The three game modes in KSP each have their advantages for beginners: In Sandbox mode, you have access to everything from the ...


1

In this particular situation, i'd suggest sending a rescue mission. Your engine (LV-909) wouldn't be powerful enough to make a powered landing on Kerbin. It's isp is terrible in atmosphere, and it's thrust would plummit. You might be able to get away with using the fuel tank/landing leg assembly as a crumple zone, using RCS to possibly slow you down a bit ...


6

The first versions of KSP were hard, because there was no help at all. Figuring out trajectories indeed was a major pain, and I can imagine why you bailed out. The current version is much more accessible, in sandbox mode. That's because you get all the components. Some of them are rather critical to get to other planets and are entirely, totally overkill ...


1

That message is based on the location of your decoupler relative to your command pod. If you're making a lander or something, where you have two ships attached via docking ports or decouplers, that message always shows up. It's basically saying that the decoupler will separate your command pod from the part of the ship that the game things will become ...


2

If you have enough delta-v and powerful enough engines, you can land on kerbin using thrust to slow your descent to the ground. If you don't think so, I think a better solution would be to mount a rescue mission including an engineer to repack your chutes. I've tried firing landers up into high kerbin atmosphere and trying to land without chutes. It's ...


4

Your ship might not have any delta-V left, but that doesn't mean you're totally out of luck; your Kerbal passenger does have some gas left in the tank. You pretty much have 3 options: either your Kerbal can get out and push, he can say "screw the ship" and just save himself, or you can just wait until the SOI change and mount a rescue mission. There's pros ...


35

You don't need to have previously studied rocket science to play Kerbal Space Program. I've had a brief look at the tutorial and it covers stuff that you don't really need to know to get started, like radial decouplers. You can practically get into orbit by just using the starting pod, chucking a parachute on top, sticking some fuel tanks in the middle, and ...


0

Das Valdez experimented a few days ago on his Twitch stream with a rocket powered rover. While he did get up to over 100 m/s on the Mun, it was rather hilarious mostly because of the total lack of control at anything approaching those speeds (and thus the regular crashes and explosions). I've myself created rovers that worked nicely at up to about 15 m/s, ...


-1

I THINK all components need to be launched after the contract is accepted, but it's worth a try. Just make a quicksave before you launch the new extension to your base and revert to that if it doesn't work.


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The hints in that window are sometimes a bit obscure, or downright wrong. In this case, IF it's indeed the decoupler in question, it may be that the game is confused because of the struts. It also tends to get confused when adding a radial probe core like MechJeb, warning that the probe core is attached wrong.


1

Thanks to input from @Kevin and @Tobel this issue was narrowed down to blowing up due overheating due (most likely) a bug of extreme overheating while passing over the poles as discussed on the official forums. The solution in my case was to slightly alter the plane of the orbit - a minor Normal burn ~10m/s a while before reaching the Apoapse. Also it's ...


0

I have tried a multiple MPL setup, but KSP currently does not support using more than one MPL in one craft. When storing data it will only fill one of the labs, once that lab is full you will be unable to store data in other labs. This makes any other lab you have attached completely useless. One trick to get around this would be to simply undock labs as ...


2

You can store additional data (analysed science) in additional labs but if they are connected to the same structure, the science must be different to what you've already analysed to be allowed to analyse it though (as opposed to having several labs disconnected from each other allowing the exact same science experiment to be used in each lab). Data will not ...


2

Holding alt will disable "surface attachment" - meaning parts snap connect only at connection points (the green spheres). Other tips: Don't zoom out too far. If you lose a part, just grab another. Parts that aren't attached will be removed on launch or open. Save large frequently used parts (like main engine blocks) as sub-assemblies. Undo with ...


0

A partial solution is the TrackIR headtracked view. Combining funny yoga gestures with the mouse scrollwheel lets you jog a part around a bit at a time until the mouse's mere XY translation eventually drags the part to your desired XYZ position, one XY-plane a few seconds at a time.


0

Winglets way at the back. The center of lift should be behind (i.e., below) the center of mass, otherwise it's aerodynamically unstable. That's jargon for "any maneuver is likely to overshoot," what you've seen. An airplane is the same: moving its CoM aft (by adjusting ballast, easier and safer on a model than on something you sit in) makes it twitchier ...


-1

No mention if airbrakes here yet I have found that for me they are a must have item for less than deadly re-entry . Fir example a mk2 pod (3 kerbal stock pod) attaching a 2.5 heatshield and 4 airbrakes allows you to re enter at twice as steep an angle , have the airbrake nose (the bit that sticks to ship and pivots from) pointing to the nose and turn the ...


9

Inclination matching can only be done on the ascending or descending node. At any other point of the orbit you can not achieve perfect inclination matching. While most course corrections are done best when you are fast, i.e. near periapsis, it's the opposite with inclination. The slower you are, the less delta-v you need to change it. So when one node is on ...


2

SAS is your problem. If you turn it off, the oscillations should die out eventually. Additionally, you should be able to stop the oscillations using the time acceleration trick. The reason that the oscillations are increasing to destructive levels is that the parameters that control the SAS module are tuned to the natural resonance frequency of the ...


3

OK. It's not satisfying but here is what I did: Opened Alt+F12 console Added new "explore body" contract - it added second Minmus contract Accepted it Closed KSP In persistence file, changed body of contract and it's parameters from 3 (Minmus) to 2 (Mun). I should have change rewards, too, but i don't know what they should be Turn on KSP Load game Profit


2

Rovers are a nice gimmick, but unfortunately they are kind of useless from a gameplay perspective. Even the smallest moons are still far too large to circumvent by rover. There is just one kind of mission where they are sometimes useful, and that are "Perform [experiments] on [planet] near [waypoint]" missions where all the waypoints are on the ground and ...


4

Short answer : Don't Rover aren't technically speaking the most time-efficient way to explore a planet. 100km is longest trip i did, and it was insanely long. What's more, as you probably noticed, the risk of accident is still always high even if you are travelling at low speed with a well designed vehicle. I may be wrong, but i doubt anyone sane ever ...


0

The only time you want to EVA regarding science experiments (aside from the obvious crew reports/surface samples/flags/etc) is to collect data for storage. With a kerbal in the command pod, right click on your thermometer, pressure sensor, etc., and run the experiments. You can either transmit them from there, or if you want to keep the data (usually for a ...


0

I understand your question but it is phrased poorly. In my KSP saves, I cannot be in EVA in order to use scientific instruments on the spacecraft (the Mystery Goo and Science Junior are both spacecraft items, and thus can only be controlled when you are playing as THAT spacecraft only.) You can use EVA to perform scientific experiments on the surface of a ...



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