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3

Yes, this is entirely possible, you just have to move the .craft file from one save folder to the other. Inside the KSP directory, you should be able to find the ship you created in career inside the $KSP$/saves/<save name>/Ships/ folder. Ships created in the space plane hanger will be in the SPH subfolder, while ships created in the VAB will be in ...


3

Yes and yes. For takeoff, you can perform an all-jet VTOL use girders or cubic struts; if your plane has a low enough takeoff/stall speeds you can drag them with no damage use a very tall launch tower and rev the engine before decoupling to perform a drop takeoff perform a rocket-assisted forward-oriented takeoff, using the rockets to get you airborne ...


1

My rules of thumb for parachute landing on Kerbin: Total # Mk16 or Mk2r class Parachutes = 1/2 Landing (empty) Mass; 1 parachute per 2 tonnes. Total # XL class Parachutes = 1/4 Landing Mass; 1 parachute per 4 tonnes. The drogue parachute counts as an XL class for 4 tonnes but you should not use more than 2 of them for any size ship and never for more than ...


3

Kerbal Space Program always uses the first Kerbal on the astronaut list, it does not have the facility to remember your previous selection. You have to change the Kerbal every-time, or put Jeb in a permanent orbit to prevent him from returning to the KSC


1

The only method I found may be a bit costly, but it works: Connect a joystick or gamepad with analog controller that can be used as throttle, set it to 0 and configure to be Kerbal's throttle control. Then you can just leave it there - on load Kerbal will set throttle to physical position of your joystick's throttle, but it will allow you to use keyboard ...


3

The official tree is on Wiki, under http://wiki.kerbalspaceprogram.com/wiki/Technology_tree - no surprise. If you are using tree selection modules, then you must either read documentation for a mod, or do it good old way: Just play thorough all that technologies.


1

I just got told that there already is a mod for that - DebRefund: DebRefund refunds you for dropped stages and such that have enough parachutes to land. Basically, put parachutes on stuff! Funds will get added, and messages will appear in the message box, as debris is "recovered". There are 3 regions of recovery, based on mass to parachute ...


6

Yes, you can save a bit of money by not completely filling your fuel tanks. You can easily verify this in the VAB when you right-click on a fuel tank and watch how the vehicle cost in the lower left corner changes while you increase and decrease the fuel amount. The prices for one unit of fuel are: Liquid fuel: 0.8 Oxidizer: 0.16 Solid fuel: 0.6 ...


3

No, you don't. "On rail" parts which go too deep into the atmosphere just disappear. This even happens when they would have survived the landing (for example because they have parachutes attached). To recover a part you must supervise its landing. This means that it is currently hard to recover the first stage of a rocket, because you can not supervise both ...


13

Nope. You don't need to write them down. In the top right corner, second from the right, you can click on that icon to give you a summary of your current contracts. As you fulfill conditions, the little clock icon will turn into a green checkmark. If you fulfill the root objective (ie. Test a certain rocket, deploy a certain part) once all the ...


1

As always and with everything in KSP - it's a long and bo0O0oring formula to calculate the amount of parachutes needed for successful landing. The formula, that I don't even bother to find out, but someone does, and they wrote a parachute calculator. Please, use it here: http://ksp.freeiz.com/ EDITTED 14/07/31: As long as solution achieved by radial ...


4

If you look carefully, you'll see numbers on the reputation bar. It sounds to me like you're in the area of 700-1000 reputation. The pin in the middle of the display corresponds to your current reputation. As you gain reputation, the background moves to the left, and you enter the green and blue zones of high reputation. At the start of the game, you'll have ...


0

Your Reputation effects the quality of contracts you receive, it appears that the higher your rep, the more likely you are to be offered high prestige contracts. Though this system has been left vague by the developers and the community has not had a chance to explore it fully yet. The indicator seems to follow the light spectrum, red being the worst ...


5

You're best bet is to err on the side of safety and use too many. The potential financial loss for chutes ($700 each for radial) is much less than the potential financial loss of your entire ship. I'd love to be able to give you some simple formula like "Use 1 chute for ever x tons". But there is no simple formula. The complex formula can be calculated ...


0

You can use a maneuver called gravity breaking to slow your craft down. You just warp when you're about to leave the objects S.O.I. to your original periapse, letting the gravity of the planet slow you down after a series of successive jumps. You can accomplish this with a fission generator, since you will have ample amounts of time to recharge the warp ...


-1

Use right shift instead of left shift. Left shift is throttle; right shift is not bound in the game and can be used.



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