/r/KSPModDevelopment
For everything related to modding Kerbal Space Program.
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/r/KSPModDevelopment
Hi I am making a control panel for ksp and I need to read and write data between my raspberry pi pico and the ksp mod itself (like buzzer going off for high g or toggling break) I already did managed to give inputs to ksp by using adafruit_hid lib but How can I read data from ksp to circuitpython.
Any suggestins are welcomed.
Re-installed KSP after having upgraded my PC's internal storage to SSD, along with some mods. Apparently, some NMB parts, like the F-22 and Type 57 parts were missing. Need help.
hi, I'm trying to make a KSP mod, and I need a popup window for it, like the resource panel or something
So, I tried running KSP 1.11 without any mods and when I click on start game, screen goes black then shows me the menus. When I click on Resume, screen goes black and then shows me the save file. Same while playing. Every time something is changing, screen goes black and it's really annoying. Sometimes my KSP center screen is black but I can click everything and there is sound...
Anyone had the same issue?
I am making a mod and I found that managing the KSP Managed files across different versions and mods was very difficult. So I was thinking about making a public GitHub repository with different versions of this folder for modders, I was wondering if squad would be O.K. with this?
Anybody know how to have control surfaces use a resource? I’m trying to write a hydraulics mod and I figure I need a plugin to get control surfaces to consume anything.
I have recently begun a personal project to recreate the International Space Station with some historical accuracy.
I have, in this effort for historical accuracy, been using the F12 menu to create Kerbals with the names of the real astronauts (modifying the game files to change the last names). Now however, a couple of flights in, I realize that there are just SOO MANY astronauts responsible for the ISS. It seems like it will soon become a pain sifting through all of the astronauts to find the right ones, especially since some fly more than one mission. I have considered 'dismissing' the astronauts whose mission I fly was their last, but I didn't want to have to do so if there was another option. I think it would be cool, when I finally catch up with modern day, to see all the names that went into the ISS.
The only mod that I was able to find, with some creative googling, was a mod called KerbalSorter. However, it seems that the mod doesn't work well in 1.11, or at least it didn't when I tried. If anyone had any other mod recommendations for sorting, or otherwise being organized with my crew, or just regular recommendations for how I might overcome this issue, I would be really grateful!
Thank you for your time, and fly safe!
It seems like for some of the mods I download, to get them to work in-game, I have to open file explorer and go to Kerbal -> Game Data -> X,Y,Z mod -> game data -> then copy the X,Y,Z folder, navigate back out to Kerbal's Game Data folder, and then paste it.
Does this happen to anyone else? Is this something I should do as a normal action when installing mods?
Every time the game updates and I finally get around to trying out the new version reinstalling the mods I use is a real project in itself. It always takes some fiddling to get it to work without crashing.
Anyway, thanks for reading, and in advance if you have an answer.
So I am trying to make a series of power sucking electric engines that need an MPS nuclear power system and cooling to operate, and in Lynx I found the perfect candidate.
So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, heat generated, (which is much higher so it requires cooling for balance) even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\80. Is a patch overriding these values somewhere?? Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? I'd prefer it to be a new part based on the hover engine mesh, allows tilt or rotor deployment (rotor deployment is muuuuch lower and seems to work well for angling the engine.) that allows for a different challenge like power consumption, power storage, and high speed supersonic heat reduction using multiple forms of cooling and secondary power systems. I want this to require nuclear power to run from the power draw for balance. I figure I can do this by just increasing the power requirements enough to need nuclear power.
If anyone can point me just in the right direction with the right place to look it would allow me to start building the mod for 1.3.1 KSP and up as I want a unique challenge here.
Below is the code for the Lynx Hover Engine and then the new part copied and edited as Sonic Engine 1:
This is the Original Hover Engine File for the Lynx:
"PART
{
//The hover engine for the Lynx Rover of the Feline Utility Rover series
//---Metadata---
name = Lynx_Hoverengine
module = Part
author = Nils277
//---Visual---
MODEL
{
model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine
}
rescaleFactor = 1
//---Nodes and Attachment---
attachRules = 1,1,0,0,1
node_stack_front = 0, 0, 0, 1, 0, 0, 0
node_attach = 0, 0, 0, 1, 0, 0, 0
CoMOffset = -0.8, 0, 0
//---Costs & Tech---
TechRequired = landing
entryCost = 15000
cost = 8000
//---Descriptions---
category = Engine
title = #LOC_FUR.hoverengine.title
manufacturer = #LOC_FUR.manufacturer
description = #LOC_FUR.hoverengine.description
vesselType = Rover
subcategory = 0
//---Physical---
mass = 0.01
crashTolerance = 20
maxTemp = 1200
breakingForce = 200
breakingTorque = 200
bulkheadProfiles = srf
//---Drag---
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
//---General---
tags = #LOC_FUR.hoverengine.tags
//---Effects---
EFFECTS
{
running
{
AUDIO
{
channel = Ship
clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine
volume = 0 0.07 0 0
volume = 0.05 0.6 0.7 0.7
volume = 1 1 0.4 0
pitch = 0.0 1.0
pitch = 1.0 1.2
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller
transformName = EffectTransform
emission = 0.0 0.0
emission = 0.25 0.5
emission = 1.0 1.0
speed = 0 0 0 18.65
speed = 0.05 0.4 0.75 0.75
speed = 0.5 0.7 0.52 0.52
speed = 1 1 0.52 0
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
loop = false
}
}
}
//---Control Modules---
MODULE
{
name = ModuleKerbetrotterEngine
thrustVectorTransformName = ThrustTransform
heightTransformName = RotorCase
maxThrust = 80
thrustSpeed = 1
engineType = Turbine
maxHoverHeight = 4
minHoverHeight = 0.4
allowHover = true
PID-PROFILE
{
planet = Kerbin
values = 1.5, 2.0, 1.0
isDefault = true
}
PID-PROFILE
{
planet = Duna
values = 3.0, 1.0, 1.0
}
PID-PROFILE
{
planet = Laythe
values = 1.5, 2.0, 1.0
}
PID-PROFILE
{
planet = Eve
values = 0.5, 1.5, 1.0
}
MODE
{
name = Electrical
engineType = Electric
needsAtmosphere = true
flameoutThreshold = 0.1
PROPELLANT
{
name = ElectricCharge
ratio = 7
}
consumptionCurve
{
key = 0 0 0 0
key = 0.5 0.35 1.2 1.2
key = 1 1 1.7
}
velocityCurve
{
key = 0 1 0 0
key = 90 0.75 -0.009 -0.009
key = 180 0.1 0 0
}
atmosphereThrustCurve
{
key = 0 0 0 8.5
key = 0.01 0.1 5 5
key = 0.04 0.2 2.5 2.5
key = 0.16 0.4 1.25 1.25
key = 0.36 0.6 0.83333 0.83333
key = 0.64 0.8 0.625 0.625
key = 1 1 0.5 0.5
key = 4 2 0.25 0.25
key = 9 3 0.125 0.125
}
}
MODE
{
name = Air Breathing
engineType = Turbine
needsAtmosphere = true
needsOxygen = true
flameoutThreshold = 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.135 //Equal to an ISP of ~12000
}
consumptionCurve
{
key = 0 0 0 0
key = 0.5 0.35 1.2 1.2
key = 1 1 1.7
}
velocityCurve
{
key = 0 1 0 0
key = 90 0.75 -0.009 -0.009
key = 180 0.1 0 0
}
atmosphereThrustCurve
{
key = 0 0 0 8.5
key = 0.01 0.1 5 5
key = 0.04 0.2 2.5 2.5
key = 0.16 0.4 1.25 1.25
key = 0.36 0.6 0.83333 0.83333
key = 0.64 0.8 0.625 0.625
key = 1 1 0.5 0.5
key = 4 2 0.25 0.25
key = 9 3 0.125 0.125
}
}
}
MODULE
{
name = ModuleKerbetrotterEngineControl
thrustTransformName = ThrustTransform
referenceTransformName = ReferenceTransform
engineName = Hover Engine
animationID = RotorAnimation
maxAngleRate = 90
controlAngleRate = 5
}
MODULE
{
name = ModuleAnimateGeneric
animationName = RotorFold
moduleID = RotorAnimation
startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold
endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold
actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle
}
//---Visual Modules---
MODULE
{
name = ModuleKerbetrotterEngineAnimation
engineName = Hover Engine
transformName = Rotor
maxRotationSpeed = 100
minRotationSpeed = 3
speedChangeRate = 1
speedCurve
{
key = 0 0 0 50
key = 0.05 0.8 0.63 0.63
key = 1 1 0 0
}
}
MODULE
{
name = ModuleKerbetrotterConstrainedLookAt
sourceTransformName = ThrustTransform
destinationTransformName = RotorArm
referenceTransformName = ReferenceTransform
constrainedAxis = X
}
MODULE
{
name = ModuleKerbetrotterConstrainedLookAt
sourceTransformName = ThrustTransform
destinationTransformName = RotorCase
referenceTransformName = RotorArm
constrainedAxis = Y
}
MODULE
{
name = ModuleKerbetrotterEditorMesh
transformNames = Pointer
availableInFlight = false
}
}"
This is the one i built that does not reflect the thrust change in game:
"PART
{
//The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power.
//---Metadata---
name = Sonic Electric Engine 1
module = Part
author = Nils277
//---Visual---
MODEL
{
model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine
}
rescaleFactor = 0.25
//---Nodes and Attachment---
attachRules = 1,1,0,0,1
node_stack_front = 0, 0, 0, 1, 0, 0, 0
node_attach = 0, 0, 0, 1, 0, 0, 0
CoMOffset = -0.8, 0, 0
//---Costs & Tech---
TechRequired = landing
entryCost = 15000
cost = 8000
//---Descriptions---
category = Engine
title = Sonic Electric Engine 1
manufacturer = FSEJE
description = The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power.
vesselType = Rover
subcategory = 0
//---Physical---
mass = 0.001
crashTolerance = 20
maxTemp = 1200
breakingForce = 200
breakingTorque = 200
bulkheadProfiles = srf
//---Drag---
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
//---General---
tags = Sonic
//---Effects---
EFFECTS
{
running
{
AUDIO
{
channel = Ship
clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine
volume = 0 0.07 0 0
volume = 0.05 0.6 0.7 0.7
volume = 1 1 0.4 0
pitch = 0.0 1.0
pitch = 1.0 1.2
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller
transformName = EffectTransform
emission = 0.0 0.0
emission = 0.25 0.5
emission = 1.0 1.0
speed = 0 0 0 18.65
speed = 0.05 0.4 0.75 0.75
speed = 0.5 0.7 0.52 0.52
speed = 1 1 0.52 0
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
loop = false
}
}
}
//---Control Modules---
MODULE
{
name = ModuleKerbetrotterEngine
thrustVectorTransformName = ThrustTransform
heightTransformName = RotorCase
minThrust = 80
maxThrust = 1200
thrustSpeed = 10
engineType = Turbine
maxHoverHeight = 4
minHoverHeight = 0.4
allowHover = true
PID-PROFILE
{
planet = Kerbin
values = 1.5, 2.0, 1.0
isDefault = true
}
PID-PROFILE
{
planet = Duna
values = 3.0, 1.0, 1.0
}
PID-PROFILE
{
planet = Laythe
values = 1.5, 2.0, 1.0
}
PID-PROFILE
{
planet = Eve
values = 0.5, 1.5, 1.0
}
MODE
{
name = Electrical
engineType = Electric
needsAtmosphere = true
flameoutThreshold = 0.1
PROPELLANT
{
name = ElectricCharge
ratio = 500
}
consumptionCurve
{
key = 0 0 0 0
key = 0.5 0.35 1.2 1.2
key = 1 1 1.7
}
velocityCurve
{
key = 0 1 0 0
key = 90 0.75 -0.009 -0.009
key = 180 0.1 0 0
}
atmosphereThrustCurve
{
key = 0 0 0 8.5
key = 0.01 0.1 5 5
key = 0.04 0.2 2.5 2.5
key = 0.16 0.4 1.25 1.25
key = 0.36 0.6 0.83333 0.83333
key = 0.64 0.8 0.625 0.625
key = 1 1 0.5 0.5
key = 4 2 0.25 0.25
key = 9 3 0.125 0.125
}
}
MODE
{
name = Air Breathing
engineType = Turbine
needsAtmosphere = true
needsOxygen = true
flameoutThreshold = 0.01
PROPELLANT
{
name = LiquidFuel
ratio = 0.135 //Equal to an ISP of ~12000
}
consumptionCurve
{
key = 0 0 0 0
key = 0.5 0.35 1.2 1.2
key = 1 1 1.7
}
velocityCurve
{
key = 0 1 0 0
key = 90 0.75 -0.009 -0.009
key = 180 0.1 0 0
}
atmosphereThrustCurve
{
key = 0 0 0 8.5
key = 0.01 0.1 5 5
key = 0.04 0.2 2.5 2.5
key = 0.16 0.4 1.25 1.25
key = 0.36 0.6 0.83333 0.83333
key = 0.64 0.8 0.625 0.625
key = 1 1 0.5 0.5
key = 4 2 0.25 0.25
key = 9 3 0.125 0.125
}
}
}
MODULE
{
name = ModuleKerbetrotterEngineControl
thrustTransformName = ThrustTransform
referenceTransformName = ReferenceTransform
engineName = Hover Engine
animationID = RotorAnimation
maxAngleRate = 90
controlAngleRate = 5
}
MODULE
{
name = ModuleAnimateGeneric
animationName = RotorFold
moduleID = RotorAnimation
startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold
endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold
actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle
}
//---Visual Modules---
MODULE
{
name = ModuleKerbetrotterEngineAnimation
engineName = Hover Engine
transformName = Rotor
maxRotationSpeed = 100
minRotationSpeed = 3
speedChangeRate = 1
speedCurve
{
key = 0 0 0 50
key = 0.05 0.8 0.63 0.63
key = 1 1 0 0
}
}
MODULE
{
name = ModuleKerbetrotterConstrainedLookAt
sourceTransformName = ThrustTransform
destinationTransformName = RotorArm
referenceTransformName = ReferenceTransform
constrainedAxis = X
}
MODULE
{
name = ModuleKerbetrotterConstrainedLookAt
sourceTransformName = ThrustTransform
destinationTransformName = RotorCase
referenceTransformName = RotorArm
constrainedAxis = Y
}
MODULE
{
name = ModuleKerbetrotterEditorMesh
transformNames = Pointer
availableInFlight = false
}
}"
Hi I tried making a solar panel mod with animation. The animation works in blender but non in unity. Can somebody tell me how to properly import the animation in unity and male it work?? Thanks
I posted this on the official forums, but no joy; I appreciate this subreddit is pretty dead but it seems worth a go: I wrote the following line to try and identify RTGs:
@PART:HAS[@MODULE[ModuleGenerator]:HAS[!INPUT_RESOURCE,!OUTPUT_RESOURCE[~ElectricCharge],@OUTPUT_RESOURCE[ElectricCharge]:HAS[#rate[>0]]]]:LAST[CAMREC] {
This edits RTGs... but, however, if I temporarily make the RTG generate LF out of nowhere as well as EC, it becomes clear the bit I expected to rule out any part with an output resource that's not EC doesn't work.
Then I went for fuel cells:
@PART:HAS[@MODULE[ModuleResourceConverter]:HAS[@INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]],@INPUT_RESOURCE:HAS[#ResourceName[Oxidizer]],@OUTPUT_RESOURCE:HAS[#ResourceName[ElectricCharge]],!OUTPUT_RESOURCE:HAS[#ResourceName[~ElectricCharge]]]]:LAST[CAMREC]
Two problems here - the restriction on non-EC output resources doesn't work, and I don't even have a guess as to how to write the other bit I want, which is that it should have no input resource that is neither LF nor OX.
Then I went for ODFC fuel cells:
@PART:HAS[@MODULE[ODFC]:HAS[!MODE:HAS[@FUELS:@HAS[SolidFuel]]]]:LAST[CAMREC] {
@description ^= :$: CAMREC ODFC correction.:
@MODULE[ODFC] {
MaxEC = #$/MODULE[ODFC]/MODE,1/MaxEC$
// I am too stupid to understand why I can't do these all at once
-MODE {}
-MODE {}
-MODE {}
-MODE {}
I expected from the documentation that "-MODE {}" would delete all MODE nodes, but it doesn't.
Can someone tell me where I'm going wrong, please?
I'm looking forward to building a science sample return mission mod. It would use a scaled-down version of the stock drills alongside with some small containers for getting and storing the samples. The samples shall be worth 1Science per 1Sample when returned and recovered on kerbin. I know how i create new resources, I just don't know, how i can make them worth science instead of founds. Any ideas?
Hey fellow kerbonauts, I have a quick question on how to get my flaps to work. So I went into the .cfg file of the procedural wings and edited the Ctrl surface attachment rules to be surface attachable, however when I attach a wing on the end of the ctrl surface the wing doesn’t pivot with the ctrl surface. Is there something I’m missing or is this method just not going to work?
This will be long, so READ THIS VERY CAREFULLY.
I made a planet using Kopernicus 1.8.1-1 on KSP 1.8.1 several days ago. When I used PQSMods for planetary textures it worked fine after rebuilding ScaledSpace textures using KittopiaTech 1.8.1-1. However I decided today to make maps using GIMP 2.10.12. It's relatively simple, some brown islands surrounded by several interconnected seas with highlands and mountains dotting each island, as well as two icy regions with one at each pole. I even managed to fix the polar and horizontal seams. Then I exported the colormap as Novier_color.dds then desaturated it and adjusted its brightness via Colors > Levels. I then exported it as Novier_height.dds so that there is now a colormap and a heightmap. Then I opened the colormap with GIMP then used the normalmap plugin in Filters > Map > Normalmap to turn it into a heightmap, which I exported as Novier_normal.dds.
So now I have the maps needed for my planet to not be a smooth black sphere nor a copy of the templated planet that I used, which is Kerbin. I had made the config file beforehand called Novier.cfg which I placed in a folder within GameData called CustomPlanets. I used much of TheWhiteGuardian's Kopernicus guide on the KSP forums on my config, but added science values for an atmosphere. I then used the atmospheric properties of Gateway from the Beyond Home planet mod and placed it on the opposite side of Gateway's orbit (I have Beyond Home installed). Then I made a ScaledSpace parser using data again from TheWhiteGuardian's Kopernicus guide and included the filepath so that it would search for my maps within the CustomPlanets folder. Although I only added the filepath for my color and normal maps, I would use only one PQSMod, VertexHeightMap, to add the filepath for my planet's heightmap. I also added the Oceans parser from, once again, TheWhiteGuardian's Kopernicus guide. After that, I opened my copy of KSP, which I would like to remind, is on version 1.8.1 with Kopernicus and KittopiaTech versions 1.8.1-1. The game loaded successfully with Kopernicus and KittopiaTech working properly. When I went to my planet, it was just a smooth black sphere. I then used KittopiaTech to try and rebuild the ScaledSpace textures to no avail, as it stayed the same.
If anyone knows how to fix this, please help me. I want to have a functioning planet that I can call my own. Thanks for listening, and if you say "No logs, no support", then I have it right here.
Update: I landed on the planet, and I can confirm that there is a collider on the surface. The surface is comprised predominantly of white with some patches of the planet's textures visible. It seems to look black from orbit.
Surface images:
A smooth black sphere where my planet should be.
Hello,
I wanted to build a mu-file, but when I first started Unity, It shows up a loading screen, then it disappears and nothing happens. I waited a few minutes, then restarted the computer and tried it again. Nothing happend again.
Does anyone know, what's going wrong and what to do? Is there another way to do that?
Thank you in advance!
I like that they added a vanilla option to make custom categories, and I may be willing to do it ingame, but I'm not a big fan of that.
Example of what I mean, there is a default category of "Cross Section Profile" and I can look at 1.5 but I can't filter "only tanks" or "only engines".
I want to make my own categories, like with the "+" icon, but I want it to be something that is plug and play, I can share it, save it, edit it with an XML.
For this I'd need to understand where in the code is this handled, where can I start looking at?
Also how would I find a list of all ingame items?
Ty very much!
Sorry about the name, but I am currently trying to make a custom planet with an atmosphere 100km thick with a 1,400 km radius. I'm totally new to making planets via Kopernicus, and I saw from the KSP forums (specifically those of The White Guardian) that in order to make a proper atmosphere, you needed a pressure curve calculator. Now I want to ask, does anyone know about or have a calculator for atmospheric pressure curves, temperature curves, and temperature sun mult curves? I heard about KillAshley having one, but I doubt that he/she still has it, and that he /she will give it to someone. The assistance is much appreciated.
Hi!
I'm trying to create some parts for KSP, but I'm not able to find any resources which can help me.
I've created a model in blender, I've imported into Unity. I have the dae file as well as the .mu file as well some very basic texture.
I just don't know, how it will get together. I'm planning to create some engines and tanks for start, but I'M stuck now with the how to part :)
I hope you can point me to the right direction how to continue.
Thanks!
I have mod install but when I launch ksp they don t work or partially. I tried to check folder permission and there a problem but twitch can’t fix it for some reason. Can I manually fix it or not?
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!
The point of this thread is for anyone to ask questions that don't necessarily require a full thread. Even if your question seems slightly stupid, we'll do our best to answer it!
Before you post, maybe you can search for your problem using the search in the upper right! Chances are, someone has had the same question as you and has already answered it!
As always, the side bar is a great resource for all things Kerbal, if you don't know, look there first!