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    To be precise, you have to go to "additional settings" and there you have to activate "show advanced properties".
    After that you have a lot more options at the gauge input.

    +1 6 months ago
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    @jacobssgt2
    Are you sure?
    Afaik the RD-107 should look like 6 engines, because it has only 2 Vernier engines, the RD-108 has 4 Vernier engines. The 107 was used at the Soyuz booster, while the 108 was used at the Soyuz core stage. And both engines used 2 turbopumps, one for RP1 and one for LOX. Both pumps were powered by the same turbine, maybe that's the reason for the confusion.

    8 months ago
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    I've watched it on TV almost every day after school, in 1997 I guess.
    Today, my son reads the manga, so do I sometimes.

    8 months ago
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    Afaik is that not possible. In my opinion the only way is to save one of them as subassembly, and insert it when loaded the other craft. I know that these procedure has it's downsides, you loose the individual colors, the fuselage smoothing and mirrored parts are not remembered as such.

    +2 8 months ago
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    You can save the craft you want to import as a subassembly, so you can import it to downloaded crafts.

    +1 9 months ago
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    Yeah that's a common problem, i know only one player who made working seaplanes, try

    https://www.simplerockets.com/c/JrE28K/WP-05C-Megalodon-flying-boat

    He has built an smaller red one that works, i hope you find some inspirations.

    +1 10 months ago
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    @PZLAgencies
    Okay, I wasn't expecting that. I once had to play on a smartphone with 3GB ram when my phone broke, and at least on minimum settings you could play reasonably well. The most important thing was to set the resolution to 60% or lower.
    However, my current phone for example has "only" 6GB, and even with almost all settings set to max, I get around 25fps. I guess that the CPU (or SoC) is the Bottleneck on low end devices.

    Übersetzt mit DeepL https://www.deepl.com/app/?utmsource=android&utmmedium=app&utm_campaign=share-translation

    10 months ago
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    I can understand that it is annoying when the game always crashes, but 2GB ram is very optimistic, because the system itself needs almost all your ram.
    But you don't need an flagship phone with 8GB or more, 4GB, better 6 and a midrange SoC is enough.

    10 months ago
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    @BmnkRocketIndustries
    That's funny, i asked the same question to him a couple days ago. Somehow it's reassuring that I'm not the only one who loves that system.
    :-)

    11 months ago
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    You have the point "drag loss", so you can see when you've passed maxQ, theoretically.

    11 months ago
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    So maybe there is a chance for a new BJS?
    I think I'm not the only one who still uses this system as the default system.

    11 months ago
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    Moin

    one year ago
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    Yes, Juno should be hotter than the Sun, but I'm not so sure about your temperatures. Because the temperature of the individual star classes extends over a relatively large range.

    Juno is an (really rare) B-Type subdwarf and his surface temperature should be somewhere between 15000 and 40000°K (average ~28000°K)
    That's astonishing, because of his typical mass, wich is only round about the half of the Sun.
    Normally the rule applies that hotter stars have more mass than cooler ones, which is why most blue stars are actually among the largest. Stars with the mass of an star like Juno have an surface temperature between 2000 and 3500°K.

    The sun has an surface temperature of 5772°K and is a typical, A typical, so-called main sequence star, which has an average temperature of 5300 - 6000°K and a mass between 0.9 and 1.4 Solar masses.

    one year ago
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    Yes, I agree, because in my opinion the display changes to 10mM after 10000km

    one year ago
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    That's a good question, I thought it would be stock, but I found one point in the release notes that is interesting, because it says "Proper smoke size on expanded flames".
    I would not agree with that, what did you think about that point?

    1.1 years ago
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    I've made the best results when I used the Ball part. Attach a Ball at the part your drood should grab, then attach the droods hand to the ball (and give the ball a transparent color if you want).
    Maybe it looked as weird as before, but now you just have to rotate (and maybe move a little bit) the ball to place your droods hand.
    I do it that way because when you attach the hand direct to the control part, you can't rotate it if it consists of multiple parts.
    But you can rotate the Ball...

    +2 1.2 years ago
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    I'm on android, so I've to trust Google, who says:

    "Launch Safari on your iPhone, and navigate to the website you wish to view.
    After the website loads, tap the ‘aA’ icon in the top corner before the address bar to open the website view menu.
    From the pop-up menu, select ‘Request Desktop Site’."

    1.2 years ago
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    When you are at the side of the celestial body (where you miss the download button), open your browser settings and activate "Desktop view". After an aide refresh you should see the blue download button.

    1.2 years ago
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    I know, sometimes the fuel adapter is quite useful, because you can attach nearly everything to it. But you can get it back by downloading an older craft with fuel adapters and then save the fuel adapter as subassembly. That works also with other "old" parts like the crash dummy.

    1.2 years ago
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    I've bought KSP on Xbox a while ago, I think 18 - 24 months or so. And I've played it maybe 3 or 4 hours. The controls are the biggest pile of sh*t I've ever seen.

    1.2 years ago
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    The old base is there, even in the last version of Drop, but now it's called legacy base.

    +1 1.3 years ago
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    Hi, I had a similar problem a while ago, but maybe the solution is the same. In my case, the same problems you explained happened when I tried to leave the SOI of an custom planet. Or with other words, when leaving the planets SOI, speed dropped down to somewhere near 150m/s and won't change.

    To solve this, I had to change (in my case lower) the planets SOI in PlanetStudio. So my Tipp is, go to PlanetStudio, load your Planet System, highlight your problematic Body, and there is an slider to change the planets SOI in percent. Try to lower it to 50% one or two times (it should snapp back to 100% after every change) and try.

    Hopefully it helps or gives someone with more experience the hint to solve this.
    So long

    1.3 years ago
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    I have the same problem, since the last big update the default mfd shows only "new text". I've downloaded the default mod from Pedro https://www.simplerockets.com/c/41oJX4/Default-MFD

    That worked well

    +1 1.3 years ago
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    Hi, I know that I'm a little late, but I have a question similar to yours.

    In flight, you have a slider at the Generator that changes the power output and (and that is the important one) the sound.

    I thought that the Generator sounds like in normal car engine, maybe it's possible to link the Generator power slider with the throttle? Because the result should be a car with an realistic engine sound depending on how much throttle you give.

    If you know witch input ID I need, please let me know, thanks

    1.4 years ago
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    https://www.simplerockets.com/c/H97K94/Instability-problem-hopefully-solved

    1.4 years ago
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    There is a switch named "single axis" or something like that, direct at the control surface menu. But maybe you have to set the axis to "auto".

    +1 1.4 years ago
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    Do you have this Problem since the 1.1 Update? Since the Update I miss the textures for the solar cells (all 3, simple, hex, advanced) and the camouflage texture.
    I don't know if there is an connection between our problems, but who knows?
    And I think that a reinstallation can fix the problem, but I'll try that only after I've saved everything important.

    1.4 years ago
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    Flat bottom generates lift even at low speed and zero angle of attack, so it should be used at slow aircrafts, because it produces also a lot of drag, too much for higher speeds.

    Symmetrical Airfoil generates lift only with a positive or negative Angle of Attack, and produces less lift than other airfoil shapes. But to generate lift you need AoA and enough speed, much more than the flat bottom airfoil, so it's most effective at supersonic airplanes.

    Semi-symmetric is "somewhere in the middle", it generates an smaller amount of lift (and drag) at low speed and zero AoA, so it's the best choice for airspeed between mach 0,7 and 0,95.

    That's the short version of an text I've found on Simpleplanes, you can find it
    [here]
    (https://www.simpleplanes.com/Forums/View/1172990/Flat-Bottomed-vs-Semi-Symmetrical-vs-Symmetrical-Airfoils-In-SP-and-RL)

    +1 1.6 years ago
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    I bought KSP for Xbox, round about one Year ago. And I've started it, maybe three times, then I give up. It's far more horrible than CORC said, you CAN'T play games like this with an controller, absolute no way.

    1.8 years ago
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    If you want to detach your empty solid boosters by vizzy, you can realize it by the difference in thrust.

    For example, wait 5 seconds after liftoff, then set an variable with your current thrust and name it maybe max-thrust.
    Then something like
    "If not grounded, wait 5 seconds", then
    "set variable max-thrust to current thrust"
    "If current thrust < max-thrust then activate stage"

    For this example, the side detachers should be in Stage 2.

    1.8 years ago
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    Do you mean in the standard Juno system or on custom systems? Because you can make them visible in planet Studio. Just open droo, go to the structure section, select the drone ship and check the box "visible in map view".
    Then save the planet, edit the solar system, switch the original planet with your edited one, refresh all launch locations, save and exit the editor.
    That should work, I hope.

    1.8 years ago
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    @Bobby1024

    I don't think that it's only the device. I have the same problem since the last main update. Before the update, there were no problem to launch an craft in planet studio. After the update it won't work anymore, even with lowered details. Normally I've set all graphic and physic settings to max without problems. Oh, and I've an Android Smartphone, Snapdragon 860 with 8GB RAM.

    2.1 years ago
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    Because they believe that every windows PC crashes at 01. January 2000 and earth ends in 2012.

    +1 2.1 years ago
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    The activation group is one thing. The default input is set to slider 1, what means that you can rotate the connected part with slider one after you have activated the AG. And remember that an rotator also needs energy.

    2.1 years ago
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    I had the same problem on mobile that the game freeze at the Jundroo logo. (on Android 12, 8GB RAM, SD 860). It worked well alter delete the Cache and the game data.

    2.1 years ago
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    I read somewhere a long time ago that the TWR should be around 1.4. when launching from Drool.

    2.1 years ago
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    Jupp

    2.1 years ago
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    Don't you need to travel to a different Planet and create an launch location to start there?
    And wich orbit you want to go easily? Do you mean drop orbit or the target planet orbit?
    Reaching droo orbit is just practice, after several hundred launches you can do it nearly blind.
    To enter target planet orbit, the best tip that I can give you is that you shouldn't underestimate the fuel you need to slow down at your destination planet to enter an orbit. Because it's not that funny to travel all the way to Cylero and then just fly by Instead of enter an orbit, just because you run out of fuel 20 seconds to early.

    2.3 years ago
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    Lunch?

    2.3 years ago
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    Depends on the speed at which you land. If the Drood explodes, try to slow down before you touch down. I don't know the exact max speed to land without an explosion, but I think it should be somewhere between 10 and 15m/s.

    2.3 years ago
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    You can make them even on mobile.
    •At first, select the fuel tank that you want to illuminate.
    •Go to the tinker panel, then press the "Edit hidden Properties" button.
    •Press the plus button.
    •then a window should open, with the text "InputController", delete this and write "BeaconLight" (must be exact, including the big B and L)
    •Press "add", then press "apply"
    •use the left and right arrows to navigate to the "Part" tab.
    •Go down to Activation Group and replace the 0 with the AG you want to.
    •Again hit the "Apply" button.

    That's it, it should work. If you can't see the AG in-game, you have to set the AG from your beacon tank to an AG that is also used by an other part. Or you place an normal beacon light somewhere else on your craft and give him the same AG.

    I've tested it before I wrote this post, so if anything won't work, just Ast.

    2.3 years ago
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    There are several tutorial videos on YouTube, but I've forget the username, sorry

    +1 2.3 years ago
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    @SmurfResearchX
    That would be one possibility, but actually I think that the settings generally apply to crafts that have several chips installed. Because I remember an event that I experienced recently.
    When I put a lander on my rocket, I noticed that the landing legs were activated. And I couldn't deactivate them because I hadn't activated the corresponding settings on the chips. I activated the replicate options on both chips and tried again. And at the second try it worked.

    2.4 years ago
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    Deactivate Visual Effects and lower the Orbit line resolution and the LoD, that alone can bring the fps from 12 to 35.

    And crafts with an high part count or huge vizzy programs can have an high impact.

    And leave the Start area (DSC/DDB), after round about 10km, several players mentioned that after 10km the game runs 50% faster.

    2.4 years ago
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    Maybe you changed something at the control settings?

    Reset all settings to default could possibly help.

    2.4 years ago
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    @LenatezSpaceAgency2

    I am not sure how meaningful the number of parts is. You can build an rocket with payload (a simple satellite for example) that reach an stable orbit, let's say 150km/150km, with round about 50 parts. The most parts are only decorating or details when building an replica.
    An other thing that rises the Partcount very quick is the mirroring tool, legs, solar panels, RCS thrusters, chutes or beacon lights are mirrored mostly at least 4 times.
    But an rocket flies even without beacon lights and so on. And manage things like TWR and all these stuff is not really a challenge with all the tooltips, the game does all the math for you.

    But since you have already mentioned the propeller stuff, i think that building propeller planes is a thing that is much easier in SP.

    2.4 years ago
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    @SamTheFox
    Your solution was also my first idea, but in my opinion the problem is that you have to deactivate it manual. Something like:

    on start
    if (fuel [Battery]) less than 0.5 then
    Set AG8 to true
    if (fuel Battery) more than 0.95 then
    set AG8 to false

    (AG8 is only an example, but I suggest you to bind your solar panels or power generators in an AG because it makes things a little bit easier.

    +1 2.4 years ago
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    Have you set the open speed?

    2.5 years ago
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    @MrCarrot
    Yes I think you're right. I startet with SR, and after round about one year i bought SP too. But because of the different controls and the reduced map i don't play it that often.
    I like the controls from SR more because you can change the size, shape or angle of an part by pulling the indicator arrows (sorry, in know, horrible english). For mobile users, the SR controls are easier to use i think, but on PC it could be the opposite, i don't know, i only play on mobile. But if you compare equal kinds of crafts from both games, i think the crafts in SP have a better look although they have a smaller part count.

    2.5 years ago