![]() ![]() You can move fuel (and other resources) between different tanks by Alt-Rightclicking on each of the two tanks you want to transfer between, and pressing 'in' or 'out'.Bonus: this may make your physics act in hilarious ways, like squishing your rocket and making your Kerbal dance. to increase time acceleration to X2, X3 and X4 even while thrust is engaged. Physics-warp works while engines are throttled up! If you're using ion engines with an hour-long burn time, or if you're flying a stable plane in atmosphere, or even if you're just walking with an EVA Kerbal you can hit Alt.Additionally, pressing Alt-F5 will allow you to save the game with a name, and Alt-F9 will allow you to choose a quicksave to load.WARNING: incautious loading if you haven't saved for a while can wipe out hours of work! Later, holding F9 will return you to this save. The F5 button quicksaves the game! So long as you are not about to crash, your thrust is set to 0, and you are not in atmosphere (unless you've landed), you can create a savepoint.Solid-fuel boosters can be throttled with the thrust limiter using the right-click menu to adjust the burn time and thrust-to-weight ratio.You can tweak the amount of fuel in fuel tanks at launch while building, as well as extend/retract landing struts and turn lamps on and off by using the right-click menu.If you're building something that you wish to use in a sub-assembly (like a lander or satellite which you want to attach to a different rocket) start with a docking port, not the craft's main command capsule or probe core! This allows you to select everything from that point on which makes up the actual craft and save it as an assembly without getting stuck with the root part - alternatively, save an entire craft as a sub-assembly by shift-clicking any part of the ship to select it all, and save that.This is useful for grouping all your 'science-collection' to one button, or for single button extend/retract all of your solar panels, or maybe you would like your Ladders to extend too when you press G for your landing gear. Click on a the action group you want to add something to, then click on the part, and the menu will show all the part's functionality which you could use. The action group menu lets you add all kinds of functionality to the buttons 0-9, to the 'abort' button (typically bound to Delete or Backspace), to the lights button, to the landing-gear button, etc.X increases build symmetry number, and shift-X decreases it - C and Shift-C quickly toggle angle snap.If a part has become turned and twisted in a way you don't want, hitting the Spacebar while you have it selected will return it to default orientation.Note: this will never go the direction you want it to go first time. You can turn parts 90 degrees with QWEASD, and make precise adjustments with Shift-QWEASD: this turn the part 5 degrees, so press shift- 9 times to rotate the part 45 degrees in that direction.Ctrl-Z can undo the last change you made to your craft, though be aware: it often undoes the 2 most recent changes.Holding shift while moving the mouse wheel zooms you view in and out, rather than moving up and down.Shift-clicking any part of the ship will select the entire ship for movement, while Alt-clicking copies that particular part and everything attached to it.I've deleted a few that aren't true of the latest version and added a couple. ![]() I am always on the lookout for obscure features, and I found an excellent list online that can be used to start a list here. If you use "Control from Here" on the nose docking port, the nav ball will be pointing toward the horizon on the nav ball (blue/brown separation).Kerbal Space Program is a great game, but it is poorly documented. If you test it on the launch pad, you'll see that if you have your main command pod selected, the nav ball will point up (the blue center). Once you've detached the plane and your direction has changed, use 'Control from here' on the docking port. In your case, I'd suggest putting a docking port on the nose of your plane. If they are pointing another way than the main command pod/probe, and you click "control from here" from the right click menu, you will see your nav ball change. You can fix this by either using docking ports or extra command pods/probes. It will always define the center of your nav ball as 'the part that was pointing up when you launched'. putting a plane on the launcher that is NOT nose up, or building a satellite/rover upside down on top of your rocket), the game doesn't pickup on that change. If at some point your craft switches its alignment (e.g. The problem you're facing is one I fixed earlier this week. ![]()
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