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jimmymcgoochie

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    Kerbonaut Biographer
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    Astronaut Complex rehabilitation centre

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  1. After a week back home with no KSP, I'm back again and continuing my Into the Snarkiverse playthrough with, hmm... One relay relaying, two rovers roving, three orbiters orbiting and a sample collection mission that managed to turn its capture burn around Eve into a direct intercept of Ike; saved fuel and got more samples sooner, but I didn't get the full samples from Eve space low because the capture took place in the dark (as is right and proper ) so there wasn't enough power to run the materials bay and mystery goo. Unfortunately I forgot about the little relay/science probe stuck to the top of the whole stack so that didn't get dropped off into a polar Eve orbit to do its science-y stuff; I may yet be able to do something with it, but for now it's staying with the rest of the mission.
  2. I’m pretty sure that newly rescued Kerbal is called Leia (as in Star Wars) rather than Lela .
  3. Try this: KSP.log and Player.log are the main log files for KSP, KSP.log is easier to find (it’s in the KSP root folder) but Player.log is more detailed. CKAN can produce mod lists very easily- click File then “save installed mod list” which will save the mod list as a plain text file. I think the best course of action is to start afresh with a new copy of KSP outside of Steam’s control: Copy your save games (KSP/saves, copy the entire folder(s) out of there for all the save games you want to keep) and put them on your desktop; Save your installed mods as a CKAN mod pack, also on the desktop (File > export mod pack); In Steam, disable cloud sync for KSP (Right click KSP in Steam library > Properties, I think it’s under local files); Delete everything except the Squad (and SquadExpansion if you have either/both DLCs) from KSP/ GameData (right click KSP in Steam library > browse local files, it might be under Local Files in the Properties window); Delete the existing instance from CKAN; Uninstall and reinstall KSP, then verify the game files to make sure it installed correctly; Run KSP through Steam to make sure it works; If it works, copy KSP in its entirety out of the Steam folders (copy Kerbal Space Program from steamapps/common) and paste that on the desktop; Add the new copy to CKAN, reinstall mods using the mod pack you made in step 2 and add the save files you saved in step 1. The problem should now be completely resolved! This is pretty much the nuclear option for a dodgy modded KSP install, but it’s almost always effective at fixing the issue plus you’ll never have to worry about Steam breaking stuff again, can download different versions of the game whenever you want and make multiple copies of KSP, on different versions, with different mods in each, and CKAN will take care of them all.
  4. Kerbin rotates once every 6 hours (one degree per minute) so you can calculate a likely impact site by the asteroid’s time to Kerbin periapsis, specifically the hours/minutes/seconds: for every hour away from a whole day the periapsis is, the impact point will be 60 degrees west of where it appears on Kerbin now; for every minute, one degree west. Example- Kerbin periapsis is right on the KSC but in 5d 2h 17m, you’d need to put your observer (60*2)+(1*17)=137 degrees west of the KSC. You’ll also need to compensate for orbital inclination by changing your latitude to match the periapsis’ position, and remember that once the asteroid hits the atmosphere it’ll slow down due to drag so will almost certainly drop short of the projected periapsis if said periapsis is deep in the atmosphere; the Trajectories mod might help with this especially for inclined orbits. It’s also possible that your ground observers won’t be within active physics range of the asteroid as it flies into the atmosphere so they might not see anything, or the asteroid might get deleted when it drops below the minimum altitude in atmosphere (I believe it’s 25km on Kerbin) so you might want to use Physics Range Extender to prevent this.
  5. You forgot the micrometeor detector on that satellite. Maybe the “shrouded” experiments no longer work when built into avionics? I’d also like to point out that freefalling in a dead stall at 60+ degrees angle of attack is not the best way to fly a plane
  6. By any chance, did you put your mods into the Steam-controlled copy of KSP? That’s a frequent cause of mod misbehaviour and should be avoided at all costs. Does the MJ button appear on the toolbar (on the right in flight and the bottom in Space Centre/editors)? If it does then the drop-down might just be hiding somewhere; if not then something’s definitely wrong with your install. Can you provide the logs, a mod list and your KSP version? These will probably make it a lot easier to see what’s going on.
  7. Yup, literally copy and paste your current 1.12.2 KSP from Steam’s folder tree (right click KSP in Steam library > browse local files will take you right to it) to somewhere else. Also ensure you’ve disabled Steam cloud sync as this can do bad things when switching versions and remember- don’t ever put mods in the Steam copy of KSP because it’s very likely to break your mods; the tech support (modded) forum is littered with people who’ve done that and then had their games mangled. Copy current 1.12.2 KSP, paste outside Steam (e.g. desktop) and that’ll be safe. Delete everything out of Steam’s KSP GameData folder except the Squad (and SquadExpansion for DLCs) folders. Switch versions (right click KSP > Properties > Betas > pick your version- on this topic, why 1.10.1 instead of .2? Is there something about 1.10.2 that’s worse?), then verify the files in Steam just to make sure it installed properly. Load that up at least to the main menu so you know that works. Copy that 1.10.x out of Steam folders, paste elsewhere (could be desktop again but you’ll need to give them different names than “Kerbal Space Program” or it’ll overwrite the 1.12.2 copy, plus it’s easier to tell which is which) and then add your mods to this copy. Leave the Steam copy without mods so it can get whatever updates the game will get, I expect there’ll be a 1.12.3 at least.
  8. If you mean rover wheels, reverse is by default set to the S key- but it’s a good idea to change the wheel controls as WASD controls both wheels and attitude control making driving a challenge on low-gravity worlds as the rover will cartwheel instead of driving. Set the wheel controls to the arrow keys instead and it’s so much easier to drive while using the full pitch/yaw/roll controls to prevent your rover from crashing if it starts going out of control. Jet engines with reverse thrusters (Wheesley and Goliath) don’t have a default setting, but they can easily be set to an action group in the editors or (in KSP 1.8 and later) in flight- it might be a good idea to set it to something like the abort action and combine that with any airbrakes on the plane for landing.
  9. Sounds like a lack of memory is to blame, JNSQ uses quite a lot of RAM and adding part-heavy mods will only increase that. A mod list and your PC’s RAM would help to see if this is the issue. I can’t view your logs, can you check they’re set to not be private/hidden?
  10. Maybe it’s in MOLE? I haven’t used that myself but have heard it mentioned that that mod contains stack-mounted two-axis tracking solar panels.
  11. KSP 1.12.2 added new models for the Swivel and Reliant engines, the old versions got “hidden” in the parts list but the tutorials weren’t updated to use the new models. You can still find the old ones using the advanced part sorting options- click the arrow on the top left of the parts list, then either sort by size (1.25m), manufacturer (Jeb’s Junkyard) or by module (ModuleEnginesFX I believe, or if not then ModuleEngine). It’s an issue that others have also come across, hopefully 1.12.3 will include a fix for this. In career and science modes you need to unlock tech tree nodes to then use the parts inside each node, using science that you get from running experiments e.g. thermometer readings, crew reports and Mystery Goo experiments. Check that the “missing” parts are still there in the tech tree- if not then you might have a damaged KSP install and this will need fixed: if you got KSP through Steam, right click KSP > Properties > local files > verify integrity, this should download any missing or damaged files and resolve the issue; if not, or if you didn’t get KSP on Steam, just uninstall and reinstall the game from a fresh download and that should fix things- but remember to copy your save games first, move them from KSP/saves to your desktop before uninstalling and then back to KSP/saves when you’ve reinstalled the game.
  12. Yes it is- go into EVA construction mode and just take the parachutes out of the craft’s inventory and attach them directly, without putting them in the engineer’s own inventory first. The inventory range is very limited so this is best done while the Kerbal holds on to a ladder and the crafts are docked (or grappled with a grabber/Klaw), but it is possible to do it with everything free-floating. If you pick something up out of a cargo inventory and just put it down, it will adopt the same vector as the Kerbal you’re controlling (both speed and direction), which can be used to cheekily move parts around. Grab the part out of inventory, move in the direction of where you want it to go and just drop it in space, it’ll follow you along and you can repeat this grab-and-drop as many times as you like to herd the part where it needs to go. (This would probably be easier to show with a video but a) I don’t currently have a KSP-capable computer and b) my video editing skills are non-existent.) Just be careful not to go too fast or you could lose some parts, and quicksave VERY FREQUENTLY as EVA construction can occasionally result in vessel-shattering glitches that would make your “lack of parachute” issues seem trivial in comparison.
  13. If the navball switching from surface to orbit causes a large change in pitch when you’re following the prograde marker, you’re pitching too little and/or too slowly. Try pitching over a bit more steeply or at a lower speed/altitude; I tend to pitch 5-10 degrees at 50m/s depending on the TWR, with a higher TWR necessitating a faster pitch. Try to keep your time to apoapsis between 30 and 50 seconds, pitching up/down or adjusting throttle as necessary. On the topic of TWR, it’s usually best to go for 1.4 to 1.8 on the launchpad- too low and gravity losses eat into your delta-V, too high and you’ll get more drag losses plus the extra weight of those high thrust engines reduced your delta-V too. There are a few mods that can automate gravity turns and launches- GravityTurn is a pretty simple one to use but often requires multiple attempts to get the curve right, while MechJeb does many things besides just launches and can be very useful, but the options can be a bit bewildering. It might help to use one of them and watch what they do then copy them yourself to understand how to make a good gravity turn.
  14. AFAIK physics delta-T is the time allowed to pass per frame, so reducing this value will make the game time run slower at a given FPS; if the frame rate is bad then this will only increase the lag, so I’d say increase physics delta-T to allow the game to run closer to real speed even if it’s lagging a bit.
  15. “What’s the best liquid fuel engine in KSP” is a bit like asking “what’s the best internal combustion engine”- it depends very heavily on what you’re doing. A little 2-stroke engine will be useless on a truck, a massive V8 overkill on a leaf blower and a gigantic container ship diesel engine is no good for a plane. If you’re only after raw power you want something big and heavy that gulps fuel like it’s going out of fashion but produces tremendous power- whether that’s a Rolls-Royce Merlin or a Rockomax Mainsail. If you want maximum efficiency even at the expense of power you’ll get something small that makes the most of every drop of fuel- a 3-cylinder turbodiesel or a Terrier. If you want power AND efficiency and are prepared to pay for it, options are there too- a modern Formula 1 engine or a Wolfhound, which both produce plenty of power with high efficiency* but come with a cost (literally in the F1 engine’s case, and metaphorically for the Wolfhound as it’s much heavier than other vacuum engines compared to its thrust output, as well as costing more). I exclude jet engines because using an external propellant source (oxygen in the air) is cheating, massively inflating their ISP numbers compared to a rocket using the same propellant- which since both Jet A-1 and RP-1 are both refined kerosene is actually a valid and fairly easy comparison to make. *Today’s F1 engines are some of the most thermally efficient ICEs ever made and can turn more than 50% of chemical energy from their fuel into usable power that drives the car; a typical road car might manage 20-30%.
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