jimmymcgoochie

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About jimmymcgoochie

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  1. Step 1- download and install MechJeb Step 2- select the ports you want to dock Step 3- activate docking autopilot Step 4- never manually dock anything ever again... Getting two ships to point at each other isn't so easy if you're docking a small craft to a huge space station as the station can't move nearly so easily. I've found that the target indicator can sometimes be in the wrong place leading to some strange directional changes at close range when both ships are set to point at each other, especially if the target port is not aligned with the target's centre of mass/root part- this is particularly bad for large stations.
  2. (ssshhhh, don't tell anyone I said this) You could turn on infinite propellant in the cheats menu (alt+f12 on PC) and fly back up that way... You probably have some monopropellant left for the RCS thrusters, you can use that for a bit of extra thrust. Shut down some engines if you can, leaving the most efficient ones running- unless all 8 are the same type- because you don't need a huge amount of thrust to take off from Duna and that could save you some fuel. Duna's atmosphere is very thin so you want to turn and head east at fairly low altitude to maximise your orbital velocity without losing speed to air drag. Shed any unnecessary weight you can, retract the landing legs the moment you're airborne and if you have an orbiting ship time your launch to end up as close as possible to it, then EVA all 3 Kerbals and fly them all towards it at once- this will require a lot of frantic switching between them but should be feasible, and those EVA jetpacks have A LOT of delta-V in them. If one of your Kerbals is a scientist, stash all the science data in the command pod if possible and then grab it with the scientist when EVA-ing to bring it back with you.
  3. I've had plenty of issues with rovers ending up underground after using Bon Voyage to drive them somewhere. The solution seems to be turning the terrain detail settings (not the graphics!) to the highest setting, which actually changes the shape of the terrain. Bon Voyage apparently only uses the high detail terrain maps so if your setting is lower, you can end up at a point where it's above ground on high detail, but below it on lower settings to the explosive detriment of your rovers.
  4. Look up the Tracking Station Evolved mod, it greatly improves the tracking station and allows you to sort your crafts by name, type, time since launch, what they're orbiting and will put anything with a planned maneuver node at the top of each list. Another useful mod is Kerbal Alarm Clock, which lets you set in-game alarms when you have a maneuver node coming up and if set up right it will stop time warp, pause the game and put a pop-up on the screen with an alarm sound telling you the maneuver is due. You don't have to keep that vessel focused as it will set off the alarm regardless of where you are- KSC, another ship, tracking station- and there are plenty of other options for alarms besides maneuver nodes, including changes in SOI, apoapsis/periapsis, ascending/descending nodes and raw time alarms so you can set off an alarm in 3 hours 7 minutes and 16 seconds of game time from now if you wanted to. Both of these mods are fairly simple and will operate completely in isolation without impacting any other aspects of the game, so if you haven't looked at any mods they're a good place to start. And if you think 10 missions in flight at once is hard to track, try doing it with over a hundred!
  5. I'll give that a go, and report the issue on the KR&D thread. Thanks for the effort, especially as it's another mod causing the issue.
  6. @OhioBob Bingo! Kerbal Research and Development seems to be the culprit. Interestingly, the two work perfectly well in isolation but with both installed the SRBs are always full, maybe because better SRBs changes the amount of solid fuel in the boosters? This is regardless of what upgrades have been added to the booster using KR&D. The always-full fuel gauges muddied the water a bit but this is definitely the cause, remove either one and the problem goes away.
  7. I don't think there's a way to set up your own classes of ships in any mod (that I know of), however you can change them to something that you don't use elsewhere e.g. call them all 'bases' and keep them separate that way. Tracking Station Evolved does a good job of keeping things tidy in the tracking station, you can sort by class (probe, relay etc.), by the body it's orbiting and by launch time and it will also show anything with a maneuver node planned at the top of the list and let you rename/reclassify vessels any time you like. That's a lot faster than going through, loading each one up and then renaming it.
  8. I'm trying to get to the bottom of this, as SRBs are definitely not working correctly in a pretty heavily modded instance of KSP 1.8.1 and always end up full of solid fuel, even the stock ones, but I can't pin down what is causing it to happen. Example- the thumper SRB has 1290 fuel capacity, I set it to half full (645) but it still has 1290 on the launch pad. This isn't happening on a separate, clean install with no mods in it, so something somewhere is interfering. I've started with the minimum number of mods (better SRBs, module manager) and am slowly adding stuff in until I find the cause. This could take a while...
  9. No matter how much solid fuel I set boosters to have in the VAB, they always end up full on the launchpad. Stock, Restock+ and RLA reborn SRBs all affected, version 1.2.0 in KSP 1.8.1, with or without B9 part switch for the fuel grains. Setting a booster to 0 fuel works but any other value will end up as full on the pad. Tested on a clean KSP 1.8.1 install with nothing but better SRBs, module manager and RLA reborn (to check if stock and/or mod SRBs were affected).
  10. As of Restock+ v1.0 and above, substantial overlap- Restock+ includes 1.875m versions of almost all the parts included in Missing History (probe core, reaction wheel, battery, SRB etc.) and I'm fairly sure that with both MH and Restock+ you end up with two Pugs and two Valiants in different places on the tech tree. Personally, I use the Restock versions as they're consistent with each other for the most part whereas MH parts are built around the stock part appearances so look out of place with everything else Restock-ified. However, some parts from MH aren't found anywhere else- the 1.25m engine plate and the 2.5-1.875m short tank and the part tweaks for cheetah (that dangling node annoyed me too) and the FL-A10 conversion into a fuel tank (surprisingly brilliant for small rockets)- and so I kept those parts. If you're not using Restock, use Missing History in its entirety; if you are using Restock, Restock+ will cover most of the bases but MH still has a few unique things to offer. Near Future mods have almost no overlap with MH, but Kerbal Atomics adds a 0.625m nuclear engine as well with pretty good stats- KA uses liquid hydrogen for nuclear engines and will switch most other nuclear engines to use it too, but this can be disabled with a patch that switches KA to use liquid fuel instead with reduced ISP.
  11. Missing modules won't stop the load, it will just show an error. It will probably give you a warning about 'unknown part modules' in the VAB/SPH or launchpad/runway dialogue boxes, but they'll work the same as they do if you've never had the missing mod installed at all. Examples include FAR, texture changes without the required switcher e.g. firespitter installed and so on. They will usually load the game files in and then make their changes, so without the mod the game will still load the parts as they were. Some exceptions are modded parts that have requirements e.g. some science parts will use the DMModuleScienceAnimateGeneric plugin to produce animations like deploying/retracting, so removing this plugin can cause the parts to stop working and they simply become dead weight.
  12. You're entering the Mun's sphere of influence so will accelerate towards it in a textbook gravity slingshot. The Mun is moving relative to Kerbin and your rocket is moving relative to the Mun, so by the time you come out the other side of the Mun's SOI, you've been accelerated relative to Kerbin. If you flew 'behind' the Mun then you'll be accelerated relative to Kerbin and if you went 'ahead' then you'll probably end up with a more elongated orbit with a lower periapsis; if you went in at an angle relative to the Mun's orbit e.g. from the 'top' or 'bottom' then you'll be accelerated in the opposite direction leading to a big increase in inclination. Generally speaking, larger bodies have larger and more powerful gravity wells, so flying by Gilly will barely affect your speed relative to Eve, but a slingshot around Jool will hurl you clean out of the solar system if you're not careful. Gravity slingshots are how the Voyager probes managed to visit the entire Solar system without needing vast quantities of fuel. Unfortunately it's very difficult to use them to your advantage in KSP.
  13. Remove a mod with parts, and everything that contained parts from that mod (in flight or in the VAB/SPH) will disappear. The in-flight ones will be gone forever and if you save the game then add the mod back, they will NOT come back! If you re-add the mod later the VAB/SPH versions will work again without any problems, as long as you have all the required parts installed it doesn't care where they come from.
  14. Minmus is actually easier to get to and from than the Mun despite its inclined orbit, as the delta-V required to reach it is not much higher than for the Mun but its orbital and escape velocities are much lower and the gravity is substantially less. If you're planning to send a crew of more than one at a time, you're going to need to start using larger parts and realistically you need to build a ship in orbit in order to make crewed trips to other planets which will require 2.5m and most likely 3.75m stages on your launch rockets. Probes/landers/rovers might get away with not using anything larger than 1.25m though. If you're a fan of smaller parts and probes, you could try using the RLA Reborn mod which has a multitude of half-sized (0.625m) parts including fuel tanks of varying sizes, engines and reaction wheels; it also gives you some souped-up versions of the stock probe cores OKTO, HECS and QBE with better stats. There are also some nice small parts in ReStock+ and there's also OctoSat which unlocks later on the tech tree but contains a lot of part options to create your own modular satellites, and fits on top of a 1.25m stack. I think KNES has a lot of different sized parts from 0.3125m to 1.25m in various increments, although the sheer number might be a bit overwhelming and since they're modelled on real rockets the stats might not be particularly good for some/many of them (I don't use it myself but have tried it out). And if you like doing probe missions, look up ProbesPlus which has replicas of many real missions including Voyager, Cassini-Huygens and Mariner probes. Building small rockets means you can only carry small payloads but there's something very satisfying about turning a QBE core into a science lander and parking it on Duna, or putting a relay satellite into orbit of the Mun using only 0.625m parts and for under 9000 funds (and that's something, considering I did it using JNSQ which makes the planets nearly 3 times bigger and roughly doubles the delta-V needed to get anywhere). Back to the original question... Building bigger inevitably runs into the problem of diminishing returns- to get more range you need more fuel, which adds weight, which means you need more thrust, so your engine needs more power, but that needs more fuel, which adds more weight, etc. etc. It's a bit like how long-haul flights use a third of their fuel just to carry the rest of the fuel, but considerably worse because rockets are inherently less efficient than air-breathing jets and need to carry their oxygen with them too. One way around this is to use strap-on boosters, whether that's solid fuel boosters ore just more liquid-fuelled stacks stuck on the side; in the latter case use fuel ducts to funnel fuel from the boosters to the central rocket to drain the boosters first, leaving you with a full tank in the middle once the boosters empty. For SRBs, sticking some extra fuel tanks on the top and setting the decouplers to enable crossfeed also gives you additional range , and I always do that when using SRBs. A 1.25m stack with three or four solid boosters on the first stage should be able to get into orbit of Duna or possibly Eve in the stock solar system, if you use the NERV engine on your top stage and are willing to try aerobraking to eke out your fuel when slowing down into orbit at the other end, but going further afield will probably require larger parts. 2.5m parts are recommended for interplanetary missions if you're not planning to come back, and 3.75m parts are required if you're launching 2.5m stuff into orbit e.g. to build a space station or Mun base. Crewed missions always require larger parts to be used due to their larger size and weight and the necessity to carry enough fuel to return to Kerbin at the end of it (hopefully you aren't abandoning your poor Kerbonauts on other planets!). Launching something like a research lab into orbit will probably require a 3.75m first stage, possibly with extra boosters, followed by a 2.5m second stage and if necessary a third stage for docking the lab to a space station/ship under construction. One last piece of advice- put parachutes on your lower stages and boosters and use the Stage Recovery mod, it will return most of the dry cost of each launch which is especially effective when you're launching large rockets. Why would you not want to get money for the parts that would otherwise just fall into the ocean and be destroyed?
  15. I also had this issue, and it turns out the most recent version of TST (v7.10) is only compatible with KSP 1.9/.1 and NOT with any other version. Mistake in the version file of the mod flags it as 1.7-1.9 compatible so CKAN will say it's compatible. Roll back to v7.9 and everything works correctly.