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Kerbonaut Biographer
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Astronaut Complex rehabilitation centre
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My SSTO stops working at ~23k or 1400m/s
jimmymcgoochie replied to Waeldra's topic in KSP1 Discussion
You’re trying too hard with all those different engines. Try swapping the Rapiers for Whiplashes and the Vector for a cluster of four NERVs, which will keep your fuel situation much more manageable as they both only need fuel and not oxidiser. If that isn’t enough to climb out of the atmosphere, a couple of SRBs slung under the wings or a pair of Swivels directly under your tailfins might give it the necessary kick. Ditch the big monopropellant tank and the docking port- that thing is too big to try and dock it efficiently- and then open the CoM and CoL markers and gradually drain fuel from the tanks to see if they shift to an unstable position as the tanks empty. -
Do you have a controller or joystick plugged into your PC? Phantom control inputs are often due to that so if you do, unplug it and see if the issue persists.
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How to terminate deployable science?
jimmymcgoochie replied to GTFreeFlyer's topic in KSP1 Gameplay Questions and Tutorials
Option 4, use the object thrower to destroy them. It’s a bit fiddly to use but also quite fun to use on the KSC… -
Orbioter lander relay not working
jimmymcgoochie replied to TeaRex's topic in KSP1 Technical Support (PC, modded installs)
You’re misunderstanding what direct and relay antennae do. They are calculated separately by the game so a powerful direct antenna with a weak relay antenna won’t help you. A direct antenna can only provide a signal for the vessel it’s attached to. To relay a signal from Jool you’d need an RA-100 relay antenna on the orbiter. -
This may be a bit off the original topic, but… Can ships be tracked through hyperspace or not? A great deal is made of such a thing being impossible in Ep. 8 and the whole Rose/Finn story is about disabling the MacGuffin that makes it possible, yet in Ep. 7 the First Order are able to track a single X-wing doing recon of Starkiller Base back to the resistance’s base without such a device and in Rogue 1 > Ep. 4 Vader’s ship manages to track Leia’s from Scarif to Tattooine- when logically it would have gone back to Alderaan instead- without any apparent effort.
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TestFlight: Engine failure on -X
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Comic sans, no matter how obnoxiously large, is still a speck on the scale of the Milky Way. @dsplaisted wins. Rock-paper-scissors-shoot, anything you want to do!
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Vertically launched space planes
jimmymcgoochie replied to Ruskiwaffle1991's topic in KSP1 Gameplay Questions and Tutorials
The X-20 was meant to be launched on a rocket with really big fins on the bottom to keep it stable, see link below to the image because I can’t get it to embed right now. https://images.app.goo.gl/m5GNPFeA6QbXE3wU8 Build a normal rocket that has the required delta-V to reach orbit, add an extra 10-20% margin to account for the higher drag and then stick some wing panels to the bottom - no need for control surfaces, engine gimbal and passive stability should be enough. You could also disable the control surfaces on the X-20 itself during the launch as they’ll probably do more harm than good and destabilise the rocket. And if you haven’t already, enable advanced tweakables in the main menu settings and autostrut everything to stop it wobbling itself to pieces. -
There may be something in the log files that can show what’s going on. There’s a section in this guide to help you find them: One potential workaround is to copy KSP and paste it outside the Steam folders, delete the PDLauncher folder and then launch the game directly from KSP.exe, in case either Steam or the launcher are the cause of the problem.
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It may be worth uninstalling and reinstalling the whole game at this point. Copy your saves from KSP/saves/(your save name here) to your desktop, then use Steam to first disable cloud syncing, then uninstall KSP completely and then reinstall it. Modding the Steam copy of KSP often causes weird issues, so in future if you want to use mods make a copy of KSP and put it outside Steam’s folders, then use CKAN to make new copies from that copy and add your mods.
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Only the most bodged Moon landing I've ever done... Turns out the engines I used on the lander's TLI and capture stage just don't work if you wait more than 90 minutes from the first ignition before trying the second, so the lander had to use up a significant part of its own fuel to capture; no landing, right? Except the crew are arriving just 20 minutes later and their craft has the same engines and has a big delta-V margin, so I can refuel the lander, right? Except the engines are different versions of the same engine that use nearly identical but distinct fuels, so I can't refuel the lander; no landing, right? Except I can use that delta-V margin to just throw the lander at the Moon before undocking, reorbiting the crew craft and then landing the lander with that much more fuel in it. Which meant it landed and then made it back to orbit, but ran out of fuel doing so. So I had to use the crew vessel to do the last rendezvous and that almost ran out of RCS as well. By the time they were docked together both vessels had fumes left in their RCS and one single ignition left on one engine to get the crew home again, so it had better not fail... And then the return burn overshot slightly and I couldn't correct it, so the re-entry was too steep and the crew got hit by 39 gees as they slowed by nearly 11km/s in less than 30 seconds. Ouch. But the mission completed, so I call that a success!