jimmymcgoochie

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About jimmymcgoochie

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    Kerbonaut Biographer

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  1. Have you considered buying a new keyboard? They’re not expensive or hard to find- look in the electrics section of any supermarket or the online retailer of your choice.
  2. Getting some weirdness with fuel cells while landed on Kerbin- I deployed some labs to get some long-term experiments done on Kerbin’s surface, with solar panels to power them during the day and fuel cells at night; the fuel cells didn’t work correctly even when they were set to automatically turn on in the dark or when power was low, resulting in repeated power loss and the labs not gaining science at the right speed. They also seemed to barely trickle up when using time warp (a few minutes per game day) and ultimately I abandoned the idea when installing Community Tech Tree fouled up a lot of experiment unlocks and deleted some vessels’ onboard experiments.
  3. First of all- for anyone who has read Audacity, don't worry- I'm not remotely done with that yet! (And for anyone who hasn't read Audacity yet, check out the link in my signature ) This is my first game using Kerbalism in all its forms: life support, radiation, science- the works! While there have been a few (ahem) mishaps along the way, none have been insurmountable using save file hacking determination and ingenuity. Mods: While it's customary to start these reports at the beginning, it's taken several months to get as far as I have and I'm not about to start again as it was a real grind getting this far; with that in mind, we begin on Year 3, Day 325. All facilities are level 2, with the exception of the Tracking Station which is level 3 because a mod that was supposed to add a level 4 upgrade option also seems to upgrade it to level 3 for free, and I can't find the line in the save file to change it back (what a shame ). The R&D Department have unlocked the first 6 tiers of the Tech Tree in their entirety and have also researched all but two tier 7 nodes, however some of the technologies are too expensive to purchase. Due to some technical difficulties (installing Community Tech Tree), three bases that were previously parked around Kerbin slowly gathering science data suddenly lost their science experiments. Despite attempts to fix the problem (uninstalling Community Tech Tree), ultimately the bases could not be fixed and were recovered- a healthy cash injection from the refunds was the only upside. Another tier 7 node was unlocked with the fresh science gathered by the recently deployed Mobile Mun Base. The parts were not purchased yet as the current cash situation will allow either purchasing new parts or building a crewed mission, but not both; there are also expensive facility upgrades to consider. And some gratuitous shots of our current flagship missions: Space Lab Two Mobile Mun Base 1 Minmus Base, with a small crew rover in the foreground and the deployed science site in the background. Future plans are not yet finalised, but there are three main contenders: Re-occupy the base and station at Minmus and continue to gather science from a position that's within easy reach of Kerbin and can be evacuated easily in case of solar storms, which is the cheapest but least ambitious plan; Send a crewed expedition out to Gilly, taking advantage of the frequent transfer windows and greater solar panel power to gather science but also risking greater radiation exposure and without the ability to return to Kerbin. A prototype has already been designed for this mission and would allow a considerable science income from crew and lab experiments for potentially several years; Send a crewed expedition to Duna and/or Ike, requiring either a large vessel that can land or a dedicated surface base and station to be sent at considerable cost and with considerably less solar power but less radiation. Again, limited return opportunities if something goes wrong and a mission could take decades to gather even a small part of the science from all those crew and lab experiments that could be done. Interplanetary missions may be hampered by radiation and the lack of countermeasures beyond radiation shielding- in future we hope to develop active radiation shields or treatments to reduce the effects of radiation on Kerbal biology, but until we do any long-term crewed mission beyond Kerbin's SOI is a high risk proposition so the most likely course of action is to reboot the Minmus missions with crews that were previously involved with the Kerbin science efforts. Full album (and more details) here: https://imgur.com/a/2JIF31o
  4. I always understood LF to be kerosene-based, as it can be used in both jet engines (jet A1) and rockets (RP-1) and the ISP numbers tally pretty well with kerosene/O2 rockets on which they are largely based. Methane and hydrogen would produce higher ISPs and while there are gas turbines that can run on methane or even hydrogen, as far as I'm aware there aren't any jet engines that do so plus the jets in KSP are also modelled on real engines. KSP uses generic terms like 'liquid fuel' and 'ore' to hide the complexity behind easy to understand terms, because they aren't really relevant to playing the game. You can go down the realism route using mods if you like, but turning 'ore' into 'fuel' and 'oxidiser' in the quantities that are used by rockets is far simpler and more straight forward than hunting for specific minerals that would only exist in certain places, performing complex chains of chemical reactions to produce chemicals that may be useful as fuels and then trying to juggle all the molar ratios to get fuel and oxidiser in the quantities that are needed. It's a space game, not an exomining simulator.
  5. If I understand this correctly (based on google translate) you want to attach the smaller ion ship to the launch rocket in the editor? That seems like a really big launcher for such a small payload, you might be better off using a much smaller launch rocket instead or adding another payload and then carrying the ion ship with it. Open the ion ship and click ‘re-root’ - the fourth button at the top left in the editor- and then select the docking port to make that the root part. Move or rotate those two antennae as they’ll block the docking port from docking to anything. Save the ship. Open the launch rocket, then click open again. Find the ion ship and click ‘merge’ - you should now have a copy of the ion ship in the editor with your launch rocket. Attach the ion ship to the launch rocket using the docking port either on the top node of the fairing (the ion ship will be upside down if you do this) or enable interstage nodes on the fairing and attach the ion ship to one of those so it points up.
  6. What exactly are you looking for? Small rockets, big rockets, ion/plasma thrusters, fusion drives, nuclear thermal rockets..? For small rockets, RLA Reborn and Probes Plus both have a nice selection of small and small-ish parts, from probe cores to engines and fuel systems, and Luciole is dedicated entirely to small-scale rockets. There’s also the SSR Micro-sat which is a nice little cubesat with engines and other parts to match, and OctoSat which is a modular system that includes various engine types and is slightly smaller than 1.25m when fully assembled. Big rockets, look at Near Future Launch Vehicles which recently got a big overhaul and contains engines, fuel tanks, payload parts and engine cluster mounts in the 5m and 7.5m size brackets. There’s also Restock+ which adds clones of the Making History parts at 5m scale, and as Restock and the Near Future mods are made by the same person they have a consistent style and don’t overlap in that 5m category. There are others, but those are the mods I’ve used frequently. Near Future Propulsion supplies several types of ion and plasma thrusters from a souped-up Dawn thruster to 2.5m PIT and VASIMR engines that drain literally thousands of power per second; you’ll probably need Near Future Electrical or some other nuclear reactor mod to power them. Nuclear rockets can be found in a few different places- Kerbal Atomics is the one I’m most familiar with, which by default runs the nuclear engines on hydrogen and swaps the stock NERV to do the same, but you can switch them all to liquid fuel if you prefer. There’s a 2.5m super NERV in Restock+ as well as some in RLA but at a smaller scale and a few older mods that add clusters of nuclear engines- I think you’ll find some of those if you look for ‘recycled parts’ on Spacedock or CKAN. There are also at least two mods that add an Orion drive which detonates nuclear bombs for propulsion- not recommended for launching at the KSC! Fusion tech and more exotic propulsion systems can be found in a few places, most notably KSPIE and the soon to be overhauled Far Future Tech. There are a few mods that give you warp drives, teleportation beacons and similar.
  7. There should be a button at the top left beside the signal indicators, that looks like a group of 3 probes and a planet with lines between them. Click that and it will change the signals being displayed- it can show the first hop (what the active vessel is directly connected to), the path back to a ground station, all the links for that vessel or the entire network. In the tracking station it’s at the top right beside the selector buttons to show/hide craft types and is an all or nothing option. You could also try using CommNet Constellation, which allows you to set up different frequencies for your crafts to communicate to each other with e.g. one network for everything around Duna and another to call back to Kerbin. That way you can cut down on the number of connections, have a set of discrete networks for different locations and see the ground stations’ locations in map view and the tracking station. It works for every antenna (that I’ve tried so far) and with Near Future Exploration’s antenna feed system too, but not Kerbalism as that does its own thing with communications.
  8. A slightly awkward moment occurred when I realised that my shiny new Mun base had enough power to last all of 2 hours in the dark even with all the power-hungry stuff shut down- the internal heating system alone would need over 40k electric charge to last the 12 hours of Munar night, courtesy of Kerbalism. Fortunately, I built the base on wheels and equipped it with a Bon Voyage rover autopilot, so it’s easy to keep it on the light side of the Mun. I also cannibalised four old rovers, stripping their solar panels and batteries (and a BG scanning arm) before blowing them up. (And accidentally blowing up the base the first time but the second time I set a smaller blast radius and a longer fuse then drove the base away.) Now all I have to do is keep driving the base west every 6-10 hours to stay in the sunlight, at least until I can get some really big batteries or some fuel cells out to it so it can survive the night without running out of power and killing the crew from exposure and/or CO2 poisoning.
  9. Don't quote the (7 and a bit year old) original post when you're replying in this thread, it isn't necessary and doesn't add any context.
  10. Here are a few in-game tools that might help you: Astrogator. Tells you the time to the next transfer window, delta-V required and can plot nodes to get there, but you may have to adjust them a bit. Works for the stock solar system, OPM and MPE, JNSQ, RSS (I think) and will give you transfers to other stars if you have additional solar systems installed. A useful tool that can be used in flight as long as you’re in a stable orbit. MechJeb’s maneuver planner. In advanced transfer mode it gives you a porkchop graph showing the delta-V needed at various times and with various transfer speeds- sometimes waiting a little while gives you a shorter and more efficient transfer. It can plot pretty much any kind of maneuver you like and execute them too, works for virtually any system at any scale (but longer burns are less accurate so larger systems will need more corrections) and is automatically included in any command part- crew pods or probe cores. Different features are tied to nodes on the tech tree but you can disable that feature if you like. Where Can I Go. Particularly useful when building your rockets, it tells you where you can go and if you can get back again, using average values- it doesn’t give you transfer times or nodes, but it’s a useful tool for planning missions. It gives you values for all the stock bodies (planets and moons) and will also give values for planets and stars from modded planet packs including upscaled systems like JNSQ or RSS. Works in editors and in Kerbin orbit but from what I remember not anywhere else. I use all three regularly and they make interplanetary flight so much easier compared to just eyeballing it.
  11. Are your wheels broken? Broken wheels can sink into the terrain and behave weirdly, although in my experience they tend to have more friction, not less. Send a 3+ star engineer out, stand them beside the gear and right-click it; if there’s an option to repair the wheels, that’s your problem- repair away and you should be OK. If that doesn’t solve it, you might just have a bad planet mod which isn’t working correctly; try reinstalling those fresh.
  12. Three solar storms in one day of playing KSP (plus one each at Dres and Moho) and I decided that that particular feature of Kerbalism was getting turned down to minimum frequency to stop irradiating my Kerbals around Minmus. The crew of my Minmus station got evacuated after the third storm when they began showing signs of radiation sickness. Built a space plane. Flew it towards space. Missed... Unlocked NERV engines. Attached to said space plane. Flew towards space again. Missed again... Panthers and ramp intakes fizzle out at just over 800m/s which is too slow to make orbit even with NERVs, although I reached 2km/s in the end. Began construction of a huge wheeled lab with an equally huge skycrane to land on the Mun and do much science over many years. Due to its high mass (over 70 tons) it’s being built over time using KSTS’ in-orbit construction system by a crew of engineers aboard Space Lab Two in LKO, before being fully fuelled and supplied (and crewed!) to send it to the Mun. And after waiting nearly a (game) year to find out what happened to those Duna probes, landers and rovers they sent out there with no communications back to Kerbin (due to a lack of powerful comms dishes at the time they were launched and a level 2 tracking station), Mission Control were thrilled when a convenient alignment of Kerbin, Eve and Duna allowed signals to be relayed via an Eve relay and the first trickles of data from Duna and Ike were received. A while later Kerbin and Duna moved close enough that the super-powerful relays in high Kerbin orbit- each with eighteen RA-15 dishes- could reach the relays around Duna directly and even more data began to arrive.
  13. I just edit the lab’s part.cfg file and turn the science per data point value down considerably, this along with a 10-20% science gains setting makes the lab vastly less OP. You can still collect duplicate data and process it in multiple labs on the same vessel to get the full gain from each, but the easiest way to fix that is not to do it . With such low gains, scraping all the science from Kerbin’s SOI still won’t complete the tech tree; this does make the early phases of a career game take a while though.
  14. Forget a GPU- 4GB RAM is right at the lower end of what you can get away with to run stock KSP, let alone with mods. Upgrade to 8GB and you should see a marked improvement, plus RAM is pretty cheap these days. Dial the graphics back a little bit and the integrated graphics system should be able to handle it.
  15. I always complete those missions using the same klaw-equipped vessel that I use to recover parts. An oversized heat shield and some ballast (a 1.875-0.625 fuel tank with feed disabled) make it pretty stable during re-entry even when grappled to some fairly heavy objects, the Kerbals are recovered safely and you get the funds from their pods too. From top to bottom, it looks a bit like this: mini klaw (from Restock+, however 1.10 added a stock version of this and the regular klaw would probably work just as well); probe core HECS with 3x RCS thrusters, 3x mini RCS fuel tanks (I think those are from Making History, one of the non-DLC small tanks would do the same job) and 3x radial parachutes (important!); small reaction wheel with 3x solar panels and 3x Z-100 batteries; FL-A151S fuel tank (1.875m to 0.625m, MH DLC required- a flat Rockomax adapter might do here along with some heavy parts like fuel or ore tanks for ballast) with 3x RCS thrusters; 2.5m heat shield; decoupler followed by deorbiting engine. Low cost, relatively low on the tech tree and most of the cost gets recovered (if you land near the KSC of course) and so far I’ve recovered payloads in excess of 10 tons without any trouble; I recommend MOAR parachutes if you want to bring down heavier payloads though. Or you could do it the boring, mainstream way and stick a klaw on top of a Mk1 pod to let you transfer the crew that way